7,360 research outputs found

    Designing appliances for mobile commerce and retailtainment

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    In the emerging world of the new consumer and the `anytime, anywhere' mobile commerce, appliances are located at the collision point of the retailer and consumer agendas. The consequence of this is twofold: on the one hand appliances that were previously considered plain and utilitarian become entertainment devices and on the other, for the effective design of consumer appliances it becomes paramount to employ multidisciplinary expertise. In this paper, we discuss consumer perceptions of a retailtainment commerce system developed in collaboration between interactivity designers, information systems engineers, hardware and application developers, marketing strategists, product development teams, social scientists and retail professionals. We discuss the approached employed for the design of the consumer experience and its implications for appliance design

    Mobile Augmented Reality: User Interfaces, Frameworks, and Intelligence

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    Mobile Augmented Reality (MAR) integrates computer-generated virtual objects with physical environments for mobile devices. MAR systems enable users to interact with MAR devices, such as smartphones and head-worn wearables, and perform seamless transitions from the physical world to a mixed world with digital entities. These MAR systems support user experiences using MAR devices to provide universal access to digital content. Over the past 20 years, several MAR systems have been developed, however, the studies and design of MAR frameworks have not yet been systematically reviewed from the perspective of user-centric design. This article presents the first effort of surveying existing MAR frameworks (count: 37) and further discuss the latest studies on MAR through a top-down approach: (1) MAR applications; (2) MAR visualisation techniques adaptive to user mobility and contexts; (3) systematic evaluation of MAR frameworks, including supported platforms and corresponding features such as tracking, feature extraction, and sensing capabilities; and (4) underlying machine learning approaches supporting intelligent operations within MAR systems. Finally, we summarise the development of emerging research fields and the current state-of-the-art, and discuss the important open challenges and possible theoretical and technical directions. This survey aims to benefit both researchers and MAR system developers alike.Peer reviewe

    ADVENT OF AUGMENTED REALITY EXPERIENCE IN RETAIL AND ONLINE SHOPPING AND ITS INFLUENCING SIGNIFICANCE IN FUTURE

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    Augmented Reality (AR) is a trending technology that augments or superimposes an image generated by a computer system virtually into the real world environment for the user’s viewpoint using a smart phone or other hand held devices. AR shows recent advancements in the shopping domain with various implementation trails and refinement. The simplicity and flexibility in online shopping where people stay in their own place and do shopping brought a great challenge to retail shopping environment today. Retail stores are now struggling a lot to bring in the customers and the foot traffic has been greatly reduced due to which online sales are boosting and retail sales are stalling. This necessitates to bring new technological innovations to offline shopping to attract people. With the use of AR, it is possible to merge digital component to physical products in the store to stimulate the engagement of the shopping experience with more fun and joy. On the other hand, in the online shopping, though user reviews and product showcase aids the customers to analyze the quality, look and feel of diverse products, the buyer still cannot see how exactly the product fits in a real environment or how it works. Here plays AR a vital role in online shopping where it uses animations and visualization techniques to offer more value to their shoppers virtually aiding to see exactly the look of the product in user environment. This paper explains the advancement of AR in both retail and online shopping of various product domains with an implementation model of ShopAR for Online shopping and AR significance in near future

    Creating a Safer Running Experience: Reducing Runner and Vehicular Traffic Incidents

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    A routine run can turn into a final run in a matter of seconds. Runners and drivers are exposed to a variety of distractions that hinder their ability to safely react to potential incidents. With the help of Augmented Reality and wearable technology, runners can help reduce traffic related incidents by staying focused on the road and their surroundings. This project looks to investigate how AR technology can be leveraged to offer the safest run without diminishing the running user-experience

    Sentient Spaces: Intelligent Totem Use Case in the ECSEL FRACTAL Project

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    The objective of the FRACTAL project is to create a novel approach to reliable edge computing. The FRACTAL computing node will be the building block of scalable Internet of Things (from Low Computing to High Computing Edge Nodes). The node will also have the capability of learning how to improve its performance against the uncertainty of the environment. In such a context, this paper presents in detail one of the key use cases: an Internet-of-Things solution, represented by intelligent totems for advertisement and wayfinding services, within advanced ICT-based shopping malls conceived as a sentient space. The paper outlines the reference scenario and provides an overview of the architecture and the functionality of the demonstrator, as well as a roadmap for its development and evaluation

    Include 2011 : The role of inclusive design in making social innovation happen.

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    Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation

    UNBODY: A Poetry Escape Room in Augmented Reality

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    The integration of augmented reality (AR) technology into personal computing is happening fast, and augmented workplaces for professionals in areas such as Industry 4.0 or digital health can reasonably be expected to form liminal zones that push the boundary of what currently possible. The application potential in the creative industries, however, is vast and can target broad audiences, so with UNBODY, we set out to push boundaries of a different kind and depart from the graphic-centric worlds of AR to explore textual and aural dimensions of an extended reality, in which words haunt and re-create our physical selves. UNBODY is an AR installation for smart glasses that embeds poetry in the user’s surroundings. The augmented experience turns reality into a medium where holographic texts and film clips spill from dayglow billboards and totems. In this paper, we develop a blueprint for an AR escape room dedicated to the spoken and written word, with its open source code facilitating uptake by others into existing or new AR escape rooms. We outline the user-centered process of designing, building, and evaluating UNBODY. More specifically, we deployed a system usability scale (SUS) and a spatial interaction evaluation (SPINE) in order to validate its wider applicability. In this paper, we also describe the composition and concept of the experience, identifying several components (trigger posters, posters with video overlay, word dropper totem, floating object gallery, and a user trail visualization) as part of our first version before evaluation. UNBODY provides a sense of situational awareness and immersivity from inside an escape room. The recorded average mean for the SUS was 59.7, slightly under the recommended 68 average but still above ‘OK’ in the zone of low marginal acceptable. The findings for the SPINE were moderately positive, with the highest scores for output modalities and navigation support. This indicated that the proposed components and escape room concept work. Based on these results, we improved the experience, adding, among others, an interactive word composer component. We conclude that a poetry escape room is possible, outline our co-creation process, and deliver an open source technical framework as a blueprint for adding enhanced support for the spoken and written word to existing or coming AR escape room experiences. In an outlook, we discuss additional insight on timing, alignment, and the right level of personalization

    Applications of Mixed Reality for Smart Aviation Industry: Opportunities and Challenges

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    Nowadays, mixed reality has improved operational efficiency and enhanced passenger experience in the aviation industry. Integrated with advanced machine learning and artificial intelligence techniques, mixed reality can easily deal with tons of aviation data to support decision-making processes in this industry. The chapter presents the state-of-the-art applications of mixed reality in smart aviation industry. Opportunities and challenges of integrating mixed reality with advanced machine learning and artificial intelligence techniques into the aviation industry are introduced. This chapter focuses on how the integrated mixed reality can improve the quality and reliability of maintenance, operation, piloting, training, and product design in smart aerospace engineering. It also describes autonomous, self-service, and data visualization systems in smart airports to enhance passenger experience. Finally, this chapter discusses airline’s digital-based responses to the COVID-19 crisis

    Immersive Technologies in Virtual Companions: A Systematic Literature Review

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    The emergence of virtual companions is transforming the evolution of intelligent systems that effortlessly cater to the unique requirements of users. These advanced systems not only take into account the user present capabilities, preferences, and needs but also possess the capability to adapt dynamically to changes in the environment, as well as fluctuations in the users emotional state or behavior. A virtual companion is an intelligent software or application that offers support, assistance, and companionship across various aspects of users lives. Various enabling technologies are involved in building virtual companion, among these, Augmented Reality (AR), and Virtual Reality (VR) are emerging as transformative tools. While their potential for use in virtual companions or digital assistants is promising, their applications in these domains remain relatively unexplored. To address this gap, a systematic review was conducted to investigate the applications of VR, AR, and MR immersive technologies in the development of virtual companions. A comprehensive search across PubMed, Scopus, and Google Scholar yielded 28 relevant articles out of a pool of 644. The review revealed that immersive technologies, particularly VR and AR, play a significant role in creating digital assistants, offering a wide range of applications that brings various facilities in the individuals life in areas such as addressing social isolation, enhancing cognitive abilities and dementia care, facilitating education, and more. Additionally, AR and MR hold potential for enhancing Quality of life (QoL) within the context of virtual companion technology. The findings of this review provide a valuable foundation for further research in this evolving field
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