Search results

1 – 10 of over 2000
Article
Publication date: 11 January 2016

Eman Gadalla, Ibrahim Abosag and Kathy Keeling

This study aims to examine the nature and the potential use of avatar-based focus groups (AFGs) (i.e. focus groups conducted in three-dimensional [3D] virtual worlds [VWs]) as…

Abstract

Purpose

This study aims to examine the nature and the potential use of avatar-based focus groups (AFGs) (i.e. focus groups conducted in three-dimensional [3D] virtual worlds [VWs]) as compared to face-to-face and online focus groups (OFGs), motivated by the ability of VWs to stimulate the realism of physical places. Over the past decade, there has been a rapid increase in using 3D VWs as a research tool.

Design/methodology/approach

Using a two-phase reflective approach, data were collected first by using traditional face-to-face focus groups, followed by AFGs. In Phase 2, an online, semi-structured survey provided comparison data and experiences in AFGs, two-dimensional OFGs and traditional face-to-face focus groups.

Findings

The findings identify the advantages and disadvantages of AFGs for marketing research. There is no evident difference in data quality between the results of AFGs and face-to-face focus groups. AFG compensates for some of the serious limitations associated with OFGs.

Practical implications

The paper reflects on three issues, data quality, conduct of AFGs (including the moderator reflection) and participant experience, that together inform one’s understanding of the characteristics, advantages and limitations of AFG.

Originality/value

This is the first paper to compare between AFGs, traditional face-to-face focus groups and OFGs. AFG holds many advantages over OFGs and even, sometimes, over face-to-face focus groups, providing a suitable environment for researchers to collect data.

Details

Qualitative Market Research: An International Journal, vol. 19 no. 1
Type: Research Article
ISSN: 1352-2752

Keywords

Article
Publication date: 26 June 2009

Chen Peng, Dong Fangmin, Zhao Chunhua and Guan Tao

The purpose of this paper is to present a novel registration method for augmented reality (AR) systems based on robust estimation of trifocal tensor using point and line…

Abstract

Purpose

The purpose of this paper is to present a novel registration method for augmented reality (AR) systems based on robust estimation of trifocal tensor using point and line correspondence simultaneously.

Design/methodology/approach

The proposed method distinguishes itself in following three ways: first, to establish the world coordinate system, the restriction that the four specified points must form an approximate square is relaxed, the only requirement is that these four points should not be collinear. Second, besides feature points, line segments are also used to calculate the needed trifocal tensors. The registration process can still be achieved even without the use of feature points. Third, to estimate trifocal tensors precisely, progressive sample consensus (PROSAC) is used instead of random sample consensus to remove outliers.

Findings

As shown in the experiments, the proposed method really enhances the usability of this system. To calculate trifocal tensor, a PROSAC based algebraic minimization algorithm is put forward which improves the accuracy and reduces the computation complexity.

Research limitations/implications

In current system, it is stipulated that there is no large rotation of the user's head relative to the registration scenes, because the NCC will degrade when there is a large rotation between images.

Practical implications

A more robust feature matching strategy is needed. Treating feature matching as a classification problem may be a good choice.

Originality/value

This paper presents a novel registration approach for AR system.

Details

Sensor Review, vol. 29 no. 3
Type: Research Article
ISSN: 0260-2288

Keywords

Article
Publication date: 31 October 2018

Güzin Özdağoğlu, Gülin Zeynep Öztaş and Mehmet Çağliyangil

Learning management systems (LMS) provide detailed information about the processes through event-logs. Process and related data-mining approaches can reveal valuable information…

Abstract

Purpose

Learning management systems (LMS) provide detailed information about the processes through event-logs. Process and related data-mining approaches can reveal valuable information from these files to help teachers and executives to monitor and manage their online learning processes. In this regard, the purpose of this paper is to present an overview of the current direction of the literature on educational data mining, and an application framework to analyze the educational data provided by the Moodle LMS.

Design/methodology/approach

The paper presents a framework to provide a decision support through the approaches existing in process and data-mining fields for analyzing the event-log data gathered from LMS platforms. In this framework, latent class analysis (LCA) and sequential pattern mining approaches were used to understand the general patterns; heuristic and fuzzy approaches were performed for process mining to obtain the workflows and statistics; finally, social-network analysis was conducted to discover the collaborations.

Findings

The analyses conducted in the study give clues for the process performance of the course during a semester by indicating exceptional situations, clarifying the activity flows, understanding the main process flow and revealing the students’ interactions. Findings also show that using the preliminary data analyses before process mining steps is also beneficial to understand the general pattern and expose the irregular ones.

Originality/value

The study highlights the benefits of analyzing event-log files of LMSs to improve the quality of online educational processes through a case study based on Moodle event-logs. The application framework covers preliminary analyses such as LCA before the use of process mining algorithms to reveal the exceptional situations.

Details

Business Process Management Journal, vol. 25 no. 5
Type: Research Article
ISSN: 1463-7154

Keywords

Open Access
Article
Publication date: 6 March 2017

Savvas Papagiannidis, Eleonora Pantano, Eric W.K. See-To, Charles Dennis and Michael Bourlakis

The purpose of this paper is to examine the determinants of users’ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The…

13205

Abstract

Purpose

The purpose of this paper is to examine the determinants of users’ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement is examined in relation to enjoyment, satisfaction and purchase intentions.

Design/methodology/approach

The method comprised an experiment comparing users’ perceptions of a standard 2D online clothing store with an enhanced, immersive one that aimed to provide shopping value approaching that of a traditional store by using a 3D experience where participants wore special glasses and a data glove.

Findings

Results demonstrate the major role of telepresence components in simulated experience and the critical role of that experience, along with hedonic and utilitarian values, in engagement. Purchase intention is influenced by satisfaction, which is in turn influenced by enjoyment and engagement. Engagement in turn is influenced by utilitarian and hedonic value and the experience of product simulation or telepresence, which is composed of control, colour and graphics vividness, and 3D authenticity. In the immersive, 3D environment, experience is more associated with engagement and enjoyment, leading to greater purchase intention. The immersive, 3D environment, thus, has the potential to rival traditional shopping in terms of experience, resulting in higher sales for retailers and satisfaction for consumers.

Originality/value

This work has evaluated a robust model of purchase intention and demonstrated it to hold not only in a 3D environment on a conventional computer platform, but also in an immersive one, where participants wear special glasses and a data glove.

Details

Information Technology & People, vol. 30 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 8 November 2011

Soo In Shim and Yuri Lee

This study seeks to examine the effects product presentation types on consumer's perceived risk reduction about apparel attributes (i.e. silhouette, colour, texture, and fit), and…

2930

Abstract

Purpose

This study seeks to examine the effects product presentation types on consumer's perceived risk reduction about apparel attributes (i.e. silhouette, colour, texture, and fit), and the effect of 3D virtual models' body shapes on consumer's perceived risk reduction about apparel fit. Internet shopping trust and consumer's actual body size have been considered as moderating variables, respectively.

Design/methodology/approach

Three types of web sites were developed for the experiment. Participants were recruited by a survey firm, explored the web sites, and filled out online questionnaires.

Findings

3D virtual models significantly reduce perceived risk about the four apparel attributes more than 2D images. Especially, they are effective to reduce perceived risk about apparel fit when their bodies represent a consumer's actual body shape.

Originality/value

This study verifies the informative role of 3D virtual models in apparel shopping. The implications related to the usage of the technology and the suggestions for future research are discussed.

Details

International Journal of Retail & Distribution Management, vol. 39 no. 12
Type: Research Article
ISSN: 0959-0552

Keywords

Article
Publication date: 21 March 2016

Kochiu Wu and Hung-Chun Chen

The purpose of this paper is to explore children’s spatial cognitive abilities as they engaged in information-seeking behaviors on two-dimensional (2D) and three-dimensional (3D

1144

Abstract

Purpose

The purpose of this paper is to explore children’s spatial cognitive abilities as they engaged in information-seeking behaviors on two-dimensional (2D) and three-dimensional (3D) digital interfaces.

Design/methodology/approach

Children between the ages of seven and 11 were observed as they browsed either a 2D or 3D navigation interface for a children’s digital library. Data regarding their use of the overview function and depth cues were analyzed to reveal the relationships between search performance efficiency, precision, and effectiveness and the associative memory, visualization memory, and spatial visualization abilities of the user.

Findings

Children spent less time using the 2D interface when compared to time spent using the 3D interface. Children exhibited better performance precision when using the 3D interface. Children applied exhaustive strategies and more varied cognitive skills across different tasks when using the 2D interface, and applied a more focussed approach when using the 3D interface.

Originality/value

The cognitive abilities of children are not yet fully developed, so they require a unique user interface when browsing digital libraries. This study served the practical purpose of developing a game-like user interface for ease of use. Providing an effective overview function allows young users with less developed cognitive abilities to navigate informational cues. They can then build an effective mind map and implement efficient way-finding strategies.

Details

Library Hi Tech, vol. 34 no. 1
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 8 December 2022

Hoa Vo

This study aims to explore the impact of experiencing virtual reality (VR) and three-dimensional (3D) printing during the design process on the creativity of interior design…

Abstract

Purpose

This study aims to explore the impact of experiencing virtual reality (VR) and three-dimensional (3D) printing during the design process on the creativity of interior design students in a luminaire design project.

Design/methodology/approach

This study used the case-study approach within the context of a nine-week luminaire design project. Collected data included self-reported interest and engagement of students from a Qualtrics questionnaire and the ratings of their creativity via the Creative Product Semantic Scale (CPSS) with two judges.

Findings

Descriptive statistics from the Qualtrics questionnaire indicated an overall high level of student interest and engagement with the VR and 3D printing learning experience. Paired t-tests from CPSS ratings of the two judges showed a moderate increase in novelty and a significant increase in style with the introduction of VR and 3D printing technologies, respectively.

Research limitations/implications

Spearman’s correlations (rho) showed no statistical evidence for the relationships between CPSS ratings for creativity and students’ self-reported interest and engagement in VR and 3D printing learning experience.

Practical implications

Ample access time to VR technology and sufficient control over the 3D printing process are important for effective applications of Industry 4.0 technologies in organizations.

Social implications

This study dissected the confounding variables in its results as practical considerations for intergrading VR and 3D printing technologies for organizations in Industry 4.0.

Originality/value

This study acknowledged VR and 3D printing technologies as simulants for interest and engagement, which benefit creativity.

Details

Journal of Engineering, Design and Technology , vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1726-0531

Keywords

Book part
Publication date: 9 January 2014

This chapter focuses on visualization. Seeing the humanities differently is one of the amazing benefits of working with tools mentioned within this category. Whether it be more…

Abstract

This chapter focuses on visualization. Seeing the humanities differently is one of the amazing benefits of working with tools mentioned within this category. Whether it be more traditional visualizations like images or video or that which is considered a bit more advanced like augmented or virtual reality, the enhanced perspective gained through the use of these tools offers digital humanities scholars unprecedented disciplinary perspectives while helping to shape new research areas, questions, and understanding of humanity and culture. In addition to visualization and issues related to it, this chapter also examines gaming and how games and play are impacting the digital humanities in exciting ways.

Details

Digital Humanities: Current Perspective, Practices, and Research
Type: Book
ISBN: 978-1-78190-689-7

Article
Publication date: 1 April 2003

Georgios I. Zekos

Aim of the present monograph is the economic analysis of the role of MNEs regarding globalisation and digital economy and in parallel there is a reference and examination of some…

89246

Abstract

Aim of the present monograph is the economic analysis of the role of MNEs regarding globalisation and digital economy and in parallel there is a reference and examination of some legal aspects concerning MNEs, cyberspace and e‐commerce as the means of expression of the digital economy. The whole effort of the author is focused on the examination of various aspects of MNEs and their impact upon globalisation and vice versa and how and if we are moving towards a global digital economy.

Details

Managerial Law, vol. 45 no. 1/2
Type: Research Article
ISSN: 0309-0558

Keywords

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

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