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15
SEATING AREAS
The next step in calibrating the Quantum Logic engine is to define the seat-
ing area(s) within the cinema auditorium. Normally, a room will be suffi-
ciently defined within a single seating area.
If there is a gap creating distinct seating areas (i.e. a wide dividing aisle in
stadium seating or a change in seating width due to a side entrance hallway)
then you may define a second or third seating area in the menu. When more
than one seating area is defined, they must be defined in order of front of
theater to the rear (increasing Y values from Seating Area 1 to Seating Area
2).
Input the X, Y, and Z coordinates at the 6 vertices that outline the seat-
ing area. The middle vertex will help capture the general shape of a curved
row of seating. The origin point in the room is defined as the center of the
screen at the floor. The coordinates are defined:
X = distance from center line origin (negative value to left, positive to right)
Y = distance away from the screen
Z = height of floor at that vertex above the floor at front
Press the save button when each category is complete before moving to the
next.
SINGLE SEATING AREA EXAMPLE
-X
+X
4
16
40
60
12
8
2
+Y
-Y
+Z
X
Y
Z
XX
X
Y
Z
X
Y
Z
X
Y
Z
X
Y
Z
X
Y
Z
FRONT
REAR
-16
-16
12
12
12
58
58
58
8
8
8
0
0
+16
+16
0
0
0
TOP VIEW
SEATING AREA 1
DIMENSIONS
SIDE VIEW