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11 – 20 of over 62000
Article
Publication date: 25 May 2022

Yee Sye Lee, Ali Rashidi, Amin Talei, Mehrdad Arashpour and Farzad Pour Rahimian

In recent years, deep learning and extended reality (XR) technologies have gained popularity in the built environment, especially in construction engineering and management. A…

Abstract

Purpose

In recent years, deep learning and extended reality (XR) technologies have gained popularity in the built environment, especially in construction engineering and management. A significant amount of research efforts has been thus dedicated to the automation of construction-related activities and visualization of the construction process. The purpose of this study is to investigate potential research opportunities in the integration of deep learning and XR technologies in construction engineering and management.

Design/methodology/approach

This study presents a literature review of 164 research articles published in Scopus from 2006 to 2021, based on strict data acquisition criteria. A mixed review method, consisting of a scientometric analysis and systematic review, is conducted in this study to identify research gaps and propose future research directions.

Findings

The proposed research directions can be categorized into four areas, including realism of training simulations; integration of visual and audio-based classification; automated hazard detection in head-mounted displays (HMDs); and context awareness in HMDs.

Originality/value

This study contributes to the body of knowledge by identifying the necessity of integrating deep learning and XR technologies in facilitating the construction engineering and management process.

Article
Publication date: 29 April 2021

Samad M.E. Sepasgozar, Mohsen Ghobadi, Sara Shirowzhan, David J. Edwards and Elham Delzendeh

This paper aims to examine the current technology acceptance model (TAM) in the field of mixed reality and digital twin (MRDT) and identify key factors affecting users' intentions…

1710

Abstract

Purpose

This paper aims to examine the current technology acceptance model (TAM) in the field of mixed reality and digital twin (MRDT) and identify key factors affecting users' intentions to use MRDT. The factors are used as a set of key metrics for proposing a predictive model for virtual, augmented and mixed reality (MR) acceptance by users. This model is called the extended TAM for MRDT adoption in the architecture, engineering, construction and operations (AECO) industry.

Design/methodology/approach

An interpretivist philosophical lens was adopted to conduct an inductive systematic and bibliographical analysis of secondary data contained within published journal articles that focused upon MRDT acceptance modelling. The preferred reporting items for systematic reviews and meta-analyses (PRISMA) approach to meta-analysis were adopted to ensure all key investigations were included in the final database set. Quantity indicators such as path coefficients, factor ranking, Cronbach’s alpha (a) and chi-square (b) test, coupled with content analysis, were used for examining the database constructed. The database included journal papers from 2010 to 2020.

Findings

The extant literature revealed that the most commonly used constructs of the MRDT–TAM included: subjective norm; social influence; perceived ease of use (PEOU); perceived security; perceived enjoyment; satisfaction; perceived usefulness (PU); attitude; and behavioural intention (BI). Using these identified constructs, the general extended TAM for MRDT in the AECO industry is developed. Other important factors such as “perceived immersion” could be added to the obtained model.

Research limitations/implications

The decision to utilise a new technology is difficult and high risk in the construction project context, due to the complexity of MRDT technologies and dynamic construction environment. The outcome of the decision may affect employee performance, project productivity and on-site safety. The extended acceptance model offers a set of factors that assist managers or practitioners in making effective decisions for utilising any type of MRDT technology.

Practical implications

Several constraints are apparent due to the limited investigation of MRDT evaluation matrices and empirical studies. For example, the research only covers technologies which have been reported in the literature, relating to virtual reality (VR), augmented reality (AR), MR, DT and sensors, so newer technologies may not be included. Moreover, the review process could span a longer time period and thus embrace a fuller spectrum of technology development in these different areas.

Originality/value

The research provides a theoretical model for measuring and evaluating MRDT acceptance at the individual level in the AECO context and signposts future research related to MRDT adoption in the AECO industry, as well as providing managerial guidance for progressive AECO professionals who seek to expand their use of MRDT in the Fourth Industrial Revolution (4IR). A set of key factors affecting MRDT acceptance is identified which will help innovators to improve their technology to achieve a wider acceptance.

Details

Engineering, Construction and Architectural Management, vol. 28 no. 5
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 20 November 2023

Mark Gleim, Heath McCullough, O.C. Ferrell and Colin Gabler

This research aims to focus on the impact of the metaverse on services marketing. After reviewing the past, current and anticipated future of the metaverse, the authors offer…

Abstract

Purpose

This research aims to focus on the impact of the metaverse on services marketing. After reviewing the past, current and anticipated future of the metaverse, the authors offer multiple research opportunities in accordance with theories germane to the services literature.

Design/methodology/approach

The current research uses a conceptual approach focused on key service theories and their relevance in the metaverse.

Findings

The metaverse presents a new paradigm of the customer experience, thus providing an opportunity for service researchers to advance this developing field. Further, the potential shortcomings of existing theory are explored, both within and external to services, to discover important areas for service scholars to examine. This results in research opportunities and questions for scholars to pursue as the metaverse continues to develop and shape consumer experiences.

Originality/value

Technological advancements have enabled the service sector to grow and thrive in the metaverse. It is evident that despite the metaverse’s growth, there remains a tremendous amount left to examine. Existing theories need to be reexamined and modified, or alternative theories reviewed to inform service research on the metaverse. Thus, the present research seeks to provide insight into opportunities for theory development by service researchers and identifies important areas of future scholarly work on the metaverse.

Details

Journal of Services Marketing, vol. 38 no. 1
Type: Research Article
ISSN: 0887-6045

Keywords

Article
Publication date: 3 July 2023

Chih-Hung Wu, Yi-Fang Lin, Kang-Lin Peng and Chih-Hsing Liu

This study aims to explore the augmented reality (AR) effectiveness of museum visiting.

Abstract

Purpose

This study aims to explore the augmented reality (AR) effectiveness of museum visiting.

Design/methodology/approach

Based on the AR marketing of the motivation model and the inspiration model, the critical mental process and AR were revealed that could increase museum visits. The mixed-methods approach was adopted to analyze the qualitative research and test the model hypotheses to understand the perceptions of the increasing AR marketing of museum visits.

Findings

The authors found that inspiration and perceived quality AR are critical to enhancing the attitudinal of museum visits. AR developers can thus focus on utilitarian and hedonic benefits in perceptual augmentation quality to inspire users’ willingness to visit museums.

Originality/value

This study extended the inspiration model through a mixed-methods approach to investigate how AR technologies encourage and leverage visitor experience to increase museum visit intention psychologically.

研究目的

本研究旨在探索增强现实(AR)对博物馆参观的影响。

设计/方法

基于AR营销的动机模型和启发模型, 本研究揭示了能够增加博物馆参观动机的关键心理过程和AR技术。本研究采用混合方法分析定性研究并测试模型假设, 以了解对增加AR营销的博物馆参观的感知。

研究结果

我们发现, 启发和感知质量的AR技术对提升参观博物馆的态度至关重要。因此, AR开发者可以将注意力集中在实用和享乐的益处上, 通过提升感知质量来激发用户参观博物馆的意愿。

创新性/价值

本研究通过混合方法扩展了启发模型, 研究了如何通过AR技术在心理上鼓励和利用游客体验来增加参观博物馆的意愿。

Details

Journal of Hospitality and Tourism Technology, vol. 14 no. 4
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 27 February 2024

Laura Gutierrez-Bucheli, Jian Tsen Goh, Ali Rashidi, Duncan Maxwell, Ross Digby, Yihai Fang, Henry Pook and Mehrdad Arashpour

In the realm of construction education, the investigation of immersive learning and extended reality (XR) technologies has experienced a surge in recent times. Nevertheless, there…

Abstract

Purpose

In the realm of construction education, the investigation of immersive learning and extended reality (XR) technologies has experienced a surge in recent times. Nevertheless, there remains a notable lack of comprehension surrounding the most efficient ways to integrate these technologies into tailored teaching approaches for vocational construction training. This research study aims to pinpoint the key factors that construction vocational education and training (VET) providers must consider when introducing XR technologies into their training schemes.

Design/methodology/approach

This study conducted an in-depth literature review to develop an initial framework to summarise training, technology and institutional factors influencing the educational-technology integration of XR technologies in VET. In addition, this study utilised a Delphi technique, including semi-structured group discussions and two rounds of online follow-up questionnaires, to capture VET experts’ judgements on the importance of decision-making criteria.

Findings

This study has identified the critical factors to be considered in the VET sector when adopting XR technologies. Findings revealed institutional factors were the most important criteria for participants, followed by training and technology factors.

Research limitations/implications

The current decision-making process focuses on selecting XR technologies rather than evaluating their performance after implementation. Therefore, more research is needed to monitor the implementation of this technology in curricula from a senior management perspective. This will help to understand the cost and value factors related to the value proposition of XR technologies in courses.

Practical implications

To ensure the success and long-term viability of the technology-curriculum interface, it is important to consider factors such as the availability of technical and educational support, data security and cost-effectiveness. It is also crucial to focus on ease of use and content development that emphasises instruction to create engaging content for learners.

Originality/value

The potential impact of this study is underpinned by two facts: (1) it constitutes the first effort made in the field to comprehensively elicit VET expert judgements in relation to XR technologies, and (2) it offers decision-making criteria that are at play in seeking to take advantage of high-cost technologies that are rapidly evolving. While there is no simple checklist for XR implementation, this study takes a step further to identify significant factors influencing XR integration in vocational construction training.

Details

Smart and Sustainable Built Environment, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2046-6099

Keywords

Abstract

Details

Digital Theology: A Computer Science Perspective
Type: Book
ISBN: 978-1-83982-535-4

Content available
Book part
Publication date: 31 January 2024

Rui Zhang and Fanke Peng

This chapter explores the approaches to digital representation of Australian Aboriginal art and visitor engagement in museum exhibition spaces from a digital design perspective…

Abstract

This chapter explores the approaches to digital representation of Australian Aboriginal art and visitor engagement in museum exhibition spaces from a digital design perspective. It discusses recent developments in the fields of digital representation of Aboriginal art, immersive exhibition design and visitor engagement. Through a case study of an immersive exhibition on Australian Aboriginal art in the National Museum of Australia, Canberra, this chapter identifies how Aboriginal art can be digitally represented by appropriate immersive technologies ranging from augmented realities [ARs] and virtual realities [VRs] to mixed reality [MRs] and extended reality [XRs] for enhancing visitors’ immersive digital experience. According to the analysis, the digital representation of Aboriginal artworks needs to be conducted practically, cognitively and ontologically based on understanding Australian Aboriginal history and culture. Visitors can engage with Aboriginal art stories meaningfully through immersive exhibitions through this holistic approach.

Details

Data Curation and Information Systems Design from Australasia: Implications for Cataloguing of Vernacular Knowledge in Galleries, Libraries, Archives, and Museums
Type: Book
ISBN: 978-1-80455-615-3

Keywords

Abstract

Details

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

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.

Open Access
Article
Publication date: 8 March 2024

Hilda Du Plooy, Francesco Tommasi, Andrea Furlan, Federica Nenna, Luciano Gamberini, Andrea Ceschi and Riccardo Sartori

Following the imperative for human-centric digital innovation brought by the paradigm of Industry 5.0, the article aims to integrate the dispersed and multi-disciplinary…

Abstract

Purpose

Following the imperative for human-centric digital innovation brought by the paradigm of Industry 5.0, the article aims to integrate the dispersed and multi-disciplinary literature on individual risks for workers to define, explain and predict individual risks related to Industry 4.0 technologies.

Design/methodology/approach

The paper follows the question, “What is the current knowledge and evidence base concerning risks related to Industry 4.0 technologies, and how can this inform digital innovation management in the manufacturing sector through the lens of the Industry 5.0 paradigm?” and uses the method of systematic literature review to identify and discuss potential risks for individuals associated with digital innovation. N = 51 contributions met the inclusion criteria.

Findings

The literature review indicates dominant trends and significant gaps in understanding risks from a human-centric perspective. The paper identifies individual risks, their interplay with different technologies and their antecedents at the social, organizational and individual levels. Despite this, the paper shows how the literature concentrates in studying risks on only a limited number of categories and/or concepts. Moreover, there is a lack of consensus in the theoretical and conceptual frameworks. The paper concludes by illustrating an initial understanding of digital innovation via a human-centered perspective on psychological risks.

Practical implications

Findings yield practical implications. In investing in the adoption, generation or recombination of new digital technologies in organizations, the paper recommends managers ensure to prevent risks at the individual level. Accordingly, the study’s findings can be used as a common starting point for extending the repertoire of managerial practices and interventions and realizing human-centric innovation.

Originality/value

Following the paradigm of Industry 5.0, the paper offers a holistic view of risks that incorporates the central role of the worker as crucial to the success of digital innovation. This human-centric perspective serves to inform the managerial field about important factors in risk management that can result in more effective targeted interventions in risk mitigation approaches. Lastly, it can serve to reinterpret digital innovation management and propose future avenues of research on risk.

Details

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

Keywords

11 – 20 of over 62000