Exploring Key Factors Affecting the Success of High-Tech Retailers: 13 Retail Cases Adopting AR (Augmented Reality) or VR (Virtual Reality) or AI (Artificial Intelligence) or Automated Store

2019 ◽  
Vol 21 (3) ◽  
pp. 91-122
Author(s):  
Jong-Ho Kim ◽  
Ji-Hee Song
2021 ◽  
Vol 11 (7) ◽  
pp. 3253
Author(s):  
Umile Giuseppe Longo ◽  
Sergio De Salvatore ◽  
Vincenzo Candela ◽  
Giuliano Zollo ◽  
Giovanni Calabrese ◽  
...  

Background: The application of virtual and augmented reality technologies to orthopaedic surgery training and practice aims to increase the safety and accuracy of procedures and reducing complications and costs. The purpose of this systematic review is to summarise the present literature on this topic while providing a detailed analysis of current flaws and benefits. Methods: A comprehensive search on the PubMed, Cochrane, CINAHL, and Embase database was conducted from inception to February 2021. The Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines were used to improve the reporting of the review. The Cochrane Risk of Bias Tool and the Methodological Index for Non-Randomized Studies (MINORS) was used to assess the quality and potential bias of the included randomized and non-randomized control trials, respectively. Results: Virtual reality has been proven revolutionary for both resident training and preoperative planning. Thanks to augmented reality, orthopaedic surgeons could carry out procedures faster and more accurately, improving overall safety. Artificial intelligence (AI) is a promising technology with limitless potential, but, nowadays, its use in orthopaedic surgery is limited to preoperative diagnosis. Conclusions: Extended reality technologies have the potential to reform orthopaedic training and practice, providing an opportunity for unidirectional growth towards a patient-centred approach.


2021 ◽  
pp. 49-52
Author(s):  
Gaurvi Vikram Kamra ◽  
Ankur Sharma

The concept of "articial intelligence" (AI) refers to machines that are capable of executing human-like tasks. AI can also be dened as a eld concerned with computational models that can reason and act intelligently. Perspicacious software for data computation has become a necessity as the amount of documented information and patient data has increased dramatically. The applicability, limitations, and potential future of AI-based dental diagnoses, treatment planning, and conduct are described in this concise narrative overview. AI has been used in a variety of ways, from processing of data and locating relevant information to using neural networks for diagnosis and the introduction of augmented reality and virtual reality in dental education. AI-based apps will improve patient care by relieving the dental workforce of tedious routine duties, improving population health at lower costs, and eventually facilitating individualized, anticipatory, prophylactic, and collaborative dentistry. The convergence of AI and digitization has ushered in a new age in dentistry, with tremendously promising future prospects.The applicability, limitations, and potential future of AI-based dental diagnoses, treatment planning, and conduct are described in this concise narrative overview.


Author(s):  
Giuliana Guazzaroni

Virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are increasingly being used by educational institutions and museums worldwide. Visitors of museums and art galleries may live different layers of reality while enjoying works of art augmented with immersive VR. Research points out that this possibility may strongly affect human emotions. Digital technologies may allow forms of hybridization between flesh and technological objects within virtual or real spaces. They are interactive processes that may contribute to the redefinition of the relationship between identity and technology, between technology and body (Mainardi, 2013). Interactive museums and art galleries are real environments amplified, through information systems, which allow a shift between reality, and electronically manipulated immersive experiences. VR is emotionally engaging and a VR scenario may enhance emotional experience (Diemer et al., 2015) or induce an emotional change (Wu et al., 2016). The main purpose of this chapter is to verify how art and VR affect emotions.


Forests ◽  
2020 ◽  
Vol 11 (5) ◽  
pp. 517
Author(s):  
Qiujuan Li ◽  
Shaozhi Chen ◽  
Rong Zhao

In case of a shortage of China’s domestic timber, the research of China’s timber security has become increasingly more important. Using the pressure-state–response (PSR) conceptual model and the entropy method, the timber security of China during 1997–2017 was evaluated and analyzed to understand and master the situation of timber security in this paper. The results showed that: (1) The pressure of timber security in China during 1997–2017 was increasing in waves, with the condition of timber imports as the main factor; (2) the state of timber security in China presented a downward-then-upward tendency during 1997–2017, the main influencing factors of which were the domestic timber supply and forest resources condition; (3) responses to ensure the timber security of China almost indicated a steep rising trend, because both the timber industry technical progress index and the waste paper recovery rate improved the safety of timber in China; and (4) the changing trend of the comprehensive evaluation of timber security in China approximately agrees with that of the state evaluation, which showed that state indicators were key factors affecting the timber security of China. The pressures influencing the timber security of China are rising, while the state of timber security and the responses of the high-tech industry have been improving at a higher range than the pressures, which has led to an improvement of China’s timber security.


Author(s):  
Jacqueline-Nathalie Harba

Abstract Consumer behavior is shifting radically with the rise of e-commerce and new technologies. As a result, luxury retailers are forced to embrace a variety of technologies to keep their customers engaged. How do brands captivate shoppers and provide the customer experience that will satisfy their desires? Through dissemination of literature and case studies on examples from the industry, this paper presents a detailed discussion on the new approaches to customer experience in the luxury fashion industry, in the context of a modern economy that is highly shaped by disruptive technological innovations. The discussion includes two detailed case studies, focusing on two key themes that define contemporary customer expectations: the story – discussing customer’s desire to be immersed in the narratives behind catwalk collections, and the experience – discussing the use of technology to create a unique retail space through the use of online and mobile specific technologies. The first case study focuses on how new technologies provide brands with new opportunities to present their products through narratives. Using famous luxury retailers Dior, Givenchy and Prada as examples, the case study provides a detailed discussion on the use of virtual reality and augmented reality as tools that enable customers to project themselves into the story behind a catwalk show and become active characters in the narrative, through the use of technological devices. The second case study focuses on the importance of merging the online and the traditional brick-and-mortar store. “The Store of the Future”, by luxury retailer Farfetch is used as an example of how retailers make use of high-tech equipment, virtual reality and augmented reality not only to create a tech-powered interactive experience that will intrigue customers, but also to improve retail productivity by capturing customer data. The study adopts a qualitative research method to evaluate the validity of the concepts discussed in the Literature Review, using a sample of three in-depth interviews with industry experts, focusing on the use of technology to improve customer experience in physical retail spaces. Based on previously published research, it is estimated that the primary research will indicate that it is not the use of technology that drives the customer experience, but customer expectations that determine the adoption and adaptation of disruptive technologies to satisfy the shoppers’ requirements.


2021 ◽  
Vol 101 ◽  
pp. 03012
Author(s):  
M.V. Karelina ◽  
S.P. Vakulenko

The article presents the main conditions for the use of simulators, which are proposed to be used both for the simulators themselves, which implement the features of artificial intelligence systems, and for the organization of work with simulators in the educational process. Training of students with the use of simulators should form practical skills of the future specialty in accordance with the types of professional activity and qualification characteristics. The conditions for the use of simulators are proposed to include: the implementation of the activity approach; information security of software products; leveling of possible negative consequences for the health of the student, etc. Each of the presented conditions implies the need to ensure the formed parameters and the order of their evaluation. It is concluded that the above conditions for the use of simulators will allow for the development of new forms of professional training and appropriate scientific and methodological tools, and the need to actively introduce new high-tech simulators into the educational process of transport universities, including those that implement the capabilities of virtual/ augmented reality technologies.


Author(s):  
Arnold Japutra ◽  
Ricardo Godinho Bilro ◽  
Sandra Maria Correia Loureiro

The chapter presents how Artificial Intelligence (AI) is combining with Virtual Reality and Augmented Reality. The evolution of AI is discussed, as well as its consequences. The chapter also provides an overview of the four types of intelligence in AI, and provides positive and negative impacts for society. The discussion on positive and negative effects of AI brings to light how it can help humans, but at the same time, how it can also transform society and firms. The rise of hybrid humans may be a turning point to develop a new global order, with new laws, justice, rights, and duties.


Tap ◽  
2017 ◽  
Author(s):  
Anindya Ghose

This chapter discusses emerging technologies, including wearable technologies, artificial intelligence, instant messaging and apps, smart homes and connected cars, smart wallets, and virtual reality/augmented reality. It concludes that there is a lot to explore with the technology and capabilities at hand today in the mobile world. At the same time, there is a lot in the future to be excited about as well. Within a few years, the mobile ecosystem and related technologies will transform our lives beyond recognition and usher in a new age. It will without doubt be recognized as one of the hallmark advancements that society has seen in the 21st century.


2021 ◽  
Vol 2 (1) ◽  
pp. 63-70
Author(s):  
Afifah Marintan Nuriyana ◽  
Failasuf Herman Hendra ◽  
Sigit Hadi Laksono

Abstract. The high rate of the economy in Surabaya can affect the high level of employee workload and student learning load which results in the people of Surabaya becoming even busier. The higher the level of activity, the higher the stress level. The way to relieve stress is to play. The most popular types of games today are games with digital technology. These types of games are virtual reality games, augmented reality, mixed reality, motion sensors and neuro-gaming technology. To accommodate the needs of digital technology-based game play activities, so the construction for Games and Entertainment Facilities Based on Digital Technology in Surabaya as a recreational tourist spot that can relieve a person's stress. The research method used is descriptive research. Data collection techniques were obtained from the results of field case studies and literature case studies. The identification process produces data and information which is then analyzed. The analysis produces the required themes and concepts. The theme used is High Tech Architecture, which is a design that requires the use of the latest and latest technology in building facade materials and building structures. The concept used is Smart Building, which is a design that uses an automation technology system that can minimize the use of electricity to make it more energy efficient and environmentally friendly. This concept emphasizes security and security of building users. The smart building concept macro is divided into three micro concepts, namely layout, shape, and space. The micro layout concept used is responsive. The micro form concept used is expressive. Meanwhile, for the micro, the concept of space used is futuristic and efficient.Keywords: Games and Entertainment; High Tech Architecture; Smart Building. Abstrak. Tingginya laju perekonomian di Surabaya dapat mempengaruhi tingginya tingkat beban kerja para karyawan dan beban belajar para pelajar yang mengakibatkan masyarakat Surabaya menjadi semakin sibuk. Semakin tinggi tingkat kesibukan, maka semakin tinggi pula tingkat stress.  Cara untuk menghilangkan rasa stress adalah bermain. Jenis permainan paling populer saat ini adalah permainan berteknologi digital. Jenis permainan tersebut adalah permainan virtual reality, augmented reality, mixed reality, motion sensor dan neuro-gaming technology. Untuk mewadahi kebutuhan aktivitas bermain permainan berteknologi digital, maka dibangunnya Wahana Permainan dan Hiburan Berbasis Teknologi Digital di Surabaya sebagai tempat wisata rekreasi yang dapat menghilangkan rasa stress seseorang. Metode penelitian yang digunakan adalah penelitian deskriptif. Teknik pengumpulan data didapatkan dari hasil studi kasus lapangan dan studi kasus literatur. Proses identifikasi menghasilkan data dan informasi yang kemudian dianalisis. Analisis tersebut menghasilkan tema dan konsep yang dibutuhkan. Tema yang digunakan adalah Arsitektur High Tech yaitu suatu desain yang membutuhkan penggunaan teknologi terbaru dan mutakhir pada material fasad bangunan maupun struktur bangunan. Konsep yang digunakan adalah Bangunan Pintar yaitu suatu desain yang menggunakan sistem teknologi otomatisasi yang dapat meminimalisir penggunaan listrik agar lebih hemat energi dan ramah lingkungan. Konsep ini sagat mementingkan keamanan dan keyamanan pengguna bangunan. Makro konsep bangunan pintar dibagi menjadi tiga mikro konsep yaitu tatanan lahan, bentuk, dan ruang. Mikro konsep tatanan lahan yang digunakan adalah responsif. Mikro konsep bentuk yang digunakan adalah ekspresif. Sedangkan, untuk mikro konsep ruang yang digunakan adalah futuristik dan efisien. Kata Kunci: Wahana Permainan dan Hiburan; Arsitektur High Tech; Bangunan Pintar.


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