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1 – 10 of over 4000
Article
Publication date: 8 February 2024

Omkar Dastane, Muhammad Rafiq and Jason J. Turner

This study investigates the implications and significance of immersive technologies (viz. metaverse, virtual reality, and extended reality) in organizational learning and…

Abstract

Purpose

This study investigates the implications and significance of immersive technologies (viz. metaverse, virtual reality, and extended reality) in organizational learning and development.

Design/methodology/approach

Employing a strategy map (using Biblioshiny) and network analysis (using VOSViewer), the study analyzed a total of 189 Scopus-indexed documents, spanning the period 1997 to 2023.

Findings

The findings revealed four thematic clusters, knowledge management, training, e-learning, and technology. Each cluster provided insights into the various facets of development and learning in respect to these technologies. The strategy map identified key themes, revealing core ideas, emerging trends, and foundational concepts within the domain.

Practical implications

Organizations can utilize this study to incorporate metaverse, virtual reality, and extended reality in organizational development, optimizing training and boosting employee experience and productivity.

Originality/value

While most literature delves into the technical side of immersive technologies, our study uncovers their impact on development and learning in organizations, addressing a critical research gap and offering a guiding framework.

Details

Development and Learning in Organizations: An International Journal, vol. 38 no. 5
Type: Research Article
ISSN: 1477-7282

Keywords

Open Access
Article
Publication date: 26 January 2024

Nannan Xi, Juan Chen, Filipe Gama, Henry Korkeila and Juho Hamari

In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in…

4586

Abstract

Purpose

In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examining the acceptance of metaverse shopping.

Design/methodology/approach

This study conducts a 2 (VR: with vs. without) × 2 (AR: with vs. without) between-subjects laboratory experiment involving 157 participants in simulated daily shopping environments. This study builds a physical brick-and-mortar store at the campus and stocked it with approximately 600 products with accompanying product information and pricing. The XR devices and a 3D laser scanner were used in constructing the three XR shopping conditions.

Findings

Results indicate that XR can offer an experience comparable to, or even surpassing, traditional shopping in terms of its instrumental and hedonic aspects, regardless of a slightly reduced perception of usability. AR negatively affected perceived ease of use, while VR significantly increased perceived enjoyment. It is surprising that the lower perceived ease of use appeared to be disconnected from the attitude toward metaverse shopping.

Originality/value

This study provides important experimental evidence on the acceptance of XR shopping, and the finding that low perceived ease of use may not always be detrimental adds to the theory of technology adoption as a whole. Additionally, it provides an important reference point for future randomized controlled studies exploring the effects of technology on adoption.

Details

Internet Research, vol. 34 no. 7
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 10 July 2023

Timothy Jung, Sujin Bae, Natasha Moorhouse and Ohbyung Kwon

Traditionally, Task–Technology Fit (TTF) theory has been applied to examine the usefulness of technology in the work environment. Can the same approach (based on experience rather…

Abstract

Purpose

Traditionally, Task–Technology Fit (TTF) theory has been applied to examine the usefulness of technology in the work environment. Can the same approach (based on experience rather than tasks) be applied to non-work, cultural heritage environments? This is the question the authors ask in this study. This study proposes a new variation of TTF based on the experience economy model, namely Experience–Technology Fit (ETF), for the non-work environment, in particular, in the context of cultural heritage, where visitor experience is enhanced by extended reality technology, which combines immersive technologies and artificial intelligence.

Design/methodology/approach

Employing a quantitative survey method, the empirical analysis seeks to determine the influence of Mixed Reality (MR) characteristics (interactivity, vividness), Voice User Interface (VUI) characteristics (speech recognition, speech synthesis) and experience economy factors (education, entertainment, esthetic, escape) on satisfaction, revisit intention and actual purchase to propose a new ETF model.

Findings

VUI, MR, and experience factors were significantly associated with ETF; when combined with MR-based experience, ETF was significantly associated with satisfaction. This study’s findings further demonstrate the relationship between users' satisfaction when engaging with MR-based experience and revisit intention, while purchase intention was significantly associated with the actual purchase.

Originality/value

The novel contribution of this study is the proposal of the EFT model, a new variation of TTF based on the experience economy model. Overall, this study expands the applications of TTF to an experience-oriented business, thereby broadening the authors’ understanding of technological success with a specific focus on the technology fit of Extended Reality (XR) in the context of cultural heritage.

Details

Information Technology & People, vol. 37 no. 5
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 28 June 2024

Subaveerapandiyan A., Abid Fakhre Alam, Sujin Butdisuwan, Amreen Taj and Sanjay Kataria

This study aims to assess the awareness, interest, and challenges faced by Librarians in Thailand regarding Augmented Reality (AR), Virtual Reality (VR), and the Metaverse…

Abstract

Purpose

This study aims to assess the awareness, interest, and challenges faced by Librarians in Thailand regarding Augmented Reality (AR), Virtual Reality (VR), and the Metaverse. Specifically, it investigates librarians' current proficiency levels, interests, perceptions of future impacts, and ethical considerations associated with these emerging technologies in the context of Library and Information Science (LIS).

Design/methodology/approach

A quantitative survey approach was employed, utilising a structured questionnaire distributed to Thai librarians across various library types. The questionnaire aligned with the study objectives and incorporated Likert-scale and multiple-choice questions. The analysis involved descriptive and inferential statistics using SPSS version 29.

Findings

The study reveals varying levels of awareness and competence among librarians in AR, VR, and the Metaverse technologies. While interest levels are high across various aspects of these technologies within LIS, challenges such as cost, expertise, ethics, and infrastructure hinder their integration into library services. Respondents anticipate a moderate to significant impact of the Metaverse on future library services, with concerns and optimism regarding ethical implications and innovative opportunities.

Originality/value

This study contributes to understanding the landscape of emerging technologies within library settings in Thailand, shedding light on librarians' awareness, interest, challenges, and ethical perspectives. The findings underscore the importance of targeted training programmes and strategic planning to facilitate the effective integration of AR, VR, and Metaverse technologies into library services, ensuring ethical considerations are prioritised alongside innovation.

Details

Digital Library Perspectives, vol. 40 no. 3
Type: Research Article
ISSN: 2059-5816

Keywords

Open Access
Article
Publication date: 4 July 2024

Cristina Mele, Tiziana Russo Spena and Stefano Paolo Russo

This study aims to investigate the evolving concept of the metaverse and its implications for service innovation. It seeks to understand how integrating technologies such as…

Abstract

Purpose

This study aims to investigate the evolving concept of the metaverse and its implications for service innovation. It seeks to understand how integrating technologies such as extended reality, blockchain, artificial intelligence and non-fungible tokens enables companies to experiment and innovate.

Design/methodology/approach

Adopting a qualitative methodology, this investigation conducts an immersive netnography across more than 25 case studies spanning diverse industries such as gaming, retail, health care and education. The thematic analysis method is used to distill critical insights, providing a deep dive into the technological enablers, innovation processes and market adaptations within the metaverse.

Findings

The study addresses four main building blocks through which companies experiment with the metaverse to foster innovation: enabling virtual identities’ agency, developing non-fungible tokens, designing immersive paths and crafting phygital microworlds. They shape the metaverse by enacting actors, resources, processes and phygital ecosystems. Companies obtain learning outcomes from such experimentation and identify learning challenges.

Originality/value

This research contributes to the nascent body of knowledge on the metaverse and service innovation by providing a comprehensive framework that encapsulates the multifaceted ways companies experiment within the metaverse. It extends the understanding of digital-physical convergence in service research, offering theoretical and practical insights into the development of phygital service ecosystems.

Objetivo

Este estudio tiene como objetivo investigar el concepto en evolución del Metaverso y sus implicaciones para la innovación en servicios. Busca comprender cómo la integración de tecnologías como la realidad extendida, la cadena de bloques, la inteligencia artificial y los tokens no fungibles permite a las empresas experimentar e innovar.

Diseño/metodología/aproximación

Adoptando una metodología cualitativa, esta investigación realiza una netnografía inmersiva a través de más de 25 estudios de casos que abarcan diversas industrias como los juegos, el comercio minorista, la atención médica y la educación. Se emplea el método de análisis temático para destilar conocimientos críticos, brindando un profundo análisis de los habilitadores tecnológicos, los procesos de innovación y las adaptaciones al mercado dentro del Metaverso.

Resultados

El estudio aborda cuatro bloques principales a través de los cuales las empresas experimentan con el Metaverso para fomentar la innovación: habilitar la agencia de identidades virtuales, desarrollar tokens no fungibles, diseñar senderos inmersivos y crear micromundos físico-digitales. Estos dan forma al Metaverso mediante la actuación de actores, recursos, procesos y ecosistemas físico-digitales. Las empresas obtienen resultados de aprendizaje de dicha experimentación e identifican desafíos de aprendizaje.

Originalidad

Esta investigación contribuye al cuerpo de conocimiento incipiente sobre el Metaverso y la innovación en servicios al proporcionar un marco integral que encapsula las diversas formas en que las empresas experimentan dentro del Metaverso. Amplía la comprensión de la convergencia digital-física en la investigación de servicios, ofreciendo ideas teóricas y prácticas sobre el desarrollo de ecosistemas de servicios físico-digitales.

目的

这项研究旨在探讨元宇宙概念的演变以及其对服务创新的影响。其目标在于深入理解通过整合增强现实、区块链、人工智能以及非同质化代币等技术, 如何使企业得以进行实验和创新。

设计/方法/途径

本研究利用定性研究方法, 进行了一项沉浸式网络民族志调查, 涵盖了跨越游戏、零售、医疗保健和教育等多个行业的25多个案例。通过主题分析方法, 提炼出关键见解, 深入探讨了元宇宙内的技术驱动因素、创新过程和市场适应性。

结果

这项研究以四个主要方面为切入点, 探讨了企业在元宇宙中促进创新的方法:启用虚拟身份的代理、开发非同质化代币、设计沉浸式路径以及打造物理-数字微观世界。通过这些措施, 企业塑造了元宇宙, 涉及行动者、资源、过程和物理-数字生态系统的执行。在此类实验中, 企业积累了丰富的学习经验, 并面临了

原创性

本研究旨在建立一个全面的框架, 以拓展关于元宇宙和服务创新的新知识, 揭示企业在元宇宙中进行实验的多方面方式。它不仅扩展了服务研究领域中数字与物理融合的理解, 还提供了有关发展物理-数字服务生态系统的理论和实践见解。

Article
Publication date: 16 April 2024

Neena Sinha, Sanjay Dhingra, Ritu Sehrawat, Varnika Jain and Himanshu Himanshu

The emergence of virtual reality (VR) has the potential to revolutionize various industries, including tourism, as it delivers a simulated environment that closely emulates…

Abstract

Purpose

The emergence of virtual reality (VR) has the potential to revolutionize various industries, including tourism, as it delivers a simulated environment that closely emulates real-life experiences. Therefore, this study aims to explore how the factors, i.e. enjoyment, emotional involvement, flow state, perceived privacy risk, physical risk and cost, influence the customers’ intention to use VR for tourism.

Design/methodology/approach

This study integrates the technology acceptance model, hedonic consumption theory with other factors, including cognitive response, authenticity, perceived privacy risk, perceived physical risk, perceived cost and perceived presence. Partial least squares structural equation modelling approach was used to test the proposed research model.

Findings

The finding based on the sample of 252 respondents revealed that authenticity is the most influential factor impacting behavior intention followed by perceived cost, attitude, cognitive response and enjoyment. Also, the study supported the moderating impact of personal innovativeness between attitude and behavioral intention to use VR for tourism.

Practical implications

The findings of the study offers practical implications for service providers, site managers, destination marketers, tourist organizations and policymaker to develop more effective strategies for offering VR services for tourism.

Originality/value

This study enriches the current understanding of VR adoption in context of tourism with empirical evidences.

Article
Publication date: 19 August 2024

Saurabh Tiwari and Rajeev Srivastava

Organisations in the past aimed to use technology to improve their processes and services. However, nowadays, their primary focus is on using technology sustainably…

Abstract

Purpose

Organisations in the past aimed to use technology to improve their processes and services. However, nowadays, their primary focus is on using technology sustainably. Sustainability is crucial to ensure a better and safer future for our environment. One such technology is the Metaverse, which is considered the next step in the growth of the Internet. It combines the real world with the virtual world to create a multi-user environment, allowing users to experience a fully immersive, real-time existence with digital characters, objects, and locations that are often 3D. The Metaverse and sustainability share a strong relationship, as it is expected that the Metaverse will have a significant impact on the material, economic, and social realms, as well as sustainability worldwide. This paper uses bibliometric analysis to understand sustainable metaverse scholarship better and provide an up-to-date account of industry practices.

Design/methodology/approach

This paper used the PRISMA approach and bibliometric analysis to analyse and draw conclusions from 2,911 articles retrieved from the Scopus database from 1999 to July 2023. The methodology is divided into four steps: data collection, analysis, visualisation, and interpretation. The current study uses the Bibliometric R-package and VOS viewer software to comprehend sustainable metaverse scholarship.

Findings

The study provides fascinating insights that may assist scholars, industry professionals, and top management in understanding and conceptualising sustainable metaverse in their organisations. The results show that the number of publications has significantly increased from 2015 onwards, reaching a maximum of 601 manuscripts in 2022 with an increasing publication annual growth rate of 29.12%. The United Kingdom, India, China, the USA and Italy were the most productive countries regarding the total number of publications. Technological Forecasting and Social Change, Journal of Cleaner Production, Journal of Business Research, Journal of Retailing and Consumer Services, Current Issues in Tourism, Benchmarking: An International Journal of Production Research and International Journal of Information Management emerged as the top outlets.

Research limitations/implications

The research in sustainable metaverse is underpinned by this study, which aims to understand the trends in this field over the last two decades regarding prolific authors, most influential journals, key themes, and the intellectual and social structure. The study on sustainable metaverse has grown significantly and attracted interest from academia and business since 2015, following its embryonic stage. Consequently, a more in-depth analysis is required to help develop a better understanding of this new field.

Originality/value

The paper focuses on sustainable metaverse through increased interest from 2015 onwards through the literature review. Although the metaverse has already received significant financial and labour investments from businesses and technology firms, various sustainability issues are still present in physical materials. There is a need to assess the achievement of numerous Sustainable Development Goals (SDGs) using the resources and time put into the metaverse. Furthermore, these findings can guide researchers who want to delve deeper into sustainable metaverse.

Details

Benchmarking: An International Journal, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1463-5771

Keywords

Article
Publication date: 15 February 2023

Sochea Khan, Kriengsak Panuwatwanich and Sasiporn Usanavasin

This paper presents a developed BIMxAR application, an integration of building information modeling (BIM) with augmented reality (AR) linked with real-time online database to…

Abstract

Purpose

This paper presents a developed BIMxAR application, an integration of building information modeling (BIM) with augmented reality (AR) linked with real-time online database to support the building facility management work. The primary aim of this research was to develop and empirically examine the applicability of a BIM-based AR (BIMxAR) application in building facility management.

Design/methodology/approach

The BIMxAR application was developed and experimented with maintenance work of a university laboratory building. The experiment consisted of a comparison of supportive maintenance tasks performed using the traditional approach and the BIMxAR approach by 38 university students. The time taken to complete each task was recorded and analyzed using statistical analyses to compare the performance between the tasks completed using each approach.

Findings

The results indicated that the group using the BIMxAR application approach completed the tasks correctly in a significantly shorter time compared to that using the traditional approach. The findings supported the applicability of the developed BIMxAR application and the improvement of the building facility management tasks when using the proposed approach.

Originality/value

This paper presents a methodological approach in developing a mobile application that integrates BIM with AR for facility management work, leveraging real-time information exchange through a cloud-based platform. The paper also provides empirical evidence that demonstrates how the integration between BIM and AR could be achieved and implemented to help facilitate building maintenance tasks.

Details

Engineering, Construction and Architectural Management, vol. 31 no. 7
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 9 September 2024

Xueqi Bao, Jie Yu and Minghuan Shou

This article aims to develop and validate a theoretical model via survey data to identify the affordances and challenges influencing metaverse adoption. We specifically examine…

Abstract

Purpose

This article aims to develop and validate a theoretical model via survey data to identify the affordances and challenges influencing metaverse adoption. We specifically examine the impact of immersion on users' adoption decisions and identify which affordances predict this immersion. Additionally, this paper assesses the importance of perceived risks in users' decision-making processes regarding future metaverse engagement.

Design/methodology/approach

Using regression models applied to 198 survey responses, we tested our proposed model. To deepen our insights, we also conducted a qualitative analysis.

Findings

The findings confirm that users' perceptions of immersion and perceived risks are critical determinants in adoption decisions. Social presence, influenced by factors such as ubiquity and interoperability, emerges as a key component of immersion. From the qualitative data, we identified two potential strategies to enhance metaverse immersion: technical improvements and offline device-assisted strategies.

Originality/value

Our study contributes to the literature on information systems (IS) adoption and provides practical insights for practitioners on crucial considerations in metaverse design.

Details

Information Technology & People, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 8 April 2024

Baraa Albishri and Karen L. Blackmore

The study aims to identify the key advantages/enablers and disadvantages/barriers of augmented reality (AR) implementation in education through existing reviews. It also examines…

Abstract

Purpose

The study aims to identify the key advantages/enablers and disadvantages/barriers of augmented reality (AR) implementation in education through existing reviews. It also examines whether these factors differ across educational domains.

Design/methodology/approach

This study conducted a systematic review of reviews to synthesize evidence on the barriers and enablers influencing AR adoption in education. Searches were performed across five databases, with 27 reviews meeting the inclusion criteria. Data extraction and quality assessment were completed. Content analysis was conducted using the AR adoption factor model and consolidated framework for implementation research.

Findings

The findings reveal several enablers such as pedagogical benefits, skill development and engagement. Equally, multiple barriers were identified, including high costs, technical issues, curriculum design challenges and negative attitudes. Interestingly, duality emerged, whereby some factors served as both barriers and enablers depending on the educational context.

Originality/value

This review contributes a novel synthesis of the complex individual, organizational and technological factors influencing AR adoption in education across diverse domains. The identification of duality factors provides nuanced understanding of the multifaceted dynamics shaping AR integration over time. The findings can assist educators in tailoring context-sensitive AR implementation strategies to maximize benefits and minimize drawbacks. Further research should explore duality factors and their interrelationships in AR adoption.

Details

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

Keywords

1 – 10 of over 4000