scholarly journals Information technology of addition of virtual object in the real world. Part 1

2014 ◽  
Vol 1 (2) ◽  
pp. 236
Author(s):  
Kulakov ◽  
Smirnov ◽  
Lipatov ◽  
Latipov
2021 ◽  
Author(s):  
Edward Yourdon

A t the beginning of this paper, the decentralized world (DW) and decentralized world economy (DeWe) were defined. And the blockchain industry was pointed out to be at the initial stage of the decentralized world parallel to the real world. Then a set of systematicsolutions, named Electronical Material Information Technology (EMIT), was proposed, after which the development direction and path of the decentralized world economy was put forward, from its limitations, by arguing how to provide sufficient and necessary basic conditions for the decentralized world development. In the end, the EMIT was proved to be an effective reference for building the decentralized world from the basic level to the application level and enabling its sustainable development.


Author(s):  
Xiaotong Li

Many information resource managers have learned to be proactive in today’s highly competitive business environment. However, limited financial resources and many uncertainties require them to maximize their shareholders’ equity while controlling the risks incurred at an acceptable level. As the unprecedented development in information technology continuously produces great opportunities that are usually associated with significant uncertainties, technology adoption and planning become more and more crucial to companies in the information era. In this study, we attempt to evaluate IT investment opportunities from a new perspective, namely, the real options theory. Its advantage over other capital budgeting methods like static discounted cash flow analysis has been widely recognized in analyzing the strategic investment decision under uncertainties (Amram & Kulatilaka, 1999; Luehrman, 1998a, 1998b). Smith and McCardle (1998, 1999) further show that option pricing approach can be integrated into standard decision analysis framework to get the best of the both worlds. In fact, some previous IS researches have recognized the fact that many IT investment projects in the uncertain world possess some option-like characteristics (Clemsons, 1991; Dos Santos, 1991; Kumar, 1996). Recently, Benaroth and Kauffman (1999) and Taudes, Feurstein and Mild (2000) have applied the real options theory to real-world business cases and evaluated this approach’s merits as a tool for IT investment planning. As all real options models inevitably depend on some specific assumptions, their appropriateness should be scrutinized under different scenarios. This study aims to provide a framework that will help IS researchers to better understand the real options models and to apply them more rigorously in IT investment evaluation. As the technology changes, the basic economic principles underlying the real options theory do not change. We do need to integrate the IT dimension into the real options based investment decision-making process. Using electronic brokerage’s investment decision in wireless technology as a real-world example, we show the importance of adopting appropriate real options models in IT investment planning. By specifically focusing on the uncertainties caused by IT innovation and competition, our study also gives some intriguing results about the dynamics between IT adoption and the technology standard setting process.


2019 ◽  
Vol 9 (9) ◽  
pp. 1797
Author(s):  
Chen ◽  
Lin

Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.


Author(s):  
Shreyasi Pranjal

Work-life balance refl ects an individual’s orientation across career roles and non-carrier life roles as an incompatible inter-role phenomenon. In the transition to an information-based global economy, the lines between work and home are blurring as technology reshapes the work place and the nature of home life evolves. Information technology (IT) has become a vital and integral part of every individual’s life. From a teenager who loves technologically advanced cum latest gadgets and an adult who is addicted of using cloud-computing technology as for data’s storing. The reasons for the omnipresent use of computer technology in the real world can best be determined by looking at how it is being used across the real world. Role of IT in balancing work-life is all about delivering ease, effi ciency and maintaining individual’s healthy environment. There are numerous roles of IT which makes us integrally prominent, smart and active, and makes an effective aura in between work-life. Role of IT in work-life balance has been an electrifying current investigation subject from the recent years; the purpose of the research role of IT in work-life balance shows the how IT makes individuals life convenient, promising, stressless, and relatively safe.


2021 ◽  
Vol 5 (3) ◽  
pp. 1179
Author(s):  
Fikry Ali Sya’ Dani ◽  
M Iwan Wahyuddin ◽  
Winarsih Winarsih

Information technology today, is very developed and easy to find. Especially in information on Bogor tourist attractions such as the Bogor Palace, Tugu Kujang, and Pakansari Stadium. However, the data information held is not completely valid. Because many tourists get data that is not suitable, due to the lack of information obtained. Therefore, the researchers tried to make an android-based "Tourism Object in Bogor" application using Augmented Reality (AR) technology and the Lucas Kanade Algorithm, as well as Marker Based Tracking efforts to make it easier to get the information desired by tourism. Bogor is one of the cities in West Java Province that attracts many tourists, especially domestic tourists. However, there are still many tourist attractions in Bogor that are still many tourist attractions that have not been visited and are still not widely known by tourists. Until now, researchers have tried to make an android-based "Tourism Object in Bogor" application so that tourists know the shape of objects and information such as the Bogor Palace, Tugu Kujang, and Pakansari Stadium. Using Augmented Reality (AR) technology, the technology itself has photos, sounds, and 3d objects that can bring virtual 3d objects into the real world. The "Tourism Object in Bogor" application uses Android Studio, Unity, Sketchup, Vuforia, and Visual Studio. In order to make it easier for tourists to identify data on tourist attractions they want to visit. The application "Tourism Objects in Bogor" serves to share data information for local and foreign tourists, because this is an opportunity for the Bogor Regional Government to improve services and facilities in Bogor, so that tourists feel safe arriving and visiting Bogor.


Author(s):  
Woodrow Barfield ◽  
Craig Rosenberg

Recent technological advancements in virtual environment equipment have led to the development of augmented reality displays for applications in medicine, manufacturing, and scientific visualization (Bajura et al., 1992; Janin et al., 1993; Milgram et al., 1991; Lion et al., 1993). However, even with technological advances in virtual environment equipment, the development of augmented reality displays are still in the early stages of development, primarily demonstrating the possibilities, the use, and the technical realization of the concept. The purpose of this chapter is to review the literature on the design and use of augmented reality displays, to suggest applications for this technology, and to suggest new techniques to create these displays. In addition, the chapter also discusses the technological issues associated with creating augmented realities such as image registration, update rate, and the range and sensitivity of position sensors. Furthermore, the chapter discusses humanfactors issues and visual requirements that should be considered when creating augmented-reality displays. Essentially, an augmented-reality display allows a designer to combine part or all of a real-world visual scene, with synthetic imagery. Typically, the real-world visual scene in an augmented-reality display is captured by video or directly viewed. In terms of descriptions of augmented reality found in the literature, Janin et al. (1993) used the term “augmented reality” to signify a see-through head-mounted display (HMD) which allowed the user to view his surroundings with the addition of computer graphics overlaid on the real-world scene. Similarly, Robinett (1992) suggested the term “augmented reality” for a real image that was being enhanced with synthetic parts; he called the result a “merged representation”. Finally, Fuchs and Neuman (1993) observed that an augmented-reality display combined a simulated environment with direct perception of the world with the capability to interactively manipulate the real or virtual object(s). Based on the above descriptions, most current augmented-reality displays are designed using see-through HMDs which allow the observer to view the real world directly with the naked eye. However, if video is used to capture the real world, one may use either an opaque HMD or a screen-based system to view the scene (Lion et al., 1993).


The developments over the last decade in digital switching data networks and intelligent signal processing suggest an almost unbounded future in terms of opportunity. But who needs it? Information technology appears to act upon our socio-economic system in a manner that is quite different from the way other technologies affected earlier socio-economic systems. In those earlier instances a reasonable balance was maintained between the intensive, or extrapolative interactions and the extensive or transformative ones. Today, we can establish a non-trivial hypothesis that states that the extensive or transformative interactions between information technology and our socio-economic system are being somehow constrained and hence denying us considerable economic and social benefits. The hypothesis stands up under the Socratic test, in that the conclusions deduced from the hypothesis match what we see in the real world. If one takes the hypothesis as given, is there any real potential that is being constrained, what is the value of that potential, and what might be the nature of the constraint? Research suggests that the potential exists, that it may be very significant, and that the constraint is of a fundamental linguistic nature. Some strategies are set forth to avoid or move the constraint. If the hypothesis is valid and the important benefits of information technology are inhibited from flowering, of what significance is all our fine technology? The prediction is made that unless we address that fundamental constraint, the future for information technology is at the best rather bleak and intensely competitive, for our capacity to produce sophisticated communications will outstrip our needs.


Author(s):  
Khalid Mansour ◽  
Khaled Mahmoud

Textual passwords are still widely used as an authentication mechanism. This paper addresses the problem of textual password hardening and proposes a mechanism to make textual passwords harder to be used by unauthorized persons. The mechanismintroduces time gaps between keystrokes (latency times) that would add a second protection line to the password. Latency times are converted into discrete representation (symbols) where the sequence of these symbols is added to the password. For accessing system, an authorized person needs to type his/her password with a certain rhythm. This rhythm is recorded at the sign-up time.This work is an extension to a previous work that elaborates more on the local approach of discretizing time gaps between every two consecutive keystrokes. In addition, more experimental settings and results are provided and analyzed. The local approach considers the keying pattern of each user to discretize latency times. The average, median and min-max are tested thoroughly.Two experimental settings are considered here: laboratory and real-world. The lab setting includes students studying information technology while the other group are not. On the other hand, information technology professional individuals participated in the real-world experiment. The results recommend using the local threshold approach over the global one. In addition, the average method performs better than the other methods. Finally, the experimental results of the real-world setting support using the proposed password hardening mechanism.


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