432 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 (2007–2017) 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 museum’s sustainability, and offer the public different ways of learning and entertainment
Mapping the Monetization Challenge of Gaming in Various Domains
The cost of developing successful games for either entertainment or business purposes is a high-risk investment but mandatory due to the nature of the sector. However, there are discrete and innovative ways that minimize the investments risk and assure profitability without losing the player’s engagement. Gaming monetization can be approached from direct or indirect financial charges based on the scope of the game and its target group. As of today, no monetization practice can be considered as a silver bullet as they are all affected by geographical, cultural, social, economic and other factors. This paper attempts to define the major monetization elements in the gaming industry. It also attempts to define the major gaming categories and subcategories and associate on them the monetization elements and techniques. Furthermore, it creates a map for the development of gamification monetization approaches per case which can contribute towards effective gaming investments management
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
FiAAR: An augmented reality firetruck equipment assembly and configuration assistant technology
Augmented reality (AR) is the technology that expands the physical world by enhancing the objects that reside in the real world with computer generated perceptual information to provide interactive experience in a real-world environment. AR is used effectively in many business sectors such as the engineering, education and training, medicine, logistics and transport, and others. Rescue services is one of the challenging areas where the use of AR technology has extremely high demands for robustness and ease of use. In this paper, we have introduced two augmented reality versions for the FiAAR project developed by Karlsruhe University of Applied Sciences. The first version is developed for Realmax HMT-1 device with hands free interaction utilizing speech recognition. The second version in turn focuses on hand recognition and it's developed for Realwear Qian device with Leap Motion sensor. Our intention is to show the potential of current AR technologies in demanding use cases
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 user’s/player’s engagement and behavior. Furthermore, this work extends towards the analysis of the game’s operations and the marketing initiatives needed to succeed. The proposed approach varies from OHH (out of home advertising), interactive marketing, celebrities, F1 drivers’ endorsements, and other related supportive initiatives such as search engine optimization on online research platforms and other promotion and marketing dissemination initiatives
Understanding How Users Engage in an Immersive Virtual Reality-Based Live Event
Virtual Reality combined with social functioning is
a lucrative business direction. Due to COVID-19, a need for better
social interaction is identified urgently both in education institutes
and the business sector. In this paper, we will show two business
cases where social functioning is needed. The first one illustrates
how the business sector can use Virtual Reality Social Platform
(VRSP) in remote events. As a case study, we have selected
Spinverse’s Summer Day organized in Microsoft AltspaceVR. The
second business case, in turn, classifies requirements for Virtual
Reality Social platforms. This has been studied in close cooperation
with XR Presence. Results show that current technologies offer
many features to be used, but at the same time, there are needs for
further development. In addition, more studies are needed in
technology acceptance, usability, user experience, and business
impact
Eye tracking in maritime immersive safe oceans technology
This paper presents the integration of eye tracking in the MarSEVR (Maritime Safety Education with VR) technology to increase the precision of the trainee focus on delivering the learning episodes of the technology with enhanced impressiveness and user engagement. MarSEVR is part of the Safe Oceans concept, a green ocean technology that integrates several VR safety training applications to reduce maritime accidents that result into human casualties, sea pollution and other environmental damages. The paper indicates the research delivery architecture driven by Hevner's design science in information systems Research for usability, use experience (UX) and effectiveness. Furthermore, this technology integration is approached from a game design perspective for user engagement but also from a cognitive and neuroscience perspective for pedagogical use and purposes. The paper addressees the impact of the eye tracking technology in the maritime sector operations, training market, and competitive research. Lastly areas of further research are presented and the efforts to link and align finger tracking and hand recognitions technologies with eye tracking for a more complete VR training environment
A virtual reality game for cognitive impairment screening in the elderly: a user perspective
Today, there are 50 million people who have dementia worldwide, that is a new case every3 seconds and more than 152 million cases expected in 2050. Aging-related morbidity is a real social problem making screening a significant challenge. Early diagnosis and management would improve the quality of life offered to the patient and those around him and reduce the economic and social consequences of dementia. The traditional paper-and-pencil approach does not sufficiently reflect the daily reality of the person and what they can accomplish. So, we designed our own VR environment as a candidate solution to the problem
Avatar Based Multiplayer Functionalities in Next Generation Communication and Learning in Virtual Reality Social Platforms – Case MarISOT Room
Virtual Reality Social Platforms are
increasingly in use in conferences, and exhibitions. COVID19 pandemic is the main reason for a rapid growth but there
are reasons such as climate change to believe these
technologies will be used widely once we will enter to the post
pandemic era. In this paper, we will introduce our vision to
combine social functioning and hands-on-training features in
one package. We have participated in and organized various
events using existing virtual reality social platforms. We will
analyze in this paper their pros and cons plus introduce our
own technology trials. As a result, we have better
understanding what development tools and how much
resources would be needed to be able to create the first
minimal viable product combining social functioning and
hands-on-training features
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