7,555 research outputs found
3G - chance for take-off in mobile
It became clear early on that UMTS, also known as 3G (third-generation mobile phone systems), would be a key technology for profitable markets of the future. However UMTS technology offers some major advantages that can be demonstrated under laboratory conditions but which it will not be possible to use fully in the mass market in the medium term. There is a need for services that emphasise the specific advantages of mobile phones and complement conventional wired services. Business models stand a particular chance of success if network operator, content providers and manufacturers of terminals coordinate the steps they take. In summary it may be said, that it is not certain that UMTS will be a success in m-business, but there is a strong chance.ICT, mobile telephony, UMTS
Discrete event simulation and virtual reality use in industry: new opportunities and future trends
This paper reviews the area of combined discrete
event simulation (DES) and virtual reality (VR) use within industry.
While establishing a state of the art for progress in this
area, this paper makes the case for VR DES as the vehicle of choice
for complex data analysis through interactive simulation models,
highlighting both its advantages and current limitations. This paper
reviews active research topics such as VR and DES real-time
integration, communication protocols, system design considerations,
model validation, and applications of VR and DES. While
summarizing future research directions for this technology combination,
the case is made for smart factory adoption of VR DES as
a new platform for scenario testing and decision making. It is put
that in order for VR DES to fully meet the visualization requirements
of both Industry 4.0 and Industrial Internet visions of digital
manufacturing, further research is required in the areas of lower
latency image processing, DES delivery as a service, gesture recognition
for VR DES interaction, and linkage of DES to real-time data streams and Big Data sets
Refining personal and social presence in virtual meetings
Virtual worlds show promise for conducting meetings and conferences without the need for physical travel. Current experience suggests the major limitation to the more widespread adoption and acceptance of virtual conferences is the failure of existing environments to provide a sense of immersion and engagement, or of ‘being there’. These limitations are largely related to the appearance and control of avatars, and to the absence of means to convey non-verbal cues of facial expression and body language. This paper reports on a study involving the use of a mass-market motion sensor (Kinect™) and the mapping of participant action in the real world to avatar behaviour in the virtual world. This is coupled with full-motion video representation of participant’s faces on their avatars to resolve both identity and facial expression issues. The outcomes of a small-group trial meeting based on this technology show a very positive reaction from participants, and the potential for further exploration of these concepts
The feasibility of using virtual prototyping technologies for product evaluation
With the continuous development in computer and communications technology the use of
computer aided design in design processes is becoming more commonplace. A wide range of
virtual prototyping technologies are currently in development, some of which are commercially
viable for use within a product design process. These virtual prototyping technologies range
from graphics tablets to haptic devices. With the compression of design cycles the feasibility of
using these technologies for product evaluation is becoming an ever more important
consideration.
This thesis begins by presenting the findings of a comprehensive literature review defining
product design with a focus on product evaluation and a discussion of current virtual
prototyping technologies. From the literature review it was clear that user involvement in the
product evaluation process is critical. The literature review was followed by a series of
interconnected studies starting with an investigation into design consultancies' access and
use of prototyping technologies and their evaluation methods. Although design consultancies
are already using photo-realistic renderings, animations and sometimes 3600 view CAD
models for their virtual product evaluations, current virtual prototyping hardware and software
is often unsatisfactory for their needs. Some emergent technologies such as haptic interfaces
are currently not commonly used in industry. This study was followed by an investigation into
users' psychological acceptance and physiological discomfort when using a variety of virtual
prototyping tools for product evaluation compared with using physical prototypes, ranging from
on-screen photo-realistic renderings to 3D 3600 view models developed using a range of
design software. The third study then went on to explore the feasibility of using these virtual
prototyping tools and the effect on product preference when compared to using physical
prototypes. The forth study looked at the designer's requirements for current and future virtual
prototyping tools, design tools and evaluation methods.
In the final chapters of the thesis the relative strengths and weaknesses of these technologies
were re-evaluated and a definitive set of user requirements based on the documentary
evidence of the previous studies was produced. This was followed by the development of a
speculative series of scenarios for the next generation of virtual prototyping technologies
ranging from improvements to existing technologies through to blue sky concepts. These
scenarios were then evaluated by designers and consumers to produce documentary
evidence and recommendations for preferred and suitable combinations of virtual prototyping
technologies. Such hardware and software will require a user interface that is intuitive, simple,
easy to use and suitable for both the designers who create the virtual prototypes and the
consumers who evaluate them
Supporting shop floor workers with a multimedia task-oriented information system
This paper reports the work carried out as part of an industrial research
project sponsored by a major telecommunication industry based in the UK. The
main aim of the research was to investigate the extent to which a multimedia-
based information system, developed for shop floor workers, has contributed to
the increased efficiency and productivity Of manufacturing operations. To
achieve this, the work has focused on the design and execution of the evaluation
of the system. Due to the fact that the direct impact of the implementation of
the information system developed was difficult to demonstrate, it was decided to
adopt the system usage as a surrogate of the system's Success and the User
acceptance of the system was evaluated using both the Technology Acceptance
Model and the Task-Technology Fit model. (C) 2009 Elsevier B.V. All rights
reserved
Seeing is believing; or is it? An emperical study of computer simulations as evidence.
Relying on the old adage, seeing is believing, we conclude that the jury may give undue weight to an animated reconstruction of the accident .... It would be an inordinately difficult task for the plaintiff to counter, by cross-examination or otherwise, the impression that a computerized depiction of the accident is necessarily more accurate than an oral description of how the accident occurred. Because the expert\u27s conclusion would be graphically depicted in a moving and animated form, the viewing of the computer simulation might more readily lead the jury to accept the data and premises underlying the defendant\u27s expert\u27s opinion... than it might if the jury were forced to evaluate the expert\u27s opinion in the light of the testimony of all of the witnesses, as generally occurs in such cases
How gamification can influence the webdesign and the customer to use the e-banking systems
The gamification is growing in e-business and the banks are looking for new ways to get more customers on their websites. Therefore, it is important to study what are the most appreciated features of the website that could influence the behaviour of the customer to use an electronic banking system with game features. The gamified e-banking suggests that rich elements/features associated with the games could influence other variables and
therefore increasing the client loyalty, to spend more time and increasing the transactions on the website. The aim of this study is to look into the influence of gamification in the e-banking system. Based on the research of 180 publications and 210 variables that could influence the intention to use a certain technology this
study develops a theoretical model representing the gamification influence on ease of use, information, web pages characteristics, web design and on the intention to use an e-banking with game features. The results from an online survey of 219 e-banking customers show that the gamification had a positive impact on all variables; special has a medium positive influence in web design and information and a large positive influence on customer intentions to use. Further analysis shows that the website ease of use plays has also a medium positive influence on the intention to use an e-banking gamified. Our findings also show that the clients give more importance to an attractive graphical and architecture website design, and less to web pages with so much information or having pleasure in using an e-banking system.info:eu-repo/semantics/acceptedVersio
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