scholarly journals Overview and Exploitation of Haptic Tele-Weight Device in Virtual Shopping Stores

2021 ◽  
Vol 13 (13) ◽  
pp. 7253
Author(s):  
Aqeel Farooq ◽  
Mehdi Seyedmahmoudian ◽  
Ben Horan ◽  
Saad Mekhilef ◽  
Alex Stojcevski

In view of the problem of e-commerce scams and the absence of haptic interaction, this research aims to introduce and create a tele-weight device for e-commerce shopping in smart cities. The objective is to use the proposed prototype to provide a brief overview of the possible technological advancements. When the tele-weight device is affixed over the head-mounted display, it allows the user to feel the item’s weight while shopping in the virtual store. Addressing the problem of having no physical interaction between the user (player) and a series game scene in virtual reality (VR) headsets, this research approach focuses on creating a prototype device that has two parts, a sending part and a receiving part. The sending part measures the weight of the object and transmits it over the cellular network to the receiver side. The virtual store user at the receiving side can thus realize the weight of the ordered object. The findings from this work include a visual display of the item’s weight to the virtual store e-commerce user. By introducing sustainability, this haptic technology-assisted technique can help the customer realize the weight of an object and thus have a better immersive experience. In the device, the load cell measures the weight of the object and amplifies it using the HX711 amplifier. However, some delay in the demonstration of the weight was observed during experimentation, and this indirectly altered the performance of the system. One set of the device is sited at the virtual store user premises while the sending end of the device is positioned at the warehouse. The sending end hardware includes an Arduino Uno device, an HX711 amplifier chip to amplify the weight from the load cell, and a cellular module (Sim900A chip-based) to transmit the weight in the form of an encoded message. The receiving end hardware includes a cellular module and an actuator involving a motor gear arrangement to demonstrate the weight of the object. Combining the fields of e-commerce, embedded systems, VR, and haptic sensing, this research can help create a more secure marketplace to attain a higher level of customer satisfaction.

Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


2020 ◽  
Vol 47 (8) ◽  
pp. 1490-1507 ◽  
Author(s):  
Chris Pettit ◽  
Y Shi ◽  
H Han ◽  
M Rittenbruch ◽  
M Foth ◽  
...  

In the digital era of big data, data analytics and smart cities, a new generation of planning support systems is emerging. The Rapid Analytics Interactive Scenario Explorer is a novel planning support system developed to help planners and policy-makers determine the likely land value uplift associated with the provision of new city infrastructure. The Rapid Analytics Interactive Scenario Explorer toolkit was developed following a user-centred research approach including iterative design, prototyping and evaluation. Tool development was informed by user inputs obtained through a series of co-design workshops with two end-user groups: land valuers and urban planners. The paper outlines the underlying technical architecture of the toolkit, which has the ability to perform rapid calculations and visualise the results, for the end-users, through an online mapping interface. The toolkit incorporates an ensemble of hedonic pricing models to calculate and visualise value uplift and so enable the user to explore what if? scenarios. The toolkit has been validated through an iterative case study approach. Use cases were related to two policy areas: property and land valuation processes (for land taxation purposes) and value uplift scenarios (for value capture purposes). The cases tested were in Western Sydney, Australia. The paper reports on the results of the ordinary least square linear regressions – used to explore the impacts of hedonic attributes on property value at the global level – and geographically weighted regressions – developed to provide local estimates and explore the varying spatial relationships between attributes and house price across the study area. Building upon the hedonic modelling, the paper also reports the value uplift functionality of the Rapid Analytics Interactive Scenario Explorer toolkit that enables users to drag and drop new train stations and rapidly calculate expected property prices under a range of future transport scenarios. The Rapid Analytics Interactive Scenario Explorer toolkit is believed to be the first of its kind to provide this specific functionality. As it is problem and policy specific, it can be considered an example of the next generation of data-driven planning support system.


2021 ◽  
Author(s):  
Steven Coutts

‘Smart cities’ represent the integration of ‘big data’ collected via networked cameras, sensors, and meters into the urban fabric with the overarching goal of making infrastructure more efficient and improving citizens’ lives. While data has been used to support planning efforts for decades, this new paradigm of ‘urban informatics’ means that planning will increasingly be driven by data. However, the planning profession is still grappling with how existing practices might need to adapt to tackle the challenges of planning in the smart city. Accordingly, there is a gap in terms of educational resources on smart cities aimed at planning professionals. Through an action research approach involving a review of recent academic and popular literature on smart cities, this project synthesizes a set of ‘best practices’ and proposes a discussion guide for planning professionals to learn about the implications for their practice in a world where big data shapes our cities. Keywords: smart cities, urban informatics, planning ethics, Big Data, citizen participation


2018 ◽  
Vol 6 (4) ◽  
pp. 119-122 ◽  
Author(s):  
Peter Mechant ◽  
Nils Walravens

This editorial introduces the thematic issue on “E-Government and Smart Cities: Theoretical Reflections and Case Studies” and presents five articles and one commentary related to e-government and smart cities. All contributions take a use-case driven research approach to investigate, discuss and comment (on) overarching themes such as data, governance and participation which are inherently linked to the concepts of e-government and smart cities.


1995 ◽  
Vol 4 (1) ◽  
pp. 1-23 ◽  
Author(s):  
Warren Robinett ◽  
Richard Holloway

The visual display transformation for virtual reality (VR) systems is typically much more complex than the standard viewing transformation discussed in the literature for conventional computer graphics. The process can be represented as a series of transformations, some of which contain parameters that must match the physical configuration of the system hardware and the user's body. Because of the number and complexity of the transformations, a systematic approach and a thorough understanding of the mathematical models involved are essential. This paper presents a complete model for the visual display transformation for a VR system; that is, the series of transformations used to map points from object coordinates to screen coordinates. Virtual objects are typically defined in an object-centered coordinate system (CS), but must be displayed using the screen-centered CSs of the two screens of a head-mounted display (HMD). This particular algorithm for the VR display computation allows multiple users to independently change position, orientation, and scale within the virtual world, allows users to pick up and move virtual objects, uses the measurements from a head tracker to immerse the user in the virtual world, provides an adjustable eye separation for generating two stereoscopic images, uses the off-center perspective projection required by many HMDs, and compensates for the optical distortion introduced by the lenses in an HMD. The implementation of this framework as the core of the UNC VR software is described, and the values of the UNC display parameters are given. We also introduce the vector-quaternion-scalar (VQS) representation for transformations between 3D coordinate systems, which is specifically tailored to the needs of a VR system. The transformations and CSs presented comprise a complete framework for generating the computer-graphic imagery required in a typical VR system. The model presented here is deliberately abstract in order to be general purpose; thus, issues of system design and visual perception are not addressed. While the mathematical techniques involved are already well known, there are enough parameters and pitfalls that a detailed description of the entire process should be a useful tool for someone interested in implementing a VR system.


2021 ◽  
Author(s):  
Steven Coutts

‘Smart cities’ represent the integration of ‘big data’ collected via networked cameras, sensors, and meters into the urban fabric with the overarching goal of making infrastructure more efficient and improving citizens’ lives. While data has been used to support planning efforts for decades, this new paradigm of ‘urban informatics’ means that planning will increasingly be driven by data. However, the planning profession is still grappling with how existing practices might need to adapt to tackle the challenges of planning in the smart city. Accordingly, there is a gap in terms of educational resources on smart cities aimed at planning professionals. Through an action research approach involving a review of recent academic and popular literature on smart cities, this project synthesizes a set of ‘best practices’ and proposes a discussion guide for planning professionals to learn about the implications for their practice in a world where big data shapes our cities. Keywords: smart cities, urban informatics, planning ethics, Big Data, citizen participation


2019 ◽  
Vol 16 (9) ◽  
pp. 4053-4058 ◽  
Author(s):  
Arun Aggarwal ◽  
Ruchi Mittal ◽  
Sahil Gupta ◽  
Amit Mittal

With the swift developments and improvement in the information and communications technology, everyone is viewing the emergence of another age of the Internet of Things. A smart city is an urban development vision to assimilate numerous technologies with Internet of Things solutions. Therefore, this study explores the antecedents and consequence of Internet of Things in value cocreation of smart cities in an emerging economy like India. Quantitative research approach was used in the current study. Prior research work was analysed to develop a comprehensive research model in context of smart cities in India. Responses were collected from the residents of proposed and selected smart cities by Indian Union Government. Total 1136 questionnaires were circulated using Google Docs and for final analysis 436 were used. The results of the current study render additional considerate in terms of technology adoption regarding Smart Cities in India. Therefore, in this ecosystem of technology the participants like developers, users, lawmakers, and solution providers promotes the solutions in form of Internet of Things among the prospects. The suggestions for policymakers are to deliver a superior experience for the general public and engaging them continuously with the advancement in technology. The study has adopted qualitative research in order the study the antecedents and consequence of Internet of Things while future researcher can use qualitative research approach in order to expand the proposed model.


Author(s):  
Patrick Carlson ◽  
Carl Kirpes ◽  
Ryan A. Pavlik ◽  
Judy M. Vance ◽  
Livien Yin ◽  
...  

With the proliferation of large screen stereo display systems, major consumer product manufacturers are using this technology to test marketing ideas on consumers. One of the performance factors that is of interest to retailers or manufacturers of retail products is the ability of consumers to quickly and easily locate their products within a retail store. Virtual reality technology can be used to create a virtual store that is easily reconfigurable as a test environment for consumer feedback. The research presented in this paper involves a study that compares the use of a multi-wall immersive environment to a single-wall immersive environment. Users were given a list of products to find in the virtual store. A physical mockup of a shopping cart was created and instrumented in order to be used to navigate throughout the virtual store. The findings indicate that participants in the five-wall immersive environment were significantly faster in locating the objects than the participants using the one-wall immersive environment. In addition, participants in the five-wall condition reported that the shopping cart was easier to use than in the one-wall condition. This study indicates that the use of multiple walls to provide an increased sense of immersion improves the ability of consumers to locate items within a virtual shopping experience.


Author(s):  
Michael P. Snow ◽  
Robert C. Williges

Investigations of perceived presence in a virtual environment (VE) consist primarily of single studies examining only a few independent variables at once. A series of three studies was conducted to test a ratio-scale measure of presence and to examine the first- and second-order effects of eleven VE system parameters on perceived presence. Sequential experimentation techniques were used to build an integrated empirical model using polynomial regression. The resulting primary predictors of perceived presence using a head-mounted display included field of view, sound, and head-tracking. Secondary predictors included visual display resolution, texture-mapping, stereopsis, and scene update rate. The procedures and limitations of sequential experimentation, and its application to the examination of perceived presence in a VE are discussed. It is concluded that sequential experimentation is a useful tool for examining perceived presence, but the subjective nature of this phenomenon and individual differences can make data bridging across sequential studies problematic.


Author(s):  
Olga E. Akimova ◽  
◽  
Sergey K. Volkov ◽  
Irina M. Kuzlaeva ◽  
◽  
...  

In the face of the uncertainty and instability of the external economic and geopolitical environment, Russian regions face the urgent task of forming an effective model of territorial development to ensure sustainable economic growth and improve the quality of life. The concept “smart city” is widely spread not only in academic and expert circles, but also in the sphere of practical application and implementation in the social and economic life of modern regions as a promising development model. The authors aim to substantiate the theoretical and methodological provisions and tools of the adaptive methodology of modern regional development in the transition to the concept of smart city. Dialectical and system approaches, general scientific methods of retrospective, situational, comparative, factor analysis, content analysis of scientific literature, economic-statistical, comparative, analytical methods of research were used to achieve the aim and solve the problems. The research approach is based on the theoretical and methodological provisions and tools of the adaptive methodology of modern regional development in conditions of transition to the concept of smart city. The focal point of the smart city concept is people – involved subjects interested in applying this concept in solving local problems. The ability to conceptually connect different spheres of life of the population, business units and representatives of public administration depends on the level (strategic, tactical, operative) and methods of their mutual communication, information and experience exchange, innovativeness. A reasonable approach should result in a balanced and functional decision for the given task. Then the main tool of the intellectual approach is a transparent and open information platform, and the main tool is an open and highly effective communication at the level of social dialogue between all involved urban development participants. The authors conclude that the smart city is a future challenge, a model of a city where technology serves people and improves the quality of their economic and social life. At the same time, decisions made in smart cities are not limited to technology, but require active involvement of the population in “smart development”. Besides, it is necessary to understand that there is no reference model of “smart city” development, each individual case requires an individual approach.


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