
We are developing a system that detects "objects" and "events" in the real-world using edge devices that can share the detected information among them in the cyber-space (virtual world) so that the users can remotely obtain real-world information from distant locations. We aim for the system can serve as a foundation for services that construct and utilize a digital twin of the real world. In this paper, we report our findings by implementing "objects" and "things" detection in edge devices (smartphones) and making experiments for sharing the detected "objects" and "things" registered on a digital map.
This paper is about the development of an experimental project that focuses on discovering a new possibility in theatre performance and production using the application of a 360-degree virtual reality camera. The focus of this paper is on how a fully functional virtual theatre production can be achieved and translate the audience viewing experience into VR first-person experience. This paper discusses the technical and production aspects of the new experimental virtual theatre. The technical setup of the experiment and devising the performance in accordance with the technology and vice versa are discussed in particular. From a technical point of view, this paper explores if experimental theatre can stand on its own as a new branch in theatre or just be a part of traditional performance. This research experiment is a part of a larger project encapsulating the idea of the application of Virtual Reality technology into theatre production and performance.
This research explains a conceptual model that elucidates the factors that influence the impact of product quality on customer satisfaction and how this information can be effectively used for business development and sustainability. This study is a review that identifies customer satisfaction as the dependent variable, through a systematic review of online literature sources. Three independent variables were then identified viz. product features, service value chain and consumer behaviour. The research objectives and research questions were defined to assess the influence of the independent variables on customer satisfaction. It was identified that critical product features identified and shared during early stages of product development influences customer satisfaction by reducing product failures. Furthermore, customer satisfaction mediates improved service value leading to loyalty and finally, consumer behaviour in sharing experiences extends the product's life and influences customer satisfaction.
Augmented reality (AR) technology has the potential to enhance the visitor experience at historical and cultural sites by providing rich, interactive information about the site's history and culture. In our project to develop an AR guide app for a historical and cultural park, we identified three key design methods for creating engaging and informative AR content. The first method is the use of small interactive 3D models, such as 3D maps of a historical site at different points in time, which can help visitors understand the evolution of the site over the years. The second approach is the overlay method, which involves superimposing images of historical objects or buildings onto the present-day environment to give visitors a sense of what the site looked like in the past. The third method is the replacement of current scenes with historical ones, allowing visitors to experience the appearance and location of historical buildings as they once were. These design methods can serve as a useful reference for creating AR guides at other historical and cultural sites around the world. As AR technology continues to advance, it has the potential to revolutionize the way we learn about and engage with history and culture.
Virtual reality (VR) is increasingly being incorporated into people's everyday lives as well as professional applications, science and research. Therefore, the question arises whether there may be interaction modes that are more suitable than the standard controllers with which these devices are typically equipped. To address this question, it is necessary to conduct human-centered studies, which are typically applied in the field of human factors research. To facilitate similar research approaches we present a framework to integrating mid-air gesture interaction into VR so that users can perform gestures without touching a button, a surface or a device into an HTC Vive VR Headset. For gesture recognition, we use a Leap Motion device, which is mounted at the front of the HTC Vive. We built a basic application using virtual 3D blocks that users can rotate and move. We used Unity to implement this application. This paper describes our methodological approach to building the setup.