scholarly journals A proposal for the classification of immersive journalism genres based on the use of virtual reality and 360-degree video

2019 ◽  
Author(s):  
A Paíno-Ambrosio ◽  
MI Rodríguez-Fidalgo
Keyword(s):  
i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.


2018 ◽  
Vol 76 ◽  
pp. 47-59 ◽  
Author(s):  
Felix Hülsmann ◽  
Jan Philip Göpfert ◽  
Barbara Hammer ◽  
Stefan Kopp ◽  
Mario Botsch

Author(s):  
K.N. Zhernova

Technologies of virtual and augmented reality are gaining popularity. Virtual reality is used in many areas, including beginning to be used in the field of information and computer security. In addition, virtual reality interfaces are also susceptible to attacks. However, there are still few works on research in this area. This article provides an overview of existing solutions to computer security problems using virtual and augmented reality interfaces, as well as an overview and classification of the identified threats for these interfaces themselves.


2020 ◽  
Vol 31 (3) ◽  
pp. 675-691 ◽  
Author(s):  
Jella Pfeiffer ◽  
Thies Pfeiffer ◽  
Martin Meißner ◽  
Elisa Weiß

How can we tailor assistance systems, such as recommender systems or decision support systems, to consumers’ individual shopping motives? How can companies unobtrusively identify shopping motives without explicit user input? We demonstrate that eye movement data allow building reliable prediction models for identifying goal-directed and exploratory shopping motives. Our approach is validated in a real supermarket and in an immersive virtual reality supermarket. Several managerial implications of using gaze-based classification of information search behavior are discussed: First, the advent of virtual shopping environments makes using our approach straightforward as eye movement data are readily available in next-generation virtual reality devices. Virtual environments can be adapted to individual needs once shopping motives are identified and can be used to generate more emotionally engaging customer experiences. Second, identifying exploratory behavior offers opportunities for marketers to adapt marketing communication and interaction processes. Personalizing the shopping experience and profiling customers’ needs based on eye movement data promises to further increase conversion rates and customer satisfaction. Third, eye movement-based recommender systems do not need to interrupt consumers and thus do not take away attention from the purchase process. Finally, our paper outlines the technological basis of our approach and discusses the practical relevance of individual predictors.


2017 ◽  
Vol 8 (16) ◽  
pp. 69 ◽  
Author(s):  
Hyuk-Jin Lee

Human consciousness is always the consciousness toward some thing and our perception of cultural heritage is no exception. Thus, understanding human cognition is closely related to understanding how the perceptible objects are classified in human mind. The perceptible objects include both physical and virtual experiences and thoughts, and it is important and necessary to analyze the types and the effective levels of those objects. With the emergence of Virtual Reality (VR) technologies in cultural heritage field, it is necessary to understand how and why different cognitive media such as realor visual reality including VR, are differently recognized by people. This study suggests the philosophical and theoretical frame for the usage of phenomenological classfication and analysis. By using this new classification with the case of Korean built heritage, the role of VR is explained in cultural discourse of the community.


Author(s):  
Gabriele Guidi ◽  
Laura Loredana Micoli

In the last few years virtual reality applications have started to be introduced in the wide retail field, with immersive 3D models used as a tool for orienting strategic, logistic and marketing choices. However, in the aforementioned applications, the digitalization of the entire Point Of Sale (POS) has not yet been implemented as a standard process for the complexity related to the generation of thousands of texturized 3D models of single products. This work presents an original integrated system for the semi-automatic 3D modeling of simple 3D packages according to a pre-defined classification of shapes, and their management in a data base. Such approach allows to dramatically minimize the modeling time needed for each model and, therefore, of the whole shop, making economically sustainable the reverse modeling of commercial environments. A key advantage of the implemented process is that it can be used by operators non expert in 3D modeling and can be reapplied in several different fields.


2013 ◽  
Vol 842 ◽  
pp. 654-657
Author(s):  
Wen Zhen Wu ◽  
Kai Sun

Realistic graphics for virtual reality system has been a hot research at home and abroad, the illumination model mapping and its application of the algorithms is one of the key level to achieve realistic scenes. This paper introduced the illumination model mapping and classification of the algorithms, focused on ray tracing algorithms and bounding box technology of the global illumination model which were realized in the oilfield virtual reality system and have been achieved good results.


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