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1 – 10 of 118
Article
Publication date: 9 July 2018

Serhat Aydin

The purpose of this paper is to present the augmented reality (AR) eyeglass selection problem based on Neutrosophic MULTIMOORA method which is a very new multi-objective method.

Abstract

Purpose

The purpose of this paper is to present the augmented reality (AR) eyeglass selection problem based on Neutrosophic MULTIMOORA method which is a very new multi-objective method.

Design/methodology/approach

The author evaluates five AR goggles according to six different criteria. Criteria have different weights and determined by analytic hierarchy process. The author used neutrosophic MULTIMOORA method in order to evaluate AR eyeglasses.

Findings

Five different AR eyeglasses were evaluated and the best one was selected according to six different criteria (benefit and non-benefit). According to Neutrosophic MULTIMOORA method, Sony AR eyeglass is selected as the best one. Neutrosophic MULTIMOORA method uses simple computational equations and it handles multi-objective decision making problems effectively.

Originality/value

Evaluating AR goggles by using the Neutrosophic MULTIMOORA method for the first time is the originality of this paper.

Details

Journal of Enterprise Information Management, vol. 31 no. 4
Type: Research Article
ISSN: 1741-0398

Keywords

Book part
Publication date: 22 November 2012

Jon Cabiria

Education and new technologies travel parallel pathways, with each often informing development of the other. In recent decades, educators have utilized technologies, such as…

Abstract

Education and new technologies travel parallel pathways, with each often informing development of the other. In recent decades, educators have utilized technologies, such as television and the Internet, to develop and deliver course content. More recently, another technology has emerged that might possibly change education as it is currently practiced. Augmented reality merges manipulable digital imagery into real-world spaces and in real time. The technologies used to create augmented environments already exist in the mass market and have already begun to show up in a wide variety of fields, including education. This chapter will provide an overview of augmented reality and explore current and potential uses in higher education.

Details

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

Article
Publication date: 19 September 2019

Magdalena Wójcik

The subject of this paper is wearable computing technology. The purpose of this paper is to determine its potential in libraries to meet the needs of both users and librarians…

Abstract

Purpose

The subject of this paper is wearable computing technology. The purpose of this paper is to determine its potential in libraries to meet the needs of both users and librarians. The specific goals include: description of the main features of wearable computing from the perspective of its potential usefulness in libraries; analysis of areas of wearable computing use in public institutions; discussion of the potential of wearable computing for library users; and discussion of the potential of wearable computing for librarians to determine its potential in libraries to meet the needs of users and librarians.

Design/methodology/approach

The method of subject literature overview was used. The state of research from the period 2008 to 2018 on the use of wearable computing in libraries was established based on a search of selected sources Web of Science, Scopus, Elsevier and Emerald databases and LISTA database.

Findings

Wearable computing can be used in many areas of library activities to serve the needs of users and librarians. In the context of services for users, wearable computing can be used, among others, to help users navigate the library, to provide resources in new and interesting forms, and in education and entertainment. For the needs of librarians, additional data provided via wearable devices can accelerate the process of cataloguing resources and increase motivation to work via gamification options and features that make it possible to measure personal work efficiency. Librarians can also use the data obtained wearable computing devices to more quickly track, identify, select and organize resources. As with users, librarians can also use wearable computing in their education.

Research limitations/implications

The paper is a viewpoint based on subject literature. It presents only a sketch of potential wearable computing applications in libraries. The aim of the paper is to initiate further discussion on the possibilities of using wearable devices to improve both services for users and internal library processes. The author’s hope is that the concepts presented here will be tested in practice by librarians, which will allow further development of research on this subject.

Practical implications

The results can be widely used in practice as a framework for the implementation of wearable computing solutions in libraries.

Social implications

The paper can help to facilitate the debate on the role of the implementation of new technologies in libraries.

Originality/value

The issue of the use of wearable computing has not yet been widely discussed in library and information science journals. In the very few publications on similar topics, only the perspective on the application of new solutions in services for users is presented. This paper also shows the potential for improving libraries’ internal processes with the use of wearable computing.

Details

Library Hi Tech, vol. 37 no. 4
Type: Research Article
ISSN: 0737-8831

Keywords

Content available

Abstract

Details

Journal of Enterprise Information Management, vol. 31 no. 4
Type: Research Article
ISSN: 1741-0398

Article
Publication date: 26 July 2023

Gokhan Agac, Ferit Sevim, Omer Celik, Sedat Bostan, Ramazan Erdem and Yusuf Ileri Yalcin

The metaverse offers great potential for creating a new educational environment with unique experiences. Currently, it has been integrated into many stages of education, including…

Abstract

Purpose

The metaverse offers great potential for creating a new educational environment with unique experiences. Currently, it has been integrated into many stages of education, including classroom study aids, clinical skill interaction and image training simulators, thanks to a new generation of Internet applications. This paper aims to provide a comprehensive systematic review using bibliometric analysis on the metaverse in health education and analyze the trends and patterns of research output within the field.

Design/methodology/approach

The paper conducts bibliometric analysis and follows the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines to ensure a rigorous and transparent review process. Specifically, this article identifies research questions, develops a data-collection strategy and establishes a screening approach that includes determining relevant keywords and applying inclusion and exclusion criteria.

Findings

A bibliometric analysis is conducted comprising 231 studies from 145 scientific journals to assess the trends, patterns and collaboration networks in research on the use of metaverse technology in health education. This paper provides insights into the research themes, publication trends and countries leading in this field, which can guide future research in this field.

Originality/value

The use of metaverse technology in health education has gained momentum in recent years. Despite this interest, comprehensive studies to review and analyze the existing literature on this topic systematically are lacking. In response, this paper provides a systematic review that explores the potential role of the metaverse in health education. By considering the current research, key trends, research hotspots and opportunities for future investigations are identified. The findings not only shed light on the current state of research but also offer guidance for advancing this exciting field.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Open Access
Article
Publication date: 13 January 2020

Claudia Lizette Garay-Rondero, Jose Luis Martinez-Flores, Neale R. Smith, Santiago Omar Caballero Morales and Alejandra Aldrette-Malacara

The purpose of this paper is to present a conceptual model that defines the essential components shaping the new Digital Supply Chains (DSCs) through the implementation and…

47091

Abstract

Purpose

The purpose of this paper is to present a conceptual model that defines the essential components shaping the new Digital Supply Chains (DSCs) through the implementation and acceleration of Industry 4.0.

Design/methodology/approach

The scope of the present work exposes a conceptual approach and review of the key literature from 1989 to 2019, concerning the evolution and transformation of the actors and constructs in logistics and Supply Chain Management (SCM) by means of examining different conceptual models and a state-of-the-art review of Industry 4.0’s concepts and elements, with a focus on digitization in supply chain (SC) processes. A detailed study of the constructs and components of SCM, as defined by their authors, resulted in the development of a referential and systematic model that fuses the inherent concepts and roles of SCM, with the new technological trends directed toward digitization, automation, and the increasing use of information and communication technologies across logistics global value chains.

Findings

Having achieved an exploration of the different conceptual frameworks, there is no compelling evidence of the existence of a conceptual SCM that incorporates the basic theoretical constructs and the new roles and elements of Industry 4.0. Therefore, the main components of Industry 4.0 and their impact on DSC Management are described, driving the proposal for a new conceptual model which addresses and accelerates a vision of the future of the interconnectivity between different DSCs, grouped in clusters in order to add value, through new forms of cooperation and digital integration.

Originality/value

This research explores the gap in the current SCM models leading into Industry 4.0. The proposed model provides a novel and comprehensive overview of the new concepts and components driving the nascent and current DSCs. This conceptual framework will further aid researchers in the exploration of knowledge regarding the variables and components presented, as well as the verification of the newly revealed roles and constructs to understand the new forms of cooperation and implementation of Industry 4.0 in digitalized SCs.

Details

Journal of Manufacturing Technology Management, vol. 31 no. 5
Type: Research Article
ISSN: 1741-038X

Keywords

Article
Publication date: 2 July 2020

Ricardo Belinski, Adriana M.M. Peixe, Guilherme F. Frederico and Jose Arturo Garza-Reyes

Industry 4.0 has been one of the most topics of interest by researches and practitioners in recent years. Then, researches which bring new insights related to the subjects linked…

2421

Abstract

Purpose

Industry 4.0 has been one of the most topics of interest by researches and practitioners in recent years. Then, researches which bring new insights related to the subjects linked to the Industry 4.0 become relevant to support Industry 4.0's initiatives as well as for the deployment of new research works. Considering “organizational learning” as one of the most crucial subjects in this new context, this article aims to identify dimensions present in the literature regarding the relation between organizational learning and Industry 4.0 seeking to clarify how learning can be understood into the context of the fourth industrial revolution. In addition, future research directions are presented as well.

Design/methodology/approach

This study is based on a systematic literature review that covers Industry 4.0 and organizational learning based on publications made from 2012, when the topic of Industry 4.0 was coined in Germany, using data basis Web of Science and Google Scholar. Also, NVivo software was used in order to identify keywords and the respective dimensions and constructs found out on this research.

Findings

Nine dimensions were identified between organizational learning and Industry 4.0. These include management, Industry 4.0, general industry, technology, sustainability, application, interaction between industry and the academia, education and training and competency and skills. These dimensions may be viewed in three main constructs which are essentially in order to understand and manage learning in Industry 4.0's programs. They are: learning development, Industry 4.0 structure and technology Adoption.

Research limitations/implications

Even though there are relatively few publications that have studied the relationship between organizational learning and Industry 4.0, this article makes a material contribution to both the theory in relation to Industry 4.0 and the theory of learning - for its unprecedented nature, introducing the dimensions comprising this relation as well as possible future research directions encouraging empirical researches.

Practical implications

This article identifies the thematic dimensions relative to Industry 4.0 and organizational learning. The understanding of this relation has a relevant contribution to professionals acting in the field of organizational learning and Industry 4.0 in the sense of affording an adequate deployment of these elements by organizations.

Originality/value

This article is unique for filling a gap in the academic literature in terms of understanding the relation between organizational learning and Industry 4.0. The article also provides future research directions on learning within the context of Industry 4.0.

Details

Benchmarking: An International Journal, vol. 27 no. 8
Type: Research Article
ISSN: 1463-5771

Keywords

Article
Publication date: 25 September 2019

James Uhomoibhi, Clement Onime and Hui Wang

The purpose of this paper is to report on developments and applications of mixed reality cubicles and their impacts on learning in higher education. This paper investigates and…

Abstract

Purpose

The purpose of this paper is to report on developments and applications of mixed reality cubicles and their impacts on learning in higher education. This paper investigates and presents the cost effective application of augmented reality (AR) as a mixed reality technology via or to mobile devices such as head-mounted devices, smart phones and tablets. Discuss the development of mixed reality applications for mobile (smartphones and tablets) devices leading up to the implementation of a mixed reality cubicle for immersive three dimensional (3D) visualizations.

Design/methodology/approach

The approach adopted was to limit the considerations to the application of AR via mobile platforms including head-mounted devices with focus on smartphones and tablets, which contain basic feedback–to-user channels such as speakers and display screens. An AR visualization cubicle was jointly developed and applied by three collaborating institutions. The markers, acting as placeholders acts as identifiable reference points for objects being inserted in the mixed reality world. Hundreds of participants comprising academics and students from seven different countries took part in the studies and gave feedback on impact on their learning experience.

Findings

Results from current study show less than 30 percent had used mixed reality environments. This is lower than expected. About 70 percent of participants were first time users of mixed reality technologies. This indicates a relatively low use of mixed reality technologies in education. This is consistent with research findings reported that educational use and research on AR is still not common despite their categorization as emerging technologies with great promise for educational use.

Research limitations/implications

Current research has focused mainly on cubicles which provides immersive experience if used with head-mounted devices (goggles and smartphones), that are limited by their display/screen sizes. There are some issues with limited battery lifetime for energy to function, hence the need to use rechargeable batteries. Also, the standard dimension of cubicles does not allow for group visualizations. The current cubicle has limitations associated with complex gestures and movements involving two hands, as one hand are currently needed for holding the mobile phone.

Practical implications

The use of mixed reality cubicles would allow and enhance information visualization for big data in real time and without restrictions. There is potential to have this extended for use in exploring and studying otherwise inaccessible locations such as sea beds and underground caves. Social implications – Following on from this study further work could be done to developing and application of mixed reality cubicles that would impact businesses, health and entertainment.

Originality/value

The originality of this paper lies in the unique approach used in the study of developments and applications of mixed reality cubicles and their impacts on learning. The diverse composition in nature and location of participants drawn from many countries comprising of both tutors and students adds value to the present study. The value of this research include amongst others, the useful results obtained and scope for developments in the future.

Details

The International Journal of Information and Learning Technology, vol. 37 no. 1-2
Type: Research Article
ISSN: 2056-4880

Keywords

Book part
Publication date: 29 November 2018

Larissa Neuburger, Julia Beck and Roman Egger

The concept of touristic space is continually evolving, due to the advent of new technologies. Today, physical space and virtual space are interwoven, creating a phenomenon that…

Abstract

The concept of touristic space is continually evolving, due to the advent of new technologies. Today, physical space and virtual space are interwoven, creating a phenomenon that can be described using the term ‘phygital’. The perception of touristic space as well as the interaction with it has been altered by phygital appearances and changing travel behaviour. While interaction with the touristic space previously only occupied a physical dimension, virtual information now enriches all stages of the customer journey (CJ). Hence, this chapter deals with new technologies, analysing their impact on the perception of touristic space for the traveller throughout the whole CJ. Thereby Augmented Reality and Virtual Reality are cited as examples of state-of-the-art technologies, which wield a direct perceptional impact, as they have the power to blend together one’s perception of real and virtual space.

Article
Publication date: 15 February 2024

Chinaza Solomon Ironsi

This study aims to explore the perceptions of language learners and instructors on using augmented reality (AR) in a hybrid learning environment.

Abstract

Purpose

This study aims to explore the perceptions of language learners and instructors on using augmented reality (AR) in a hybrid learning environment.

Design/methodology/approach

Mixed-method research design was used to elicit information from 62 participants on the study’s objective. Data were collected and analyzed to examine the participants’ views on using AR in language teaching in a hybrid environment.

Findings

This study unveils that while most studies acknowledge AR as an effective instructional delivery, students and instructors perceive some setbacks. Other novel insights provided by this study reveal necessities to consider before implementing AR in classroom settings.

Research limitations/implications

This study provides insights into the widely reported effectiveness of AR in the English language-teaching domain. This study suggests that considering the dispositions of learners and instructors toward digitally enhanced learning, using AR without good teaching practices and approaches may not yield expected learning outcomes.

Originality/value

This study advances scientific knowledge on the use of AR in hybrid learning models by providing empirical evidence to show the perceived effectiveness of AR. It further provides a robust understanding of the pedagogical implications of using AR in classroom settings drawing from diverse lenses. This helps ensure that educational settings that integrate AR consider the novel findings of this study before such implementation.

Details

foresight, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1463-6689

Keywords

1 – 10 of 118