305,570 research outputs found

    Using virtual reality technology to facilitate web-based public participation

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    Virtual reality as an advanced visualisation technology is used in many aspects of urban design and management to assist the various stakeholders’ better understanding of the urban environment. This paper is based on an EPSRC funded research project – “Web-Based Participation for Campus-Scale Project Design: The West Cambridge Site”, which aims to facilitate web-based participatory consultation to allow staff, students and local residents to learn about, and debate, planning and building proposals by Cambridge University. Interactive 3D virtual reality models were created of a number of proposed urban development projects in Cambridge and published on the University web site along with mechanisms for surveying users’ opinions of the proposals. These were linked to relational databases on the web server for recording survey responses. Care was taken to provide the participants with a friendly interface and interactive functions to easily navigate the model and accurately understand the issues involved. This paper starts with reviewing the theory and practice of implementing virtual reality visualisation for public participation in urban design. The technical details of creating the 3D virtual reality models, merging them into the web site and linking objects in the virtual reality model with databases, are described. Finally the advantages of, and the barriers to, this kind of virtual reality application are addressed

    An overview of virtual city modelling : emerging organisational issues

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    This paper presents a recent overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It builds on previous research conducted on the identification of three-dimensional (3D) city models and offers an analysis of the development, utilization and construction of VR city models. Issues pertaining to advantages, barriers and ownership are identified. The paper describes a case study of the development of a VR model for the city of Newcastle upon Tyne in the UK and outlines the role that academic institutions can play in both the creation and utilization of urban models. The study offers a new approach for the creation, management and update of urban models and reflects on issues which are emerging. Areas for future research are discussed

    Virtual cities management and organisation

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    This paper presents a recent overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It builds on previous research conducted on the identification of three-dimensional (3D) city models and offers an analysis of the development, utilization and construction of VR city models. Issues pertaining to advantages, barriers and ownership are identified. The paper describes a case study of the development of a VR model for the city of Newcastle upon Tyne in the UK and outlines the role that academic institutions can play in both the creation and utilization of urban models. The study offers a new approach for the creation, management and update of urban models and reflects on issues which are emerging. Areas for future research are discussed

    New factory layout simulation and immersive VR-experience preview – case Logset Oy

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    The decision to build new manufacturing facility is one of the most important decisions for company as it requires a lot of resources. Uncertainty of the future will make the decision even harder for the management board. However, development in technology, regarding 3D-simulation software, Virtual reality applications and accessible computing power have made 3D modeling and simulation viable solution for factory planning. Therefore, 3D-simulation and Virtual reality are used in this research as methods to give valuable data and insight for the forest machines manufacturing case company’s decision makers. Visual Components 4.2-software is used in this research to model 3D-simulations. Results contain one assembly line simulation for harvester, one assembly line simulation for forwarder and two layouts to test partially combined assembly line performance. Assembly line simulations are made to build 3D-model of harvester and forwarder and assembly line simulation layouts are given to project researcher as a reference model as this thesis is part of a bigger research project. Harvester and forwarder are built from 3D-models provided by the case company following current assembly process steps. Two partially combined assembly line layouts are made to estimate performance metrics of the new factory, focusing on output volumes, cycle times and lead times of harvester and forwarder. 3D-simulation model for partially combined layout is run to estimate yearly production, showing output volume, mean cycle time and mean lead time for both machines in a different manufacturing scenarios. Results show basic performance metrics of the new factory and simulation can be viewed using Virtual reality-glasses by using Visual experience software, developed by Visual Components. First 3D-simulation model for partially combined assembly line revealed the problem areas and bottlenecks of the assembly lines. Second model is used to show how balancing assembly line and improvements in the manufacturing process can improve the performance of the factory. Results demonstrate that 3D modeling and simulation are advantageous methods for factory planning and Virtual reality can be used as a complementary method for visualization creating more immersive experience

    Virtual Reality in Marketing: A Framework, Review, and Research Agenda

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    [EN] Marketing scholars and practitioners are showing increasing interest in Extended Reality (XR) technologies (XRs), such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), as very promising technological tools for producing satisfactory consumer experiences that mirror those experienced in physical stores. However, most of the studies published to date lack a certain measure of methodological rigor in their characterization of XR technologies and in the assessment techniques used to characterize the consumer experience, which limits the generalization of the results. We argue that it is necessary to define a rigorous methodological framework for the use of XRs in marketing. This article reviews the literature on XRs in marketing, and provides a conceptual framework to organize this disparate body of work.This work was supported by the Spanish Ministry of Science, Innovation and Universities funded project - ATHENEA-DPI2017-91537-EXP and by the European Commission project RHUMBO - H2020-MSCA-ITN-2018-813234Alcañiz Raya, ML.; BignĂ©, E.; Guixeres, J. (2019). Virtual Reality in Marketing: A Framework, Review, and Research Agenda. Frontiers in Psychology. 10:1-15. https://doi.org/10.3389/fpsyg.2019.01530S11510Alcañiz, M., Parra, E., & Chicchi Giglioli, I. A. (2018). Virtual Reality as an Emerging Methodology for Leadership Assessment and Training. Frontiers in Psychology, 9. doi:10.3389/fpsyg.2018.01658Alshaal, S. E., Michael, S., Pamporis, A., Herodotou, H., Samaras, G., & Andreou, P. (2016). 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 Avila, C. (2013). An fMRI Study to Analyze Neural Correlates of Presence during Virtual Reality Experiences. Interacting with Computers, 26(3), 269-284. doi:10.1093/iwc/iwt037Clemente, M., RodrĂ­guez, A., Rey, B., & Alcañiz, M. (2014). Assessment of the influence of navigation control and screen size on the sense of presence in virtual reality using EEG. Expert Systems with Applications, 41(4), 1584-1592. doi:10.1016/j.eswa.2013.08.055Daugherty, T., Li, H., & Biocca, F. (2008). Consumer learning and the effects of virtual experience relative to indirect and direct product experience. Psychology and Marketing, 25(7), 568-586. doi:10.1002/mar.20225Dellarocas, C., Katona, Z., & Rand, W. (2013). Media, Aggregators, and the Link Economy: Strategic Hyperlink Formation in Content Networks. Management Science, 59(10), 2360-2379. doi:10.1287/mnsc.2013.1710DONNA L. HOFFMAN THOMAS P. NOVAK. (1997). A New Marketing Paradigm for Electronic Commerce. 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Current Opinion in Food Science, 15, 30-37. doi:10.1016/j.cofs.2017.05.001Jerald, J. (2017). Human-centered design for immersive interactions. 2017 IEEE Virtual Reality (VR). doi:10.1109/vr.2017.7892361Jones, K., & Biasiotto, M. (1999). Internet retailing: current hype or future reality? The International Review of Retail, Distribution and Consumer Research, 9(1), 69-79. doi:10.1080/095939699342688Kalantari, M., & Rauschnabel, P. (2017). Exploring the Early Adopters of Augmented Reality Smart Glasses: The Case of Microsoft HoloLens. Progress in IS, 229-245. doi:10.1007/978-3-319-64027-3_16Kannan, P. K., & Li, H. «Alice». (2017). Digital marketing: A framework, review and research agenda. International Journal of Research in Marketing, 34(1), 22-45. doi:10.1016/j.ijresmar.2016.11.006Kaplan, A. M., & Haenlein, M. (2009). Consumer Use and Business Potential of Virtual Worlds: The Case of «Second Life». 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Evaluating the Potential of Interactive Media through a New Lens: Search versus Experience Goods. Journal of Business Research, 41(3), 195-203. doi:10.1016/s0148-2963(97)00062-3Kolesar, M. B., & Wayne Galbraith, R. (2000). A services‐marketing perspective on e‐retailing: implications for e‐retailers and directions for further research. Internet Research, 10(5), 424-438. doi:10.1108/10662240010349444Koontz, M. L., & Gibson, I. E. (2002). Mixed reality merchandising: bricks, clicks – and mix. Journal of Fashion Marketing and Management: An International Journal, 6(4), 381-395. doi:10.1108/13612020210448664Liston, P. M., Kay, A., Cromie, S., Leva, C., D’Cruz, M., Patel, H., 
 Aromaa, S. (2012). Evaluating the iterative development of VR/AR human factors tools for manual work. Work, 41, 2208-2215. doi:10.3233/wor-2012-0443-2208Kruijff, E., & Riecke, B. E. (2018). Navigation Interfaces for Virtual Reality and Gaming. Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. doi:10.1145/3170427.3170643Lamberton, C., & Stephen, A. T. (2016). A Thematic Exploration of Digital, Social Media, and Mobile Marketing: Research Evolution from 2000 to 2015 and an Agenda for Future Inquiry. Journal of Marketing, 80(6), 146-172. doi:10.1509/jm.15.0415Latorre, J., Llorens, R., Colomer, C., & Alcañiz, M. (2018). Reliability and comparison of Kinect-based methods for estimating spatiotemporal gait parameters of healthy and post-stroke individuals. Journal of Biomechanics, 72, 268-273. doi:10.1016/j.jbiomech.2018.03.008LeCun, Y., Bengio, Y., & Hinton, G. (2015). Deep learning. Nature, 521(7553), 436-444. doi:10.1038/nature14539Lee, K. S., & Tan, S. J. (2003). E-retailing versus physical retailing. Journal of Business Research, 56(11), 877-885. doi:10.1016/s0148-2963(01)00274-0Lee, N., Broderick, A. J., & Chamberlain, L. (2007). What is ‘neuromarketing’? A discussion and agenda for future research. International Journal of Psychophysiology, 63(2), 199-204. doi:10.1016/j.ijpsycho.2006.03.007Li, H., Daugherty, T., & Biocca, F. (2003). The Role of Virtual Experience in Consumer Learning. Journal of Consumer Psychology, 13(4), 395-407. doi:10.1207/s15327663jcp1304_07Chuan-Chuan Lin, J., & Lu, H. (2000). Towards an understanding of the behavioural intention to use a web site. International Journal of Information Management, 20(3), 197-208. doi:10.1016/s0268-4012(00)00005-0Liu, C., & Arnett, K. P. (2000). Exploring the factors associated with Web site success in the context of electronic commerce. Information & Management, 38(1), 23-33. doi:10.1016/s0378-7206(00)00049-5Lorenz, M., Busch, M., Rentzos, L., Tscheligi, M., Klimant, P., & Frohlich, P. (2015). I’m There! The influence of virtual reality and mixed reality environments combined with two different navigation methods on presence. 2015 IEEE Virtual Reality (VR). doi:10.1109/vr.2015.7223376MarĂ­n-Morales, J., Higuera-Trujillo, J. L., Greco, A., Guixeres, J., Llinares, C., Scilingo, E. P., 
 Valenza, G. (2018). Affective computing in virtual reality: emotion recognition from brain and heartbeat dynamics using wearable sensors. Scientific Reports, 8(1). doi:10.1038/s41598-018-32063-4Mars, P., Chen, J. R., & Nambiar, R. (2018). Learning Algorithms. doi:10.1201/9781351073974Massara, F., Liu, S. S., & Melara, R. D. (2010). Adapting to a retail environment: Modeling consumer–environment interactions. Journal of Business Research, 63(7), 673-681. doi:10.1016/j.jbusres.2009.05.004Mathwick, C. (2002). Understanding the online consumer: A typology of online relational norms and behavior. Journal of Interactive Marketing, 16(1), 40-55. doi:10.1002/dir.10003Mazloumi Gavgani, A., Walker, F. R., Hodgson, D. M., & Nalivaiko, E. (2018). A comparative study of cybersickness during exposure to virtual reality and «classic» motion sickness: are they different? Journal of Applied Physiology, 125(6), 1670-1680. doi:10.1152/japplphysiol.00338.2018McGrath, J. L., Taekman, J. M., Dev, P., Danforth, D. R., Mohan, D., Kman, N., 
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 Ayaz, H. (2016). Does a Combination of Virtual Reality, Neuromodulation and Neuroimaging Provide a Comprehensive Platform for Neurorehabilitation? – A Narrative Review of the Literature. Frontiers in Human Neuroscience, 10. doi:10.3389/fnhum.2016.00284Tikkanen, H., Hietanen, J., Henttonen, T., & Rokka, J. (2009). Exploring virtual worlds: success factors in virtual world marketing. Management Decision, 47(8), 1357-1381. doi:10.1108/00251740910984596Usoh, M., Catena, E., Arman, S., & Slater, M. (2000). Using Presence Questionnaires in Reality. Presence: Teleoperators and Virtual Environments, 9(5), 497-503. doi:10.1162/105474600566989Van Herpen, E., Pieters, R., & Zeelenberg, M. (2009). When demand accelerates demand: Trailing the bandwagon☆. Journal of Consumer Psychology, 19(3), 302-312. doi:10.1016/j.jcps.2009.01.001Van Herpen, E., van den Broek, E., van Trijp, H. C. M., & Yu, T. (2016). Can a virtual supermarket bring realism into the lab? Comparing shopping behavior using virtual and pictorial store representations to behavior in a physical store. Appetite, 107, 196-207. doi:10.1016/j.appet.2016.07.033Van Kerrebroeck, H., Brengman, M., & Willems, K. (2017). When brands come to life: experimental research on the vividness effect of Virtual Reality in transformational marketing communications. Virtual Reality, 21(4), 177-191. doi:10.1007/s10055-017-0306-3Vargo, S. L., & Lusch, R. F. (2007). Service-dominant logic: continuing the evolution. Journal of the Academy of Marketing Science, 36(1), 1-10. doi:10.1007/s11747-007-0069-6Varma, V., & Nathan-Roberts, D. (2017). Gestural Interaction with Three-Dimensional Interfaces; Current Research and Recommendations. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 61(1), 537-541. doi:10.1177/1541931213601618Verhoef, P. C., Kannan, P. K., & Inman, J. J. (2015). From Multi-Channel Retailing to Omni-Channel Retailing. Journal of Retailing, 91(2), 174-181. doi:10.1016/j.jretai.2015.02.005Verhulst, A., Normand, J.-M., Lombart, C., & Moreau, G. (2017). A study on the use of an immersive virtual reality store to investigate consumer perceptions and purchase behavior toward non-standard fruits and vegetables. 2017 IEEE Virtual Reality (VR). doi:10.1109/vr.2017.7892231Vrechopoulos, A., Apostolou, K., & Koutsiouris, V. (2009)

    An interactive tool for teaching right management in 3D e-learning platform

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    With the development of 3D virtual reality in the field of E-learning, the access to distributed and heterogeneous data sources, such as 3D spatial information, pictures, audios/videos and other contents has become a hot research topic. Considering E-learning users' experience, as well as data security, we propose an improved spatial role-based access control (SRBAC) as the underlying model. Finally, we design a teaching right management system and make some verified tests in the 3D system, OpenSim

    Designing Mobile Education for Postgraduate Human Resource Management Courses

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    The postgraduate programs in human resource management at PGRI University Semarang include only the teaching materials provided by the lecturer. No form of media is used to improve students’ learning interests. Thus, this study explores a mixed reality-based educational mobile application that enables students to see the real world based on virtual and augmented realities, displaying information in 3D to ultimately increase their motivation and learning outcomes. The current research uses the R&D model ADDIE (Analysis, Design, Develop, Disseminate). In their first year of research, the authors have developed a mobile education product based on mixed reality for the postgraduate human resources management course. The product has been validated by a material expert with an average score of 93 and a media expert with an average score of 92. This shows that a mobile education product is effective in improving students’ learning interests and outcomes. Keywords: design, educational games, courses, education human resource managemen

    Media Promosi Bisnis Potensi Wisata Daerah Bandung Dengan Aplikasi Virtual Reality

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    One of the industrial sectors that can increase foreign exchange in Indonesia is the tourism industry. In 2019, the tourism industry in Indonesia is projected to be the largest foreign exchange earner through oil and gas, coal and palm oil. One aspect that supports the development of industry is the readiness of ICT. Bandung is one of the cities in West Java, which has sought to develop ICT, but needs to be improved further from the central / regional government, to the executant of the tourism industry. Bandung has a tourism potential that consists of natural attractions, culture, shopping, and culinary interesting to explore both by domestic tourists and foreign tourists. Thus, information technology that contains relevant and interesting information by using the right business model. Research methodology in data list technique which is measurement, interview, and literature study. Mobile apps are one of the information technology tools used by today's society, therefore interactive and can be used via mobile devices. Creative concepts applied to the 360ñ€â€čñ€â€č° Virtual reality Panorama app. Through Virtual reality Panorama will create a different visual location, which can attract potential tourists to visit Bandung city destinations directly. In addition, the appropriate business model will be used on the system as part of the activity. It is expected that this research can support previous research in the field of visual communication design, ICT, and management
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