Design and Research of Campus Culture Application Based on Sensor Data and Metaverse Technology
With the development of science and technology, virtual reality (VR) and interactive technology are playing an increasingly important role in the promotion of campus culture. In this study, we created an app to introduce campus culture using VR and metaverse technology by 3D modeling based on the da...
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Veröffentlicht in: | Sensors and materials 2023-01, Vol.35 (4), p.1171 |
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description | With the development of science and technology, virtual reality (VR) and interactive technology are playing an increasingly important role in the promotion of campus culture. In this study, we created an app to introduce campus culture using VR and metaverse technology by 3D modeling based on the data obtained by an unattended aerial vehicle and various sensors loaded on it. The contents of the app were selected through user demand analysis using the fuzzy Kano model, the entropy weighting method, and the technique for ordered preference by similarity to ideal solution method (TOPSIS). According to the indicators defined in the analysis, necessary data and information, including geospatial data, tilt photography, real scene data, point cloud data, and 3D virtual scenes, were collected with various sensor technologies such as Da Jiang innovations (DJI) first person view (FPV) sensors, DJI X5S single lens, and global navigation satellite system real-time kinematic (GNSS-RTK) on the DJI Inspire 2 model unmanned aerial vehicle (UAV). The data and information were used to create a 3D point cloud model for a VR environment and develop the campus culture app based on the model. The app has interactive functions that provide information on campus culture in the metaverse. The app can be used to publicize campus culture and provide appropriate information, and also allows interaction with and between users and with various social media platforms. A relevant user interface and metaverse were created to enable users to browse, communicate, and exchange information interactively. In the future, more innovative features such as game scenarios and auxiliary psychological elements can be added through 5G and the Internet of Things technologies. |
doi_str_mv | 10.18494/SAM4017 |
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In this study, we created an app to introduce campus culture using VR and metaverse technology by 3D modeling based on the data obtained by an unattended aerial vehicle and various sensors loaded on it. The contents of the app were selected through user demand analysis using the fuzzy Kano model, the entropy weighting method, and the technique for ordered preference by similarity to ideal solution method (TOPSIS). According to the indicators defined in the analysis, necessary data and information, including geospatial data, tilt photography, real scene data, point cloud data, and 3D virtual scenes, were collected with various sensor technologies such as Da Jiang innovations (DJI) first person view (FPV) sensors, DJI X5S single lens, and global navigation satellite system real-time kinematic (GNSS-RTK) on the DJI Inspire 2 model unmanned aerial vehicle (UAV). The data and information were used to create a 3D point cloud model for a VR environment and develop the campus culture app based on the model. The app has interactive functions that provide information on campus culture in the metaverse. The app can be used to publicize campus culture and provide appropriate information, and also allows interaction with and between users and with various social media platforms. A relevant user interface and metaverse were created to enable users to browse, communicate, and exchange information interactively. 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In this study, we created an app to introduce campus culture using VR and metaverse technology by 3D modeling based on the data obtained by an unattended aerial vehicle and various sensors loaded on it. The contents of the app were selected through user demand analysis using the fuzzy Kano model, the entropy weighting method, and the technique for ordered preference by similarity to ideal solution method (TOPSIS). According to the indicators defined in the analysis, necessary data and information, including geospatial data, tilt photography, real scene data, point cloud data, and 3D virtual scenes, were collected with various sensor technologies such as Da Jiang innovations (DJI) first person view (FPV) sensors, DJI X5S single lens, and global navigation satellite system real-time kinematic (GNSS-RTK) on the DJI Inspire 2 model unmanned aerial vehicle (UAV). The data and information were used to create a 3D point cloud model for a VR environment and develop the campus culture app based on the model. The app has interactive functions that provide information on campus culture in the metaverse. The app can be used to publicize campus culture and provide appropriate information, and also allows interaction with and between users and with various social media platforms. A relevant user interface and metaverse were created to enable users to browse, communicate, and exchange information interactively. In the future, more innovative features such as game scenarios and auxiliary psychological elements can be added through 5G and the Internet of Things technologies.</description><subject>Demand analysis</subject><subject>Global navigation satellite system</subject><subject>Internet of Things</subject><subject>Kinematics</subject><subject>Sensors</subject><subject>Spatial data</subject><subject>Three dimensional models</subject><subject>Unmanned aerial vehicles</subject><subject>Virtual reality</subject><subject>Weighting methods</subject><issn>0914-4935</issn><issn>2435-0869</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2023</creationdate><recordtype>article</recordtype><recordid>eNotkE1rAjEYhENpoWKF_oRAL71sm89NcrRrv0ApVHsOMfuurqybbbJb8N9X1NPM4ZkZGITuKXmiWhjxvJwuBKHqCo2Y4DIjOjfXaEQMFZkwXN6iSUo7QgjVkuQsHyE7g1RvWuzaEn9DAhf9FocKF27fDQkXQ9MPEfC065rau74OLX5xCUp8NEtoU4h45np3yi-gd38QE-AV-G0bmrA53KGbyjUJJhcdo5-311Xxkc2_3j-L6TzznOZ9Vq6Z1ooqTytwPtcy51Ko0jFumFdrRfWaCCNBV4owSqWUmmqmPHGeesg9H6OHc28Xw-8Aqbe7MMT2OGmZMoYxrqU4Uo9nyseQUoTKdrHeu3iwlNjTg_byIP8H0mthTg</recordid><startdate>20230101</startdate><enddate>20230101</enddate><creator>Han, Xu</creator><creator>Hu, Yang</creator><creator>Tan, Baohua</creator><creator>Li, Yuxuan</creator><creator>Zhang, Qi</creator><creator>Jiang, Yiyao</creator><general>MYU Scientific Publishing Division</general><scope>AAYXX</scope><scope>CITATION</scope><scope>7SP</scope><scope>7SR</scope><scope>7TB</scope><scope>7U5</scope><scope>8BQ</scope><scope>8FD</scope><scope>FR3</scope><scope>JG9</scope><scope>L7M</scope></search><sort><creationdate>20230101</creationdate><title>Design and Research of Campus Culture Application Based on Sensor Data and Metaverse Technology</title><author>Han, Xu ; Hu, Yang ; Tan, Baohua ; Li, Yuxuan ; Zhang, Qi ; Jiang, Yiyao</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c316t-db288717c1feac68563547da2392c7b718b0495e8f7021155581827c0ac1ce6c3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2023</creationdate><topic>Demand analysis</topic><topic>Global navigation satellite system</topic><topic>Internet of Things</topic><topic>Kinematics</topic><topic>Sensors</topic><topic>Spatial data</topic><topic>Three dimensional models</topic><topic>Unmanned aerial vehicles</topic><topic>Virtual reality</topic><topic>Weighting methods</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Han, Xu</creatorcontrib><creatorcontrib>Hu, Yang</creatorcontrib><creatorcontrib>Tan, Baohua</creatorcontrib><creatorcontrib>Li, Yuxuan</creatorcontrib><creatorcontrib>Zhang, Qi</creatorcontrib><creatorcontrib>Jiang, Yiyao</creatorcontrib><collection>CrossRef</collection><collection>Electronics & Communications Abstracts</collection><collection>Engineered Materials Abstracts</collection><collection>Mechanical & Transportation Engineering Abstracts</collection><collection>Solid State and Superconductivity Abstracts</collection><collection>METADEX</collection><collection>Technology Research Database</collection><collection>Engineering Research Database</collection><collection>Materials Research Database</collection><collection>Advanced Technologies Database with Aerospace</collection><jtitle>Sensors and materials</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Han, Xu</au><au>Hu, Yang</au><au>Tan, Baohua</au><au>Li, Yuxuan</au><au>Zhang, Qi</au><au>Jiang, Yiyao</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Design and Research of Campus Culture Application Based on Sensor Data and Metaverse Technology</atitle><jtitle>Sensors and materials</jtitle><date>2023-01-01</date><risdate>2023</risdate><volume>35</volume><issue>4</issue><spage>1171</spage><pages>1171-</pages><issn>0914-4935</issn><eissn>2435-0869</eissn><abstract>With the development of science and technology, virtual reality (VR) and interactive technology are playing an increasingly important role in the promotion of campus culture. In this study, we created an app to introduce campus culture using VR and metaverse technology by 3D modeling based on the data obtained by an unattended aerial vehicle and various sensors loaded on it. The contents of the app were selected through user demand analysis using the fuzzy Kano model, the entropy weighting method, and the technique for ordered preference by similarity to ideal solution method (TOPSIS). According to the indicators defined in the analysis, necessary data and information, including geospatial data, tilt photography, real scene data, point cloud data, and 3D virtual scenes, were collected with various sensor technologies such as Da Jiang innovations (DJI) first person view (FPV) sensors, DJI X5S single lens, and global navigation satellite system real-time kinematic (GNSS-RTK) on the DJI Inspire 2 model unmanned aerial vehicle (UAV). The data and information were used to create a 3D point cloud model for a VR environment and develop the campus culture app based on the model. The app has interactive functions that provide information on campus culture in the metaverse. The app can be used to publicize campus culture and provide appropriate information, and also allows interaction with and between users and with various social media platforms. A relevant user interface and metaverse were created to enable users to browse, communicate, and exchange information interactively. In the future, more innovative features such as game scenarios and auxiliary psychological elements can be added through 5G and the Internet of Things technologies.</abstract><cop>Tokyo</cop><pub>MYU Scientific Publishing Division</pub><doi>10.18494/SAM4017</doi><oa>free_for_read</oa></addata></record> |
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subjects | Demand analysis Global navigation satellite system Internet of Things Kinematics Sensors Spatial data Three dimensional models Unmanned aerial vehicles Virtual reality Weighting methods |
title | Design and Research of Campus Culture Application Based on Sensor Data and Metaverse Technology |
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