2023 Special Issue on Internet of Digital and Cognitive Realities

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MESSAGE FROM THE GUEST EDITORS

Péter Baranyi, Ádám B. Csapó, Anna Esposito, and Atsushi Ito
Special Issue on Internet of Digital and Cognitive Realities 
A  Digital Reality (DR) is a high-level integration of virtual reality (including augmented reality, virtual and digital simulations and twins), artificial intelligence and 2D digital environments which creates a highly contextual reality for humans in which previously disparate realms of human experience are brought together. DR has applications in various industries and enhances productivity in both physical and digital domains, leading to the emergence of new social entities and structures such as 3D digital universities, businesses, governance, web-based entertainment, collaborative sites, and marketplaces. The Internet of Digital Reality (IoD) comprises technologies that enable the management, transmission, and harmonization of digital realities in networked environments, prioritizing user accessibility, immersion, and experience through virtual reality and artificial intelligence. Considering the broad societal impact of IoD, papers addressing social and legal aspects of IoD are also encouraged.

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PAPERS FROM OPEN CALL

Andrea Kő, Ildikó Szabó, Ádám B. Csapó, Tibor Kovács, László Lőrincz, Péter Baranyi
Digital & Cognitive Corporate Reality 
As part of the most recent developments in human co-evolution with information and communication technologies, the increasing complexity of our digital realities, as well as the expanding capabilities of omni-present artificial intelligence, are having profound implications. This transformative shift leads to a new era in many fields, including corporate management and business. Newly co-evolved cognitive capabilities, both natural and artificial, are emerging, necessitating a paradigm shift in our understanding and approaches to corporate management and business science. This paper introduces the concept of Digital and Cognitive Corporate Reality (DCR) to establish a new broader view for higher-level conceptual discussion, adopting a holistic perspective that encompasses related scientific fields. Following this definition, the paper briefly explores how different scientific disciplines can be expected to contribute to the development of DCR. Use case examples are also provided to demonstrate the benefits of the holistic perspective adopted in DCR.


Reference
DOI:  10.36244/ICJ.2023.6.1
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Jinshan Luo, Haruka Yoshimoto, Yuko Hiramatsu, Madoka Hasegawa, and Atsushi Ito
Estimating and Visualizing Drivers’ Emotions Using the Internet of Digital Reality 
Recently, the development of self-driving technology has progressed rapidly. However, self-driving cars have not yet become widespread. Thus, with an aging population, accidents such as road rage and acceleration and brake accidents are likely to continue. Stress is one key reason for such dangerous driving. Thus, technologies must be developed to provide mental support to drivers as required. In this study, we considered estimating driver emotions as a first step along these lines. To this end, we developed a technology to estimate emotions by collecting data on biological signals such as brain waves, heart rate, body movement, and data on a driver's operating status while they are driving. In addition, we introduce a Positive and Negative Affect Schedule (PANAS) to express the psychological states experienced by drivers. We further present the results of an analysis of data on a driver's emotions from PANAS and data obtained from electroencephalogram (EEG) readings and other biological signals from a car. In addition, the relation


Reference
DOI:  10.36244/ICJ.2023.6.2
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Atsushi Sakahara, Atsushi Ito,  and Madoka Hasegawa
A Novel Idea Generation Method for the Internet of Digital Reality Era: The Spinning Aufheben Methood 
Internet of Digital Reality (IoD) will be one of the essential next-generation information technologies. The content and presentation of information are the most important aspects that will make IoD work efficiently. However, the generation of ideas for IoD has not much progress in discussion because formalizing it is difficult. This paper presents an outline of the Spinning Aufheben (SA) method, which is a novel idea generation method, its application and model, validity, actual cases of the first application of the author, and potential social impact. Aufheben is one of the common mechanisms for generating ideas from two elements. This method enables the infinite generation of ideas by rotating three elements of a dialectic. We also present the result of pilot projects on 51 university students to determine its effectivity as an application for helping them determine future career plans after graduation. As a result, 46 students identified their career goals. The students expressed appreciation of the career search results using the SA methood.


Reference
DOI:  10.36244/ICJ.2023.6.3
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Chuwong Kulrattanarak, Patarapornkan Anantarangsi, Pasin Kanchanarusmeechoti, Natthorn Suwannapasri, Manapat Weeramongkolkul, Dhanabodee Mekintharanggur, Panoj Kamolrattanawech,Supatach Vanichayangkuranont,Sirathee Koomgreng, Varis Kitnarong, Suparuek Saetoen, Sippakorn Ornwichian, and Aung Pyae
Design and Development of a Mobile-based Caretaking System for the Elderly People in Thailand: A Design Thinking Approach 

As the ageing population has become a global phenomenon in the past few decades, it has brought several issues to many countries (e.g., aged care). Thailand has one of the highest ageing populations in the region, which has challenged society to find a feasible solution for promoting the elderly's quality of life while considering the vital role of caregivers in the aged care context. Thanks to the advances in ubiquitous mobile computing, mobile-based applications have become promising for the aged care sector. However, a limited number of mobile-based applications can cater to the needs of the elderly and caregivers, particularly in Thailand. Using the design thinking approach, we developed an innovative elderly caretaking system called 'Aegis' to effectively manage aged care by caregivers. Using this system, the elderly can effectively communicate with their caregivers, while the latter can easily support what the elderly need. We conducted a usability evaluation of 'Aegis' with three elderly-caregiver pairs in Thailand. The findings show that the 'Aegis' is useful in promoting the quality of life for the elderly and caregivers while considering the importance of user-friendly interface design and experiences. The usability recommendations suggested by this study can help HCI researchers understand desing guidelines for intergeneration digital technologies.


Reference
DOI:  10.36244/ICJ.2023.6.4
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Tarek Setti, and Ádám B. Csapó
Cognitive Aspects of 2D Content Integration and Management in 3D Virtual Reality Spaces 

The advent of 2D graphical user interfaces in the 1980s shifted user interactions from line-based terminals to icon-based interfaces. As smartphones emerged in the 2010s, portable 2D graphical interfaces became a reality, liberating users from being confined to a single location when accessing digital services. These transformations have profoundly altered our understanding of digital information systems, with impacts that cannot be easily quantified. Current advancements in virtual and augmented reality (VR/AR), the Internet of Things (IoT), and artificial intelligence (AI) are on the verge of ushering in the next significant leap in cognitive expansion, introducing portable and highly contextual spatial interfaces, also sometimes referred to as Digital Realities (DRs). As a result, users now anticipate the ability to engage with an increasing array and variety of digital content in ways that are more contextualized and tailored to their needs, taking into account factors such as time, location, personalized goals and user-specific histories. In this paper, we aim to give an overview of cognitive aspects relevant to content integration and management specifically in DR environments, and to propose solutions and / or best practices to address them. Our discussion is centered around a paradigm called the Doing When-Seeing (DWS) paradigm, which we propose for the design of Digital Reality interfaces. We demonstrate the applicability of this paradigm to the design of interfaces for creating content, organizing content, and semantically representing and retreiving content within 3D Digital Reality environments.


Reference
DOI:  10.36244/ICJ.2023.6.5
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