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1 – 10 of 12Gavin Baxter and Thomas Hainey
The purpose of this paper is to evaluate undergraduate student perceptions about the application of immersive technologies for enhancing the student learning experience. This…
Abstract
Purpose
The purpose of this paper is to evaluate undergraduate student perceptions about the application of immersive technologies for enhancing the student learning experience. This study assesses the viewpoints of students from varying multidisciplinary backgrounds about whether immersive technologies can enhance their learning experience and increase their level of engagement in the context of higher educational delivery.
Design/methodology/approach
The research used a case study methodology adopting a questionnaire-based research mixed methods approach. In total, 83 participants completed the questionnaire. The purpose of the research was to evaluate and interpret students’ perspectives at higher educational level about the use of immersive technologies towards enhancing their learning experience. There was also a focus on remote educational delivery due to the legacy of COVID-19.
Findings
The findings suggest that there is still more empirical work to be undertaken regarding the application of immersive technologies in higher education. The study revealed that there are immersive benefits though preference for face-to-face teaching remains popular. The negative connotations associated with immersive technology use in higher education, (e.g. virtual reality), such as cost of equipment and motion sickness, substantiates the themes identified in the academic literature.
Originality/value
The study explores a diversity of immersive technologies and their application in higher education (HE) contexts. Findings indicate that although there are acknowledged pedagogical benefits of immersive technology use in HE prevalent barriers remain that require further empirical research if immersive technology use is to be universally used in the sector.
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Gajendra Liyanaarachchi, Giampaolo Viglia and Fidan Kurtaliqi
This study aims to investigate the implications, risks and challenges of data privacy due to the use of immersive technology in the hospitality industry.
Abstract
Purpose
This study aims to investigate the implications, risks and challenges of data privacy due to the use of immersive technology in the hospitality industry.
Design/methodology/approach
The authors adopt a mixed-method approach. Study 1 is a focus group. The authors then provide external and ecological validity with a field experiment conducted with 139 hotel clients at a three-star continental European hotel.
Findings
Collecting biometric data results in unbalanced privacy compared to biographic data, as it diminishes individuals’ control over their data and grants organizations absolute power. This unbalanced privacy directly influences consumers’ willingness to disclose information, affecting their choice of hotels and access to services.
Practical implications
Hotels should redesign their strategies to accommodate heightened privacy risks with biometric data. This can be obtained by introducing systems that foster customer confidence in data usage and facilitate customers’ willingness to disclose biometrics through immersive technology or biographic data.
Originality/value
This study introduces unbalanced privacy as a unique state due to sharing biometric data. The authors propose a novel doctrine, the uncontrollable privacy paradox, which is a shift from the privacy paradox. The uncontrollable privacy paradox addresses the unbalanced privacy envisaged through consumer powerlessness in data management. This research addresses the literature gap on the privacy paradox by offering a broader perspective, including business, industry and mixed reality considerations.
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Abhishek Talawar, Sheena Suresh and Sreejith Alathur
This paper aims to evaluate the impact of various preview modes on tourist attitudes and intentions to visit a destination based on consumers’ level of involvement in travel…
Abstract
Purpose
This paper aims to evaluate the impact of various preview modes on tourist attitudes and intentions to visit a destination based on consumers’ level of involvement in travel decision-making.
Design/methodology/approach
The study was conducted as a between-subjects one-factor [preview mode: static images vs 360-degree tour vs virtual reality (VR) mode] in a laboratory experiment setup to examine how consumers with different levels of involvement in travel decision-making respond to destination marketing toward three different preview modes.
Findings
The findings indicated that VR preview mode highly influences tourist attitudes and visit intentions toward a destination compared to static images and 360-degree tours. This effect is more significant among participants with higher levels of customer involvement. Finally, the results from the study offer empirical evidence of the effectiveness of VR in shaping user behavior compared to traditional preview modes.
Research limitations/implications
The limitations are using a non-probability sampling method, a small sample size and affordable mobile-compatible VR headsets.
Practical implications
This study offers empirical evidence on the effectiveness of VR in shaping tourist behavior compared to traditional preview modes. It helps destination marketers develop appropriate strategies for promoting tourist destinations.
Originality/value
The novelty of this paper lies in understanding the effectiveness of VR in shaping tourist behavior with different levels of customer involvement in travel decision-making.
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Daniel James Acton, Rosalyn Arnold, Gavin Williams, Nicky NG, Kirstyn Mackay and Sujeet Jaydeokar
This preliminary study aims to examine the use of a co-designed immersive virtual reality intervention programme in improving access to health care for people with intellectual…
Abstract
Purpose
This preliminary study aims to examine the use of a co-designed immersive virtual reality intervention programme in improving access to health care for people with intellectual disability.
Design/methodology/approach
A co-production approach was used to design a virtual reality intervention in collaboration with people with intellectual disability, their families and carers. A mixed-method single sample pre-test-post-test design examined using a virtual reality intervention simulating health-care environments to improve access of attending health-care appointments. Qualitative feedback was used to understand participants’ experience and opinions of using the digital technology.
Findings
The study found that the intervention did help people access health-care appointment and reduced their fear. Improvements were also found in quality-of-life post intervention. Positive feedback was provided from participants on using digital technologies indicating the novelty of the approach and potential further applications.
Originality/value
To the best of the authors’ knowledge, this is the first study which has used virtual reality to support people with intellectual disability access health care.
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Mohamed Marzouk and Mohamed Zaher
Facility management gained profound importance due to the increasing complexity of different systems and the cost of operation and maintenance. However, due to the increasing…
Abstract
Purpose
Facility management gained profound importance due to the increasing complexity of different systems and the cost of operation and maintenance. However, due to the increasing complexity of different systems, facility managers may suffer from a lack of information. The purpose of this paper is to propose a new facility management approach that links segmented assets to the vital data required for managing facilities.
Design/methodology/approach
Automatic point cloud segmentation is one of the most crucial processes required for modelling building facilities. In this research, laser scanning is used for point cloud acquisition. The research utilises region growing algorithm, colour-based region-growing algorithm and Euclidean cluster algorithm.
Findings
A case study is worked out to test the accuracy of the considered point cloud segmentation algorithms utilising metrics precision, recall and F-score. The results indicate that Euclidean cluster extraction and region growing algorithm revealed high accuracy for segmentation.
Originality/value
The research presents a comparative approach for selecting the most appropriate segmentation approach required for accurate modelling. As such, the segmented assets can be linked easily with the data required for facility management.
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This paper aims to present a case study of virtual-reality-based product demonstrations featuring items of furniture. The results will be of use in further design and development…
Abstract
Purpose
This paper aims to present a case study of virtual-reality-based product demonstrations featuring items of furniture. The results will be of use in further design and development of virtual-reality-based product demonstration systems and could also support effective student learning.
Design/methodology/approach
A new method was introduced to guide the experiment by confirming orthogonal arrays. User interactions were then planned, and a furniture demonstration system was implemented. The experiment comprised two stages. In the evaluation stage, participants were invited to experience the virtual-reality (VR)-based furniture demonstration system and complete a user experience (UX) survey. Taguchi-style robust design methods were used to design orthogonal table experiments and planning and design operation methods were used to implement an experimental display system in order to obtain optimized combinations of control factors and levels. The second stage involved a confirmatory test for the optimized combinations. A pilot questionnaire was first applied to survey demonstration scenarios that are important to customers.
Findings
The author found in terms of furniture products, product interactive display through VR can achieve good user satisfaction through quality design planning. VR can better grasp the characteristics of products than paper catalogs and website catalogs. And VR can better grasp the characteristics of products than online videos. For “interactive inspection”, “function simulation”, “style customization” and “set-out customization” were the most valuable demonstration scenarios for customers. The results of the experiment confirmed that the “overall rating”, “hedonic appeal” and “practical quality” were the three most important optimized operating methods, constituting a benchmark of user satisfaction.
Originality/value
The author found that it is possible to design and build a VR-based furniture demonstration system with a good level of usability when a suitable quality design method is applied. The optimized user interaction indicators and implementation experience for the VR-based product demonstration presented in this study will be of use in further design and development of similar systems.
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Generoso Branca, Vittoria Marino and Riccardo Resciniti
This paper aims to review the existing literature about consumers’ evaluation of products in virtual reality (VR), provide an accurate overview of this field, systematise the…
Abstract
Purpose
This paper aims to review the existing literature about consumers’ evaluation of products in virtual reality (VR), provide an accurate overview of this field, systematise the knowledge developed so far, identify the research gaps and propose a future research agenda.
Design/methodology/approach
A systematic literature review was performed on Scopus and Web of Science, resulting in a final pool of 31 articles.
Findings
Four main themes were identified, and a detailed research agenda is proposed based on the findings and following the theory, context, characteristics, methodology framework.
Research limitations/implications
The provision of formal inclusion and exclusion criteria may have resulted in additional potentially relevant articles not indexed in the data set under consideration.
Originality/value
The paper highlights how products are perceived in VR, the consumers’ responses, the peculiarities of VR compared to other conditions and VR as a product test environment. To the best of the authors’ knowledge, this paper seems to represent the first systemic review that focusses solely on how consumers assess products in VR. The results lead to a broad proposal of directions for future research that can expand knowledge on VR in marketing. Practical implications concern the use of VR to design product strategies and as a testing and prototyping environment.
Objetivo
Este artículo revisa la literatura existente sobre la evaluación de los consumidores de productos en Realidad Virtual, proporciona una visión precisa de este campo, sistematiza el conocimiento desarrollado hasta el momento, identifica las lagunas en la investigación y propone una agenda de investigación futura.
Metodología
Se realizó una revisión sistemática de la literatura en Scopus y Web of Science, que dio como resultado un conjunto final de 31 artículos.
Resultados
Se identificaron cuatro temas principales y se propone una agenda de investigación detallada basada en las conclusiones y siguiendo el marco Teoría, Contexto, Características, Metodología.
Limitaciones de la investigación
La provisión de criterios formales de inclusión y exclusión puede haber dado lugar a artículos adicionales potencialmente relevantes no indexados en el conjunto de datos considerado.
Originalidad
El artículo destaca cómo se perciben los productos en la Realidad Virtual, las respuestas de los consumidores, las peculiaridades de la Realidad Virtual en comparación con otras condiciones y la Realidad Virtual como entorno de prueba de productos. Esta parece representar la primera revisión sistémica que se centra exclusivamente en cómo los consumidores evalúan los productos en la Realidad Virtual. Los resultados conducen a una amplia propuesta de direcciones para futuras investigaciones que puedan ampliar los conocimientos sobre la Realidad Virtual en el marketing. Las implicaciones prácticas se refieren al uso de la Realidad Virtual para diseñar estrategias de producto y como entorno de prueba y creación de prototipos.
目的
本文回顾了现有的关于消费者对虚拟现实产品评价的文献, 提供了这个领域的准确概述, 系统化了迄今为止的知识, 确定了研究差距, 并提出了一个未来的研究议程。
设计/方法/途径
在Scopus和Web of Science上进行了系统的文献综述, 最终形成了31篇文章的资料库。
研究结果
确定了四个主要的主题, 并根据研究结果, 按照理论、背景、特征、方法框架提出了详细的研究议程。
研究局限性
提供正式的纳入和排除标准可能会导致更多潜在的相关文章没有被收录到所考虑的数据集中。
原创性
文章强调了产品在虚拟现实中是如何被感知的, 消费者的反应, 与其他条件相比虚拟现实的特殊性, 以及虚拟现实作为产品测试环境。这似乎代表了第一个只关注消费者如何在虚拟现实中评估产品的系统性评论。研究结果为未来的研究方向提出了一个广泛的建议, 可以扩展营销中的虚拟现实知识。实际意义在于使用虚拟现实技术来设计产品策略, 并作为测试和原型设计环境。
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By examining types of literacies taught by public libraries and the modes through which these programs were offered, this study aims to explore how public libraries might…
Abstract
Purpose
By examining types of literacies taught by public libraries and the modes through which these programs were offered, this study aims to explore how public libraries might integrate data literacy training for the general public into existing library educational programs.
Design/methodology/approach
This study examined programs offered in 30 US public libraries during 2019 and 2020 to better understand types of literacy education announced to the public through library website listings and Facebook Events pages.
Findings
While public libraries offered educational programs in literacy areas ranging from basic reading and writing to technology, vocational skills, health literacy and more, data literacy training was not widely offered. However, this study identified many already-existing programs highly compatible for integrating with data literacy training.
Originality/value
This study offered new insights into both the literacies taught in public library programs as well as ways for public libraries to integrate data literacy training into existing educational programming, in order to better provide data literacy education for the general public.
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Elen Riot, Emmanuelle Rigaud and Ilenia Bua
The purpose of the paper is to describe the attempt of a family champagne house to redefine its business organization as a family in a large family of families. This choice…
Abstract
Purpose
The purpose of the paper is to describe the attempt of a family champagne house to redefine its business organization as a family in a large family of families. This choice involves defining their activities as entrepreneuring in a specific time and space that all actors experience as their sensible reality. To describe the whole process, the authors call this ensemble a “chronotope,” including the same space and time as part of a common story. The authors assess this narrative strategy in reference to both past conflict in the champagne business and to the present crisis caused by the pandemic in addition to a series of social, economic and environmental changes in the environment.
Design/methodology/approach
The design of the paper corresponds to the case of a champagne family house in its environment with a longitudinal, processual approach of the family business venture before and especially after its sale and buyback by the family. The authors use Bakhtin to insist on the fictional nature of the account of most events as most protagonists adopt different perspectives. The Taittinger family, at the head of the trade house, creates a story that fits in all these perspectives and makes sense to overcome key issues in the business.
Findings
Our findings illustrate the role of the chronotope as a way to broaden the scope of inter- and intra-family relations. This concept also shows the importance of shared experiences, stories and crafted practices to sustain collective work and the meaning associated with the result of this work, in this case, champagne wine. The authors also show the different styles of chronotopes and their role in binding together actors in relation to the transformation of their activities.
Research limitations/implications
The research limitations are of two kinds. The first limitation comes from the choice to focus on the Taittinger family house, as it tends to focus the analysis on their point of view. The second limitation is due to the persistence of the pandemic situation that makes it difficult to test the chronotope idea as it is quite recent. Because of the current pandemic, it is complicated to anticipate what the future could look like and therefore, to imagine the future dimension of the chronotope. To overcome this limit, the authors suggest different scenario that leaves open different possibilities.
Practical implications
The practical implications of this paper could be to see how family business entrepreneurs may benefit from designing their strategy as a rich personal fiction in reference to a chronotope instead of referring to storytelling, communication and brand management or even competition strictly speaking. In turbulent times and to face grand challenges, long-term collaborations require stronger ties and imagination without leaving out emotions. Yet the entrepreneurs may become a victim of their own fictions if stakeholders perceive contradictions or if they were to dislike the new episodes the family invents.
Social implications
The social implications of this case study show the role of business relations built on fiction reflecting strong ties and shared processes such as entrepreneuring in the world of heritage goods where sustainability and endurance matter. This perspective insists on a shared story and it contrasts with more discontinued approaches based on disruptive innovation, opportunism and competitiveness in turbulent times. The chronotope does not ineluctably evolve in different ways, making actors’ perspective shrink, expand or exile. Family entrepreneuring may actively influence this transformation and they may also be framed by it.
Originality/value
The originality of the paper comes from the description of a family business in its environment as a chronotope. Reflecting how related actors in a business field like champagne co-construct a representation, the authors looked for a concept that would accurately reflect this vision, researchers chose the concept of “chronotope,” borrowing from narrative approaches. This approach is transdisciplinary. It is also an attempt to bring researchers at work closer to what actors in the field experiment with and find inspiration in.
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Matthew Kalubanga and Winfred Mbekeka
This study examines how compliance with government and firm's own policy and reverse logistics practices relate with firm environmental performance.
Abstract
Purpose
This study examines how compliance with government and firm's own policy and reverse logistics practices relate with firm environmental performance.
Design/methodology/approach
This study draws on insights from stakeholder theory, and follows a two-phase research approach. The first phase utilized an extended literature review that seeks to provide a qualitative and comprehensive understanding of the research problem. The 2001–2023 data was collected from the Web of Science and Scopus databases, complemented with Google Scholar. The second phase involved an empirical study—adopting a quantitative cross-sectional survey design with a self-administered questionnaire to validate the theoretical conceptualizations deriving from the literature review. The empirical data were collected from 203 food and beverages manufacturing firms in Uganda and analysed using the partial least squares structural equation modelling (PLS-SEM) approach.
Findings
The study findings suggest that compliance with government policy positively influences firm environmental performance, both directly, and indirectly through fostering reverse logistics practices, and that the relationship between compliance with government policy and reverse logistics practices is contingent upon compliance with the focal firm's own policy.
Research limitations/implications
The study findings will enhance the theoretical and conceptual development of the ideas that underpin stakeholder theory and applications. The Ugandan government will come up with better mechanisms for enforcing compliance with policy regulating the application of reverse logistics practices. In addition, the study advances the use of multi-method approaches in investigating interesting research aspects requiring in-depth examination. However, considering the fact that the empirical study was conducted in a single country context, and focused on firms more or less from the same sub-sector, the findings of the study might not be generalizable globally.
Practical implications
This study provides useful insights to logistics and supply chain managers involved in reverse logistics activities in food and beverages manufacturing firms. These managers can know how to leverage reverse logistics practices to enhance environmental performance of firms amidst environmental policies in the industry where they operate.
Originality/value
This study contributes to the built body of knowledge in operations, logistics and supply chain management literature; understanding about reverse logistics practices as a mechanism through which compliance with government policy influences environmental performance of firms. The interaction between compliance with government policy and compliance with firm policy is essential in explaining the performance effects of reverse logistics practices. In addition, the study advances the use of multi-method approaches in investigating interesting research aspects requiring in-depth examination. Complementing extended literature review with and empirical research to investigate reverse logistics practices influences on firm environmental performance, and incorporating the role of policy in explaining this relationship should make considerable contribution. Besides, the study highlights important areas for future research.
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