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Technologically Altered Realities: A Realm for New Emotions Research, Training, and Management Possibilities

Emotions and Service in the Digital Age

ISBN: 978-1-83909-260-2, eISBN: 978-1-83909-259-6

Publication date: 19 October 2020

Abstract

Purpose – The purpose of this chapter is to introduce readers to augmented reality (AR), mixed reality (MR), and virtual reality (VR) and provide examples of some of the latest ways that researchers and practitioners are applying these digital technologies to emotions-related topics. This chapter also suggests some aspects of these technologies that emotions researchers and practitioners consider taking advantage of in their own work.

Design/Methodology/Approach The chapter draws on the first author's experience developing and implementing AR, MR, and VR for serious games applications. Examples are also drawn from recent publications in the area.

Findings – The chapter discusses the features and differences between AR, MR, and VR and some of the most popular off-the-shelf tools for researchers and practitioners. It also presents reliable and valid ways these digital technologies have been applied and can be applied.

Practical implications – Practically, this chapter provides a state-of-the-art overview of what AR, MR, and VR offer to researchers and practitioners interested in better understanding, supporting, and addressing phenomenon involving human emotion.

Keywords

Citation

Härtel, J.B.G. and Härtel, C.E.J. (2020), "Technologically Altered Realities: A Realm for New Emotions Research, Training, and Management Possibilities", Härtel, C.E.J., Zerbe, W.J. and Ashkanasy, N.M. (Ed.) Emotions and Service in the Digital Age (Research on Emotion in Organizations, Vol. 16), Emerald Publishing Limited, Leeds, pp. 19-26. https://doi.org/10.1108/S1746-979120200000016004

Publisher

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Emerald Publishing Limited

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