Search results for "Virtual reality"
showing 10 items of 376 documents
Innovative techniques for survey and communication of cultural heritage
2008
This paper deals with the survey and communications of Cultural Heritage through the development of innovative methodologies. The case of study is the polychrome wooden ceiling in the “Magna” Hall of “Palazzo Steri”. The “Steri”, built in the XIVth century by the noble family Chiaromonte, is at the present the headquarter of the Rector’s Office of Palermo University. A 3D model of the wooden ceiling has initially been carried out with laser-scanning and digital photogrammetric techniques; successively a multimodal interactive guide has been realized. The guide is integrated to the 3D model, so that visitors can navigate the virtual representation of the ancient wood ceiling and achieve, int…
Virtual Museum Net
2006
A project named ”Virtual Museum Net of Magna Graecia” is presented, whose objective is to provide an unitary image of the archaeological heritage of Calabria (a Southern Italian region), through Computer Technology, Multimedia Designing and Virtual Reconstructions. The project aims to encourage the technological transfer of the most advanced researches in the exploitation and conservation sector of the Cultural Heritage. The ”Virtual Museum Net of Magna Graecia” project is included in the context of Knowledge Media Design for Museums. This project links the museum scenery and multimedia, in order to use technology as system of representation.
Experimenting Through Neuromarketing to Measure the Impact of Spanish Cultural Heritage
2020
This is the continuation of a study based on the traditional image model of destination, formed by the constructions of cognition, emotion, and image. The objective is to study the model through a deconstruction in all forms through the application of neuroscience, a system of structural equations, virtual reality, and the Spanish architectural and cultural heritage as a stimulus. Variables were studied with an electroencephalogram through brain bioelectric wave responses, alpha and beta. The deconstruction of the image model consists of evaluating the hypotheses of the traditional image model of the destination in all its possible forms, giving rise to 3 models. Model 1. When cognition is …
Virtual Acoustic Rendering in Old Spaces: Application to an Early-Modern Theatre in València, “L’Olivera”
2018
The application of the VR to the renderization of ancient and lost buildings is one important topic in the cultural heritage field nowadays. Moreover, the addition of other senses apart from the graphical view, increases the sensation of immersion in a virtual application. The aim of this paper is to show the work on a virtual acoustic system, based on Unity, FMOD and Csound. This system has been implemented to render binaural auralizations and has been applied to the renderization of an old and lost theatre in Valencia (Spain). This theatre was firstly build in the 16th century, and rebuilt several times until the 18th century. It has been modelled from ancient documents. The auralization …
Scaling Consultative Selling with Virtual Reality: Design and Evaluation of Digitally Enhanced Services
2018
Virtual, augmented, and mixed reality technologies allow creation of powerful customer experiences and illustrative demonstrations especially in use cases that benefit from spatial visualizations. Our study focuses on the natural resource management sector and digitalizing of consultative selling process. More specifically, we look at how to improve customer engagement with the use of virtual reality (VR) and thus digitally scale consultative selling. In this process, a VR application is used to demonstrate various management operations and their economic results. Design research methodology is applied to a pre-development phase and three application development iterations between 2016 and …
Visual Attention in Virtual Reality Settings: An Abstract
2019
Virtual reality, VR, is challenging marketers to understand both brand interaction and the customer experience at the point of sale. In order to test the usefulness of VR in retailing, research must address how the customer’s visual attention in a VR setting affects his/her behavior. There are two main drivers for this research. First, there has been an enormous growth in recent years in the use of neurophysiological methods to measure visual attention. At the store level, previous works show that attention to products measured through eye tracking influences consumer decision. Second, VR is being increasingly adopted by brands, but research is lacking into comparisons between VR formats. W…
Real-Time 3D Face Acquisition Using Reconfigurable Hybrid Architecture
2007
Acquiring 3D data of human face is a general problem which can be applied in face recognition, virtual reality, and many other applications. It can be solved using stereovision. This technique consists in acquiring data in three dimensions from two cameras. The aim is to implement an algorithmic chain which makes it possible to obtain a three-dimensional space from two two-dimensional spaces: two images coming from the two cameras. Several implementations have already been considered. We propose a new simple real-time implementation based on a hybrid architecture (FPGA-DSP), allowing to consider an embedded and reconfigurable processing. Then we show our method which provides depth map of …
Digital experience for the enhancement of cultural heritage. VR and AR models of the Valentin im Viertel farmhouse.
2019
Il saggio affronta lo studio del maso Valentim im Viertel attraverso la realizzazione del modello digitale utilizzato come strumento per la conoscenza dell’architettura della tradizione del Sud Tirolo. La metodologia adottata si basa sull’acquisizione dei dati rielaborati attraverso modelli VR e AR per la valorizzazione del patrimonio. This study deals with development of the farmhouse Valentim im Viertel digital model used as a tool for the knowledge of the South Tyrol traditional architecture. The methodological approach shows the acquisition of data and the use of VR and AR models for the enhancement of the cultural heritage.
Virtual Reality in Marketing: A Framework, Review, and Research Agenda
2019
[EN] Marketing scholars and practitioners are showing increasing interest in Extended Reality (XR) technologies (XRs), such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), as very promising technological tools for producing satisfactory consumer experiences that mirror those experienced in physical stores. However, most of the studies published to date lack a certain measure of methodological rigor in their characterization of XR technologies and in the assessment techniques used to characterize the consumer experience, which limits the generalization of the results. We argue that it is necessary to define a rigorous methodological framework for the use of XRs in ma…
Decision Making and Cognitive Behavioral Flexibility in a OCD Sample: a Study in a Virtual Environment
2015
Neuropsychological disorders are common in Obsessive-Compulsive Disorder (OCD) patients. Executive functions, verbal fluency and verbal memory, shifting attention from one aspect of stimuli to others, mental flexibility, engaging in executive planning and decision making, are the most involved cognitive domains. We focus on two aspects of neuropsychological function: decision making and cognitive behavioral flexibility, assessed through a virtual version of the Multiple Errand Test (V-MET), developed using the NeuroVR software.Thirty OCD patients were compared with thirty matched control subjects. The results showed the presence of difficulties in OCD patients with tasks where the goal is n…