559 research outputs found
Design of a multiuser virtual trade fair using a game engine
The current world economic situation makes it necessary to develop new ways of establishing commercial relationships. One possible solution is to explore the advantages of virtual worlds, and for this reason online virtual trade fairs are becoming more popular in the business world. They enable companies to establish a trade relationship with their customers without the need to visit them in person. This is very attractive for exhibitors because it can save them money, which is a priority for many companies today. In this line, this article presents a multiuser virtual trade fair developed using 3D game engine technologys. Users represented by avatars can interact with each other while they are visiting the virtual fair, which has some interactive objects included in the stands to provide information about the exhibitors. This virtual world is accessible online, and visitors only require a plug-in on their computers to be able to enter the virtual world. The game technology makes it possible to obtain a high degree of realism: very real lighting, cast shadows, collision detection, etc. Moreover, the virtual world presented builds the 3D objects automatically. Participants in the trade fair can customize their virtual stand and the application will generate the code necessary for its inclusion in the rendered virtual world.This work was supported by the Spanish Ministry of Science and Technology project TIN2010-21089-C03-03. And also by Bancaja, project P1 1B2007-5
Digital marketing in the metaverse and its effect on E-commerce
Treball Final de Grau en AdministraciĂł d'Empreses. Codi: AE1049. Curs 2022/2023The concept of the metaverse has its origins in futuristic literature, with the development
of the internet allowing the video game industry to create virtual worlds for entertainment,
which later with the entry of mass online gamers influenced the creation of protometaverses and the first metaverses operating today. Today, it is the technology
companies that are investing large sums of money to drive the full development of the
metaverse. However, there is still no concrete definition of what this virtual world will be,
but it is clear that it will require the development of a set of technologies to make its
ecosystem decentralised and immersive.
On the other hand, the development of marketing in the metaverse depends on the
emergence of a community of consumers. Protagonists who need virtual worlds for their
development. Awakening their interest in interacting in these virtual worlds through their
avatars, which allow them to perform various activities. Creating in them the need to
obtain greater virtual experiences such as the acquisition of assets in the metaverse, a
sector that captures the attention of companies to invest and explore new virtual markets.
Marketing is the connection that allows brands to know and satisfy their needs, create
new consumer experiences, and understand that the metaverse is a new digital
marketing channel.
In this context, brands are experimenting with new marketing practices that influence the
creation of new business and e-commerce opportunities in virtual worlds, but in order to
make commerce happen, it is necessary to clarify the means of payments that effect the
buying and selling of virtual assets. It is clear that the development of e-commerce must
be linked to decentralisation and that it plays an important role in the future economy of
the metaverse.
For this reason, this research seeks to provide the reader with knowledge of the digital
marketing practices that are being carried out in the metaverse. Practices that allow the
creation and reinvention of new business models in the third dimension. Giving the
opportunity for e-commerce to evolve and adapt to the new demands and needs of
consumers, who increasingly demand more real and innovative shopping experiences
and personalised attention
DR9.3 Final report of the JRRM and ASM activities
Deliverable del projecte europeu NEWCOM++This deliverable provides the final report with the summary of the activities carried out in NEWCOM++ WPR9, with a particular focus on those obtained during the last year. They address on the one hand RRM and JRRM strategies in heterogeneous scenarios and, on the other hand, spectrum management and opportunistic spectrum access to achieve an efficient spectrum usage. Main outcomes of the workpackage as well as integration indicators are also summarised.Postprint (published version
Analysis domain model for shared virtual environments
The field of shared virtual environments, which also
encompasses online games and social 3D environments, has a
system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
Here, There and Everywhere: Glocalising Identities in Transworld Transmedia Genius Loci
The principle question discussed in this essay is essentially a philosophical or existential one: in our increasingly remediated, interconnected, physically and virtually mobile contemporary world, is it is conceivable, or feasible, for us actually to be âhere, there, and everywhereâ at one and the same time?
Have our predominantly âlocalâ personal, professional and collective narrative histories, and the various cultural traditions that have grown out of these, really furnished us with relational identity skills that enable us to participate positively and actively in ongoing globalisation processes and to play a constructive, active, ethical role in the global gameplay arena?
Or do we need to work more with non-familiar forms of otherness if we want to develop new types of âglocalâ identities, able to mediate and transcend the emotional, conceptual, cultural and other divides that may hinder the identification, management and just balancing of âglobalâ and âlocalâ needs, rights and interests?
As a contribution to further interdisciplinary debate on this and related themes, in media studies and elsewhere, this essay intentionally seeks to provoke*, by offering some engaged, informed but clearly speculative considerations, regarding the valorisation, application and evaluation of new digital media designed to facilitate ludic transworld, transmedia cooperition at-a-distance, to develop practical strategies to engage in responsible, ethical, ecological, mutually sustainable ways, with non-copresent, non-local others and their own past, present and future actual, and possible, worlds.
*âProvokeâ, of course, is not meant here in any âmeanâ or negative way, but rather as a ludic challenge to my readers to experiment in engaging with ânon-localâ, ânon-standardâ forms of otherness â which in the case of this essay is the actual diversity of forms, norms and practices in academic writing. This First Page Footnote also seems an appropriate place to offer my sincere thanks to two anonymous reviewers of a first draft version of this essay, both of whom, each with their own brand of provocative, stimulating and useful remarks, are hereforth anointed as contributing co-authors, of this its (hopefully) final version.The principle question discussed in this essay is essentially a philosophical or existential one: in our increasingly remediated, interconnected, physically and virtually mobile contemporary world, is it is conceivable, or feasible, for us actually to be âhere, there, and everywhereâ at one and the same time?
Have our predominantly âlocalâ personal, professional and collective narrative histories, and the various cultural traditions that have grown out of these, really furnished us with relational identity skills that enable us to participate positively and actively in ongoing globalisation processes and to play a constructive, active, ethical role in the global gameplay arena?
Or do we need to work more with non-familiar forms of otherness if we want to develop new types of âglocalâ identities, able to mediate and transcend the emotional, conceptual, cultural and other divides that may hinder the identification, management and just balancing of âglobalâ and âlocalâ needs, rights and interests?
As a contribution to further interdisciplinary debate on this and related themes, in media studies and elsewhere, this essay intentionally seeks to provoke*, by offering some engaged, informed but clearly speculative considerations, regarding the valorisation, application and evaluation of new digital media designed to facilitate ludic transworld, transmedia cooperition at-a-distance, to develop practical strategies to engage in responsible, ethical, ecological, mutually sustainable ways, with non-copresent, non-local others and their own past, present and future actual, and possible, worlds.
*âProvokeâ, of course, is not meant here in any âmeanâ or negative way, but rather as a ludic challenge to my readers to experiment in engaging with ânon-localâ, ânon-standardâ forms of otherness â which in the case of this essay is the actual diversity of forms, norms and practices in academic writing. This First Page Footnote also seems an appropriate place to offer my sincere thanks to two anonymous reviewers of a first draft version of this essay, both of whom, each with their own brand of provocative, stimulating and useful remarks, are hereforth anointed as contributing co-authors, of this its (hopefully) final version
Radio Communications
In the last decades the restless evolution of information and communication technologies (ICT) brought to a deep transformation of our habits. The growth of the Internet and the advances in hardware and software implementations modiïŹed our way to communicate and to share information. In this book, an overview of the major issues faced today by researchers in the ïŹeld of radio communications is given through 35 high quality chapters written by specialists working in universities and research centers all over the world. Various aspects will be deeply discussed: channel modeling, beamforming, multiple antennas, cooperative networks, opportunistic scheduling, advanced admission control, handover management, systems performance assessment, routing issues in mobility conditions, localization, web security. Advanced techniques for the radio resource management will be discussed both in single and multiple radio technologies; either in infrastructure, mesh or ad hoc networks
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