Zhuma Township, which is located in Jinhua City, Zhejiang Province, has a long history of camellia cultivation, holds the title of “the hometown of camellia in China”, and is an agricultural town with a strong history characterized by its camellia industry. This paper first overviews the development and application of the theory of “socio-spatial” relationships and then formulates a theoretical framework for analyzing characteristic industrial villages according to this theory. Following the study of Zhuma Township, the process of local, industry-driven rural development is divided into three periods: slow growth, rapid expansion, and orderly transition. Then, we summarize the construction mechanism of characteristic industrial villages from the four levels of social relationship reorganization, industrial value increase, local culture reshaping, and spatial order reconstruction. Finally, we present a guide to the practice of rural construction. This paper aims to provide a useful reference for the construction of characteristic industrial villages on both theoretical and practical levels.
This paper takes the “Largos” of the Macau Peninsula as the object of study. By applying historical combing and field research, the main functions of Largos are categorized as follows: serving the community, facilitating traffic and promoting religious culture. The paper applied a spatial syntactic theory to establish a model, and three syntactic parameters were used, synergy, integration and choice, to interpret the results of the analysis. Based on the results of the syntactic parameters of Largos, results are divided into four categories. From this, the spaces that require improvements are selected, and corresponding improvement strategies are proposed. Taking Macau’s Largos as an example, this paper aimed to apply a space syntax to analyze the Largos in Macau so as to play a reference role in the effective renewal of urban micro-spaces and small public spaces.
This paper systematically scrutinizes difficulties confronted with reforming the course, “Residential Interior Design”, in the integration between industry and education, after which the flipped classroom approach is introduced. Leveraging “cloud classroom” platforms and 3D visualization technology for decoration design, this paper built a teaching model with the joint efforts of schools and enterprises based on the flipped classroom, in ways to comprehensively interlink the online and offline teaching process, that is, “enterprises proposing a task before class — teachers approaching the task in class — addressing the task with the joint efforts of schools and enterprises after class”. That’s how teaching activities can better be geared for the entrepreneurial process, so as to step up teaching reform and obtain optimized results.
Micro-scale fluids are tiny droplets that adhere to the surface of an object as a result of rainfall, perspiration, etc. Micro-scale fluid simulation is widely used in fields such as film and games. The existing state-of-the-art simulation methods are not suitable for simulating water droplets moving on a surface due to the fact that the water droplets cannot leave the texture space and their movements always depend on the continuous UV region. In this study, a novel method for simulating water droplets moving on a surface is proposed. We divide the droplets into two types: (1) two-dimensional droplets and (2) three-dimensional droplets and we implement the transformation between two-dimensional droplets in the texture space and three-dimensional droplets in the physical space. In the preprocessing phase, jump textures, coordinate transform textures and force field textures are generated in the non-continuous UV regions on a 3D object’s surface. In the process of simulation, water droplets are treated as rigid particles. The Velocity-Verlet-based method is adopted to solve the motion trajectory equation, and the boundary droplet transport algorithm is implemented based on jump texture. In the process of rendering, the height map is generated according to the simulation in the texture space and then the liquid bridge phenomenon between the droplets is simulated based on the Gaussian blur and the color rank algorithm. Finally, they are converted into normal texture-rendering droplets. The experimental result shows that the proposed method works well when simulating the movements of water droplets on a surface in a real-time manner, and it makes the movement simulation of dimension-reducing water droplets no longer depend on the continuous surface and continuous UV region. Moreover, the simulation efficiency of the proposed method is two times higher than that of the Smoothed Particle Hydrodynamics (SPH) method.