Virtual Reality Interfaces Applied to Web-Based 3D E-Commerce

Author(s):  
Unai Elordi ◽  
Alvaro Segura ◽  
Jon Goenetxea ◽  
Aitor Moreno ◽  
Jon Arambarri

E-commerce is well established on today’s Internet and has created its own set of techniques for performing and optimizing sales. Traditional shops on the other hand provide a physical space in which decoration and space are relevant. In this paper we present innovative interfaces that join the concepts of real shops and on-line e-commerce in a Web-based virtual reality platform. The idea involves making the e-shopping experience more intuitive, closer to the experience of visiting a real shop, and providing on-line 3D interfaces for the entire process from shop design and product placement to customer experience analysis. We researched traditional marketing and sales techniques and the way they can be transferred to 3D virtual reality environments. Web 3D technologies allow us to implement interactive virtual worlds on the Web, accessible for everyone over different platforms and without special applications or plug-ins.

2020 ◽  
Vol 12 (22) ◽  
pp. 9594
Author(s):  
Leonardo Salvatore Alaimo ◽  
Mariantonietta Fiore ◽  
Antonino Galati

The advent of the Internet has significantly changed consumption patterns and habits. Online grocery shopping is a way of purchasing food products using a web-based shopping service. The current COVID-19 pandemic is determining a rethinking of purchase choice elements and of consumers’ behavior. This work aims to investigate which characteristics can affect the decision of online food shopping during the pandemic emergency in Italy. In particular, the work aims to analyze the effects of a set of explanatory variables on the level of satisfaction for the food online shopping experience. For achieving this aim, the proportional odds version of the cumulative logit model is carried out. Data derive from an anonymous on-line questionnaire administrated during the first months of the pandemic and filled by 248 respondents. The results of this work highlight that people having familiarity with buying food online, that have a higher educational level and consider food online channels easy to use, appear more satisfied for the food online shopping experience. These findings can be crucial for the future green global challenges as online shopping may help to reach competitive advantages for company sustainability.


Author(s):  
Spyros Panagiotakis ◽  
Ioannis Vakintis ◽  
Haroula Andrioti ◽  
Andreas Stamoulias ◽  
Kostas Kapetanakis ◽  
...  

This chapter at first surveys the Web technologies that can enable ubiquitous and pervasive multimedia communications over the Web and then reviews the challenges that are raised by their combination. In this context, the relevant HTML5 APIs and technologies provided for service adaptation are introduced and the MPEG-DASH, X3Dom, and WebRTC frameworks are discussed. What is envisaged for the future of mobile multimedia is that with the integration of these technologies one can shape a diversity of future pervasive and personalized cloud-based Web applications, where the client-server operations are obsolete. In particular, it is believed that in the future Web cloud-based Web applications will be able to communicate, stream, and transfer adaptive events and content to their clients, creating a fully collaborative and pervasive Web 3D environment.


2018 ◽  
pp. 194-213
Author(s):  
Sonja Leskinen

The goal of this paper is to introduce and understand the equine veterinarians' needs in their daily routines and develop a web-based support system to promote their work. An equine veterinarian works in both clinic and stable environments, which requires resilience and smart functionality from the support system's interfaces. Especially when horse treatment is in the stable environment, a mobile interface is required. The development of the system must also take into account the needs of the other stakeholders around horses. This paper introduces the requirements to develop a mobile interface for the web-based support system, m-equine. The trial of m-equine will start with an influenza vaccination protocol that is used by veterinarians, horse owners and riders as well as competition organizers. In conclusion the future developments and added values of the system are introduced.


Author(s):  
Kosmas Dimitropoulos ◽  
Athanasios Manitsaris

This chapter aims to study the benefits that arise from the use of virtual reality technology and World Wide Web in the field of distance education, as well as to further explore the role of instructors and learners in such a network-centric mode of education. Within this framework, special emphasis is given on the design and development of web-based virtual learning environments so as to successfully fulfil their educational objectives. In particular, the chapter includes research on distance education on the Web and the role of virtual reality, as well as study on basic pedagogical methods focusing mainly on the efficient preparation, approach and presentation of the learning content. Moreover, specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. Finally, an innovative virtual reality environment for distance education in medicine, which reproduces conditions of the real learning process and enhances learning through a real-time interactive simulator, is demonstrated.


Author(s):  
A. Scianna ◽  
M. La Guardia ◽  
M. L. Scaduto

In the last few years, the need to share on the Web the knowledge of Cultural Heritage (CH) through navigable 3D models has increased. This need requires the availability of Web-based virtual reality systems and 3D WEBGIS. In order to make the information available to all stakeholders, these instruments should be powerful and at the same time very user-friendly. However, research and experiments carried out so far show that a standardized methodology doesn’t exist. All this is due both to complexity and dimensions of geometric models to be published, on the one hand, and to excessive costs of hardware and software tools, on the other. In light of this background, the paper describes a methodological approach for creating 3D models of CH, freely exportable on the Web, based on HTML5 and free and open source software. HTML5, supporting the WebGL standard, allows the exploration of 3D spatial models using most used Web browsers like Chrome, Firefox, Safari, Internet Explorer. The methodological workflow here described has been tested for the construction of a multimedia geo-spatial platform developed for three-dimensional exploration and documentation of the ancient theatres of Segesta and of Carthage, and the surrounding landscapes. The experimental application has allowed us to explore the potential and limitations of sharing on the Web of 3D CH models based on WebGL standard. Sharing capabilities could be extended defining suitable geospatial Web-services based on capabilities of HTML5 and WebGL technology.


Author(s):  
A. Scianna ◽  
M. La Guardia ◽  
M. L. Scaduto

In the last few years, the need to share on the Web the knowledge of Cultural Heritage (CH) through navigable 3D models has increased. This need requires the availability of Web-based virtual reality systems and 3D WEBGIS. In order to make the information available to all stakeholders, these instruments should be powerful and at the same time very user-friendly. However, research and experiments carried out so far show that a standardized methodology doesn’t exist. All this is due both to complexity and dimensions of geometric models to be published, on the one hand, and to excessive costs of hardware and software tools, on the other. In light of this background, the paper describes a methodological approach for creating 3D models of CH, freely exportable on the Web, based on HTML5 and free and open source software. HTML5, supporting the WebGL standard, allows the exploration of 3D spatial models using most used Web browsers like Chrome, Firefox, Safari, Internet Explorer. The methodological workflow here described has been tested for the construction of a multimedia geo-spatial platform developed for three-dimensional exploration and documentation of the ancient theatres of Segesta and of Carthage, and the surrounding landscapes. The experimental application has allowed us to explore the potential and limitations of sharing on the Web of 3D CH models based on WebGL standard. Sharing capabilities could be extended defining suitable geospatial Web-services based on capabilities of HTML5 and WebGL technology.


2019 ◽  
Author(s):  
Jessica Lee Schleider ◽  
Michael C Mullarkey ◽  
John R Weisz

BACKGROUND Depression is the leading cause of disability in youth, with a global economic burden of US >$210 billion annually. However, up to 70% of youth with depression do not receive services. Even among those who do access treatment, 30% to 65% fail to respond and many dropout prematurely, demonstrating a need for more potent, accessible interventions. In a previous trial, a single-session Web-based growth mindset (GM) intervention significantly reduced depressive symptoms in high-symptom adolescents; however, this intervention did not benefit adolescents uniformly. For instance, the intervention reduced depression in adolescents who reported post intervention increases in perceived control, but it did not lead to significant depression reductions in adolescents who reported no significant post intervention increases in perceived control. OBJECTIVE The goal of this project is to test the acceptability and efficacy of a novel, single-session, virtual reality (VR) depression intervention—the VR Personality Project—teaching GM, the belief that personal attributes are malleable rather than fixed. The VR Personality Project was designed to systematically target and increase adolescents’ perceived control by offering a more immersive, engaging, user-directed intervention experience than the Web-based intervention can provide. By targeting an identified predictor of intervention response, the VR Personality Project may lead to larger reductions in depressive symptoms than existing Web-based mindset interventions. METHODS Adolescents with elevated depressive symptoms or a recent history of depression (N=159; ages 12 to 16 years) will be randomized to one of 3 intervention conditions: the VR Personality Project; the Web-based GM intervention tested previously; or an active, Web-based control. Adolescents and their parents will report on the adolescents’ depression symptoms, perceived control, and related domains of functioning at preintervention, postintervention, and at 3- and 9-month follow-up assessments. RESULTS We predict that the VR and Web-based mindset interventions will both lead to larger reductions in adolescent symptoms than the control intervention. Additionally, we predict that the VR-based single session intervention will lead to larger reductions in depression than the online mindset intervention and that these symptom reductions will be mediated by increases in adolescents’ perceived control from pre- to postintervention. CONCLUSIONS The results may suggest an efficient strategy for reducing adolescent depressive symptoms: One that is mechanism-targeted, relatively affordable (less than US $200 for a commercially available VR headset, a fraction of the cost of long-term psychotherapy) and potentially engaging to adolescents experiencing mood-related distress. CLINICALTRIAL ClinicalTrials.gov NCT0385881; https://clinicaltrials.gov/ct2/show/NCT03858881 (Archived by WebCite at http://www.webcitation.org/78C3roDgA). INTERNATIONAL REGISTERED REPOR DERR1-10.2196/13368


Author(s):  
Sonja Leskinen

The goal of this paper is to introduce and understand the equine veterinarians’ needs in their daily routines and develop a web-based support system to promote their work. An equine veterinarian works in both clinic and stable environments, which requires resilience and smart functionality from the support system’s interfaces. Especially when horse treatment is in the stable environment, a mobile interface is required. The development of the system must also take into account the needs of the other stakeholders around horses. This paper introduces the requirements to develop a mobile interface for the web-based support system, m-equine. The trial of m-equine will start with an influenza vaccination protocol that is used by veterinarians, horse owners and riders as well as competition organizers. In conclusion the future developments and added values of the system are introduced.


2011 ◽  
pp. 260-279
Author(s):  
Erik Benrud

This chapter combines research into student performance in finance courses and student performance in Web-based courses. The chapter explores how a priori characteristics of individual students can serve as predictors of success in a 100% Web-based course in finance. The statistical models developed in the chapter explain up to 31% of the variation in students’ final grades. The models have significant explanatory power for variation in performance on individual grade-components such as quizzes, tests, and projects. The models have much less predictive power for student performance in the on-line discussion. Yet, there is a strong relationship between the performance in the on-line discussion and the other grade components. This finding suggests that developing on-line discussion skills prior to the start of the course will enhance student performance in other areas of Web-based courses such as introductory corporate finance.


Author(s):  
Claudio Pacchiega

The target of this chapter is to provide an insight on an informal methodology exploiting the strongest possibilities of Virtual Reality worlds (supported by a full usage of other web-based and social media tools), as a viable effective and rewarding tool both for teachers and students to assist in Educational classes on many teaching subjects. This is shown using a practical example effectively performed in Summer 2016. The goal is obtained using already established methodologies like Flipped Classroom, Educational Marketing, Gamification, Cooperative Learning. The result is quite attractive and immersive and easy to organize and use even by teachers not too technically experts.


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