Multisensory Digital Experiences

Author(s):  
Sharafat Hussain

Whether we go to a restaurant or jogging, almost all the experiences in our daily lives consist of what we see, hear, smell, taste, and feel. Lately, especially in the COVID-19-affected world, many of these multisensory experiences have been transformed and capitalized through invents in technology. This chapter looks at the technological advancements in the area of new interactive technologies and multisensory experiences. This chapter describes the basics of multisensory experiences, the relationship between the human senses and technologies. It discusses the concepts that help analyze and explain how the senses interact with each other. Further, this chapter highlights the difference between virtual reality, augmented reality, and mixed reality using the reality-virtuality continuum. In the end, this chapter underscores some ethical concerns, our responsibility towards it, and what the future of those multisensory experiences may hold for us.

Author(s):  
Clara E. Fernandes ◽  
Ricardo Morais

This technical paper will assess new technological advances that could change the way we buy clothes, exploring existing solutions that are still commonly confused with each other: Smart fitting rooms (SFR), interactive mirrors (IM), Virtual Reality (VR), and Augmented Reality (AR). The methodological approach based on an exploratory research will start with a literature review on SFR and IM, comparing the main differences between these two technologies and addressing their unsuccessful attempts in retail. Our research will also assess daily technologies, which could possibly improve the customer’s experience with online shopping, as well as customers with reduced mobility. With smart gadgets in every corner, consumers are more difficult to convince with innovative products. We will propose future possibilities for fashion retail, where results will be presented as a first approach, in hopes of creating innovative solutions for the future. Moreover, sustainable implications related with this approach will be addressed in our additional considerations. This technical study considers only two basic solutions that were eventually too complicated to fit into fashion retail, exploring additional solutions that could change these limitations. Although explored and researched in the last years, solutions like IM and SFR were once part of what was considered the future of fashion retail. However, poor business models and lack of technological advances at the time limited these solutions. New technologies such as Augmented Reality (AR), Virtual Reality (VR) and Mixed-Reality (MR), combined with the latest smartphone evolution could relaunch solutions like these.  


2004 ◽  
pp. 119-131
Author(s):  
Aira Virtala ◽  
Irma Virjo

University students who sought hormonal emergency contraception (EC) in the Tampere Student Health Station during the period 1.9.2000-31.12.2001 received a questionnaire on their use of it. Of the total, 114 responded (67%). The aim of this study was to ascertain why the respondents did not want to get pregnant now and when it would be suitable for them to get children. Free answers to these questions were analysed using a collective consensus method. The main reasons for not wanting pregnancy now were un? nished studies and the non-steady character of the relationship. Almost all planned to become pregnant some day in the future when their life situation was appropriate, usually at the age of about 30 years.


2021 ◽  
Vol 25 (5) ◽  
pp. 31-40
Author(s):  
E. V. Romanova ◽  
L. V. Kurzaeva ◽  
L. Z. Davletkireeva ◽  
T. B. Novikova

The rapid development of virtual and augmented reality technologies is currently taking place in almost all spheres of activity. Elements of virtual and augmented reality are used in such areas as education, medicine, transport, gaming, tourism and others. The active spread of these technologies causes the emergence of special competencies in the IT labor market and, as a result, the formation of new professions.Many Russian universities are training students in IT training areas. Specialization in the development of computer games and virtual reality applications has begun recently. The provision of practical classes is accompanied by specific tasks, which gives students the opportunity to improve the use of software and technical devices.The relevance of the research is determined by the current demand for the use of the latest technologies by IT developers in the field of creating computer games. Today, technologies that provide a player’s immersion in virtual reality are becoming more and more popular. One of these technologies is a suit with wearable sensors that track a person’s position in space in real time. However, there are quite a few real described projects in the literature and on the Internet. This study examines the process of developing a task for creating a game application using virtual reality technology: a suit with wearable sensors for teaching students.Materials and methods of research. Timely identification of the needs of the IT market in personnel training allows educational organizations to form new training programs of different levels of training. This approach makes it possible to target the educational and methodological materials being developed to use the latest achievements in the development of the field under study.Using a systematic approach, the study characterizes virtual reality suits and sensors for monitoring the position in the user’s space. Thus, the goal of the task was to ensure the immersiveness and convenience of interaction between the player and the game environment.Based on materials on software, position sensors in space, the approach of pedagogical design was applied and the procedure was formed for a practical task, reflecting the relevant competencies.Results. The study was conducted on the basis in the framework of laboratory and practical work of students, as well as at a real enterprise. Training in the new profile of the direction of training “Applied informatics” is fully equipped with all the latest technologies in this field. As a result of the work, the content of the practical task was developed.Real development of virtual and augmented reality applications is conducted jointly with students. Almost all projects used a suit with body sensors.Conclusion. Our study examines in detail the process of developing an application using a suit with wearable sensors for further training of students. Based on the results, work can be carried out on real projects for any field. Based on the research materials, it is planned to issue a textbook for students with the profile of developing computer games and virtual / augmented reality applications.


2021 ◽  
Vol 12 (44) ◽  
pp. 22-36
Author(s):  
Busra ERTOGRUL ◽  
Gizem KILICSIZ ◽  
Aysun BOZANTA

Social media platforms have become an inevitable part of our daily lives. Companies that noticed the intense use of social media platforms started to use them as a marketing tool. Even ordinary people have become famous by social media and companies have been sending their products to them to try and advertise. Many people have gained a considerable amount of money in this way and today new jobs are emerged like "Youtuber" and "Instagram Influencer". Therefore, ordinary people realized the power of social media and many people started to strength their digital identity over social media. The question raising in people’s mind is that “What is the difference between the influencers and the ordinary people who have also digital identity over social media?”. This study examined Instagram influencers for five categories namely fashion, makeup, photography, travel, and fitness in Turkey. As an exploratory study, the relationship between the influencers’ average number of posts, the number of likes, the number of views, the number of comments, number of followers, and the number of following were examined. As well as the engagement rates of the followers to the influencers were calculated. In addition, the words they mostly used in the captions of the posts were examined.


2021 ◽  
Vol 30 (3) ◽  
pp. 244-260
Author(s):  
Helena Knyazeva ◽  

An extended approach to the comprehension of virtual reality is developed in the article. Virtual reality is understood not only as a logically possible or cybernetically constructed reality but also as continuous turbulence of potencies of the complex natural and social world we live in, the wandering of complex systems and organizations over a field of possibilities, such a realization of forms and structures in which many formations remain in latent, potential forms, and are in the permanent process of making and multiplying a spectrum of possibilities, lead to the growth of the evolutionary tree of paths of development. It is shown that such an understanding of virtual reality corresponds to concepts and notions developed in the modern science of complexity. The most significant concepts are considered, such as the nonlinearity of time, the relationship of space and time, the uncertainty of the past and the openness of the future, the choice and construction of the future at the moments of passing the bifurcation points. Some cultural and historical prototypes of these modern ideas of virtual reality are given. It is substantiated that the vision of virtual reality being developed today can play the role of a heuristic tool for understanding the functioning and stimulation of human creativity.


Enfance ◽  
2019 ◽  
Vol N°3 (3) ◽  
pp. 413 ◽  
Author(s):  
Chun-Yen Chang ◽  
Chia-Li Debra Chena ◽  
Wei-Kai Chang

Author(s):  
Maria Francisca Casado-Claro ◽  
Marina Mattera

This chapter proposes a comprehensive approach to understand not only how augmented reality and virtual reality operate within the tourism industry, but also how mixed reality can contribute to enhance the visitor experience and how tourism organizations can move beyond traditional communication and physical experiences into a new type of tourism approach that helps them stay relevant in the long term, as well as in the mid-term. Since the tourism industry is amongst the most affected by the COVID-19 pandemic, changes are essential to ensure an adequate adaptation to the ‘new normal'. Technology enables various tourist organizations to generate greater value creation and opens possibilities to be able to extend the visit beyond physical presence, to ensure the safety of workers and visitors, to improve processes, and to make them more competitive overall. If this is carried out in collaboration with all stakeholders, one destination can generate a solid network to promote itself and become competitive during travel restrictions and in preparation for a post-pandemic new normal.


2022 ◽  
pp. 132-141
Author(s):  
Anmol Bagaria ◽  
Sonal Mahilkar ◽  
Subash C. Sonkar

The skill of visual reality has matured, and VR and AR are increasingly being used in educational and surgical settings. The development of virtual reality technologies allows users to mix medical knowledge, medical data, and graphical data. It can provide more precise information, allowing users to increase their safety and reduce their risk. Virtual reality (VR) or augmented reality (AR) simulators that provide direct feedback and objective evaluation could be a useful tool in dental education in the future. Not only has it been applied to education, but it has also been created in therapeutic therapy. The authors believe that in the future VR and AR training and teaching will be extended and used in every aspect of dentistry, enabling students to develop their abilities on their own. In comparison to augmented reality, virtual reality offers a far more immersive experience. It would establish a trusting relationship between patients and doctors based on the experience of the dentists and the use of different hardware and software.


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