6,029 research outputs found

    The Role Of The Metaverse In Digital Marketing

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    The Metaverse is a postulate new release of our online world with steady online 3-D digital surroundings. The conventional advertising method transfigured into the time period ‘METAVERSE’. Metaverse adjustments the critiques of customers with product and services within the modern-day situation. The office work has a full-size type of Metaverse correlating to advertising. The strategical method, components of the Metaverse, and the scope are the principal viewpoints of Metaverse marketing. Innumerable corporations have amalgamated with Metaverse advertising and marketing technically to provoke their merchandise. The present-day article analyses the concept of the Metaverse in touching on marketing with its wide scope and strategies. The studies are predicated at the framework of strategies, ease, and the additives of Metaverse advertising. The idea of the Metaverse is mentioned on this work on the descriptive papers the concept of the Metaverse is explained within the article, when it comes to advertising and marketing. The paper also undergoes the future implications with SWOC evaluation and suggested the internal and external factors that provoke the enterprise overall performance

    2022 Huskies Showcase Schedule and Abstracts

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    The 2022 Huskies Showcase booklet includes: Schedule of events Listing of all student presentations by title, Our Husky Compact dimension, student presenter(s), faculty mentor(s), and abstract code Student project abstract

    MITIGATING PUBLIC SPEAKING ANXIETY USING VIRTUAL REALITY AND POPULATION-SPECIFIC MODELS

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    In the education and workplace landscape of the 21st century, it is often said that a person is only as valuable as the ideas s/he has and can share. Public speaking skills are essential to help people effectively exchange ideas, persuade, inform their audiences as well as make a tangible impact. They also plays a vital role in one’s academic and professional success. However, research shows that public speaking anxiety (PSA) ranks as a top social phobia among many people and tends to be aggravated in minorities, first generation students, and non-native speakers. This research aims at mitigating this anxiety by utilizing physiological (cardiovascular activity, electrodermal activity etc.) and acoustic (pitch, intonation, etc.) indices captured from wearable devices and virtual reality (VR) interfaces to quantify and predict PSA. This work also examines the significance of individual-specific factors, such as general trait anxiety and personality metrics, as well as contextual factors, such as age, gender, highest education, and native language, receny of public speaking in moderating the association between bio-behavioural (physiological and acoustic) indices and PSA. The individual-specific information is used to develop population-specific machine learning models of PSA. Results of this research highlight the importance of including such factors for detecting PSA with the proposed population-based PSA models yielding Spearman’s correlation of 0.55 n(p < 0.05) between the actual and predicted state-based scores. This work further analyzes whether systematic exposure to public speaking tasks in a VR environment can help alleviate PSA. Results indicate that systematic exposure to public speaking in VR can alleviate PSA in terms of both self-reported (p < 0.05) and physiological (p < 0.05) indices. Findings of this study will enable researchers to better understand antedecedents and causes of PSA as well as lay the foundation toward developing adaptive behavioural interventions for social communication disorders using systematic exposure (e.g., through VR stimuli), relaxation feedback, and cognitive restructuring

    The matrix revisited: A critical assessment of virtual reality technologies for modeling, simulation, and training

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    A convergence of affordable hardware, current events, and decades of research have advanced virtual reality (VR) from the research lab into the commercial marketplace. Since its inception in the 1960s, and over the next three decades, the technology was portrayed as a rarely used, high-end novelty for special applications. Despite the high cost, applications have expanded into defense, education, manufacturing, and medicine. The promise of VR for entertainment arose in the early 1990\u27s and by 2016 several consumer VR platforms were released. With VR now accessible in the home and the isolationist lifestyle adopted due to the COVID-19 global pandemic, VR is now viewed as a potential tool to enhance remote education. Drawing upon over 17 years of experience across numerous VR applications, this dissertation examines the optimal use of VR technologies in the areas of visualization, simulation, training, education, art, and entertainment. It will be demonstrated that VR is well suited for education and training applications, with modest advantages in simulation. Using this context, the case is made that VR can play a pivotal role in the future of education and training in a globally connected world

    Effectiveness of virtual environment desensitization in the treatment of agoraphobia in a college student population, 1995

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    The primary purpose of this study was to investigate the effectiveness of the virtual environment technology in the area of counseling. Consequently, this study investigated the effectiveness of a virtual environment desensitization (VED) in the treatment of agrophobia on a select group of undergraduate students attending Clark Atlanta University during the 1994-1995 school year. The design of this study was the traditional experimental design. The researcher selected subjects (N=60) for this study. Thirty (30) subjects were placed in the experimental group and thirty (30) subjects were placed in the control group. Only subjects in the experimental group were exposed to the VED treatment. Two instruments were used in this study. The first instrument was an Attitude Towards Agoraphobia Questionnaire (ATAQ). The second instrument was the Subjective Unit of Discomfort Scale (SUDS). The virtual environment desensitization was effective in treatment of subjects with agoraphobia (experimental group). The control group or no-treatment group did not change significantly. All the attitudes towards the agoraphobic situations decreased significantly for the virtual environment desensitization group (experimental group) but not for the control group. The average subjective unit of discomfort scale (SUDS) in each session decreased steadily across sessions, indicating habituation
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