{"title":"基于物联网技术的低成本移动沉浸式系统MA-VRIOT","authors":"Pai-Hsun Chen","doi":"10.1109/SNPD54884.2022.10051781","DOIUrl":null,"url":null,"abstract":"Immersive gamification technologies has been applied in education, skill training, marketing, product design, patients' rehabilitation and so on, by integrating virtual reality technology and gamification mechanism design. These tow technologies are generally usable for improve user engagement. For the considerations of low-cost, popularity, epidemic prevention and sustainability requirements, mobile virtual reality is more commonly used in education. But some constraints limited the interactions of mobile virtual reality, such as hardware computing ability, multi-style interactions development. The hardware computing is not our present concern. In term of interaction, except the head rotation, the human-computer interaction spatial is limited in the front of or in range of head. The aim of this paper is to integrate the IOT technology in immersive gamification system for having flexible, scalable, adaptable and extensible interactions in mobile immersive system development with physical activity interaction, as named as MA-VRIOT. A prototype of MA-VRIOT, by integrating AIOT, google cardboard VR, Unity game engine technologies and gamification mechanisms, to develop a sustainable topic game has been developed for further user engagement measurement.","PeriodicalId":425462,"journal":{"name":"2022 IEEE/ACIS 23rd International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Developing Low-Cost Mobile Immersive System MA-VRIOT with Physical Activity Interactions by Integrating IOT Technology\",\"authors\":\"Pai-Hsun Chen\",\"doi\":\"10.1109/SNPD54884.2022.10051781\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Immersive gamification technologies has been applied in education, skill training, marketing, product design, patients' rehabilitation and so on, by integrating virtual reality technology and gamification mechanism design. These tow technologies are generally usable for improve user engagement. For the considerations of low-cost, popularity, epidemic prevention and sustainability requirements, mobile virtual reality is more commonly used in education. But some constraints limited the interactions of mobile virtual reality, such as hardware computing ability, multi-style interactions development. The hardware computing is not our present concern. In term of interaction, except the head rotation, the human-computer interaction spatial is limited in the front of or in range of head. The aim of this paper is to integrate the IOT technology in immersive gamification system for having flexible, scalable, adaptable and extensible interactions in mobile immersive system development with physical activity interaction, as named as MA-VRIOT. A prototype of MA-VRIOT, by integrating AIOT, google cardboard VR, Unity game engine technologies and gamification mechanisms, to develop a sustainable topic game has been developed for further user engagement measurement.\",\"PeriodicalId\":425462,\"journal\":{\"name\":\"2022 IEEE/ACIS 23rd International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD)\",\"volume\":\"18 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-12-07\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 IEEE/ACIS 23rd International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SNPD54884.2022.10051781\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 IEEE/ACIS 23rd International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SNPD54884.2022.10051781","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Developing Low-Cost Mobile Immersive System MA-VRIOT with Physical Activity Interactions by Integrating IOT Technology
Immersive gamification technologies has been applied in education, skill training, marketing, product design, patients' rehabilitation and so on, by integrating virtual reality technology and gamification mechanism design. These tow technologies are generally usable for improve user engagement. For the considerations of low-cost, popularity, epidemic prevention and sustainability requirements, mobile virtual reality is more commonly used in education. But some constraints limited the interactions of mobile virtual reality, such as hardware computing ability, multi-style interactions development. The hardware computing is not our present concern. In term of interaction, except the head rotation, the human-computer interaction spatial is limited in the front of or in range of head. The aim of this paper is to integrate the IOT technology in immersive gamification system for having flexible, scalable, adaptable and extensible interactions in mobile immersive system development with physical activity interaction, as named as MA-VRIOT. A prototype of MA-VRIOT, by integrating AIOT, google cardboard VR, Unity game engine technologies and gamification mechanisms, to develop a sustainable topic game has been developed for further user engagement measurement.