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The Sensory Enrichment and Interactivity of Immersive User Experiences in the Public Sector: The Ionian Film Office Metaverse

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Augmented and Virtual Reality in the Metaverse

Abstract

This chapter examines the current state of the art in the implementation of virtual reality technologies in the public sector, specifically focusing on the metaverse space developed for the Ionian Film Office. It will highlight the perspectives of various stakeholders, such as users, designers, employees, visitors, and technicians, who engage with these systems, addressing both the opportunities and limitations that arise. In addition, the chapter explores the potential of sensory enhancement as a means to elevate user experiences within the metaverse. By discussing advancements in haptic, auditory, scent, and visual technologies, we aim to provide an overview of how such sensory enrichment can create more immersive and interactive experiences for users. Furthermore, we will delve into the challenges and ethical considerations of implementing these technologies in the public sector, taking into account issues like accessibility, privacy, and safety. Through the lens of the Ionian Film Office metaverse, we will showcase both the current state and future possibilities of virtual and augmented reality technologies. By offering insights into the evolution of sensory enhancement, this chapter aims to serve as a valuable resource for researchers, designers, and policymakers interested in harnessing the power of the metaverse to transform the public sector.

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Notes

  1. 1.

    Spielberg et al. Ready player one. Warner Bros., United States.

  2. 2.

    https://www.nvidia.com/en-us/omniverse/.

  3. 3.

    The Internet of Senses (IoS) is a term coined by Ericsson's ConsumerLab to represent sensory experiences similar to those of the physical world with the contribution of 6G. The IoS is a projected future network where humans can transmit and share their sensory experiences, including smells, tastes, and tactile sensations, over the internet. It aims to merge the physical and digital worlds by creating more immersive, multi-sensory online experiences that align with human perception and cognition (Panagiotakopoulos et al. 2022).

  4. 4.

    The traditionally recognized list of five senses includes sight, hearing, touch, taste, and smell. Aristotle's categorization 2000 years ago is now recognized as an inadequate classification because it omits other types of experience (Garcia-Ruiz et al. 2021).

  5. 5.

    Anticipated advancements in 6G entail terabit speeds and elevated frequencies within the terahertz (THz) band (0.1–10 THz), delivering data rates exceeding one hundred gigabits per second (Gbps). THz bands and millimeter waves (mmWave) are perceived as pivotal catalysts for the development of 6G technology systems, with terabits per second (Tbps) becoming imperative to meet the demanding specifications of diverse potential 6G applications. For instance, the creation of digital twins through the transmission of 3D images aims to achieve speeds reaching 1Tbps (Panagiotakopoulos et al. 2022).

  6. 6.

    The three waves of smell in HCI. The First Wave (1900–1960s) occurred primarily in the cinematic arts. The Second Wave (1990–2000s) emerged alongside the advent of the World Wide Web. Technologists and researchers spearheaded attempts to remotely transmit sensory experiences, including scent to enrich desktop experiences. The Third Wave can include advancements in multisensory interfaces and efforts to digitize smell sensations (i.e., via the trigeminal nerve). The COVID-19 pandemic has brought increased attention to the importance of the sense of smell, inviting the question of whether these developments herald a lasting trend in HCI or a temporary wave that will soon recede (Brooks et al. 2023).

  7. 7.

    https://www.spatial.io/s/ionianfilmofficemetaverses-Digital-Room-62dfa760b1c83600019a38f6?share=3365495829529394903.

  8. 8.

    Smell-O-Vision under the patented name “MOTON PICTURES WITH SYNCHRONIZED ODOR EMISSION” was an invention (First Patent No. 2,813,452 issued November 19, 1957, and second Patent No. 2,905,049 issued September 22, 1959) related particularly to apparatus for distributing odors in timed sequence concerning a motion picture film.

  9. 9.

    Sensorama Simulator was an invention of Morton Leonard Heilig that was patented in 1962 (Patent No. 3,050,870) and relates to a simulator to stimulate the senses of a user giving him an actual and realistic experience.

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Acknowledgements

The co-author, Dimitrios Panagiotakopoulos, acknowledges the support of the development activities of the University of West Attica by strengthening the services of the Financial and Administrative Support Unit of the Special Research Funds Account (ΕΛΚΕ ΠαΔΑ), the promotion and support of research results and the strengthening of the University’s educational activities, in application of paragraph B of the paragraph of article 132 of Law 4763/2020. Project code: 80993. The creation of the Ionian Film Office was made possible through the financial support of the project HAL (Hub of Art Laboratories) *MIS:5047267* (code 80504, ESPA 2014-2020, EPANEK), co-financed by Greece and the European Union and is implemented by the Ionian University in Corfu.

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Correspondence to Dimitrios Panagiotakopoulos .

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Deliyannis, I., Panagopoulos, I., Panagiotakopoulos, D., Marentakis, G., Metzitakos, R. (2024). The Sensory Enrichment and Interactivity of Immersive User Experiences in the Public Sector: The Ionian Film Office Metaverse. In: Geroimenko, V. (eds) Augmented and Virtual Reality in the Metaverse. Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-031-57746-8_9

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  • DOI: https://doi.org/10.1007/978-3-031-57746-8_9

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  • Publisher Name: Springer, Cham

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