scholarly journals Virtual Reality with Virtual Private Assistant Research: A Case on Amazon Sumerian

2021 ◽  
Vol 10 (7) ◽  
pp. 25362-25364
Author(s):  
Anadi Sharma ◽  
Akansha Gupta ◽  
Arpit Kumar

In modern years, there is a growing recognition of Virtual Reality(VR) in education andthe logic behind this may be the distribution programs in various walks of life. With theminimal device framework, the developers can easily construct and organize applicationsthat can be reachable from anywhere without the in-depth understanding of editing andmanaging 3D objects. In an intended design, Intelligent Virtual Assistant offers theopportunity for hospitality services to enhance the customer experience. The VirtualAssistant can give guests a more personalized experience with either a touch or a VirtualAgent, a custom kiosk, or a smartphone. If you are visiting for the first time and need toidentify the local business and location on the map, this MIET Virtual Assistant will helpyou find them. This paper outlines the results of a project undertaken by the Meerut Instituteof Engineering and Technology, AKTU, India, which aims to provide a purposeful hostingservice in the VR area using amazon service which is known as AWS Sumerian . Thisproject’s benefaction and shortcomings are explored.

2021 ◽  
Vol 14 (2) ◽  
pp. 205979912110307
Author(s):  
Dennis Mathysen ◽  
Ignace Glorieux

Virtual reality (VR) is still very much a niche technology despite its increasing popularity since recent years. VR has now reached a point where it can offer photorealistic experiences, while also being consumer-friendly and affordable. However, so far only a very limited amount of software has been developed for the specific purpose of conducting (social science) research. In this article, we illustrate that integrating virtual reality to good effect in social science research does not necessarily require specialized hardware or software, an abundance of expertise regarding VR-technology or even a large budget. We do this by discussing our use of a method we have come to call ‘VR-assisted interviews’: conducting a (semi-structured) interview while respondents are confronted with a virtual environment viewed via a VR-headset. This method allows respondents to focus on what they are seeing and experiencing, instead of having them worry about how to operate a device and navigate an interface they are using for the first time. ‘VR-assisted interviews’ are very user-friendly for respondents but also limits options for interactiveness. We believe this method can be a valuable alternative, both because of methodological and practical considerations, for more complex applications of VR-technology in social science research.


Author(s):  
V.V. Selivanov

The work is aimed at examining the influence of modern didactic programs in virtual reality (VR) on mental states in adolescence. The materials of empirical research obtained on a sample of 3—4 year students from Moscow and Smolensk universities are presented. Study 1 (N = 50) involved respondents aged 19 to 26 years. We used the methodology of AS Kulikov L.V., didactic VR programs were used as instructive independent variables. The results obtained indicate that the didactic VR environment of the highest level has a significant effect on mental states, increasing indicators on the scales of activation, excitement, tone, euphoria, and reducing asthenia. Conditions such as well-being, normal mood, calmness remain stable in immersive didactic VR. The effectiveness of VR programs in influencing mental states is determined by the successful modeling of 3D objects, high animation, interactivity, originally incorporated into the content of VR of the highest level. The data on an increase in the experience of the degree of presence in VR when using new helmets, even in short VR programs, are of fundamental importance. This indicates the possibility of the formation of addictions to VR with their repeated, short-term use.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-14
Author(s):  
Adhe Pandhu Dwi Prayogha ◽  
Mudafiq Riyan Pratama

The purpose of virtual reality is to enable a motor and cognitive sensor activity ofsomeone in the artificial world created digitally to become imaginary, symbolic orsimulate certain aspects in the real world [1]. This technology is applied to the mediaintroduction of the solar system using the Luther method. The Luther Method consistsof 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing, andDistribution. Luther method has advantages compared to other methods because thereare stages of material collecting which is an important stage in the development ofmultimedia and this Luther method can be done in parallel or can go back to theprevious stage [2]. At the Assembly stage the implementation uses the Unity Engineand Google VR SDK for Unity, the result is a virtual reality application that can displaythe solar system with 3-dimensional objects and an explanation is available on eachobject. While testing the blackbox on a variety of Android devices with differentspecifications. From the results of the application of the Luther method, it is verystructured and can run well in the development of multimedia applications, while theresults of testing, this Android-based virtual reality application cannot run on devicesthat do not have Gyroscope sensors and can run on devices with a minimumspecification of 1GB RAM will but the rendering process on 3D objects is slow.


Author(s):  
Abhishek Gupta ◽  
Abhishek Goyal

In 2017, India witnessed a new technological revolution in new media marketing fueled by the ready availability of high speed data and the emergence of a new generation of advance visualization solutions like virtual reality and augmented reality. Brands today are now focusing on distinguishing themselves from their competitors by redefining the customer experience and engaging them into their brand story. Myntra conceived the idea of creating its own brand of clothing for the travelers called Roadster focused over the needs of new generation of tech-savvy millennial customers. After the initial success of Roadster, it decided to bring Roadster closer to the customers in the form of brick and mortar showroom, opening its first ever store in Bangalore with a revolutionary virtual reality-based gamification experience, Highway 360, for experiential personalized shopping.


Author(s):  
Nedra Bahri Ammari ◽  
Ines El Hassoumi

What if customer experience was the primary driver of digital transformation? Indeed, new hybrid experiences have emerged thanks to daily-life technologies that fused both digital and physical worlds. This kind of experience uses applications and connected objects (IoT) to adapt and respond to consumer needs. Augmented reality and virtual reality are one of the most functionally and emotionally memorable phygital experiences that create value for customers. In this chapter, the authors chose heritage tourism as the study field for different reasons. While the adoption of augmented and virtual reality is gaining grownd, cultural heritage sites have started to consider the possibilities offered by these new and innovative technologies. This industry is starting to integrate AR and VR in several ways to attract more people. However, it is necessary to study how modern technology can be developed and implemented in a meaningful way to improve the tourist's experience. An AR- and VR-based mobile application has been developed and tested at Antonine's Baths in Carthage, Tunisia.


Author(s):  
Stefano Tamburin ◽  
Denise Dal Lago ◽  
Federica Armani ◽  
Marco Turatti ◽  
Riccardo Saccà ◽  
...  

Abstract Background Cue-reactivity is the array of responses that smokers exhibit when exposed to conditioned and contextual stimuli previously associated to substance use. The difficulty to experimentally recreate the complexity of smokers’ spatial experience and context requires more ecological models. Virtual reality (VR) creates a state of immersion close to reality allowing controlled assessments of behavioral responses. To date, no studies investigated brain activation associated to smoking cue-reactivity in VR using electroencephalography (EEG). Aims To investigate whether a VR cue-reactivity paradigm (a) may increase smoking craving, (b) is feasible with EEG recording, and (c) induces craving levels associated to EEG desynchronization. Methods Smokers (N = 20) and non-smokers (N = 20) were exposed to neutral and smoking-related VR scenarios, without and with smoking conditioned stimuli, respectively. EEG was recorded from occipital and parietal leads throughout the sessions to assess alpha band desynchronization. Smoking and food craving and presence visual analogue scales (VAS) were assessed during the session. Results To be smoker, but not non-smoker, significantly influenced smoking craving VAS induced by smoking cue VR but not by neutral VR. No significant food craving changes was observed during the VR sessions. The new finding was that EEG alpha band power in posterior leads was significantly increased by the smoking context scenario only in smokers, and that the degree of smoking (i.e., heavy vs. light) was significantly associated to this neurophysiological measure. Conclusions This study demonstrated, for the first time, the feasibility of EEG recording in a VR setting, suggesting that EEG desynchronization may be a neurophysiological marker of smoking cue-reactivity.


2011 ◽  
Vol 2 (2) ◽  
pp. 1
Author(s):  
Fátima L.S. Nunes ◽  
Carla Dal Sasso Freitas

This special issue of the SBC Journal on 3D Interactive Systems is dedicated to the dissemination of the activities of several groups working on virtual reality, 3D graphics, 3D interaction, multimodal interaction and related themes in Brazil and other countries. Through this initiative the SBC Journal on 3D Interactive Systems is innovating: it is the first time that a Brazilian journal publishes, in a single issue, information regarding different laboratories for prospective students and potential collaborators.The papers selected for this issue introduce Virtual Reality, Graphics and Human Computer Interaction laboratories, their mission and goals, as well as interesting results from their recent projects. This will benefit the scientific community as a whole. It is a special opportunity for the different research groups to introduce themselves, describe their interests and areas of activity, as well as their research directions, thus enabling contacts and potential cooperation.We received 30 manuscripts and, after a peer review phase, we selected 26 technical communications. Most of the VR and CG research laboratories in Brazil are represented; some are more dedicated to virtual reality and graphics applications, others also work with image processing for improving interaction. We also received interesting contributions from laboratories in other countries like Czech Republic, Denmark, Germany, New Zealand, Spain, Switzerland and United Kingdom, as well as from a trans-national group involving Belgium, France, Italy, Germany, Georgia, Hungary, Netherlands, Poland, Spain and United Kingdom.In a general way, readers will find information about research on interaction devices, gesture recognition-based interaction, collaborative interaction, and innovative ways of interaction with tablets and walls. Also several 3D interactive visualization and rendering techniques are well explored by VR and CG researchers. Applications related to health care, chemistry, arts, among others, are some of the topics that the labs are pursuing in their projects. All the groups are interested in receiving students and establishing collaboration for new projects. Thus, we hope the content of the papers here presented can help researchers in finding partners and, in this way, improving their contribution to the fields of VR, CG and HCI.We would like to express our thanks to the editor-in-chief, Luciana Nedel, for inviting us to be guest editors, but mainly for shaping the idea of this special issue. We also thank the reviewers for their help with insightful revisions, and the authors for their interesting contributions as well as for the willingness in the whole process of preparing this issue.


2016 ◽  
Vol 2 (1) ◽  
pp. 1-5 ◽  
Author(s):  
Christopher U Cates ◽  
Lars Lönn ◽  
Anthony G Gallagher

IntroductionWe assessed the transfer of training (ToT) of virtual reality simulation training compared to invasive vascular experience training for carotid artery angiography (CA) for highly experienced interventionists but new to carotid procedures.MethodsProspective, randomised and blinded.SettingCatheterisation and skills laboratories in the USA.ParticipantsExperienced (mean volume=15 000 cases) interventional cardiologists (n=12) were randomised to train on virtual reality (VR) simulation to a quantitatively defined level of proficiency or to a traditional supervised in vivo patient case training.Outcome measuresThe observed performance differences in performing a CA between two matched groups were then blindly assessed using predefined metrics of performance.ResultsExperienced interventional cardiologists trained on the VR simulator performed significantly better than their equally experienced controls showing a significantly lower rate of objectively assessed intraoperative errors in CA. Performance showed 17–49% ToT from the VR to the in vivo index case.DiscussionThis is the first prospective, randomised and blinded clinical study to report that VR simulation training transfers improved procedural skills to clinical performance on live patients for experienced interventionists. This study, for the first time, demonstrates that VR simulation offers a powerful, safe and effective platform for training interventional skills for highly experienced interventionists with the greatest impact on procedural error reduction.


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