19,509 research outputs found

    Staging the new retail drama: at a metaverse near you!

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    Consumers have traditionally looked for products that could fulfill their needs and retailers responded to demand by initially adopting product-oriented, and then more recently, customer-oriented strategies. This shift was heavily underpinned by technology, which enabled retailers to implement more intelligent approaches that evolved around consumers based on their profiles. The next step in this transformation is now towards a “unique” experience creation, with retailers providing a retail theater experience that is different and special and consumers enjoying an increased opportunity to interact and participate in the overall experience. In this paper, we examine how metaverses, i.e. Internet-based virtual worlds, and more specifically Second Life, can potentially provide the stage for this retail theater experience. Our discussion takes place in the context of two cases that are used to highlight the implications of retail theater for both consumers and retailers and illustrate the opportunities and challenges they face

    Specification Techniques for Multi-Modal Dialogues in the U-Wish Project

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    In this paper we describe the development of a specification\ud technique for specifying interactive web-based services. We\ud wanted to design a language that can be a means of\ud communication between designers and developers of interactive services, that makes it easier to develop web-based services fitted to the users and that shortens the pathway from design to implementation. The language, still under development, is based on process algebra and can be\ud connected to the results of task analysis. We have been\ud working on the automatic generation of executable prototypes\ud out of the specifications. In this way the specification\ud language can establish a connection between users, design\ud and implementation. A first version of this language is\ud available as well as prototype tools for executing the specifications. Ideas will be given as to how to make the connection between specifications and task analysis

    New Media Art/ New Funding Models

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    Investigates the current state of funding for new media artists, with an emphasis on the support structures for innovative creative work that utilizes advanced technologies as the main vehicle for artistic practice

    The Art of the Interface in Mixed Realities: Predessors and Visions

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    The approach of this paper is broad and historical; it attempts to expand a narrow technical view by looking at historic art media together with contemporary media art. By focusing on recent art against the backdrop of historic developments, it is possible to better analyze and grasp what is really new in media art and, using cornerstones from the history of media of illusion and immersion, it is a material and theoretical contribution to a new, emerging discipline: the science of the image. Where and how does the new genre of virtual art fit into the art history of illusion and immersion in the image, that is, how do older elements continue to live on and influence this contemporary art? What part does this play in the current metamorphosis of the concepts of art and the image

    The lives of others: an interactive installation

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    “The lives of others” is an interactive audiovisual installation that is based on a voyeuristic approach of the binomial inside / outside and private / public, between the finished product presentable to the public and the mechanism that generates it. This mechanism consisting of physical devices and logical-mathematical instructions usually remains in the private sphere, is the interior of the work that is not seen, which belongs only to the creator / author. “the lives of others” quest for demystify the separation of the visual apparatus and the mechanism that generates this external system, making both visible and bringing to the public sphere the elements usually hidden.info:eu-repo/semantics/publishedVersio

    3DTouch: A wearable 3D input device with an optical sensor and a 9-DOF inertial measurement unit

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    We present 3DTouch, a novel 3D wearable input device worn on the fingertip for 3D manipulation tasks. 3DTouch is designed to fill the missing gap of a 3D input device that is self-contained, mobile, and universally working across various 3D platforms. This paper presents a low-cost solution to designing and implementing such a device. Our approach relies on relative positioning technique using an optical laser sensor and a 9-DOF inertial measurement unit. 3DTouch is self-contained, and designed to universally work on various 3D platforms. The device employs touch input for the benefits of passive haptic feedback, and movement stability. On the other hand, with touch interaction, 3DTouch is conceptually less fatiguing to use over many hours than 3D spatial input devices. We propose a set of 3D interaction techniques including selection, translation, and rotation using 3DTouch. An evaluation also demonstrates the device's tracking accuracy of 1.10 mm and 2.33 degrees for subtle touch interaction in 3D space. Modular solutions like 3DTouch opens up a whole new design space for interaction techniques to further develop on.Comment: 8 pages, 7 figure
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