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Article
Publication date: 26 February 2018

Ioannis Krasonikolakis, Adam Vrechopoulos, Athanasia Pouloudi and Sergios Dimitriadis

Positioned in the e-retailing field, this study aims to investigate the effect of the retail store’s atmosphere on consumer behavior in 3D online shopping environments, focusing…

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Abstract

Purpose

Positioned in the e-retailing field, this study aims to investigate the effect of the retail store’s atmosphere on consumer behavior in 3D online shopping environments, focusing on store layout as a critical influential factor.

Design/methodology/approach

The research uses a mixed research method approach that includes two complementary studies. First, a three-round Delphi study with domain experts is used to develop a store layout classification scheme (Study 1), resulting in five distinct types of store layout. Subsequently, 3D online retail stores that use the five layouts are designed and developed. These serve as treatments of a laboratory experimental design, which is used to assess layout impact on a number of attitudinal and behavioral variables (Study 2).

Findings

Five distinct types of store layout have been identified in Study 1, and their distinctive features are presented. The findings of Study 2 indicate that online shopping enjoyment, entertainment and ease of navigation are influenced by the store layout types of 3D online environments. Specifically, the “avant-garde” layout type facilitates the ease of navigation of customers in the store and provides a superior online customer experience. The “warehouse”’ adopts long aisles for the display of products, which simplifies the comparison of products, whereas the “boutique” layout was found to be the best in terms of shopping enjoyment and entertainment. The “department” layout shares many common characteristics with traditional department stores, providing an entertaining and enjoyable store, whereas the “pragmatic” layout emphasizes low system requirements.

Practical implications

The paper presents characteristics that make store layouts effective for different aspects of online customers’ experience and identifies opportunities that 3D online store designers and retailers can explore for the provision of enhanced, customized services to online customers.

Originality/value

This paper examines recent technological developments in store design and visual merchandising. It identifies five layout types of 3D online stores, which are different from those of brick–and–mortar and 2D online stores, and investigates their impact on consumer behavior. Further, the paper examines how each layout type influences online shopping enjoyment, entertainment, ease of navigation, online customer experience and, in turn, purchase and word-of-mouth intentions. Finally, the paper examines the moderating role of telepresence. Individuals with high sense of telepresence conceive 3D environments as “real” and are more concerned about the attributes that trigger the sense of enjoyment they experience while browsing.

Details

European Journal of Marketing, vol. 52 no. 5/6
Type: Research Article
ISSN: 0309-0566

Keywords

Article
Publication date: 10 August 2015

Ioannis Krasonikolakis and Nancy Pouloudi

The purpose of this paper is twofold: to provide an overview of related studies and to highlight research gaps and questions that need to be addressed. Research conducted in…

Abstract

Purpose

The purpose of this paper is twofold: to provide an overview of related studies and to highlight research gaps and questions that need to be addressed. Research conducted in three-dimensional (3D) online environments constitutes a different research context, not least because it involves the recruitment of avatars in the research process. Researchers need to appreciate better the ethical concerns that arise in this novel, fast-evolving context and how these concern different stakeholders.

Design/methodology/approach

The paper employs an interdisciplinary desk-research approach. It critically reviews related literature, highlights the involved stakeholders, discusses ethical issues from a marketing research perspective and concludes with a discussion of related studies and research gaps, providing direct future research avenues.

Findings

The characteristics of the 3D online environments and the behaviour and experiences of their users set the boundaries and guide the way regarding the ethical research in this context.

Research limitations/implications

The paper does not present primary empirical results, instead it reviews and critiques related literature in 3D online environments and sets the agenda for future research.

Practical implications

The paper provides ethical guidelines and identifies blurred areas in conducting or participating in research in 3D online environments.

Originality/value

Based on earlier studies and examples of ethical concerns when studying 3D online environments, this paper emphasises the parameters that should be taken into consideration in current and future research studies.

Details

Journal of Information, Communication and Ethics in Society, vol. 13 no. 3/4
Type: Research Article
ISSN: 1477-996X

Keywords

Article
Publication date: 11 June 2018

Zhijia Dong, Gaoming Jiang, Guoming Huang and Honglian Cong

The virtual display of 3D garment is one of the most important features in a computer-aided garment design system. The purpose of this paper is to present a novel web-based 3D

Abstract

Purpose

The virtual display of 3D garment is one of the most important features in a computer-aided garment design system. The purpose of this paper is to present a novel web-based 3D virtual display framework for the online design of warp-knitted seamless garment using the latest WebGL and HTML5 technologies.

Design/methodology/approach

Based on the feature-based parametric 3D human body model, the 3D model of skin-tight warp-knitted seamless garment is established using the geometric modeling method. By applying plane parameterization technology, the 3D garment model is then projected into corresponding 2D prototype pattern and a texture-mapping relationship is obtained. Finally, an online 3D virtual display application framework for warp-knitted seamless garment is implemented on modern WebGL-enabled web browsers using the latest WebGL and HTML5 technologies, which allow garment designers to globally access without installing any additional software or plugin.

Findings

Based on the 2D/3D model of warp-knitted seamless garment, an online 3D virtual display application running on modern WebGL-enabled web browser is implemented using the latest Javascript, WebGL and HTML5 technologies, which is proven to be an effective way for building the web-based 3D garment CAD systems.

Originality/value

This paper provides a parametric design method for warp-knitted seamless garment 2D/3D model, and web-based online virtual display of 3D warp-knitted seamless garment is implemented for the first time, which establishes the foundation for the web-based online computer-aided warp-knitted seamless garment design system.

Details

International Journal of Clothing Science and Technology, vol. 30 no. 3
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 9 August 2023

Chandan Kumar Tiwari, Preeti Bhaskar and Abhinav Pal

Augmented reality (AR) and virtual reality (VR) are becoming increasingly interwoven into people's daily lives, with applications in fields such as science, engineering, medical…

Abstract

Purpose

Augmented reality (AR) and virtual reality (VR) are becoming increasingly interwoven into people's daily lives, with applications in fields such as science, engineering, medical, the arts, education, finance and business. While much study has been conducted in the field of VR and AR in a variety of areas, less attention has been paid to online education. The purpose of this research is to conduct a systematic review of studies on AR and VR, as well as its applications in many disciplines of education, with a special emphasis on online education.

Design/methodology/approach

The data were gathered from the SCOPUS database under the subject “Augmented and Virtual Reality Applications in Online Education.” The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) format has been used to summarize the available literature and research in academics throughout the world. First, systematic literature reviews and later bibliometric analysis were conducted for performance and science mapping analysis.

Findings

The research adds to the body of knowledge about the role of AR and VR in online education and its future prospects. AR and VR have demonstrated a substantial contribution to facilitating teaching in a variety of fields, including engineering, medicine, nursing and chemistry. Additionally, this research indicates that AR and VR can be utilized to teach various areas and specialties. Additionally, it can be used in other aspects of online education, such as admissions, industry visits, training, internationalization and specific courses for students with disabilities.

Practical implications

This research lays the framework for educational institutions, legislators and researchers to investigate additional applications of VR and AR. Though this research suggests some possible uses for AR and VR in the online education system, more applications can be integrated into the online education system to fully leverage the potential of AR and VR worldwide. AR and VR have the potential to be a very cost-effective method of delivering online education on a wide scale in the future.

Originality/value

The article explores the applicability of VR and AR in education using bibliometric analysis. This is one of the first studies to do an assessment of VR and AR, evaluating their strengths, drawbacks and current applications. Future application areas are also identified as a result of the investigation.

Details

International Journal of Educational Management, vol. 37 no. 5
Type: Research Article
ISSN: 0951-354X

Keywords

Article
Publication date: 31 May 2005

Nicolas Ducheneaut and Robert J. Moore

Massively Multiplayer Online Role Playing Games (MMORPGs) have become complex social worlds. As such, playing these games requires more than accomplishing simple objectives: it is…

1364

Abstract

Massively Multiplayer Online Role Playing Games (MMORPGs) have become complex social worlds. As such, playing these games requires more than accomplishing simple objectives: it is also a process of socialization into a community of gamers. Through our observation of players’ activities we describe how MMORPGs provide opportunities for learning social skills such as: how to meet people; how to manage a small group; how to coordinate and cooperate with people; and how to participate in sociable interaction with them. We show how this social learning is tied to three important types of social interaction that are characteristic of MMORPGs: players’ self‐organization, instrumental coordination, and downtime sociability. We conclude by discussing the societal impacts of our findings and how the features of MMORPGs could be repurposed in environments specifically designed for social learning.

Details

Interactive Technology and Smart Education, vol. 2 no. 2
Type: Research Article
ISSN: 1741-5659

Keywords

Book part
Publication date: 22 November 2012

Danielle Mirliss, Grace May and Mary Zedeck

Preparing future teachers requires teacher educators to share both theory and its translation to best practice. Traditional approaches to this learning process include textbooks…

Abstract

Preparing future teachers requires teacher educators to share both theory and its translation to best practice. Traditional approaches to this learning process include textbooks, case studies, role-play, observation, and eventually fieldwork in a classroom. Understanding what their future students need or appropriately responding to situations in the classroom is far different than the reality of teaching in schools. Although case studies provide an opportunity for perspective taking, collaboration, and developing problem solving skills in a safe environment, it is still a relatively passive experience. The use of virtual worlds to create engaging simulations offers a possibility in bridging this gap between theory and practice. The School of Education and Human Services at Seton Hall University has designed a virtual world simulation to provide college students with the opportunity to be immersed in a virtual classroom setting in which they take on the roles of avatar teachers and grade school students who may require various modifications/accommodations. This chapter will discuss the design and implementation of this project. Data were collected on the students’ experiences in order to assess possible learning gains, affordances of the technology, and lessons learned for future educators who are considering the implementation of virtual world technologies.

Details

Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation
Type: Book
ISBN: 978-1-78190-241-7

Expert briefing
Publication date: 15 November 2022

The plan actually covers not only the fully immersive digital environments that the term 'virtual reality' (VR) refers to in English, but also 'augmented reality' (AR), in which…

Details

DOI: 10.1108/OXAN-DB274022

ISSN: 2633-304X

Keywords

Geographic
Topical
Article
Publication date: 28 February 2023

Zhisheng Chen

This study aims to explore the application scenarios of metaverse offices in organizations, including immersive work experiences, weak social networks and virtual meetings. Based…

Abstract

Purpose

This study aims to explore the application scenarios of metaverse offices in organizations, including immersive work experiences, weak social networks and virtual meetings. Based on the exploration of this application scenario, this study discusses four levels of organizational change that will be brought about by the future metaverse office, such as the inter-enterprise ecological collaboration model, distributed autonomous organization, flexible leadership and individual belongingness. The metaverse office has some special advantages over traditional office models, but the metaverse office still raises some issues, such as privacy, security, addiction, equity and usability. These issues brake the widespread adoption of metaverse technologies. The study recommends that researchers take these issues into account in future metaverse research and development.

Design/methodology/approach

This study surveys the relevant literature by means of a literature review in order to analyze how metaverse technology can be applied to teleworking. Two databases including Web of Science (https://www.webofscience.com/) and Google Scholar (http://scholar.google.com) were selected for this study. Keywords such as “teleworking and metaverse” were used, and 18 publications were found to be relevant to the study. After excluding duplicates, less relevant and older literature, only 14 articles could be used as references for this study. Based on the exploration of this application scenario, this study discusses four levels of organizational change and issues that will be brought about by the metaverse office of the future.

Findings

It presents the application scenarios of the metaverse office in organizations, including immersive work experience, weak social networking and virtual meetings.

Social implications

The pandemic triggers a desire for contactless working. The three main applications of the metaverse office also have a practical value which has been proven in some high-tech companies. It is foreseeable that an efficient, electronic and personalized office model will be enthusiastically adopted by society. Metaverse office will gradually step into people's view in the future.

Originality/value

The concept of the metaverse office has rarely been touched upon by theoretical research, although the technology is gradually becoming known. Even its application to teleworking has only recently been reached by some organizations.

Details

Kybernetes, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 19 September 2023

Muhammad Mujtaba Asad and Safdar Hussain

Education 4.0 is one of the major transformations in the field of education to improve the quality of teaching and learning processes and prepare students as 21st-century…

Abstract

Purpose

Education 4.0 is one of the major transformations in the field of education to improve the quality of teaching and learning processes and prepare students as 21st-century learners. This study aims to examine the effect of Educations 4.0 on creative and collaborative learning of students.

Design/methodology/approach

In this correlational research study, a quantitative data collection tool such as a questionnaire is used. This research is conducted on university students (N = 365), and purposive sampling technique is used to achieve the purpose. Statistical Package for Social Sciences (SPSS) version 27.0 is used to analyze the data.

Findings

The findings of the study reveal that there is a strong positive relationship between education 4.0 and the two major 21st-century skills, i.e. collaboration and creativity. The value of correlation coefficient value of the variables is 0.597, which indicates positive and strong relationship; hence, null hypothesis is rejected and an alternative hypothesis is accepted.

Practical implications

The results of the current study are beneficial for the school managers to enhance students' two significant 21st-century skills, i.e. “Creativity” and “Collaboration.” Also, the school managers can make efforts to develop teachers' competence to adapt the technological advancements for improving students' creativity and collaboration to benefit their learning.

Originality/value

This is a unique study because there are only a few recent studies that show a connection between Education 4.0 and 21st-century skills. Also, there is no other study that presents the direct association of Education 4.0 and students' creativity and collaboration specifically in the context of Pakistan.

Details

Journal of Applied Research in Higher Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2050-7003

Keywords

Book part
Publication date: 22 March 2011

Tricia M. Farwell and Richard D. Waters

The job market for communication majors increasingly expects those graduating in these specializations to not only know how to create strategic plans for using social media in…

Abstract

The job market for communication majors increasingly expects those graduating in these specializations to not only know how to create strategic plans for using social media in both one-way and two-way communication environments, but also maintain proper social media etiquette and virtual culture norms for their clients. To better prepare students for this expectation, two faculty members at separate universities designed and implemented a course assignment intended to promote cross-university collaboration, foster discussion, and bring students to use microblogging via Twitter. This assignment was designed so that it would not only have the students construct the meaning and best practices in a social setting using social media, but also encourage them to experience Twitter from a user perspective while building relationships in a manner that their future employers may have to work with their publics or customers. Overall, the educators involved in this project did feel that it was a beneficial assignment for students in both classes. While the students may not appreciate the assignment while it is being conducted, many of them have expressed the value in it now that the assignment is completed.

Details

Teaching Arts and Science with the New Social Media
Type: Book
ISBN: 978-0-85724-781-0

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