scholarly journals Research on China’s AR/VR Industry Transformation Strategies in the Context of Domestic and Foreign Market Changes

2021 ◽  
Vol 235 ◽  
pp. 03037
Author(s):  
Baiheng Liu ◽  
Wen Zhou

In the past three years, Augmented Reality (AR) / Virtual Reality (VR) industry gradually emerges from concept into the market. Due to the technology and other various factors, the industry at the beginning of the molding is frustrated. Moreover the sudden COVID-19 outbreak in 2020 has brought new market changes at home and abroad. Based on this background, this paper analyzes the specific changes or difficulties faced by AR/VR industry under the new situation especially the attitude to the 5G, and on this basis puts forward feasible industrial transformation strategy. It is expected to provide new ideas and referential experiences for the industry research and development team, enterprises and academic researchers.

2021 ◽  
Vol 11 (8) ◽  
pp. 3711
Author(s):  
Selma Rizvić ◽  
Dušanka Bošković ◽  
Vensada Okanović ◽  
Ivona Ivković Kihić ◽  
Irfan Prazina ◽  
...  

Bosnia and Herzegovina (BH) has a very picturesque past. Founded in 11th century, it has always been a crossroads of faiths and civilizations. Extended Reality (XR) technologies can finally take us to time travel into this history, enable us to experience past events and meet historical characters. In this paper, we overview the latest applications we developed that use Virtual Reality (VR) video, Virtual and Augmented Reality (AR) for interactive digital storytelling about BH history. “Nine dissidents” is the first BH VR documentary, tackling a still tricky subject of dissidents in the Socialist Yugoslavia, artists and writers falsely accused, persecuted and still forbidden. “Virtual Museum of Old Crafts” aims to present and preserve crafts intangible heritage through Virtual Reality. “Battle on Neretva VR” is recreating a famous WWII battle offering the users to experience it and meet comrade Tito, the commander of the Yugoslav Liberation Army. “Sarajevo 5D” shows the cultural monuments from Sarajevo that do not exist anymore in physical form using Augmented Reality. Through user experience studies, we measure the user immersion and edutainment of these applications and show the potential of XR for the presentation and preservation of cultural heritage.


Author(s):  
Maria Mikhailenko ◽  
Mikhail Kurushkin

The concept of using eye-tracking in virtual reality for education has been researched in various fields over the past years. With this review, we aim to discuss the recent advancements and applications in this area, explain the technological aspects, highlight the advantages of this approach and inspire interest in the field. Eye-tracking has already been used in science for many decades and now has been substantially reinforced by the addition of virtual and augmented reality technologies. The first part of the review is a general overview of eye-tracking concepts and its applications. In the second part, the focus shifted towards application of eye-tracking in virtual reality. The third part is the description of the recently emerged concept of eye-tracking in virtual reality when applied to education and studying, which has not been thoroughly described before. We describe the main findings, technological aspects and advantages of this approach.


Author(s):  
Grant Potter

Unlike Virtual Reality (VR) that attempts to replace the perception of an immediate environment with an artificial one, Augmented Reality (AR) applications aim to enhance a person’s perception of their immediate environment. A blend of both the virtual and the real, AR application interfaces on mobile devices display information that is dependent on users’ time and location. AR applications are not necessarily an entirely new technology and have been emerging in various sectors over the past 5 years. For example, in aviation, AR in the form of ‘heads-up-displays’ has been used to display important data to pilots for decades. As mobile devices diversify in their speed, power consumption needs, network connectivity, and locative functions, developers are able to port AR applications to next generation mobile handsets, opening a wide range of utility and potential across public and private sectors.


Author(s):  
Silvia Blanco ◽  
Berta Carrión ◽  
José Luis Lerma

The usage of augmented reality (AR) and virtual reality (VR) technologies began to grow when smartphones appeared. Until then, the number of portable devices capable of incorporating these technologies was reduced. Video games are the main field where these technologies are applied, but in other fields such as in archaeology, these technologies can offer many advantages. Ruins reconstruction, ancient life simulation, highly detailed 3D models visualisation of valuable objects from the past or even user free movement in missing places are just some examples found in literature.This paper reviews the latest visualisation technologies and their applicability to the rock art field. The main purpose is to disseminate rock art paintings through AR and VR applications. After the image-based three-dimensional (3D) modelling is obtained, an interactive visit to a shelter for displaying rock art paintings is presented. This is one of examples developed in this paper that pretends to apply the revised AR and VR techniques. In addition, an example of AR is developed that can be easily adapted to further applications displaying rock art paintings.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

Author(s):  
Nina TERREY ◽  
Sabine JUNGINGER

The relationship that exists between design, policies and governance is quite complex and presents academic researchers continuously with new opportunities to engage and explore aspects relevant to design management. Over the past years, we have witnessed how the earlier focus on developing policies for design has shifted to an interest in understanding the ways in which design contributes to policy-making and policy implementation. Research into policies for design has produced insights into how policy-making decisions can advance professional impact and opportunities for designers and the creative industries. This research looked into how design researchers and design practitioners themselves can benefit from specific policies that support design activities and create the space for emerging design processes.


2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


Author(s):  
Joseph Mazur

While all of us regularly use basic mathematical symbols such as those for plus, minus, and equals, few of us know that many of these symbols weren't available before the sixteenth century. What did mathematicians rely on for their work before then? And how did mathematical notations evolve into what we know today? This book explains the fascinating history behind the development of our mathematical notation system. It shows how symbols were used initially, how one symbol replaced another over time, and how written math was conveyed before and after symbols became widely adopted. Traversing mathematical history and the foundations of numerals in different cultures, the book looks at how historians have disagreed over the origins of the number system for the past two centuries. It follows the transfigurations of algebra from a rhetorical style to a symbolic one, demonstrating that most algebra before the sixteenth century was written in prose or in verse employing the written names of numerals. It also investigates the subconscious and psychological effects that mathematical symbols have had on mathematical thought, moods, meaning, communication, and comprehension. It considers how these symbols influence us (through similarity, association, identity, resemblance, and repeated imagery), how they lead to new ideas by subconscious associations, how they make connections between experience and the unknown, and how they contribute to the communication of basic mathematics. From words to abbreviations to symbols, this book shows how math evolved to the familiar forms we use today.


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