138,596 research outputs found
Photo Based 3D Walkthrough
The objective of 'Photo Based 3D Walkthrough' is to understand how image-based
rendering technology is used to create virtual environment and to develop aprototype
system which is capable ofproviding real-time 3D walkthrough experience by solely
using 2D images. Photo realism has always been an aim of computer graphics in
virtual environment. Traditional graphics needs a great amount of works and time to
construct a detailed 3D model andscene. Despite the tedious works in constructing the
3D models andscenes, a lot ofefforts need to beput in to render the constructed 3D
models and scenes to enhance the level of realism. Traditional geometry-based
rendering systems fall short ofsimulating the visual realism of a complex environment
and are unable to capture and store a sampled representation ofa large environment
with complex lighting and visibility effects. Thus, creating a virtual walkthrough ofa
complex real-world environment remains one of the most challenging problems in
computer graphics. Due to the various disadvantages of the traditional graphics and
geometry-based rendering systems, image-based rendering (IBR) has been introduced
recently to overcome the above problems. In this project, a research will be carried out
to create anIBR virtual walkthrough by using only OpenGL and C++program without
the use of any game engine or QuickTime VR function. Normal photographs (not
panoramic photographs) are used as the source material in creating the virtual scene
and keyboard is used asthe main navigation tool in the virtual environment. The quality
ofthe virtual walkthrough prototype constructed isgood withjust a littlejerkiness
The Impact of Experiential Augmented Reality Applications on Fashion Purchase Intention
Utilizing the stimulus-organism-response (SOR) model, the purpose of this study is to examine the effects of augmented reality (AR) (specifically augmentation) on consumersâ affective and behavioral response and to assess whether consumersâ hedonic motivation for shopping moderates this relationship. An experiment using the manipulation of AR and no AR was conducted with 162 participants aged between 18 and 35. Participants were recruited through snowball sampling and randomly assigned to the control or stimulus group. The hypothesized associations were analyzed using linear regression with bootstrapping. The paper demonstrates the benefit of using an experiential AR retail application (app) to positively impact purchase intention. The results show this effect is mediated by positive affective response. Furthermore, hedonic shopping motivation moderates the relationship between augmentation and the positive affective response. Because of the chosen research approach, the results may lack generalizability to other forms of augmentation. Therefore, researchers are encouraged to test the proposed model using different types of AR stimuli. Furthermore, replication of the study with other populations would increase the generalizability of the findings. Results of this study provide a valuable reference for retailers of the benefits of using AR when attempting to optimize experiential value in online environments. The study contributes to experiential retail and consumer purchase behavior research by deepening the conceptualization of the impact of experiential technologies, more specifically AR apps, by considering the role of hedonic shopping motivations.Peer reviewe
Sale the seven Cs: Teaching/training aid for the (e-)retail mix
The â4Psâ of the marketing mix have long been popular with students, tutors, trainers
and practitioners as a learning and teaching aid. The purpose of this paper is to present
an equivalent tool for retail and e-retail: âSale the 7Csâ. The approach is by reference
to other authorsâ versions of the marketing, retail and e-retail mixes, distilled into a
simplified framework: C1 Convenience; C2 Customer value and benefit; C3 Cost to
the customer; C4 Computing and category management; C5 Customer franchise; C6
Customer care and service; C7 Communication and customer relationships. This
simplified mnemonic is new for (e-)retail. Mini case examples are used to illustrate
the applicability. These have a practical value for trainers and educators as specimen
answers to activity exercises. Retailers may find the convenient 7Cs structure useful
when planning strategies and tactics
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Modelling 3D product visualisation for online retail atmospherics
Purpose: The Stimulus (S) Organism (O) Responses (R) paradigm has been extensively studied in conventional retailing but has received little attention in the online context. This study aims to investigate the effects of an online retailer atmospheric using three dimensional (3D) product visualisation.
Design/methods/approach: We operationalise 3D antecedents, the main online atmospheric cues, as the âstimulusâ (S) that attracts consumersâ attention towards the online retailer, authenticity of the 3D, hedonic and utilitarian value as the âorganismâ (O) part, and consumersâ behavioural intention as the âresponsesâ (R) part. A hypothetical retailer Web site presents a variety of laptops using 3D product visualisations.
Findings: The control and animated colours represent the main stimuli (S). Furthermore, 3D authenticity, hedonic and utilitarian values are the main determinants of behavioural intentions. The proposed conceptual model achieves acceptable fit and the hypothesised paths are all valid.
Practical implications: Retail website designers can contribute to enhancing consumersâ virtual experience by focusing more on utilitarian and hedonic value. Any 3D flash should include the essential information that consumers seek and consumers should be able to click to any part of the 3D flash to access further information.
Originality/values: To the best of the authorsâ knowledge, this research is the first in the U.K. that uses a U.K. sample to investigate the effects of using 3D product visualisation on consumersâ perceptions and responses. Our research makes an important contribution to the online atmospheric literature by providing a rich explanation of how authenticity of the 3D virtual models adds more information, fun and enhances consumersâ responses towards the online retailer
Deliverable DJRA1.3: Tool prototype for creating and stitching multiple network resources for virtual infrastructures
This document describes the prototype FEDERICA Slice Tool developed for the virtualization of network elements in FEDERICA and for creating and stitching network resources over this virtual infrastructure. An SNMP-based resource discovery prototype is also introduced as a new functionality to be integrated in the tool.The deliverable also presents aviability study for the use of traffic prioritization in the FEDERICA infrastructure and some network performance measurements on a real slice within FEDERICA.This document reports the final results of JRA1.2 Activity in the development of a tool prototype for creating sets ofvirtual resourcesinFEDERICA.The prototype goal is to simplify and automate part of the work for NOC.The tool may also serve,with different privileges, a FEDERICA user to operate on his/her slice. The tool described here was designed with the objective of providing an interactive application with a graphical interface to operate on resources for the NOC and the end users (researchers). The tool simplify the creation and configuration of resources in a slice and it is a mandatory step to ensure scalability of the NOC effort. It offers an interactive Graphical User Interface that translates the usersâ actions to commands in the substrate (networknodesandV-nodes)andslice elements(VirtualMachines).User accounts may be created for the NOC and for researchers, each with specific privileges to enable different sets of capabilities. The NOC account has full access to all the resources in the substrate, while each userâaccount has full access only to the virtual resources in his/her slice. The tool has been developed using the Java programming language as Open Source code and relies on the open source GlobusÂź Toolkit. Testing has been performed in a laboratory environment and on some FEDERICA substrate equipment (1switch, 2VMwareServers) in their standard configuration. For testing the router, web services and GUI an additional computer was used, using a public IP address.Postprint (published version
The impace of custom ROM backups on android external storage erasure
The Android operating system is the current market leader on mobile devices such as smartphones and tablet computers. The core operating system is open source and has a number of developers creating variants of this operating system. These variants, often referred to as custom ROMs are available for a wide number of mobile devices. Custom ROMs provide a number of features, such as enhanced control over the operating system, variation in user interfaces and so on. The process of installing custom ROMs is often accomplished through the use of a ROM manager application. Such applications often provide mechanisms to back up the contents of the mobile device prior to upgrade. This mechanism is utilised in the case of a failed update to restore the device to its previous functional state. Backups produced in this manner are often stored in on an external media such as a micro-SD card.In the conducted research we evaluated devices inbuilt data erasure mechanisms within the context of erasure of backups produced by ROM managers. It was found that simply using the devices Format External / SD function is not an effective means of completely erasing these backups. Once recovered, these backups offer a quick source of information that a potential attacker could carve to retrieve user files such as media transferred to the external or from applications. Although the same files could be recovered from an image of the external storage itself, the carving process is more efficient than traditional carving methods
The impace of custom ROM backups on android external storage erasure
The Android operating system is the current market leader on mobile devices such as smartphones and tablet computers. The core operating system is open source and has a number of developers creating variants of this operating system. These variants, often referred to as custom ROMs are available for a wide number of mobile devices. Custom ROMs provide a number of features, such as enhanced control over the operating system, variation in user interfaces and so on. The process of installing custom ROMs is often accomplished through the use of a ROM manager application. Such applications often provide mechanisms to back up the contents of the mobile device prior to upgrade. This mechanism is utilised in the case of a failed update to restore the device to its previous functional state. Backups produced in this manner are often stored in on an external media such as a micro-SD card.In the conducted research we evaluated devices inbuilt data erasure mechanisms within the context of erasure of backups produced by ROM managers. It was found that simply using the devices Format External / SD function is not an effective means of completely erasing these backups. Once recovered, these backups offer a quick source of information that a potential attacker could carve to retrieve user files such as media transferred to the external or from applications. Although the same files could be recovered from an image of the external storage itself, the carving process is more efficient than traditional carving methods
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