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Article
Publication date: 10 May 2022

Ya Yin and Carol Hsu

Today, contactless businesses are becoming part of the “new normal” in daily life. Augmented reality-based services (ARBS) thus provide a mechanism for contactless commerce…

Abstract

Purpose

Today, contactless businesses are becoming part of the “new normal” in daily life. Augmented reality-based services (ARBS) thus provide a mechanism for contactless commerce, offering customers access to sensory experiences, especially during the COVID-19 pandemic. However, privacy can be a key concern when consumers decide whether to continue using ARBS. Thus, drawing on the Appraisal Tendency Framework (ATF), the study aims to examine how augmentation quality (Aug-Q), discrete emotions (joy and frustration) and privacy perceptions influence users' ARBS continuing use intention.

Design/methodology/approach

A survey methodology with a well-designed online questionnaire was used for data collection. The data were analyzed using a structural equation model with Amos v. 22.0 software.

Findings

This study demonstrated that Aug-Q had a significant positive impact on joy and a significant negative impact on frustration. Additionally, joy was positively associated with the perception of privacy benefits and ARBS continuing use intention, while frustration was negatively associated with the perception of privacy benefits and ARBS continuing use intention. The results also indicate that (perceived privacy risks) PPR–benefits predict the likelihood of ARBS continuing use intention.

Originality/value

This study enhances understanding of users' ARBS continuing use intention from an integrative perspective based on the ATF, thus identifying the Aug-Q-induced emotions that subsequently influence privacy trade-offs and predict users' ARBS continuing use intention. The results provide evidence that privacy and emotions can be key determinants when consumers decide whether to continue using ARBS. The findings of this research may be beneficial for commercial companies in preventing the loss of ARBS users.

Article
Publication date: 20 June 2016

Younghee Noh

The purpose of this paper is to evaluate the current digitization levels of Korean libraries by identifying key elements of library services and measuring them for conventional vs…

Abstract

Purpose

The purpose of this paper is to evaluate the current digitization levels of Korean libraries by identifying key elements of library services and measuring them for conventional vs digital approaches and use.

Design/methodology/approach

The study utilized previous research related to digital libraries and consultations with experts to arrive at 13 evaluation elements and components within them to analyze. For the purpose of this study specialized libraries, college and university libraries, and public libraries were surveyed, and their responses analyzed to rate their current digitization levels vs more conventional approaches.

Findings

First, after determining the elements that characterized the conventional and digital libraries by analyzing different pieces of literature and consulting with experts, 92 factors were identified for each of the conventional and digital elements based on the axis which was composed of 13 items. Second, this study indicated that the libraries obtained one of the conventional or digital characteristics independent of the situation, rather than that the digital library was more effective than the conventional library. Third, in evaluating the chosen libraries used as the examples, it was observed that the libraries had more conventional characteristics among the elements of the digital and conventional libraries. Also, based on the axis used for comparison of 13 items, elements such as the next generation service, the SNS service, and the library program service were more conventional, but elements such as classification and cataloging, acquisition, and the organization were more digitized.

Originality/value

This study is the first study in the world to measure the level of digitization of the library. Therefore, hereafter, each library will be able to measure and determine its digital position based on these elements. Up to now, some research was performed in pursuit of extracting the elements of a library but it had relied solely on literature review. Comprehensive research had never been performed as in this study.

Abstract

Details

Internet Research, vol. 33 no. 1
Type: Research Article
ISSN: 1066-2243

Open Access
Article
Publication date: 8 February 2022

Oche A. Egaji, Ikram Asghar, Mark G. Griffiths and David Hinton

This study aims to evaluate the usability of the augmented reality-based Evoke Education System (EES) to improve service operations in educational settings. The EES uses an…

1444

Abstract

Purpose

This study aims to evaluate the usability of the augmented reality-based Evoke Education System (EES) to improve service operations in educational settings. The EES uses an animated character (Moe) to interact with children in a classroom by reproducing their teacher's movements and speech.

Design/methodology/approach

This study uses a quantitative approach for the system usability evaluation. The ESS was evaluated by 71 children aged 6–8 years old, from two primary schools. After interacting with the EES, they completed a system usability questionnaire and participated in a knowledge acquisition test.

Findings

The knowledge acquisition test undertaken on the initial day showed statistically significant improvements for children taught with the EES, compared to children taught through traditional teaching approaches. However, the retest nine days later was not statistically significant (as only one school participated) due to low power. This study used confirmatory factor analysis (CFA), resulting in the identification of five essential factors (likeability, interactiveness, retention, effectiveness/attractiveness and satisfaction) that contribute to the EES's usability. The comparison with existing literature shows that these factors are consistent with the definition of system usability provided by the International Organization for Standardization and current academic literature in this field.

Research limitations/implications

The findings presented in this study are based on the data from only two schools. The research can be extended by involving children from a greater number of schools. Mixed methods and qualitative research approaches can be used for future research in this area to generalise the results.

Originality/value

This study proposes an innovative augmented reality-based education system to help teachers deliver their key messages to the children in a fun way that can potentially increase their knowledge retention.

Article
Publication date: 7 December 2021

Sonja Christ-Brendemühl and Mario Schaarschmidt

An increasing number of retailers is trying to stimulate customers by embedding augmented reality (AR) features such as video try-on into the online shopping experience. As such…

1401

Abstract

Purpose

An increasing number of retailers is trying to stimulate customers by embedding augmented reality (AR) features such as video try-on into the online shopping experience. As such AR-based online services require customers to actively participate in the service provision, this paper aims at investigating fairness perceptions and customer responses associated with AR-enabled customer participation.

Design/methodology/approach

The conceptual framework of this study is based on equity theory. To compare customer responses after an in-store service encounter as opposed to AR-enabled customer participation involving video try-on, this study contains a between-subject online experiment. The effective sample comprises N = 215 participants.

Findings

The data analysis demonstrates that AR-enabled customer participation leads to significantly lower levels of distributive, procedural and price fairness as well as lower engagement intentions than in-store service encounters. Simultaneously, participants in the video try-on scenario report higher negative word-of-mouth (WOM) intentions than in the in-store scenario.

Research limitations/implications

The extra mile customers go when using AR-based online services is reflected in less favorable fairness evaluations.

Practical implications

Service managers should design AR applications in a manner that requires minimum customer participation.

Originality/value

This study contributes to service research by linking AR-enabled customer participation to evaluations of distributive, procedural and price fairness and their outcomes. This is vital to fully exploit the potential of AR in services.

Details

Journal of Service Management, vol. 33 no. 1
Type: Research Article
ISSN: 1757-5818

Keywords

Article
Publication date: 22 December 2022

Lan Xu, Shuangshuang Zhao, Quan Chen, Nan Cui and Jingting He

Augmented reality (AR), an innovative interactive technology that can realize the synchronization and integration of virtual and reality, has been widely used in commodity…

Abstract

Purpose

Augmented reality (AR), an innovative interactive technology that can realize the synchronization and integration of virtual and reality, has been widely used in commodity displays and museum exhibitions. However, few studies have examined the effectiveness of AR-based product display in the context of historically cultural and creative product (HCCP) marketing. This study aims to focus on whether and how the application of AR technology to the HCCP display will influence consumers’ product evaluation.

Design/methodology/approach

This study uses three experiments to examine the impact of an AR-based product display on consumers’ evaluation of HCCPs. In experiments 1 and 2, the researchers compared the consumer’s evaluation of HCCPs under the AR-based product display condition and two other display conditions (i.e. 3D model display and photographic display) and examined the mediating role of perceived authenticity in the evaluation process. Experiment 3 tested the moderating effect of the availability of artistic detail information on weakening the negative impact of AR-based product display on the evaluation of HCCPs.

Findings

This study found that using AR-based displays harms consumers’ evaluation of HCCPs by impairing perceived authenticity. The spatial-temporal cues of real-time circumstances impede consumers’ processing of the historical attributes of the product. The dynamic AR-based display makes it hard for consumers to build the product’s connection with historical prototypes. Thus, consumers’ perception of the authenticity of HCCP is reduced. Providing artistic details during the presentation makes artistic attributes more prominent than historical attributes, allowing consumers to pay more attention to the sensory experience caused by the artistic design instead of the spatial-temporal cues of the product. At this point, the negative impact of AR-based product display on the evaluation of HCCPs will be attenuated.

Originality/value

First, this study shows the adverse effects of AR-based product displays in the field of HCCP marketing. AR-based product display degrades product evaluations when the displayed product has historical attributes. Second, this study extends the perceived authenticity theory to the technological experience context and establishes a theoretical connection with the AR literature. Third, this study explores the multiple characteristics of HCCPs. The historical attributes are the central attribute of HCCPs, leading consumers to perceive lower sense of authenticity due to the conflict with real-time spatiotemporal cues risen from the AR-based display. However, the artistic attributes, which are beyond the limitation of time and space, will attenuate this conflict when they become prominent.

Details

Nankai Business Review International, vol. 14 no. 1
Type: Research Article
ISSN: 2040-8749

Keywords

Article
Publication date: 10 January 2023

Omid Alijani Mamaghani and Esmatullah Noorzai

The mechanical facilities of large-scale buildings have many complexities, so facility management (FM) encounters a massive amount of information during the operation, and…

Abstract

Purpose

The mechanical facilities of large-scale buildings have many complexities, so facility management (FM) encounters a massive amount of information during the operation, and inspection is not implemented efficiently. This study aims to integrate building information modeling (BIM), augmented reality (AR) and sensors to mitigate the operation and maintenance (O&M) problems of mechanical facilities by establishing intelligent management.

Design/methodology/approach

The component-level data of an under-construction commercial complex were implemented in a 3D model in Autodesk Revit and Navisworks. Then, sensors were installed in mechanical facilities to provide vital online information for the model. Moreover, Unity was used on Vuforia for the AR visualization of the devices.

Findings

It was found that FM not only could obtain building information but can also visualize the functioning of mechanical facilities online through a 3D model in BIM. Thus, in the case of a failure, the AR platform is used on tablets, smartphones and smart glasses to show the technician how mechanical facilities can be repaired and maintained.

Originality/value

Previous studies focused on some factors and processes to improve mechanical FM and did not cover the entire aspect. However, this method reduces the average maintenance time, extends the lives of mechanical devices and prevents unpredicted failures.

Article
Publication date: 24 July 2023

Su-Ling Fan, Wei-San Ong, Chun-Tin Wu, Nuria Forcada Matheu and Hamidreza Alavi

The purpose of this paper is to address the problems of the current facilities maintenance management (FMM) system in finding necessary information, identifying defective…

Abstract

Purpose

The purpose of this paper is to address the problems of the current facilities maintenance management (FMM) system in finding necessary information, identifying defective facilities and prioritizing maintenance work orders.

Design/methodology/approach

In this paper, in conjunction with building information modeling, a system is proposed to perform a preliminary inspection of each maintenance request, provide FMM staff with the location of the faulty facility and its associated details and provide recommendations for prioritizing repair work orders. Unity and Revit are used to implement the proposed system and a case study is conducted to demonstrate its effectiveness.

Findings

An augmented reality (AR)-FMM system was developed using the AR technique in this paper. This system provides the related information even if the FMM receives a problem report without facility information from the occupant and performs a preliminary inspection so that the faulty facility and the route to it are identified. In addition, a work order sequence of pending requests was provided. The visualization of the facility using AR technology has brought great convenience and ease to FMM staff.

Originality/value

This paper addresses the problems encountered in the current facility maintenance management system concerning AR technology.

Details

Facilities , vol. 41 no. 13/14
Type: Research Article
ISSN: 0263-2772

Keywords

Article
Publication date: 28 December 2022

Manisha Paliwal, Nishita Chatradhi, Archana Singh and Ramkrishna Dikkatwar

The purpose of this paper is to explore the tourists' perception of smart tourism with the application of virtual reality and design a framework of smart tourism with elements of…

Abstract

Purpose

The purpose of this paper is to explore the tourists' perception of smart tourism with the application of virtual reality and design a framework of smart tourism with elements of VR for Indian Tourism especially in the periods of the pandemic COVID-19. The ever-evolving and unprecedented COVID 19 situation had posed extreme challenges for the travel and tourism industry. In such conditions, it is becoming increasingly necessary to rely on digital technologies, ICT and smart tourism. ICT has served as a catalyst for innovations in tourism.

Design/methodology/approach

This study investigates the impact of smart tourism and virtual reality technology on the perception of tourists towards travelling decisions during and post COVID-19 scenario. The respondents involved in the study were tourists travelling in India, the tourists come from different parts of India. A structured questionnaire has been administered to collect data from 224 travellers across India. The questionnaire consisted 22 constructs. The constructs in this section were measured using a five-point Likert scale ranging. In the first step, the first order Confirmatory Factor Analysis (CFA) is carried out, by using the software IBM AMOS-20. The initial model is generated ix constructs, and outcomes are used to analyse the model's goodness of fit and construct validity. In the second step, Structural Equation Modelling (SEM) is carried out to do the path analysis of the proposed model. The effect of relationships amongst the theoretical constructs is also analysed using SEM.

Findings

The findings imply that the application of smart tourism along with virtual reality forms a positive perception of tourists and provides a sustainable platform for tourism organizations in Indian tourism. Virtual reality-based tourism has emerged as alternate for the tourism industry during the times of Covid, which in long run can be seen as a substitute to traditional tourism. The increasing use of blue ocean concepts, to delivery high-value experience at low cost has complimented the tourism industry. The researchers have made a modest attempt by proposing a blended model of smart tourism with virtual reality as a blue ocean strategy and which would ultimately facilitate the sustainability of the Industry by creating multi-dimensional values of experience for tourists in India.

Research limitations/implications

The researchers have made a modest attempt by proposing a blended model of smart tourism with virtual reality as a blue ocean strategy, which would ultimately facilitate the industry's sustainability by creating multi-dimensional values of experience for tourists in India.

Originality/value

This qualitative study designs a smart tourism system with the use of the recent advances in ICT and Virtual Reality (VR), as a bridging solution and the saviour of the tourism sector in India during COVID 19. The integration of ICT into the travel experience has resulted in the social phenomena of smart tourism. This has led to a rise in use of smart tourism tools among tourism service providers.

Details

European Journal of Innovation Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1460-1060

Keywords

Abstract

Details

Marketing in Customer Technology Environments
Type: Book
ISBN: 978-1-83909-601-3

1 – 10 of 313