2023 Special Issue
MESSAGE FROM THE GUEST EDITOR
Special Issue on Internet of Digital and Cognitive Reality: Applications and Key Challenges
The recent co-evolution of human society and technology has led to a new digital era, represented by a variety of technologies including Virtual Reality, Augmented Reality, Digital Twins, Artificial Intelligence, 5G networks, besides the "classical" Web 2.0. As these technologies begin to merge together via unified applications and digital environments characterized by the disappearance of the borders between the physical / natural and the digital, as well as between representation and simulation. This leads to highly contextual and dynamic entanglement with humans, hence, a qualitatively new kind of reality can be expected to emerge. This reality, referred to as Digital Reality is characterized by the blended combination of artificial and natural cognitive systems to cover the specific requirements of the environment. Thus, the Digital & Cognitive Reality emphasizes the goal-oriented unification of the physical and digital realms as a context-driven whole. At the same time, the networked transmission and sharing of physicaldigital contexts can be expected to become a key area of interest, leading to the notion of Internet of Digital & Cognitve Reality.
PAPERS FROM OPEN CALL
Evolution of Digitization toward the Internet of Digital & Cognitive Realities and Smart Ecosystems
The evolutionary phases and perspectives of the digitization process are presented focusing on the milestones of technological evolution. The digital convergence of communications, information technology and media, the concept of cognitive infocommunications, the extension of networking by Internet of Things, the immersive technologies as augmented reality and virtual reality and the artificial intelligence have relevant role in the shaping the concept of the Internet of Digital & Cognitive Realities (IoDC) and the Smart Ecosystems as Smart Cities and Smart Factories.
Ildikó Horváth, Ádám B. Csapó, Borbála Berki, Anna Sudár and Péter Baranyi
Definition, Background and Research Perspectives Behind ‘Cognitive Aspects of Virtual Reality’ (cVR)
AIn this paper, a definition outlining the scope andgoals of the field of Cognitive Aspects of Virtual Reality (cVR) is provided. Leading up to and alongside the definition, the paper includes a discussion on the background behind cVR – with a special focus on new human-AI capablities driven by cognitive, psychological, social and technological factors. Finally, the paper provides an outline of related research fields that can act as synergies in relation to cVR, while at the same time formulates questions and hypotheses that may drive future research in cVR.
Ferenc Erdős, Richárd Németh and Bayboboeva Firuza
Virtual Teamwork in Gamified 3D Environment
Virtual teamwork has spread strongly in various fields in recent times. COVID lockdown measures radically boosted the use of distance-independent remote collaboration methods. Although there are many modern virtual 3D spaces available for teamwork today, they lack additional motivational factors other than the visual 3d experience. Based on this, we tried to research the possible benefits of using gamification technics in 3D virtual collaboration environments to increase virtual team members' motivation. This article attempts to explore and highlight the possibilities of this area, and propose a model framework for implementation of gamified elements in 3D virtual teamwork environments.
Musings on the Metaverse and on how the Internet of Digital Reality Encompasses Future Developments of the Internet
Internet of Digital Reality (IoD) is a concept that encompasses various aspects of the next level of communication between digital cognitive entities. Extending the concept of IoT and IoE, IoD includes all kinds of entities interacting in virtual reality, focusing not only on the technology, physical and logical networks, but also on cognitive aspects and human factors. The Metaverse – as a key element of IoD – was introduced and has lately been re-vitalized as a kind of vision for the future of the Internet, especially focusing on social media, where users interact via their avatars in a fully immersive VR scenario. In this paper, I nevertheless argue that IoD is more than a “VR Facebook”, and that although the Metaverse can offer a new kind of experience, it isn’t free from drawbacks and valid criticisms.
Balázs Horváth, János Szép, and Attila Borsos
The Concept of BENIP – Built Environment Information Platform
The built environment and its components require a continuous and uninterrupted flow of information between its various players. In this paper a conceptual framework is proposed describing the role of these players as well as the nature of the links between them. The authors introduce a new term, a conceptual framework which can be used as a platform called BENIP (Built ENvironment Information Platform).
Máté Zöldy and Péter Baranyi
The Cognitive Mobility Concept
Mobility is the engine of our society in the third millennium. Rapid technical development makes it possible to increase cognitive ability in various fields; mobility is one of the most affected. Mobility has become a multidimensional concept in our interpretation; in addition to transportation, it also appears in the digital space, among other dimensions. The 21st century has brought unprecedented challenges, such as the covid-19 virus and the Russian war in Ukraine. These highlight bottlenecks in mobility systems and prompted us to explore the concept of cognitive mobility. This paper intends to refine the CogMob approach, which co-manages human and machine capabilities in mobility. New achievements within CogMob's domain match the new challenges of war and viruses. This article aims to outline the field of cognitive mobility. It presents CogMob's definition and examples that clarify the combinations of cognitive levels of different mobilities.
Nantanit Vittayaphorn, Gawin Lohaburananont, Jinnipha Bhumtakwong, Kritasak Udompongsanont, Mami Uchida, Napat Asavarojkul, Phatsakorn Rodphol, Pongsapak Sajjapong, Rapeekorn Boonribsong, Sahutchai Chanthateyanonth, Tanaseth Julerttrakul and Aung Pyae
Design and Development of a User-Centered Mobile Application for Intermodal Public Transit in Bangkok: A Design Thinking Approach
With the constant increase in public transit coverage in Bangkok Metropolitan Area in Thailand, many people are still hesitant to switch from using private to public transit, with one potential cause being the unavailability and difficulty in accessing accurate and timely information about their itineraries, while they are commuting. To assess and tackle such issues, the researchers adopted the user-centric Design Thinking methodology to empathize with target users' pain points in this study. They proposed a solution in a user-centric manner by assessing the usability flaws of existing mobile navigation applications, such as Google Maps and ViaBus. By developing a holistic mobile application called 'Disgovery' that covers all modes of public transit in the Bangkok Metropolitan Area and provides relevant information about their trips, the researchers aim to help commuters in Bangkok easily access it in a timely fashion. Through the user-friendly interface, commuters can eliminate the difficulty of finding routes and prices suitable to their needs. By making public transit more accessible with the help of ubiquitous mobile computing, commuters are also encouraged to switch from using private vehicles to public transit, which also can reduce accidents and carbon emissions. The findings from the usability testing in this study suggest that 'Disgovery' is an effective and user-friendly application for daily commuters in Bangkok that can help them achieve their goals without difficulties. The findings also indicate the importance of user interface and user experience guidelines in designing such applications.