Extended reality (xr) & gamification in the context of the internet of things (iot) and artificial intelligence (ai) =
The present research develops a holistic framework for and way of thinking about Deep Technologies related to Gamification, eXtended Reality (XR), the Internet of Things (IoT), and Artificial Intelligence (AI). Starting with the concept of gamification and the immersive technology of XR, we create interconnections with the IoT and AI implementations. While each constituent technology has its own unique impact, our approach uniquely addresses the combinational potential of these technologies that may have greater impact than any technology on its own. To approach the research problem more efficiently, the methodology followed includes its initial division into smaller parts. For each part of the research problem, novel applications were designed and developed including gamified tools, serious games and AR/VR implementations. We apply the proposed framework in two different domains: autonomous vehicles (AVs), and distance learning.Specifically, in chapter 2, an innovative hybrid tool for distance learning is showcased where, among others, the fusion with IoT provides a novel pseudomultiplayer mode. This mode may transform advanced asynchronous gamified tools to synchronous by enabling or disabling virtual events and phenomena enhancing the student experience. Next, in Chapter 3, along with gamification, the combination of XR with IoT data streams is presented but this time in an automotive context. We showcase how this fusion of technologies provides low-latency monitoring of vehicle characteristics, and how this can be visualized in augmented and virtual reality using low-cost hardware and services. This part of our proposed framework provides the methodology of creating any type of Digital Twin with near real-time data visualization.Following that, in chapter 4 we establish the second part of the suggested holistic framework where Virtual Environments (VEs), in general, can work as synthetic data generators and thus, be a great source of artificial suitable for training AI models. This part of the research includes two novel implementations the Gamified Digital Simulator (GDS) and the Virtual LiDAR Simulator.Having established the holistic framework, in Chapter 5, we now "zoom in" to gamification exploring deeper aspects of virtual environments and discuss how serious games can be combined with other facets of virtual layers (cyber ranges,virtual learning environments) to provide enhanced training and advanced learning experiences. Lastly, in chapter 6, "zooming out" from gamification an additional enhancement layer is presented. We showcase the importance of human-centered design of via an implementation that tries to simulate the AV-pedestrian interactions in a virtual and safe environment.
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- In Collections
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Electronic Theses & Dissertations
- Copyright Status
- In Copyright
- Material Type
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Theses
- Authors
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Pappas, Georgios
- Thesis Advisors
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Siegel, Joshua E.
- Committee Members
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Siegel, Joshua E.
Papapolymerou, Ioannis
Zhang, Mi
Bond, Jeremy
Politopoulos, Konstantinos
- Date Published
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2021
- Subjects
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Computer science
Computer engineering
Gamification
Mixed reality
Technological innovations
Internet of things
Artificial intelligence
- Program of Study
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Electrical Engineering - Doctor of Philosophy
- Degree Level
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Doctoral
- Language
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English
- Pages
- xviii, 152 pages
- ISBN
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9798759956549
- Permalink
- https://doi.org/doi:10.25335/tt3p-k283