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Platform Name

Term Concept
FactVerse License Management Platform The FactVerse License Management Platform is designed to help you manage subscriptions, licenses, and users more efficiently. The platform supports different user roles, including general business and sales representatives, as well as platform administrator.
DataMesh FactVerse Platform The DataMesh FactVerse platform supports various business application scenarios for DataMesh client products, such as training, inspections, planning, and supervision. It provides a range of solutions for enterprises, covering needs in areas such as meeting collaboration, training materials, project acceptance, learning assessments, and factory simulation.
Data Fusion Service The DFS (Data Fusion Service) management platform can configure data access interfaces, data processing and transformation rules, link digital twins and devices, ensure successful data transmission to the DFS service, and enable subsequent processing and application.

Inspector

Term Concept
H-LOD (High level of detail) components Based on your current location, components within the dynamic loading range are currently in a fully visible state and will automatically adjust according to changes in your location.
L-LOD (Low level of detail) components Based on your current location, components outside the dynamic loading range are currently in an invisible state and will automatically adjust according to changes in your location.

Director

DataMesh Importer

Term Concept
Polygons The number of polygons in the currently open model, used to gauge its complexity and detail level.
Vertices The number of vertices in the currently open model, reflecting its geometric complexity and structural details.
Texture A 2D image of patterns, colors, and details applied to the surface of a 3D model to enhance its visual appeal and realism.
Smart Select All This feature allows users to quickly select all entity nodes in the model, automatically filtering out empty ones, improving editing efficiency.

DataMesh Studio

Term Concept
Scenario A 3D presentation created in Studio, which forms a linear, immersive presentation by integrating 3D models, animations, special effects, and other elements.
Element Any model, tool, image, or multimedia element in the script that can be independently selected, edited, or manipulated.
Scene An editable canvas used to hold and display the content of a scenario. Scenes are the basic units of the entire scenario, and users can design different scenes to present information in stages, gradually explaining and showcasing the content.
chapter A structured tool used to organize and manage scenes, helping users group and classify scenes by themes, sections, or logic.
Light A tool component used in the scenario to illuminate objects, simulating real-world lighting. The light source determines how other objects in the scene are affected by light, creating shadows, reflections, and highlights to enhance the scene’s visual realism and atmosphere.
Camera Movement Refers to controlling the camera’s position, angle, and movement to achieve specific visual effects or narrative goals. Camera movement simulates real-world camera motions, adding to the immersion and visual expression of the scene.
Extensions A set of tools provided by DataMesh that allows users to create personalized texts, labels, buttons, and tools in Unity and upload them to the cloud for use.
Control point A series of key coordinate points that define the movement path of an element. Control points are used to control the movement of models or cameras along a curve.
Sub-object An object that is a child of a parent object in the hierarchy. Parent objects can contain one or more sub-objects, and these sub-objects move, rotate, and scale along with the parent object.
Parent object An object in the hierarchy that is directly above other objects (sub-objects). The position, rotation, and scale of sub-objects are influenced by the parent object.
Action Sequence A panel that manages all actions to be added in the scenario. The list is arranged in the order the actions are added and allows users to manage and edit them.
Appear The initial action automatically generated for each element when added to a scene. This defines the element’s initial performance in the scene, including how it appears and its related settings.
Move Actions that allow an element to transition from its original pose to a target pose within a specified time. These are used to adjust the position, rotation, and scaling of a model for dynamic changes or transitions.
Disassemble This action evenly spreads out the sub-objects of the selected model. It’s commonly used to create dynamic effects.
Section Cut Allows users to add a cutting plane to a model to view its cross-section. This helps to cut through the model to examine its internal structure or detailed sections.
Disappear An animation type that makes a model gradually disappear over time. This is used for hiding, exiting, or making a model vanish from the scene.
Link This sets a model as a clickable hotspot. When users click it, they can jump to a specified target scene. It’s useful for interactive presentations, VR, and AR applications for scene navigation.
Configure Animation This allows users to select and play animations on a model, such as walking, flying, rotating, etc.
Change Color Allows users to control the color change of a model. This can include effects like color gradients or blinking to enhance visual appeal.
Occlude A special setting for model elements in AR playback, where the object itself is invisible but can block virtual content behind it. This enhances the realism of the AR scene by occluding virtual objects with real-world background objects.
Interaction Position A feature used in Studio for training assessments. It enables users to define interactions that move a model from its current pose to a target pose, simulating real-world operations and assessing employees’ accuracy in training.
Rendering Environment A global setting in the scenario used to simulate background environments like the sky, distant mountains, or space. It affects the scene’s lighting, brightness, and model reflections.
Scenario Positioning Users can set positioning QR codes or anchor points in the scenario. These are used to map specific positions and rotations in the scenario to real-world coordinates. Scanning the QR code or anchoring physical points helps achieve accurate virtual-to-real mapping.
Reference Model Additional models that assist with positioning in the scenario. These serve as real-world counterparts for aligning virtual objects in the scene with physical ones, ensuring accurate positioning.
Marker A QR code used for virtual content localization. In the scenario, it stores position and rotation information, and scanning the code in the real world matches the virtual content to its real-world location.
Move An operation assist tool used in scenario construction. When activated, the selected model or element displays three arrows pointing along the X, Y, and Z axes, allowing users to drag and move the object along these axes.
Hot Zone An interactive area set after linking an action to an element. It’s typically a cube centered on the character. Users can adjust the size of the hot zone to define the interaction trigger area. When users click within this area, the preset action (such as scene transition) is triggered.
Central Location When multiple elements are grouped together, this is the center point of the group. The system calculates the common center based on the positions of all elements, and rotations or movements are performed relative to this center.
Central Element In a group of elements, selecting a specific element sets its center point as the reference for the group. Operations like rotation or movement are then performed based on this selected element’s center.
Projection Type The method used in 3D design tools to render and display the scene. Common projection types are orthographic and perspective.
Orthographic Projection A projection where all lines are parallel and perpendicular to the projection plane. It maintains the actual size of objects regardless of distance, which is useful for precision tasks.
Perspective Projection A projection where lines converge at a viewpoint (like an eye or camera). Objects appear smaller the farther they are, mimicking real human vision. It’s used for creating realistic 3D space.
Reset POV A function in the 3D editor that quickly adjusts the view to focus on the selected element or scene, allowing for more precise editing.
Table of Contents A visual representation of the current script’s structure, similar to the outline view in PowerPoint, to help with scene organization and editing.
Smoke Cloud A preset special effect that creates a smoke explosion effect in the scene, adding dynamic elements and enhancing visual impact.
Source Text In the text box tool, users can configure multiple languages for different application settings. The one-click translation feature helps quickly generate translations for other languages, improving efficiency.
Storyline A new file type consisting of connected story nodes. Each node is linked to a corresponding chapter, and the connections define how the chapters transition in the scenario.
Story node The basic unit of a storyline, containing a scenario chapter and defining how nodes connect with each other. These nodes enable flexible control over the playback order, supporting nonlinear transitions.
Connection point Key elements used to define the order in which story nodes are played. There are input and output connection points. When a node’s outgoing point connects to another node’s incoming point, it triggers an automatic transition from one node to the next.
Incoming point A function point in a story node that defines the start of its playback. When another node’s outgoing point connects to an incomingt point, it triggers the start of that node’s content.
Outgoing point A function point in a story node that defines the exit of playback. When the outgoing point connects to another node’s incoming point, it initiates a transition to the next node.
Transition point A function point in a story node that allows for manual trigger jumps during playback. Unlike automatic connection points, transition points allow users to switch nodes during playback through interactive hot zone, enabling flexible control.
Canvas The workspace for editing the storyline. Users can create, arrange, and organize story nodes visually, connecting them with connection points or transition points to define playback relationships and interactions.
Transition point name Configurations for interactive objects (such as buttons or links) to initiate jump actions. These allow objects to trigger specific jumps, like switching to a story node and playing its associated chapter, enabling dynamic and interactive playback.

DataMesh One

Term Concept
Smart Select All This feature allows users to quickly select all entity nodes in the model, automatically filtering out empty ones, improving editing efficiency.
Standard Mode One of the mode options for content playback, primarily used for displaying content and supporting multi-user collaboration, ideal for everyday use cases.
Training Mode A mode designed for learners to engage in mixed reality-based learning and training assessments, helping them complete tasks and assessments in a virtual environment.
Events This module allows users to create and join collaborative events, where all participants share the presenter’s playback progress, enabling synchronized viewing and interaction.
Position Reference The position reference used for virtual content during playback. Users can either position content based on what’s currently playing or use the first frame of the scene as a reference point.
First Frame During playback, the first frame of the first scene is used as a reference point to ensure accurate alignment between the virtual and real environments.
Current Frame Positioning based on the current content being played, ensuring the virtual content dynamically aligns with the real world throughout playback.
Transform Gizmo When enabled, three arrows pointing along the XYZ axes appear around the selected object. Users can click and drag these arrows to move the object along the XYZ axes, allowing for precise adjustments.
Stage list A feature for viewing and managing the structure of a scenario, showing all scenes and chapters included. Users can quickly grasp the overall layout and easily jump between scenes or chapters during editing or playback, streamlining content organization and navigation. It’s similar to the outline view in PowerPoint.
Gaze Mode One of the positioning methods in DataMesh One. Users place 3D content by selecting a location on the plane detected by the device. This method is simple and great for quickly placing small 3D content, especially in cases that don’t require complex adjustments.
Anchor Positioning A precise positioning method achieved by mapping a real-world position and direction with a positioning code in the 3D content. The positioning code contains the location and directional information to ensure accurate placement of virtual content in physical space. This method is ideal for situations requiring high accuracy.
QR Code Positioning A method where users scan a QR code placed in the real world to position 3D content. After placing the QR code in the physical space, scanning it allows the system to place the corresponding 3D content precisely at the QR code’s location. This method is ideal for ensuring virtual and real-world alignment.
Touchscreen gesture An interactive mode for editing 3D content while in playback. Users can drag 3D elements on the screen of a mobile device (phone or tablet) or AR glasses to adjust their position, angle, and other attributes. This method is intuitive and convenient for quick adjustments or temporary viewing.
Touchscreen joystick An editing method that lets users control the position and rotation of a selected model through a jpystick UI. This is especially useful for making quick adjustments, allowing precise control over the model’s posture or position, boosting editing flexibility and efficiency.
Position mode A feature for adjusting the placement of 3D content in AR within the real-world space. It includes:
Ÿ Gaze Mode Positioning: Select the placement location via the device’s gaze, ideal for quickly placing small objects.
Ÿ QR Code Positioning: Scan a QR code to precisely place 3D content at the coordinates indicated by the code.
Ÿ Anchor Positioning: Perform precise mapping based on a specific location and direction.
Ÿ Joystick Positioning: Adjust position and rotation using the joystick UI, ideal for temporary viewing.
Edit mode A mode that allows users to interact with and modify content during AR playback or 3D content presentation. This mode lets users directly manipulate 3D elements to adjust their position, rotation, and scale to meet specific viewing or display needs. Editing can be done using gesture controls, joystick, or other UI tools for quick, flexible adjustments
Switch story branch A function during storyline playback that lets users see which nodes can be jumped to from the current one. Users can browse available nodes and revisit previously watched ones, making it easier to navigate and return to specific parts of the story. This feature provides more control over the storyline, enhancing flexibility and convenience during viewing.
Single Sign-On(SSO) login A system that allows users to log into DataMesh products quickly using their corporate credentials without needing to authenticate separately. This improves login convenience and security, eliminating the need for multiple logins.
Offline mode A feature that lets users continue using some functions of the product and access locally cached data even without an internet connection. Once the device reconnects to the network, data is automatically synchronized.
Learning A mode for learners to engage in courses through the playback interface. In this mode, learners follow a predefined courseware, and once completed, the system tracks their learning progress and stores the data in a career tracking system, allowing both learners and managers to monitor progress and achievements.
Exam A mode that allows learners to take knowledge tests within courseware. Upon completing the exam, the system records their results and stores them in the career tracking system. These results can be used to assess learning outcomes and inform future learning paths.
Record A system that records various learner-related data throughout the learning process, such as progress and exam results. This data is stored in the learner’s profile for easy tracking of their learning history, performance changes, and achievements. It helps evaluators assess growth and provides data to guide future learning paths.
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