scholarly journals Augmented Reality for Wine Industry: Past, Present, and Future

2021 ◽  
Vol 102 ◽  
pp. 04006
Author(s):  
Michalis Vrigkas ◽  
Georgios Lappas ◽  
Alexandros Kleftodimos ◽  
Amalia Triantafillidou

In this paper, we study the concepts, materials, tools, and applications that constitute what we call augmented reality (AR) for the wine industry. A comprehensive review of what are the basic multimedia content for constructing successful AR applications for wine products is given. To this end, we provide a detailed analysis of how AR technology is used to create augmented “live” wine labels, and how digital storytelling has revolutionized wine products marketing. Also, we describe the use of AR technology to promote winemaking companies to influence consumer preferences. Finally, we report the characteristics of future research directions and some open issues and challenges on using AR for wine product promotion.

Author(s):  
Zheng Wang ◽  
Zhixiang Wang ◽  
Yinqiang Zheng ◽  
Yang Wu ◽  
Wenjun Zeng ◽  
...  

An efficient and effective person re-identification (ReID) system relieves the users from painful and boring video watching and accelerates the process of video analysis. Recently, with the explosive demands of practical applications, a lot of research efforts have been dedicated to heterogeneous person re-identification (Hetero-ReID). In this paper, we provide a comprehensive review of state-of-the-art Hetero-ReID methods that address the challenge of inter-modality discrepancies. According to the application scenario, we classify the methods into four categories --- low-resolution, infrared, sketch, and text. We begin with an introduction of ReID, and make a comparison between Homogeneous ReID (Homo-ReID) and Hetero-ReID tasks. Then, we describe and compare existing datasets for performing evaluations, and survey the models that have been widely employed in Hetero-ReID. We also summarize and compare the representative approaches from two perspectives, i.e., the application scenario and the learning pipeline. We conclude by a discussion of some future research directions. Follow-up updates are available at https://github.com/lightChaserX/Awesome-Hetero-reID


Author(s):  
Mi Jeong Kim ◽  
Xiangyu Wang ◽  
Xingquan Zhu ◽  
Shih-Chung Kang

A growing body of research has shown that Augmented Reality (AR) has the potential to contribute to interaction and visualization for architecture and design. While this emerging technology has only been developed for the past decade, numerous journals and conferences in architecture and design have published articles related to AR. This chapter reviews 44 articles on AR especially related to the architecture and design area that were published from 2005 to 2011. Further, this chapter discusses the representative AR research works in terms of four aspects: AR concept, AR implementation, AR evaluation, and AR industry adoption. The chapter draws conclusions about major findings, research issues, and future research directions through the review results. This chapter will be a basis for future research of AR in architecture and design areas.


2022 ◽  
Vol 13 (1) ◽  
pp. 1-54
Author(s):  
Yu Zhou ◽  
Haixia Zheng ◽  
Xin Huang ◽  
Shufeng Hao ◽  
Dengao Li ◽  
...  

Graph neural networks provide a powerful toolkit for embedding real-world graphs into low-dimensional spaces according to specific tasks. Up to now, there have been several surveys on this topic. However, they usually lay emphasis on different angles so that the readers cannot see a panorama of the graph neural networks. This survey aims to overcome this limitation and provide a systematic and comprehensive review on the graph neural networks. First of all, we provide a novel taxonomy for the graph neural networks, and then refer to up to 327 relevant literatures to show the panorama of the graph neural networks. All of them are classified into the corresponding categories. In order to drive the graph neural networks into a new stage, we summarize four future research directions so as to overcome the challenges faced. It is expected that more and more scholars can understand and exploit the graph neural networks and use them in their research community.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Dingyi Xiang ◽  
Wei Cai

Health big data has already been the most important big data for its serious privacy disclosure concerns and huge potential value of secondary use. Measurements must be taken to balance and compromise both the two serious challenges. One holistic solution or strategy is regarded as the preferred direction, by which the risk of reidentification from records should be kept as low as possible and data be shared with the principle of minimum necessary. In this article, we present a comprehensive review about privacy protection of health data from four aspects: health data, related regulations, three strategies for data sharing, and three types of methods with progressive levels. Finally, we summarize this review and identify future research directions.


2019 ◽  
Vol 11 (12) ◽  
pp. 305-315 ◽  
Author(s):  
Rafael Vidal-Perez ◽  
Charigan Abou Jokh Casas ◽  
Rosa Maria Agra-Bermejo ◽  
Belén Alvarez-Alvarez ◽  
Julia Grapsa ◽  
...  

Author(s):  
Xiangtan Lin ◽  
Pengzhen Ren ◽  
Yun Xiao ◽  
Xiaojun Chang ◽  
Alex Hauptmann

Person search has drawn increasing attention due to its real-world applications and research significance. Person search aims to find a probe person in a gallery of scene images with a wide range of applications, such as criminals search, multicamera tracking, missing person search, etc. Early person search works focused on image-based person search, which uses person image as the search query. Text-based person search is another major person search category that uses free-form natural language as the search query. Person search is challenging, and corresponding solutions are diverse and complex. Therefore, systematic surveys on this topic are essential. This paper surveyed the recent works on image-based and text-based person search from the perspective of challenges and solutions. Specifically, we provide a brief analysis of highly influential person search methods considering the three significant challenges: the discriminative person features, the query-person gap, and the detection-identification inconsistency. We summarise and compare evaluation results. Finally, we discuss open issues and some promising future research directions.


2015 ◽  
Vol 78 (2-2) ◽  
Author(s):  
Cik Suhaimi Yusof ◽  
Huidong Bai ◽  
Mark Billinghurst ◽  
Mohd Shahrizal Sunar

Interaction for Handheld Augmented Reality (HAR) is a challenging research topic because of the small screen display and limited input options. Although 2D touch screen input is widely used, 3D gesture interaction is a suggested alternative input method. Recent 3D gesture interaction research mainly focuses on using RGB-Depth cameras to detect the spatial position and pose of fingers, using this data for virtual object manipulations in the AR scene. In this paper we review previous 3D gesture research on handheld interaction metaphors for HAR. We present their novelties as well as limitations, and discuss future research directions of 3D gesture interaction for HAR. Our results indicate that 3D gesture input on HAR is a potential interaction method for assisting a user in many tasks such as in education, urban simulation and 3D games.


Author(s):  
Sandra Maria Correia Loureiro ◽  
Eduardo Moraes Sarmento ◽  
João Ferreira do Rosário

The chapter exposes the importance of tourism in the world economy, gives an overview of what academic and practitioners are doing regarding the use of engagement-facilitating technologies in tourism, and suggests avenues for further research. Authors give insights about the evolution and important of tourism. The chapter presents an overview of the state of the art on the use of engagement-facilitating technologies (mainly virtual and augmented reality) in research. Examples of applications of engagement-facilitating technologies are given. Authors suggest future research directions and present conclusions.


Author(s):  
Kelly Price ◽  
Mauro Palmero

This chapter discusses atmospherics as a sport marketing strategy. Even though it has traditional retail roots, atmospherics have emerged as a strategy that may be utilized in the physical, online, and mobile sport environments. A comprehensive review of major traditional and sports atmospheric variables, online atmospheric variables, and applications to sport are discussed. In addition, the spectator experience cycle is introduced with atmospheric correlations. The purpose of the chapter is to explain why atmospherics are important to the sport industry and to demonstrate how sport marketers may use physical, online, or mobile atmospherics to enhance spectator experience, increase loyalty, impact attitude, consumer choice, and impact purchase behavior. In addition, the chapter is meant to emphasize the importance of atmospherics to ultimately achieve promotional and marketing objectives. Finally, future research directions are recommended.


Sign in / Sign up

Export Citation Format

Share Document