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1 – 10 of 443
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: 8 August 2022

Nila Armelia Windasari, Halim Budi Santoso and Jyun-Cheng Wang

Creating memorable tourism experiences (MTE) is vital to obtain sustained tourism visits. In the digital era, infusions of various digital technologies in tourism services without…

Abstract

Creating memorable tourism experiences (MTE) is vital to obtain sustained tourism visits. In the digital era, infusions of various digital technologies in tourism services without admitting tourist emotions could jeopardize the experience. Drawing from a Service-Dominant Logic (S-DL) perspective, this study explains the complexity of digital tourism experience in the service system view, highlighting the importance of emotions as resources. It is composed of actors' orchestrations, connected by shared emotions, and enabled by sensory stimuli facilitated by the digital tourism ecosystem throughout the tourism journey. This study proposes a Memorable Digital Tourism Experience (MDTE) framework by identifying the focal actors, recognizing the emotions, and determining the moderating role of sensory stimuli enabled by various novel technologies. At last, several agenda and practical guidelines are proposed on how to operationalize the framework and different methodologies to explore Memorable Digital Tourism Experience.

Details

Contemporary Approaches Studying Customer Experience in Tourism Research
Type: Book
ISBN: 978-1-80117-632-3

Keywords

Article
Publication date: 28 August 2019

Gulnar Nussipova, Fredrik Nordin and David Sörhammar

The purpose of this paper is to contribute a framework that explains how value is formed during the usage of immersive technologies in industrial contexts.

1035

Abstract

Purpose

The purpose of this paper is to contribute a framework that explains how value is formed during the usage of immersive technologies in industrial contexts.

Design/methodology/approach

Drawing on activity theory and a customer-dominant logic, the authors tentatively develop an activity-centric framework for value formation enabled by physical and mental activities conducted by users of immersive technologies. The authors evaluate the framework through a case study focusing on the use of virtual reality (VR) in an industrial setting.

Findings

The findings from the case study illustrate the tentative framework and specify how it is enacted by users in the studied context through three physical activities constituted by a set of actions and reflected in five emotional responses.

Research limitations/implications

Both researchers and practitioners may use the framework presented in this paper as a guide for further academic and practical developments concerning the value of immersive technologies such as VR and augmented reality.

Originality/value

The activity-centric framework contributes a novel perspective to the literature on value formation enabled by immersive technologies.

Details

Journal of Business & Industrial Marketing, vol. 35 no. 3
Type: Research Article
ISSN: 0885-8624

Keywords

Article
Publication date: 4 December 2020

Ke Chen and Fan Xue

Augmented reality (AR) has become one of the most promising technologies in construction since it can seamlessly connect the physical construction environment and virtual…

1337

Abstract

Purpose

Augmented reality (AR) has become one of the most promising technologies in construction since it can seamlessly connect the physical construction environment and virtual contents. In view of the recent research efforts, this study attempts to summarize the latest research achievements and inform future development of AR in construction.

Design/methodology/approach

The review was conducted in three steps. First, a keyword search was adopted, and 546 papers were found from Scopus and Web of Science. Second, each paper was screened based on the selection criteria, and a final set of 69 papers was obtained. Third, specific AR applications and the associated technical details were extracted from the 69 papers for further analysis.

Findings

The review shows that: (1) design assessment, process monitoring and maintenance management and operation were the most frequently cited AR applications in the design, construction, and operation stages, respectively; (2) information browser and tangible interaction were more frequently adopted than collaborative interaction and hybrid interaction; and (3) AR has been integrated with BIM, computer vision, and cloud computing for enhanced functions.

Originality/value

The contributions of this study to the body of knowledge are twofold. First, this study extends the understanding of AR applications in the construction setting. Second, this study identifies possible improvements in the design and development of AR systems in order to leverage their benefits to construction.

Details

Smart and Sustainable Built Environment, vol. 11 no. 3
Type: Research Article
ISSN: 2046-6099

Keywords

Article
Publication date: 30 April 2021

Vishak Dudhee and Vladimir Vukovic

The possibility of integrating building information in an augmented reality (AR) environment provides an effective solution to all phases of a building's lifecycle. This paper…

Abstract

Purpose

The possibility of integrating building information in an augmented reality (AR) environment provides an effective solution to all phases of a building's lifecycle. This paper explores the integration of building information modelling (BIM) and AR to effectively visualise building information models in an AR environment and evaluates the currently available AR tools.

Design/methodology/approach

A BIM model of a selected office room was created and superimposed to the actual physical space using two different AR devices and four different AR applications. The superimposing techniques, accuracy and the level of information that can be visualised were then investigated by performing a walk-through analysis.

Findings

From the investigation, it can be concluded that model positioning can be inaccurate depending on the superimposing method used and the AR device. Moreover, using the currently available techniques, only static building information can be superimposed and visualised in AR, showing a need to integrate data from Internet of Things (IoT) sensors into the current BIM-AR processes to allow visualisation of accurate and high-quality operational building information.

Originality/value

A practical process and method for visualising and superimposing BIM models in an AR environment have been described. Recommendations to improve superimposing accuracy are provided. The assessment of type, quality and level of detail that can be visualised indicates the areas that need improvement to increase the effectiveness of building information's visualisation in AR.

Details

Smart and Sustainable Built Environment, vol. 12 no. 4
Type: Research Article
ISSN: 2046-6099

Keywords

Abstract

Details

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

Article
Publication date: 16 November 2022

Hesam Khorrami Shad, Kenneth Tak Wing Yiu, Ruggiero Lovreglio and Zhenan Feng

This paper aims to explore augmented reality (AR) applications in construction safety academic literature and propose possible improvements for future scholarly works. The paper…

Abstract

Purpose

This paper aims to explore augmented reality (AR) applications in construction safety academic literature and propose possible improvements for future scholarly works. The paper explicitly focuses on AR integration with Construction 4.0 technologies as an effective solution to safety concerns in the construction industry.

Design/methodology/approach

This study applied a systematic review approach. In total, 387 potentially relevant articles from databases were identified. Once filtering criteria were applied, 29 eligible papers where selected. The inclusion criteria were being directly associated with construction safety focused on an AR application and AR interactions associated with the Construction 4.0 technologies.

Findings

This study investigated the structure of AR applications in construction safety. To this end, the authors studied the safety purposes of AR applications in construction safety: pre-event (intelligent operation, training, safety inspection and hazard alerting), during-event (pinpointing hazard) and post-event (safety estimation) applications. Then, the integration of AR with Construction 4.0 technologies was elaborated. The systematic review also revealed that the AR integration has contributed to developing several technical aspects of AR technology: display, tracking and human–computer interaction. The study results indicate that AR integration with construction is effective in mitigating safety concerns; however, further research studies are required to support this statement.

Originality/value

This study contributes to exploring applications and integrations of AR into construction safety in order to facilitate the leverage of this technology. This review can help encourage practitioners and researchers to conduct further academic investigations into AR application in construction safety.

Details

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

Keywords

Article
Publication date: 6 August 2021

Ha Min Son, Dong Gyu Lee, Yoo-Sook Joung, Ji Woo Lee, Eun Ju Seok, Tai-Myoung Chung and Soohwan Oh

The current golden standard for attention deficit hyperactivity disorder (ADHD) diagnosis is clinical diagnosis based on psychiatric interviews and psychological examinations…

Abstract

Purpose

The current golden standard for attention deficit hyperactivity disorder (ADHD) diagnosis is clinical diagnosis based on psychiatric interviews and psychological examinations. This is suboptimal, as clinicians are unable to view potential patients in multiple natural settings – a necessary condition for objective diagnosis. The purpose of this paper is to improve the objective diagnosis of ADHD by analyzing a quantified representation of the actions of potential patients in multiple natural environments.

Design/methodology/approach

The authors use both virtual reality (VR) and artificial intelligence (AI) to create an objective ADHD diagnostic test. Diagnostic and statistical manual of mental disorders, 5th Edition (DSM-5) and ADHD Rating Scale are used to create a rule-based system of quantifiable VR-observable actions. As a potential patient completes tasks within multiple VR scenes, certain actions trigger an increase in the severity measure of the corresponding ADHD symptom. The resulting severity measures are input to an AI model, which classifies the potential patient as having ADHD in the form inattention, hyperactivity-impulsivity, combined or neither.

Findings

The result of this study shows that VR-observed actions can be extracted as quantified data, and classification of this quantified data achieves near-perfect sensitivity and specificity with a 98.3% accuracy rate on a convolutional neural network model.

Originality/value

To the best of the authors’ knowledge, this is the first study to incorporate VR and AI into an objective DSM-5-based ADHD diagnostic test. By including stimulation to the visual, auditory and equilibrium senses and tracking movement and recording voice, we present a method to further the research of objective ADHD diagnosis.

Details

International Journal of Web Information Systems, vol. 17 no. 5
Type: Research Article
ISSN: 1744-0084

Keywords

Article
Publication date: 7 November 2023

Shao-Chun Wu and James Quo-Ping Lin

Virtual reality (VR) can be used as an alternative mean for viewing collections at home when it is not possible to visit museums due to COVID-19. This study took the development…

Abstract

Purpose

Virtual reality (VR) can be used as an alternative mean for viewing collections at home when it is not possible to visit museums due to COVID-19. This study took the development process of VR at Taiwan's National Palace Museum (NPM) as a case to discuss the characteristics of VR developed there in different periods and how NPM transforms the contents of its collections into VR.

Design/methodology/approach

This study used a case study to analyze the development process of VR at NPM from 2014 to 2019 and summarized the characteristics of the development and application of VR.

Findings

The authors find that the history of VR application in NPM is a process from exploring the technology to gradually getting familiar with the potential of its application. Its development can be divided into the exploration and experiment stage from 2014 to 2015, the single collection interpretation stage in 2016 and the multipurpose application stage from 2017 to 2019. It is suggested that museums should adopt a long-term strategy to introduce VR, make plans carefully and pay attention to the limitations of VR application.

Research limitations/implications

The results of this study are suitable for art and history museums.

Originality/value

Many research studies on the application of VR in museums mostly focused on the benefits and technologies of adopting VR in museums as well as specific museum VR projects. There is still scant literature on the development process of museum VR from the perspective of museum organizations.

Details

Journal of Cultural Heritage Management and Sustainable Development, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2044-1266

Keywords

Content available
Article
Publication date: 1 June 2000

J.E. Galletly

81

Abstract

Details

Kybernetes, vol. 29 no. 4
Type: Research Article
ISSN: 0368-492X

Keywords

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