684 research outputs found
Digital Museum Transformation Strategy Against the Covid-19 Pandemic Crisis
During the last decade, the art industry and especially the museums, the art galleries and the auctions has stagnated due to the global financial crisis (2007ā2017) and latest lockdowns brought by the Covid-19 pandemic (2020-). Many art institutions introduced digital technologies into their operations and transitioned to the online art market. Visits to art exhibitions include interaction with other visitors of similar interests. Hence, digital art venues must create the same environment vibes and offer similar opportunities as the physical ones. The paper indicates the application of the avatar technology as an interaction method in digital museum spaces. It also provides the functional requirements, a navigation process, and the implementation scenarios for the adaptation of such technologies. The application of this digital strategy can transform the art market, contribute to the museumās sustainability, and offer the public different ways of learning and entertainment
Digital Cultural Strategies Within the Context of Digital Humanities Economics
Staying sustainable in the world of cultural heritage is a major organizational challenge nationally and internationally. Due to the global financial crisis the funds available to sustain the operations of museums and libraries become difficult not only to obtain them but also to utilized them effectively and efficiently. The operational costs of museums increase over the time due to exhibit maintenance and acquisition costs. This cost is inversely proportional to the revenues that can be generated. Virtual reality, avatar technologies, virtual worlds, holograms, gaming and gamification can offer creative interactivity and unique experiences with low or no cost to the global visitor and introduce new revenue streams. This paper practically integrates the realization of digital cultural strategies and operations within the context of digital humanities economics that can turn museums and libraries from cost centres to profit centres for the benefit of the humanity and the society
Finger tracking and hand recognition technologies in virtual reality maritime safety training applications
The competitiveness and development of the maritime sector together with the continuous effort on increasing operations performance while reducing operations costs, drives the needs for on-board effective and qualitative training safety related issues. Virtual reality (VR) has been considered by classification societies and training organizations as a technology that can significantly improve seafarer's performance and competence with the adaptation of maritime applications developed for design simulation and gaming. This paper presents the evolution of the MarSEVR (Maritime Safety Education with VR) technology as a new concept and technology by integrating finger tracking and hand recognition technologies that increase immersiveness and user engagement within the MarISOT technology, a Green Ocean innovation composed of VR safety applications. The paper approaches this integration by addressing game design, pedagogic and cognitive neuroscience principles and challenges on the use of hand recognition and finger tracking in the MarSEVR learning episodes
A Gamified Approach Towards Identifying Key Opportunities and Potential Sponsors for the Future of F1 Racing in a Declining Car Ownership Environment
This research work aims to propose new approaches towards identifying key opportunities and potential sponsors for the future of F1 racing in an environment with declining car ownership, without resorting to endless licensing agreements. The paper presents a gamification approach on which an innovative and disruptive operations framework can be developed to help, without operational complexity and commitment, F1 teams gain new customers (fans) and recapture essential markets and targets groups. The paper also contributes on establishing a base for effective strategy development based on the userās/playerās engagement and behavior. Furthermore, this work extends towards the analysis of the gameās operations and the marketing initiatives needed to succeed. The proposed approach varies from OHH (out of home advertising), interactive marketing, celebrities, F1 driversā endorsements, and other related supportive initiatives such as search engine optimization on online research platforms and other promotion and marketing dissemination initiatives
Green Ocean Strategy: Democratizing Business Knowledge for Sustainable Growth
Sustainability should neither be dystopian, nor utopian, but better protopian. To achieve this, thinking green for the common good and benefit for all from all, does not only require thinking smart or green but also thinking together. This paper attempts to define a new set of organizational processes needed for a company to reach a continuous innovative and sustainable strategy by utilizing primarily its own human intellectual capital in an unbiased and democratic way. Such an approach can transmit an organization into a new management typology and leadership that can be defined as a Green Ocean strategy. The paper introduces the Green Ocean Strategy concept via a business transformation framework that can lead an organization from the Red to the Blue and from the Blue to the Green Oceans strategies. The framework is supported by phases, stages, processes, preconditions, and postconditions towards its effective adaptation
Neural Network Driven Eye Tracking Metrics and Data Visualization in Metaverse and Virtual Reality Maritime Safety Training
Understand the human brain, predict human
performance, and proactively plan, strategize and act based on
such information initiated a scientific multidisciplinary
alliance to address modern management challenges. This
paper integrates numerous advanced information technologies
such as eye tracking, virtual reality and neural networks for
cognitive task analysis leading to behavioral analysis on
humans that perform specific activities. The technology
developed and presented in this paper has been tested on a
maritime safety training application for command bridge
communication and procedures for collision avoidance. The
technology integrates metaverse and virtual reality
environments with eye tracking for the collection of behavioral
data which are analyzed by a neural network to indicate the
mental and physical state, attention and readiness of a seafarer
to perform such a critical task. The paper demonstrates the
technology architecture, data collection process, indicative
results, and areas for further research
Mapping childācomputer interaction research through co-word analysis
This paper employs hierarchical clustering, strategic diagrams, and network analysis to construct an intellectual map of the ChildāComputer Interaction research field (CCI) and to visualize the thematic landscape of this field using co-word analysis. This approach assumes that an articleās keywords constitute an adequate description of its content and reflect the topics that the article covers. It also assumes that the co-occurrence of two or more keywords within the same article indicates a linkage between those topics. This study quantifies the thematic landscape of the CCI field and elaborates on emerging topics as these are manifested in publications in the two primary venues of the CCI field, namely the proceedings of the annual IDC conference and the International Journal of CCI. Overall, a total of 1059 articles, and their respective 2445 unique, author-assigned keywords, are included in our analyses ā all papers have been published between 2003 and 2018. The results indicate that the community has focused (i.e., high frequency keywords) in areas including Participatory Design, Tangibles, Design, Education, Coding, and Making. These areas also demonstrate a high degree of ācorenessā (i.e., connection with different topics) and āconstraintā (i.e., connection with otherwise isolated topics). The analysis also highlights well-structured yet peripheral topics, as well as topics that are either marginally interesting, or have the potential to become of major importance to the entire research network in the near future. Limitations of the approach and future work plans conclude the paper
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