scholarly journals Virtual Retail

2021 ◽  
Author(s):  
◽  
Pranil Kaushik Mistry

<p>Retail design has always been much more than selling products; it is a way for the brands to express them self. It is what they stand for through their brand essences. Turning their manifestation into physical forms to create space this physical space that interns offers the consumer an experiences. The interior architecture, bridges the gap between brand and consumers, as it evokes the essence of the brand while envisaging in an architectural form and tells one a story.  However, since the birth of the e-consumer market, this gap that’s has differentiated the two apart has gotten widen, as 2D webpage can only offer so much. The interaction provided is minimal thus removing some of the experiential and service elements that traditionally a physical store would offer. This consequence lowers the brand engagement due to the limiting physical interaction of a webpage. Virtual Reality (VR) has become largely popular within many different sectors such as education, entertainment and military.  This thesis proposes to explore how virtual reality can be used as an extending to the e-consumer market and articulate a hybrid integration for a shopping environment. The thesis will use precedents of brand identity, brand identity “is the manifestation of a brand that can be seen, heard and immediately experienced” this is the embodied of the brand in the physical form. Brand identity will be used to design the virtual environment.</p>

2021 ◽  
Author(s):  
◽  
Pranil Kaushik Mistry

<p>Retail design has always been much more than selling products; it is a way for the brands to express them self. It is what they stand for through their brand essences. Turning their manifestation into physical forms to create space this physical space that interns offers the consumer an experiences. The interior architecture, bridges the gap between brand and consumers, as it evokes the essence of the brand while envisaging in an architectural form and tells one a story.  However, since the birth of the e-consumer market, this gap that’s has differentiated the two apart has gotten widen, as 2D webpage can only offer so much. The interaction provided is minimal thus removing some of the experiential and service elements that traditionally a physical store would offer. This consequence lowers the brand engagement due to the limiting physical interaction of a webpage. Virtual Reality (VR) has become largely popular within many different sectors such as education, entertainment and military.  This thesis proposes to explore how virtual reality can be used as an extending to the e-consumer market and articulate a hybrid integration for a shopping environment. The thesis will use precedents of brand identity, brand identity “is the manifestation of a brand that can be seen, heard and immediately experienced” this is the embodied of the brand in the physical form. Brand identity will be used to design the virtual environment.</p>


2021 ◽  
Vol 5 (4) ◽  
pp. 15
Author(s):  
Jingyi Li ◽  
Ceenu George ◽  
Andrea Ngao ◽  
Kai Holländer ◽  
Stefan Mayer ◽  
...  

Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make passengers touch the car interior less, while performance and presence are comparable across conditions. Although passengers prefer a secluded and unlimited virtual environment (nature), they are more productive in a shared and limited one (office). We further discuss choices for virtual borders and environments, social experience, and safety responsiveness. Our work highlights opportunities and challenges for future research and design of rear-seat VR interaction.


2017 ◽  
Vol 2 (2) ◽  
pp. 319 ◽  
Author(s):  
Timothy Everson ◽  
Christopher McDermott ◽  
Aaron Kain ◽  
Cesar Fernandez ◽  
Ben Horan

<div><p>Astronauts undergo significant training in preparation for operating in space. In the past governments have been driving space exploration through ventures such as the National Aeronautics and Space Administration (NASA), however more recently new private companies have formed such as SpaceX who are designing commercially viable and reusable spacecraft. As such, the economics of space travel are more important than ever, and there is a logical need to research affordable and effective training procedures for astronauts.</p><p>Virtual Reality (VR) has been shown to be an effective technique for training people to perform high skilled physical tasks such as medical surgery. Research into VR as a platform for training astronauts has shown encouraging results with the implementation of hand tracking data gloves allowing the trainee to interact with the virtual environment. Further, there is evidence that VR can aid in the treatment of phobias with exposure therapy by better preparing the patient for real life exposure. Tactile feedback was found to enhance the treatment. Hence training with VR may help prepare an astronaut for the experience of operating in space through exposure to realistic simulations.</p><p>This paper proposes using existing underwater systems with VR to create a low cost extra vehicular activity (EVA) astronaut training simulation. Incorporation of tactile feedback and methods to track the body, hands and finger flexure, enabling user interaction with the virtual environment was explored. This allows for the creation of a varied neutrally buoyant training environment with a smaller physical space requirement compared to existing methods.</p></div>


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


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.


2015 ◽  
Vol 772 ◽  
pp. 585-590
Author(s):  
Florin Gîrbacia ◽  
Silviu Butnariu ◽  
Daniel Voinea ◽  
Bogdan Tzolea ◽  
Teodora Gîrbacia ◽  
...  

Surgical robots for biopsy procedure require pre-operative planning of trajectories prior to be used for needle guiding procedures. Virtual Reality (VR) technologies allow to simulate robotic biopsy procedure and to generate accurate needle trajectories that avoid vital organs. The paper presents a serial robot which can be used for biopsy procedure and a needle trajectory planning software based on VR technologies. A virtual environment has been modelled and simulations for robotic-assisted biopsy of the prostate have been performed.


2013 ◽  
Vol 8 (2) ◽  
pp. 199-208 ◽  
Author(s):  
Charles Pontonnier ◽  
Georges Dumont ◽  
Asfhin Samani ◽  
Pascal Madeleine ◽  
Marwan Badawi

2021 ◽  
Vol 13 (11) ◽  
pp. 6492
Author(s):  
Fengyi Ji ◽  
Shangyi Zhou

Previous studies have failed to grasp the essence of traditional building habits responding to natural challenges. Therefore, contradictions arise between unified regulations protecting traditional residential architecture proposed by experts and the diverse construction transformation performed by locals. To resolve these contradictions, fieldwork was conducted in Yangwan, a famous village in South China. The traditional residential architectural characteristics in three periods were obtained and compared. Peirce’s interpretation of the three natures of habit and Heidegger’s dwelling help determine the essence of building habits. The logic in traditional residential architecture is analysed through the “four-layer integrated into one” framework (including the natural environment, livelihood form, institution and ideology), yielding the following results. (1) The characteristics of the residential architectural form change with local livelihood form, institution and ideology. Nevertheless, the process by which local residents think, judge and respond to natural challenges remains unchanged (Thirdness of Habit), forming the core of dwelling. (2) The characteristics of the architectural form are determined by the causal chain of “four-layer integrated into one”. Stable causal chains are formed by the Thirdness of Habit, which represents people’s initiative in addressing natural challenges. Therefore, the protection of traditional residential architecture should centre on dwelling and people’s agency in response to the natural environment rather than on maintaining a unified physical form.


Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


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