scholarly journals JomAR Purchasing Furniture in Augmented Reality Experiences

2021 ◽  
Vol 2 (4) ◽  
pp. 1-12
Author(s):  
J.R. Prasojo ◽  
P.S. JosephNg

In the modern world, online shopping is a common activity that people do. They buy all things even large-size product such as furniture. People used to measure the product traditionally using tape measure. However, people can take advantages of the virtual reality products such as augmented reality. This study used mixed methodology involving 105 respondents. The augmented reality will have benefit to reduce the cost since the customer have no need to measure traditionally and to increase efficiency to buy the product. Additionally, the customer will have more trust towards the seller. The augmented reality can help user to understand the product and match the product with the user’s surroundings. This augmented reality will potentially grow and adapt to the user needs as the user might explore more with the image projection.

Author(s):  
Ava Linda Cardoso

This paper is an overview of augmented reality’s basic concepts and its connection to the logistics field. The paper includes a brief history of the tech and how it differs to the virtual reality. The main goal is to understand how augmented reality is being used in logistics to innovate and enhance services. It refers to how courier and freight companies are taking advantage of this technology to upgrade the warehouses, transportation and enhance value added services. It also analyses how the retail market is modernizing its stores and is using mobile applications for online shopping. Using augmented reality has overall pros and cons and even though is a technology on its early stages it shows a great potential to revolutionize the supply chain in its totality.


2015 ◽  
Vol 75 (4) ◽  
Author(s):  
Ulka Chandini Pendit ◽  
Syamsul Bahrin Zaibon ◽  
Juliana A. Abubakar

Cultural heritage is the asset of tourism industry to attract tourist for visiting a country. Cultural heritage needs to be conserved in order to prolong the life from being deterioration. However, conservation needs huge financial cost and this reason becomes the major obstacles for cultural heritage to be maintained its existence in a country. Nowadays, digital cultural heritage conservation is alternatively utilized as it reduces the cost of conservation in the form of digital interpretive media such as video, animation, 3D simulation, virtual reality, and augmented reality. Therefore, this study attempted to seek about the availability of digital interpretive media at cultural heritage sites through a survey. This paper presents the findings of availability level of digital media in the heritage sites in Yogyakarta, Indonesia. The findings show that the availability of digital media in Yogyakarta cultural heritage sites are mostly in traditional media types such as signs, brochures, maps, leaflets, and books. In attracting tourist, it is suggested that the cultural heritage sites should be provided with more advance interpretive media, namely computer simulations; personal stereo guided tours, virtual reality, and recently augmented reality as a way to conserve cultural heritage information and values.  


Author(s):  
B.S. Goryachkin ◽  
M.D. Kaurov

Currently, scientists identify such a basic human need as information hunger. This means that a person strives to obtain a certain amount of information every day. However, it should not just be the volume of any information, it also has various requirements, such as: volume, reliability, saturation, openness, value and timeliness. In order to ensure the need for rapid access to information, the trend towards the development of digital technologies is becoming increasingly evident in the modern world. The development of information access technologies has led to the creation of many ways to provide a person with the information they requested quickly and efficiently, but the most modern means include virtual reality (VR) and augmented reality (AR) technologies. While virtual reality technologies provide a potentially larger amount of information, augmented reality technologies are more in demand in everyday life, because, unlike VR technologies, they allow the user to observe the real world with the addition of the information he needs. When developing this technology, the goal has always been to most effectively recognize objects in the information field and bring them into the field of view of the operator. The hardware part of the implementation of this technology must have a camera and a monitor. The most common and affordable digital device is a smartphone that fully meets the requirements of this technology. The article discusses the current state of AR technology, primarily the means of developing AR applications for Android. To write any applications, in particular, AR applications for Android, you must use a set of development tools (Softaware Development Kit), otherwise the SDK.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


2019 ◽  
Vol 118 (1) ◽  
pp. 36-41
Author(s):  
Jung-Woo Lee ◽  
Seung-Cheon Kim ◽  
Sung-Hoon Kim ◽  
Jin-Ho Lim

Background/Objectives: In this study, research to improve efficiency of online advertising market, we would like to propose a new performance index called "Leakage Ratio" which can increase the efficiency of advertisement. Methods/Statistical analysis: Naver, the Internet portal site in Korea, is the most influential medium for online keyword search advertising. In this study, Leakage Ratio management is applied to online keyword search ads for five medium and large size online shopping malls at Naver. Based on the performance trend of each search keyword, we tried to improve the efficiency of the whole advertisement by changing the bid of the low efficiency keyword.


2019 ◽  
Vol 118 (8) ◽  
pp. 308-314
Author(s):  
Jung-Woo Lee ◽  
Seung- Cheon ◽  
Sung-Hoon Kim ◽  
Jin-Ho Lim

In this study, research to improve efficiency of online advertising market, we would like to propose a new performance index called "Leakage Ratio" which can increase the efficiency of advertisement. Methods/Statistical analysis: Naver, the Internet portal site in Korea, is the most influential medium for online keyword search advertising. In this study, Leakage Ratio management is applied to online keyword search ads for five medium and large size online shopping malls at Naver. Based on the performance trend of each search keyword, we tried to improve the efficiency of the whole advertisement by changing the bid of the low efficiency keyword.


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.


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