From Electronic Word of Mouth to Virtual and Augmented Reality

Author(s):  
Sulakshana Nayak

This chapter reveals how service is an integral part of any customer value creation strategy and the role played by eWOM with respect to the restaurant industry by considering it in the context of Pune city, Maharashtra, India. It explores literature on eWOM in service industry, in general, and restaurant industry, in particular; additionally, the author employs Delphi method to seek responses from people within the restaurant industry to gauge the importance of eWOM in customer value creation. The world is progressing at a massive pace; international mega-trends only underpin this verity. The internet boom is at its pinnacle, smartphone diffusion is rising rapidly, and demographics are advancing. The chapter points out how “new” technologies such as Virtual Reality or Augmented Reality may change the way customers deal with restaurants.

Auditor ◽  
2021 ◽  
pp. 49-57
Author(s):  
F. Smirnov ◽  
A. Golovkov

Th e article analyses the prospects for the development of technologies such as: blockchain, 3D-printing, the Internet of Th ings, 5G-communications, cloud computing, robotics, as well as artifi cial intelligence, virtual and augmented reality. A distinction is made between the NBIC and NBICS technology groups. An expanded concept of nature-like convergent technologies «NBICS +» is presented.


2018 ◽  
Vol 44 ◽  
pp. 00036
Author(s):  
Alexander Gren ◽  
Benjamin Jamarillo ◽  
Vladislav Kiev ◽  
Nikolai Shabrov ◽  
Dmitry Vasiliev

The world scientific and industrial community enters presently a new phase of its development. Suffice to mention such key developments as the strategy of development of “Industry 4.0” for German manufacturers [1], two American concepts: “Industrial Internet” [2] and “Internet of things” [3]. The work on artificial intellect [4] released in 2003 laid the bases for industrial development of systems with artificial intellect, while a wide discussion on the Fourth industrial revolution [5] as a continuation of the concept of “The second industrial era” [6] was initiated in 2016 at the World economical forum. The implementation of these industrial concepts brings about a high level of competition and, as a result, searching new technologies of manufacturing competitive produce. The manufacture of competitive produce is closely connected with the problems of apprehension a great volume of information connected with the results of designing, simulation, marketing and sales of the factories’ produce. The program Industry 4.0 implies a wide use of the cutting-edge digital technologies and, particularly, the technologies of virtual and augmented reality.


2021 ◽  
pp. 110-118
Author(s):  
Олександр Володимирович Каратанов ◽  
Андрій Миколайович Биков ◽  
Марія Вадимівна Сергієнко ◽  
Дмитро Михайлович Мірошниченко

This study examines augmented reality, which imposes on the world around us virtual objects, characters, filters, or other effects through a special camera. Currently, augmented reality is considered potential for pedagogical programs and it is beginning to gain momentum and be actively used. The use of augmented reality technology opens up new opportunities that increase productivity and efficiency in various industries, improve communication and knowledge transfer and make distance learning more comfortable and realistic. However, the factor of reducing the cost of production or the educational process due to the introduction of augmented reality is not yet fully disclosed and requires a detailed analysis, part of which is conducted in this paper. The existing types of augmented, virtual and mixed reality technologies were analyzed, their comparison was made, the current place in the market was determined, as well as their influence and role in modern education. The paper presents examples of the use of augmented reality technology in various fields, including in production, which demonstrates a significant increase in efficiency and confirms the relevance. An overview of the premises and laboratories, which now use virtual and augmented reality technologies for the educational process. The article also describes the shortcomings of the educational process, which can be corrected by introducing augmented reality technology. The economic benefit of using augmented reality in the educational process on a real example was calculated, due to which the expediency of this implementation was proved. Elements of the educational process are considered, the replacement of which with augmented reality will make education cheaper, and this means more accessible. An example of markers used for an augmented reality application in the field of aircraft construction is given. The tendency of the application of augmented reality and use in the educational process for the next years is analyzed, the branches in which it can be applied are considered and the expediency of its use is confirmed.


2021 ◽  
Vol 4 ◽  
pp. 98-100
Author(s):  
Semen Gorokhovskyi ◽  
Yelyzaveta Pyrohova

With the rapid development of applications for mobile platforms, developers from around the world already understand the need to impress with new technologies and the creation of such applications, with which the consumer will plunge into the world of virtual or augmented reality. Some of the world’s most popular mobile operating systems, Android and iOS, already have some well-known tools to make it easier to work with the machine learning industry and augmented reality technology. However, it cannot be said that their use has already reached its peak, as these technologies are at the stage of active study and development. Every year the demand for mobile application developers increases, and therefore more questions arise as to how and from which side it is better to approach immersion in augmented reality and machine learning. From a tourist point of view, there are already many applications that, with the help of these technologies, will provide more information simply by pointing the camera at a specific object.Augmented Reality (AR) is a technology that allows you to see the real environment right in front of us with a digital complement superimposed on it. Thanks to Ivan Sutherland’s first display, created in 1968 under the name «Sword of Damocles», paved the way for the development of AR, which is still used today.Augmented reality can be divided into two forms: based on location and based on vision. Location-based reality provides a digital picture to the user when moving through a physical area thanks to a GPS-enabled device. With a story or information, you can learn more details about a particular location. If you use AR based on vision, certain user actions will only be performed when the camera is aimed at the target object.Thanks to advances in technology that are happening every day, easy access to smart devices can be seen as the main engine of AR technology. As the smartphone market continues to grow, consumers have the opportunity to use their devices to interact with all types of digital information. The experience of using a smartphone to combine the real and digital world is becoming more common. The success of AR applications in the last decade has been due to the proliferation and use of smartphones that have the capabilities needed to work with the application itself. If companies want to remain competitive in their field, it is advisable to consider work that will be related to AR.However, analyzing the market, one can see that there are no such applications for future entrants to higher education institutions. This means that anyone can bring a camera to the university building and learn important information. The UniApp application based on the existing Swift and Watson Studio technologies was developed to simplify obtaining information on higher education institutions.


2020 ◽  
Author(s):  
José Miguel Dos Santos Silva ◽  
Vítor Quelhas

Emerging from a partnership between the Master’s Degree in Design from ESMAD (Escola Superior de Media Artes e Design, Instituto Politécnico do Porto) and Arquivo Municipal da Póvoa de Varzim, the project Uma Lide de Cartazes, consist in the creation of animated posters as an improved form of advertising, inspired by the materials gathered from the archive.This study is centered around the concept of new technologies and media to enhance the static nature of traditional bullfight posters. Handles technologies as augmented reality, animations and the internet to achieve new interactive and dynamic ways to engage aesthetics and convey information. The results indicate that the use of animation dynamically changes the poster layout elements and informations captivating the viewer as well as changing the poster message. The changes can be viewed by anyone using a smartphone and with the help of augmented reality app, such as Artivive.


Author(s):  
Gerardo Reyes Ruiz ◽  
Samuel Olmos Peña ◽  
Marisol Hernández Hernández

New technologies have changed the way today's own label products are being offered. Today the Internet and even more the so-called social networks have played key roles in dispersing any particular product in a more efficient and dynamic sense. Also, having a smartphone and a wireless high-speed network are no longer a luxury or a temporary fad, but rather a necessity for the new generations. These technological advances and new marketing trends have not gone unnoticed by the medium and large stores. The augmented reality applied to interactive catalogs is a new technology that supports the adding of virtual reality to a real environment which in turn makes it a tool for discovering new uses, forms, and in this case, spending habits. The challenge for companies with their private labels in achieving their business objectives, is providing customers with products and services of the highest quality, thus promoting the efficient and streamlined use of all resources that are accounted for and at the same time promoting the use of new information technologies as a strategic competitive.


2019 ◽  
Vol 39 ◽  
pp. 59-73
Author(s):  
Mike Levy

AbstractIn the last 20 years we have moved from a somewhat idealistic vision of the internet to one that is far more nuanced and complex. Disruption and change now surround us in a more uncertain and unpredictable world (Foer, 2017; Greenfield, 2017; Lanier, 2018; O'Neil, 2016). This article examines some of the key changes in the wider world and how they may relate to the use of new technologies in second language learning. This topic is approached from three perspectives that have thus far been relatively unexplored. First, the article looks at digital literacy, a cognate field that has long been motivated by issues and concerns relating to educational technology and the classroom–world connection. Second, it considers the role and use of authentic materials and texts. Third, it contrasts notions of input and output as these terms apply to humans and machines, and as they are used in research on second language learning.The goal throughout is to highlight the benefits of increased connectivity between the wider world and the world of the language classroom. Through increased awareness and informed debate, it is hoped this will place us in a stronger position to understand and plan for the changes ahead.


Author(s):  
Hung Chim

The Bulletin Board System (BBS), when it first appeared in the middle 1970s, was essentially “a personal computer, not necessarily an expensive one, running inexpensive BBS software, plugged into an ordinary telephone line via a small electronic device called modem” (Rheingold, 1993). The networked computers used to create these parallel worlds and facilitate communication between human beings constitute the technical foundations of computer-mediated communication (CMC) (Nancy, 1998). CMC systems link people around the world into public discussions. While CMC can exist solely between two people or between one person and an anonymous group, increasingly, virtual communities of many people are being formed. With advent of the Internet, the World Wide Web (WWW) brought more new technologies to the BBS. Thousands of BBSs sprang up across the world. Many turned out tremendously successful and evolved into lively virtual communities. These communities provided forums with increasing importance for individuals and groups that share a professional interest or share common activities. Online BBS communities now play an important role in information dissemination and knowledge collaboration on the Internet. On one hand, online forums enable people to disseminate information in an extremely efficient way without geographical restriction. On the other hand, the freedom also comes with uncertainty. Any information can be released and the content is almost beyond control, or even unreliable. To understand the content and quality of the information in BBSs, we would split the task into two subjects: one is to assess the information sources; another is to assess the information providers, people themselves in the virtual communities. Most BBSs are anonymous, because people usually use a pseudonym rather than their real name when registering. A user does not need to provide real personal information to the system, either. Thus, how to assess the trust of the users in a BBS community and attract more trustful and worthy users to participate in the activities of the community have become crucial topics to establish a successful community. Two subjects are important for establishing user trust in a BBS community: First, a BBS system must be able to identify a user and provide efficient security protection for each user and his/her privacy. Second, the value and the trustworthiness of a user should be assessed according to that user’s behavior and contribution to the community in comparison to peers.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Rajeesh Kumar N.V. ◽  
Arun M. ◽  
Baraneetharan E. ◽  
Stanly Jaya Prakash J. ◽  
Kanchana A. ◽  
...  

Purpose Many investigations are going on in monitoring, contact tracing, predicting and diagnosing the COVID-19 disease and many virologists are urgently seeking to create a vaccine as early as possible. Even though there is no specific treatment for the pandemic disease, the world is now struggling to control the spread by implementing the lockdown worldwide and giving awareness to the people to wear masks and use sanitizers. The new technologies, including the Internet of things (IoT), are gaining global attention towards the increasing technical support in health-care systems, particularly in predicting, detecting, preventing and monitoring of most of the infectious diseases. Similarly, it also helps in fighting against COVID-19 by monitoring, contract tracing and detecting the COVID-19 pandemic by connection with the IoT-based smart solutions. IoT is the interconnected Web of smart devices, sensors, actuators and data, which are collected in the raw form and transmitted through the internet. The purpose of this paper is to propose the concept to detect and monitor the asymptotic patients using IoT-based sensors. Design/methodology/approach In recent days, the surge of the COVID-19 contagion has infected all over the world and it has ruined our day-to-day life. The extraordinary eruption of this pandemic virus placed the World Health Organization (WHO) in a hazardous position. The impact of this contagious virus and scarcity among the people has forced the world to get into complete lockdown, as the number of laboratory-confirmed cases is increasing in millions all over the world as per the records of the government. Findings COVID-19 patients are either symptomatic or asymptotic. Symptomatic patients have symptoms such as fever, cough and difficulty in breathing. But patients are also asymptotic, which is very difficult to detect and monitor by isolating them. Originality/value Asymptotic patients are very hazardous because without knowing that they are infected, they might spread the infection to others, also asymptotic patients might be having very serious lung damage. So, earlier prediction and monitoring of asymptotic patients are mandatory to save their life and prevent them from spreading.


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