Title: Survey and Analysis of NFT and Blockchain Technologies for Developing Agricultural Product Trading Systems
Cover Date: 2023-01-01
Cover Display Date: 2023
DOI: 10.1109/JCSSE58229.2023.10202015
Description: In this research, we have surveyed NFT technology and Blockchain technology. We have analyzed both technologies to apply them in the agricultural product trading to benefit farmers the most. We have examined the strengths of NFT and NFT Marketplace to find ways to utilize these strengths in agricultural product trading. Additionally, we have identified various obstacles and suggested solutions. From the research, we have found that agricultural product trading through NFT Marketplace can provide benefits such as transparency, allowing buyers and sellers to verify the relevant transactions, the number of trades, the initial purchase price, and the final selling price. Moreover, the NFT's ownership information cannot be forged as they are on the Blockchain. By integrating the system with the community enterprise, the government's support, and using crypto seed phrases and private keys tied to accounts, farmers can receive KYC (Know Your Customer) and prevent fraud. Furthermore, NFT Marketplace can show sales transactions of each product category, which can help farmers understand market demand and popularity. Additionally, buyers can choose popular and trustworthy sellers (farmers) based on transaction history.
Citations: 3
Aggregation Type: Conference Proceeding
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Title: Developing an Interactive Augmented Reality to Promote the Products of Local Entrepreneurs
Cover Date: 2019-05-01
Cover Display Date: May 2019
DOI: 10.12720/jait.10.2.77-80
Description: The implementation of Augmented Reality (AR) seems to be expanding gradually so that more retail business owners used this AR technology for marketing their online shopping as a tool to help the customers simply make their buying decision in the future and this research paper introduced an Interactive Augmented Reality model to promote the products of local entrepreneurs by creating their business cards for the customers to update the information and shop the products via their smartphones. Practically, the customer could immediately interact with their devices through the user engagement function. After that, there would be an evaluation on the local entrepreneurs’ satisfaction to see if it was possible to connect them to new product design. Finally, all comments and problems were collected for further development.
Citations: 6
Aggregation Type: Journal
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Title: Edutainment - Thai art of self-defense and boxing by motion capture technique
Cover Date: 2009-04-23
Cover Display Date: 2009
DOI: 10.1109/ICCMS.2009.56
Description: Thai boxing is a heritage of Thailand. We were interested in doing a research on the development of edutainment concerning Thai martial arts and self-defense in order to give both knowledge and entertainment at the same time. There were 30 postures (double posture) of Thai boxing exercises. The edutainment was designed to gain attention from the learners by using 3-dimension characters, scenes, sounds, animations, emotions, interactions, movements, virtual reality, and simulated situations. The motion picture was captured using 9 optical motion captures to record the data about the right movements performed by 2 experts in the art of self-defense and Thai boxing. This was done at the same time and there was no obstacle to perform dangerous postures. The results revealed that the edutainment helped the learners gain interest in Thai culture, the right exercise postures, physical activities, self-defense techniques, and entertainment for the learners who majored in physical education at the good level. © 2009 IEEE.
Citations: 17
Aggregation Type: Conference Proceeding
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Title: A case study of developing game edutainment: "Addictive danger"
Cover Date: 2008-12-01
Cover Display Date: 2008
DOI: 10.1145/1413634.1413650
Description: This paper aims at developing a game edutainment that combines learning with playing. Game content intends to give knowledge about 7 addictives - opium, heroin, inhalant, methamphetamine, marijuana, cigarette and alcohol. We explore the satisfaction of players towards this game and examine how the players could learn about addictive danger. We found that this game would stimulate the players to avoid the addictives while enjoying 3D adventure computer game. Copyright 2008 ACM.
Citations: 2
Aggregation Type: Conference Proceeding
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