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2011, Lecture Notes in Computer Science
The current world economic situation makes it necessary to develop new ways of establishing commercial relationships. One possible solution is to explore the advantages of virtual worlds, and for this reason online virtual trade fairs are becoming more popular in the business world. They enable companies to establish a trade relationship with their customers without the need to visit them in person. This is very attractive for exhibitors because it can save them money, which is a priority for many companies today. In this line, this article presents a multiuser virtual trade fair developed using 3D game engine technologys. Users represented by avatars can interact with each other while they are visiting the virtual fair, which has some interactive objects included in the stands to provide information about the exhibitors. This virtual world is accessible online, and visitors only require a plug-in on their computers to be able to enter the virtual world. The game technology makes it possible to obtain a high degree of realism: very real lighting, cast shadows, collision detection, etc. Moreover, the virtual world presented builds the 3D objects automatically. Participants in the trade fair can customize their virtual stand and the application will generate the code necessary for its inclusion in the rendered virtual world.
DAAAM Proceedings, 2018
Companies, professionals and industry experts are using trade shows to share information and to build long-lasting business relationships. A trade show could have some disadvantages such as: higher price, difficulty to attend for potential partners due to distance, cost and time. An alternative could be the use of virtual reality exhibitions. In this paper, research results for developing a virtual reality exhibition platform are presented. The platform provides collaborative and advertisement tools enabling the possibility to interact and run complex activities remotely in a virtually immersive environment. The authors have developed some tools that extends the High Fidelity platform capabilities by designing, modelling and texturing the virtual environment, consisting in a futuristic city, a large exhibition pavilion and the exhibition booths using Maxon Cinema 4D and Substance Painter for modelling.
Proceedings of the …, 2006
Virtual worlds (VWs) are rampant and easily accessible to common internet users nowadays. Millions of users are already living their virtual lives in these worlds. Moreover, the number of users is increasing continuously. The purpose of this paper is to review all the business opportunities on these virtual worlds along with the learning opportunities for the real world companies and business students. This paper clearly and precisely defines the virtual worlds in the context of social networking sites and also aims at discussing the past, present and future of VWs. All the possible business opportunities for the real world companies including advertisement & communication, retailing opportunities, application for human resource management, marketing research and organizations' internal process management through virtual worlds are critically reviewed here. In addition to the discussion current learning and training opportunities for the real world companies and business students are also reviewed. The paper aims at proving that the VWs are full of business and marketing applications and they could be widely used by the real world companies for effective and efficient business operations.
Proceedings of the 3rd …, 2008
In this paper we present a system that facilitates virtual museum development and usage. The system is based on a game engine, ensuring thus minimal cost and good performance, and includes provisions that enable museum curators design the virtual museum without any specialized knowledge. Besides visual and auditory information, museum curators may also provide metadata which provide additional information to the visitor, while they can be also exploited for searching for exhibits with certain properties. A guide is also included in the museum, to present additional information to the visitors and aid them throughout their tour.
… Technology, 2008. ITSim …, 2008
Active-X technologies deployed on the client side of the architecture do not only reduce the burden on the server and network bandwidth but also loosely coupled with the server for flexible update of the site content without affecting user interface. The interface design permits quicker search of a specific product without sacrificing the appeal of 3D interactions and navigation. Such features are appealing to both utilitarian and hedonic online customers.
Journal of Digital Contents Society, 2017
In this study, we propose the application of exhibition contents using virtual environment technology in exhibition space. Research on the virtual environment is continuing. Particularly, research on virtual reality technology is one of the most active research fields. As researches and developments of augmented reality technologies have been carried out with the spread of smart phones, researches on virtual reality technologies have also made a lot of progress with emphasis on games and interactivity. Especially, development of hardware, software, and content is accelerating this year, including the development of various types of physical reality devices, especially HMD (Head Mounted Device) equipment and new product announcements. We want to study and apply the environment in which the system based on this virtual reality technology can approach and experience more user friendly in the exhibition space.
Proceedings of the 2nd …, 2010
This workshop brings together a number of researchers that are involved in the design, engineering, evaluation and applicability of game-like virtual and multimodal environments. It is a forum to discuss experiences, best practices, and design and engineering approaches with a particular focus on those aspects that are related to the interactivity of the game.
Lecture Notes in Computer Science, 2013
The optimization of the process of implementing virtual exhibitions on the Web represents an interesting research area devoted to simplify the design and the production of virtual exhibitions, particularly for people with a scarce technical skill and strong competencies in the area to which the exhibition is related to.
The continuous development of web services and computer infrastructures complemented by the increasing availability of game development software engines, contribute to an on-going expansion in the release of serious games (SG) in diverse areas, ranging from entertainment, cultural heritage (CH), education, artificial intelligence (AI), sociology, military to health systems [1]. In this sense SGs can be thought of as bridging culture and education with gaming. By utilizing contemporary visualization and simulation technologies SGs are able to enhance the user experience in realistic environments with enhanced interaction [2]. This form of stimulation is considered to be one of the basic factors for the successful user activation, being the force that promotes focusing in the activity process and encourages users to continue. Stimulation may be considered as a targeted mechanism to achieve the desired results, and is greatly supported by using SGs [3]. The notion of virtual museums and exhibitions has been introduced as a means to overcome the limitations of the physical space and to provide a vivid experience to remote visitors [4]. An overview of virtual museum technologies is presented in [5].
2011
Virtual visits on the Web are an important means to publicize a museum collection and attract visitors. Software applications for building virtual exhibitions, in addition to being tools to create content for virtual visits, may help the staff of a museum to conceive and mount exhibitions. This paper presents the Virtual Exhibition Builder, an interactive software tool aimed at the creation of virtual exhibitions, given a 3D model of the exhibition space in an X3D file and a set of information about the artworks that are to be exposed. The development of this tool involves inputs proposed by museum experts.
The objective of a serious game is to impart some knowledge and experience for a specific subject, whilst leveraging the "fun" factor of games thereby ensuring user engagement. The European project PRIME develops such a game where the subject is "strategic decision making in global manufacturing". PRIME is a multi-user online serious game that allows the players to manage a business company that may be involved in some or all phases of a product lifecycle within the context of a global market.
The Journal of the Acoustical Society of America, 1992
The first phase of virtual world development has focused on the novel hardware (3D input and 3D output) and the graphics demo. The second phase of virtual worlds development will be to focus in on the more significant part of the problem, the software bed underlying "real" applications. The focus of this paper is on the software required to support large scale, networked, multi-party virtual environments. We discuss navigation (virtual camera view point control and its coupling to real-time, hidden surface elimination), interaction (software for constructing a dialogue from the inputs read from our devices and for applying that dialogue to display changes), communication (software for passing changes in the world model to other players on the network, and software for allowing the entry of previously undescribed players into the system), autonomy (software for playing autonomous agents in our virtual world against interactive players), scripting (software for recording, playing back and multi-tracking previous play against live or autonomous players, with autonomy provided for departures from the recorded script), and hypermedia integration (software for integrating hypermedia data-audio, compressed video, with embedded links-into our geometrically described virtual world). All of this software serves as the base for the fully-detailed, fully interactive, seamless environment of the third phase of virtual world development. We discuss the development of such software by describing how a real system, the NPSNET virtual world, is being constructed.
2007
Active-X technologies deployed on the client side of the architecture do not only reduce the burden on the server and network bandwidth but also loosely coupled with the server for flexible update of the site content without affecting user interface. The interface design permits quicker search of a specific product without sacrificing the appeal of 3D interactions and navigation. Such features are appealing to both utilitarian and hedonic online customers.
Artifact, 2008
Virtual worlds, shared graphical spaces on the Internet, are an exciting new medium of human presence for the twenty-first century. This article explores the origins, evolution, and future of the virtual world medium from their humble beginnings in multi-player games to their use in education, business, science, and engineering. Its focus will be on the development of social virtual worlds including environments such as Habitat, Active Worlds, and Second Life.
First International Symposium on Cyber Worlds, 2002. Proceedings., 2002
Are Virtual and Augmented Reality (VR/AR) well suited for entertaining and educating a lay audience? In this paper we try to find an answer to this question and work out the conditions and requirements for successful installations. We will describe our "test bed", the Cybernarium Days 2002, the world's first public exhibition exclusively dedicated to Virtual and Augmented Reality, which attracted more than 10.000 visitors in 6 days. We also present the results of the user questioning, which took place during the exhibition, and the "lessons learnt". Furthermore we focus on software aspects, which enabled us to use low cost hardware and offered a way to build new exhibits in a short time. Since the raise or fall of a VR/AR installation is mainly influenced by its user interface, we present a classification scheme for devices and outline their advantages and disadvantages, offering other VR/AR-developers a guideline for their work on public VR/AR-exhibits.
2002
The development of desktop virtual reality cultural exhibitions on the web is a challenging process, because it requires a collection of skills, ranging from art to 3D Internet technologies, and involves a variety of tasks. The need of suited approaches able to support the development of such exhibitions has motivated the introduction of the approach proposed in the paper. Such an approach is characterized by a strong attention towards the content experts, by a clear identification of the actors involved in the development process, and by a set of visual modeling languages, which support the high-level design of the exhibition and allow a more effective communication between the heterogeneous members of the project. Such modeling languages have been embedded in an authoring system which profitably supports the main figures to carry out their tasks.
2005
EN) The workshop has obtained a High Patronage of the Italian Ministry of Foreign Affairs. It discusses themes linked with creation and application of the virtual reality in tha Arts and Craft, to produce and communicate cultural content. The event gives an occasion to express and discuss different combinations of art languages and industrial design planning. The activity develops in two different but interactive levels: the student laboratory and the discussion forum about inherent themes. The meetings will be held at the Ecole du Louvre and Politecnico di Milano, Industrial Design Faculty between professors and students. Simultaneously through a web blog there will be a continuous debate and elaboration on the proposed projects. As results the workshop offers different exposition models with significant examples developed within the student laboratory.
This paper provides an example of how to host an academic virtual world conference and presents findings regarding the advantages and challenges of a virtual world conference. Examples of different virtual conferences are also discussed. The goal of an online virtual conference is to reach out to an increased number of people and to create community. We suggest a hybrid approach to hosting a virtual conference and discuss the future possibilities of virtual conferences.
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