Virtual Reality Bank: A Novel Banking Experience in Immersive World

Resumo


As Virtual Reality (VR) technology continues to advance and wide-spread through various industries, the potential of immersive technologies in the banking sector has also begun to be acknowledged more commonly. VR banking, a 3D bank environment developed in an immersive world to provide customers with bank services, has the potential to substantially enhance the customer experience. However, a clear insight into an end-to-end pipeline for developing a banking system in VR is yet to be presented. This paper presents a novel VR banking system that facilitates users with personalized full-body avatars for representation within a VR bank, a speech-to-text integration for providing user information for bank services, and real-time dual avatar interaction and communication with a bank employee. Through a subjective survey, we evaluate the performance of the proposed facilitates and the overall VR bank application in comparison to mobile and physical banking. Our study reveals that integrated features have successfully achieved their expected level of performance and contributed to creating a convenient, inventive, personalized, and accessible VR bank application.
Palavras-chave: Virtual Reality, avatar, speech-to-text, multiplayer, Head Mount Device

Referências

Sunggeun Ahn, Seongkook Heo, and Geehyuk Lee. 2017. Typing on a smartwatch for smart glasses. In Proceedings of the 2017 ACM International Conference on Interactive Surfaces and Spaces. 201–209.

Savannah Althoff-Thomson and Jean-Paul Van Belle. 2023. The Metaverse: Investigating the Motivations and Experiences of Early Adopters in RecRoom. In 2023 18th Iberian Conference on Information Systems and Technologies (CISTI). IEEE, 1–6.

Sercan Altundas and Enis Karaarslan. 2023. Cross-platform and personalized avatars in the metaverse: Ready player me case. In Digital twin driven intelligent systems and emerging metaverse. Springer, 317–330.

Saniya Zubair Ahmed Ansari, Vinod Kumar Shukla, Komal Saxena, and Bethoven Filomeno. 2022. Implementing virtual reality in entertainment industry. In Cyber Intelligence and Information Retrieval: Proceedings of CIIR 2021. Springer, 561–570.

Ricardo Rossiter Barioni, Willams de Lima Costa, Alessandra Aleluia, and Veronica Teichrieb. 2019. BalletVR: a Virtual Reality System for Ballet Arm Positions Training. 2019 21st Symposium on Virtual and Augmented Reality (SVR) (2019), 10–16.

Doug A Bowman, Christopher J Rhoton, and Marcio S Pinho. 2002. Text input techniques for immersive virtual environments: An empirical comparison. In Proceedings of the human factors and ergonomics society annual meeting, Vol. 46. SAGE Publications Sage CA: Los Angeles, CA, 2154–2158.

Adit Gadgil Christine Moy. 2022. Opportunities in the metaverse. J.P. Morgan.

Gabriel Fernandes Cyrino, Júlia Tannús, Edgard Afonso Lamounier, Alexandre Cardoso, and Alcimar Barbosa Soares. 2018. Serious Game with Virtual Reality for Upper Limb Rehabilitation after Stroke. 2018 20th Symposium on Virtual and Augmented Reality (SVR) (2018), 238–242.

Mr Ninad Janardan Dani. 2019. Impact of virtual reality on gaming. Virtual Reality, 6, 12 (2019), 2033–2036.

Monique Emídio de Oliveira and Cléber Gimenez Corrêa. 2020. Virtual Reality and Augmented reality applications in agriculture: a literature review. 2020 22nd Symposium on Virtual and Augmented Reality (SVR) (2020), 1–9.

Raquel Ellem Marcelino de Oliveira and Jauvane C. de Oliveira. 2018. Virtual Environments for the Treatment of Acrophobia. 2018 20th Symposium on Virtual and Augmented Reality (SVR) (2018), 37–46.

John L Douglas. 2008. The Role of a Banking System in Nation-Building. Me. L. Rev., 60, 511.

Imola Drigă and Claudia Isac. 2014. E-banking services–features, challenges and benefits. Annals of the University of Petrosani, Economics, 14, 1, 49–58.

Zhixin Fang, Libai Cai, and Gang Wang. 2021. MetaHuman Creator: The starting point of the metaverse. In 2021 International Symposium on Computer Technology and Information Science (ISCTIS). IEEE, 154–157.

Filipe Fernandes and Cláudia Maria Lima Werner. 2019. Towards Immersive Learning in Object-Oriented Paradigm: A Preliminary Study. 2019 21st Symposium on Virtual and Augmented Reality (SVR) (2019), 59–68.

Margaret Foley, Géry Casiez, and Daniel Vogel. 2020. Comparing smartphone speech recognition and touchscreen typing for composition and transcription. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. 1–11.

Gabriel Augusto Ginja. 2018. Applications of Virtual Reality in the Practice of Para-Badminton. 2018 20th Symposium on Virtual and Augmented Reality (SVR) (2018), 230–232.

Romullo Girardi and Jauvane Cavalcante de Oliveira. 2019. Virtual Reality in Army Artillery Observer Training. 2019 21st Symposium on Virtual and Augmented Reality (SVR) (2019), 25–33.

Alex Heath. 2021. Meta opens up access to its VR social platform Horizon Worlds. The Verge.

Lode Hoste, Bruno Dumas, and Beat Signer. 2012. SpeeG: a multimodal speech-and gesture-based text input solution. In Proceedings of the International working conference on advanced visual interfaces. 156–163.

Haiyan Jiang and Dongdong Weng. 2020. Hipad: Text entry for head-mounted displays using circular touchpad. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 692–703.

Pascal Knierim, Valentin Schwind, Anna Maria Feit, Florian Nieuwenhuizen, and Niels Henze. 2018. Physical keyboards in virtual reality: Analysis of typing performance and effects of avatar hands. In Proceedings of the 2018 CHI conference on human factors in computing systems. 1–9.

Chris Kolmar. 2023. 25+ amazing virtual reality statistics [2023]: The future of vr+ ar. Zippia.

Geon-hee Lee, Pyeong-ho Choi, Jeong-hwan Nam, Hwa-seop Han, Seung-hyun Lee, and Soon-chul Kwon. 2019. A study on the performance comparison of 3D file formats on the web. International Journal of Advanced Smart Convergence, 8, 1, 65–74.

Ajey Lele. 2013. Virtual reality and its military utility. Journal of Ambient Intelligence and Humanized Computing, 4, 17–26.

Josephus Limbago et al. 2023. Designing User-Centric Private Conversation Methods in the Metaverse. Master’s thesis.

Anders Markussen, Mikkel R Jakobsen, and Kasper Hornbæk. 2013. Selection-based mid-air text entry on large displays. In Human-Computer Interaction–INTERACT 2013: 14th IFIP TC 13 International Conference, Cape Town, South Africa, September 2-6, 2013, Proceedings, Part I 14. Springer, 401–418.

Mark McGill, Daniel Boland, Roderick Murray-Smith, and Stephen Brewster. 2015. A dose of reality: Overcoming usability challenges in vr head-mounted displays. In Proceedings of the 33rd annual ACM conference on human factors in computing systems. 2143–2152.

Joshua McVeigh-Schultz, Anya Kolesnichenko, and Katherine Isbister. 2019. Shaping pro-social interaction in VR: an emerging design framework. In Proceedings of the 2019 CHI conference on human factors in computing systems. 1–12.

Joshua McVeigh-Schultz, Elena Márquez Segura, Nick Merrill, and Katherine Isbister. 2018. What’s It Mean to" Be Social" in VR? Mapping the Social VR Design Ecology. In Proceedings of the 2018 ACM conference companion publication on designing interactive systems. 289–294.

Joshua McVeigh-Schultz, Elena Márquez Segura, Nick Merrill, and Katherine Isbister. 2018. What’s It Mean to" Be Social" in VR? Mapping the Social VR Design Ecology. In Proceedings of the 2018 ACM conference companion publication on designing interactive systems. 289–294.

Ready Player Me. How Ready Player Me works. Accessed: 2023.

Meta. 2020. Get started with Meta Quest 2. Accessed: 2022.

Meta-Newsroom. 2022. Introducing the Meta Avatars Store. Accessed: 2023.

Ken Nah, Soojin Oh, Bomyi Han, Heyjin Kim, and Ahhyun Lee. 2022. A study on the user experience to improve immersion as a digital human in lifestyle content. Applied Sciences, 12, 23, 12467.

Moses Okechukwu Onyesolu and Felista Udoka Eze. 2011. Understanding virtual reality technology: advances and applications. Adv. Comput. Sci. Eng, 1, 53–70.

HH Otamurodov. 2017. Mobile banking: advantages and disadvantages. Journal of Economics and Finance, 5, 194–198.

BNP Paribas. 2017. BNP Paribas, contributing to the development of Virtual Reality. Accessed: 2022.

Georgios Pavlakos, Vasileios Choutas, Nima Ghorbani, Timo Bolkart, Ahmed A. A. Osman, Dimitrios Tzionas, and Michael J. Black. 2019. Expressive Body Capture: 3D Hands, Face, and Body from a Single Image. In Proceedings IEEE Conf. on Computer Vision and Pattern Recognition (CVPR). 10975–10985.

Duc-Minh Pham and Wolfgang Stuerzlinger. 2019. Hawkey: Efficient and versatile text entry for virtual reality. In Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology. 1–11.

Alec Radford, Jong Wook Kim, Tao Xu, Greg Brockman, Christine McLeavey, and Ilya Sutskever. 2023. Robust speech recognition via large-scale weak supervision. In International Conference on Machine Learning. PMLR, 28492–28518.

Sherry Ruan, Jacob O Wobbrock, Kenny Liou, Andrew Ng, and James A Landay. 2018. Comparing speech and keyboard text entry for short messages in two languages on touchscreen phones. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, 1, 4, 1–23.

Michał Rzeszewski and Leighton Evans. 2020. Virtual place during quarantine–a curious case of VRChat. Rozwój Regionalny i Polityka Regionalna, 51, 57–75.

Shunsuke Saito, Tomas Simon, Jason Saragih, and Hanbyul Joo. 2020. PIFuHD: Multi-Level Pixel-Aligned Implicit Function for High-Resolution 3D Human Digitization. In CVPR.

Ingo Siegert, Alicia Flores Lotz, Linh Linda Duong, and Andreas Wendemuth. 2016. Measuring the impact of audio compression on the spectral quality of speech data. Studientexte zur Sprachkommunikation: Elektronische Sprachsignalverarbeitung 2016, 229–236.

Marco Speicher, Anna Maria Feit, Pascal Ziegler, and Antonio Krüger. 2018. Selection-based text entry in virtual reality. In Proceedings of the 2018 CHI conference on human factors in computing systems. 1–13.

Varuni Trivedi. 2022. HSBC Partners with The Sandbox, Opening Doors Into the Metaverse. Yahoo Finance.

Iis P Tussyadiah, Dan Wang, Timothy H Jung, and M Claudia Tom Dieck. 2018. Virtual reality, presence, and attitude change: Empirical evidence from tourism. Tourism Management, 66, 140–154.

Maria Virvou and George Katsionis. 2008. On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE. Computers & Education, 50, 1, 154–178.

Normal VR. 2016. Why Normcore? Accessed: 2023.

Cheng-Yao Wang, Wei-Chen Chu, Po-Tsung Chiu, Min-Chieh Hsiu, Yih-Harn Chiang, and Mike Y Chen. 2015. PalmType: Using palms as keyboards for smart glasses. In Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services. 153–160.

Luigi Wewege, Jeo Lee, and Michael C Thomsett. 2020. Disruptions and digital banking trends. Journal of Applied Finance and Banking, 10, 6, 15–56.

Wenge Xu, Hai-Ning Liang, Anqi He, and Zifan Wang. 2019. Pointing and selection methods for text entry in augmented reality head-mounted displays. In 2019 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 279–288.

Wenge Xu, Hai-Ning Liang, Yuxuan Zhao, Tianyu Zhang, Difeng Yu, and Diego Monteiro. 2019. Ringtext: Dwell-free and hands-free text entry for mobile head-mounted displays using head motions. IEEE Transactions on Visualization and Computer Graphics, 25, 5, 1991–2001.

Chun Yu, Yizheng Gu, Zhican Yang, Xin Yi, Hengliang Luo, and Yuanchun Shi. 2017. Tap, dwell or gesture? exploring head-based text entry techniques for hmds. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. 4479–4488.

Chun Yu, Ke Sun, Mingyuan Zhong, Xincheng Li, Peijun Zhao, and Yuanchun Shi. 2016. One-dimensional handwriting: Inputting letters and words on smart glasses. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. 71–82.
Publicado
30/09/2024
RASANJI, Vidushika; KUMARASINGHE, Nikeshi; PETHANGODA, Rumal; KARUNARATHNA, Vidura; RODRIGO, Ranga. Virtual Reality Bank: A Novel Banking Experience in Immersive World. In: SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 26. , 2024, Manaus/AM. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2024 . p. 193-202.