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1 – 10 of over 3000
Article
Publication date: 29 September 2012

Jim Hahn

The purpose of this paper is to introduce mobile augmented reality applications for library uses and next generation library services.

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Abstract

Purpose

The purpose of this paper is to introduce mobile augmented reality applications for library uses and next generation library services.

Design/methodology/approach

Examples are drawn from museum and archives informatics, computer science applied research, and computer vision research as well as original research and development work from the Undergraduate Library at the University of Illinois.

Findings

Mobile augmented reality uses include augmenting physical book stacks browsing, library navigation, optical character recognition, facial recognition, and building identification mobile software for compelling library experiences.

Originality/value

The paper suggests uses of mobile augmented reality applications in library settings and models a demonstration prototype interface.

Article
Publication date: 2 March 2022

Mingchao Li and Liping Liu

This study was based on situated learning, by combining mobile learning and augmented reality, so that students could not only access information content in a real environment but…

Abstract

Purpose

This study was based on situated learning, by combining mobile learning and augmented reality, so that students could not only access information content in a real environment but also obtain such information via augmented reality, to support mobile learning.

Design/methodology/approach

The research included development of an augmented reality system combined with situational learning, used by students to learn about campus plants as part of the college life technology curriculum. Students took part in mobile learning, and an investigation was conducted into the computer learning behaviour of notebook users. College students were used as the experimental subjects. Data were collected using questionnaire surveys and were evaluated in order to identify the behavioural intentions of learners in outdoor learning activities.

Findings

The questionnaire survey covered environmental interactivity, system quality and textbook content. It was found that learners who used mobile learning augmented reality (MLAR) generally managed to browse all the contents of the textbook at each learning location, without spending too much time looking for information, and learners could quickly integrate this into the learning situation. Learners who used MLAR had a strong motivation to study plants at the learning site because they wanted to use the augmented reality technology to observe virtual plant models. Learners who used MLAR in their field learning liked using augmented reality for further learning, for example, using a magic wand to interact with the technology.

Originality/value

This study adopted a new approach to deliver elements of the life technology curriculum, integrating augmented reality into mobile learning. All participating students gave positive reviews of six aspects of the proposed system: their behavioural intentions, cognitive usefulness, cognitive ease of use, environmental interactivity, system quality and textbook content.

Article
Publication date: 20 June 2016

Roopesh Kevin Sungkur, Akshay Panchoo and Nitisha Kirtee Bhoyroo

This study aims to show the relevance of augmented reality (AR) in mobile learning for the 21st century. With AR, any real-world environment can be augmented by providing users…

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Abstract

Purpose

This study aims to show the relevance of augmented reality (AR) in mobile learning for the 21st century. With AR, any real-world environment can be augmented by providing users with accurate digital overlays. AR is a promising technology that has the potential to encourage learners to explore learning materials from a totally new perspective. Besides, the advancements made in information technology further broaden the scope for educational AR applications. Furthermore, the proliferation of wireless mobile devices such as smartphones and tablets is also introducing AR into the mobile domain.

Design/methodology/approach

This discussion paper gives an insight of the different potential fields of application of AR and eventually proposes an AR application that will give a completely different learning experience for learners. This AR mobile application will not only provide learners with supplementary information but will also assist lecturers in their teaching process. There are certain concepts in computer science at the tertiary level that are at times difficult for learners to understand using the traditional classroom approach. Through this AR application developed, the learners are able to see what is happening and experience a different form of learning where the focus is more on “learning by doing” and on the ability of visualizing the complete set of steps involved for a particular operation. Finally what is proposed is a generic framework/process for the development of AR applications for learning purposes.

Findings

The AR application developed and tested has proved to be helpful in understanding complex concepts of computer science that average students have much difficulty in understanding. Through AR, learning has been brought to a new dimension where the students can easily visualize what is happening and easily understand complex concepts. This low-cost system that has been proposed can track and detect both markerless and marker-based images. A number of experiments have also been carried out to determine a set of best practices for the development and use of such AR applications.

Originality/value

Learners have been able to have a more interactive and enriching learning experience through two-dimensional and three-dimensional digital augmentations. The AR mobile application has been enhancing the cognitive skills of learners through enabling them to scan images from printed materials with their smartphones. Then, informative digital augmentation has been overlaid in real time on the mobile screen with the image preview still in the background.

Details

Interactive Technology and Smart Education, vol. 13 no. 2
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 11 January 2013

Anthony Cocciolo and Debbie Rabina

The aim of this research project is to uncover if place‐based learning can increase learner engagement and understanding of historical topics.

1979

Abstract

Purpose

The aim of this research project is to uncover if place‐based learning can increase learner engagement and understanding of historical topics.

Design/methodology/approach

To study this, learners will use GeoStoryteller to learn about a historical topic on the places where significant events occurred, and then be interviewed by the researchers. GeoStoryteller is a tool developed by the researchers that runs on smartphones, such as an iPhone or Android. It provides the user multimedia stories about the historical sites, delivered via the mobile web or through Layar, an augmented reality web browser. The initial application of this technology focuses on German immigration to New York City between 1840 and 1945 through a partnership with the Goethe‐Institut, the Federal Republic of Germany's cultural institution. After using GeoStoryteller to learn about this content, n=31 participants were interviewed by the researchers, and transcripts were subjected to a quantitative content analysis.

Findings

Results indicate that the use of place increases learner perceptions of their engagement and understanding of historical topics; however, novel user interfaces like augmented reality impose significant usability issues, and more standard interfaces are preferred by users.

Originality/value

The use of place in mobile learning environments provides a meaningful entry point into historical content. Teachers of history and social studies, as well as those working in memory institutions (museum, libraries, and archives), should be encouraged in using place in their teaching and mobile education initiatives.

Details

Journal of Documentation, vol. 69 no. 1
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 25 February 2014

Javier Irizarry, Masoud Gheisari, Graceline Williams and Kathy Roper

Healthcare facility managers work in complex and dynamic environments where critical decisions are constantly made. Providing them with enhanced decision support systems would…

2780

Abstract

Purpose

Healthcare facility managers work in complex and dynamic environments where critical decisions are constantly made. Providing them with enhanced decision support systems would result in a positive impact on the productivity and success of the projects they undertake, as well as the sustainability of critical healthcare infrastructure. The purpose of this paper is to propose a conceptual ambient intelligent environment for enhancing the decision-making process of the facility managers. This low-cost data-rich environment would use building information modeling (BIM) and mobile augmented reality (MAR) as technological bases for the natural human-computer interfaces and aerial drones as technological tools.

Design/methodology/approach

This paper presents a scenario for the integration of augmented reality (AR) and building information modeling (BIM) to build an ambient intelligent (AmI) environment for facility managers where mobile, natural, user interfaces would provide the users with required data to facilitate their critical decision-making process. The technological requirements for having such an intelligent environment are also discussed.

Findings

The proposed BIM-MAR-based approach is capable of enhancing maintenance related practices for facility managers who are mobile to integrate with their facilities' intelligent environment. This approach is also capable of providing a collaborative environment in which different stakeholders, across geographically distributed areas, could work together to solve facility management tasks.

Originality/value

In this paper ambient intelligence will be considered for the first time in the area of healthcare facility management practices to provide facility managers with an intelligent BIM-based environment to access facility information and consequently enhance their decision-making process.

Article
Publication date: 11 January 2024

Asad Hassan Butt, Hassan Ahmad and Asif Muzaffar

Consumers are increasingly embracing innovative technologies for enhanced experiences. This study delves into the banking consumer brand experience through the lens of augmented…

Abstract

Purpose

Consumers are increasingly embracing innovative technologies for enhanced experiences. This study delves into the banking consumer brand experience through the lens of augmented reality (AR). The focus is on mobile augmented reality applications within financial institutions, which contribute to a more enjoyable and immersive customer experience. Specifically, the research highlights the utilisation of mobile augmented reality applications by a Pakistani bank and examines its influence on consumer loyalty and sustained engagement, with a particular emphasis on the AR brand experience.

Design/methodology/approach

The authors conducted a comparative study between married and unmarried consumers with sample sizes of 178 and 172, respectively. The results were analysed through structural equation modelling using SmartPLS.

Findings

The study's outcomes show that AR brand experience for the unmarried sample category is positive and higher than a married one. This is an excellent opportunity for the banking sector in Pakistan to invest more in innovative technologies.

Originality/value

The current study investigates the brand experience in the banking sector from the perspective of AR technology which contributes to the AR literature.

Article
Publication date: 5 October 2023

Hong Qin, Alsius David, Ahasan Harun, Md Rasel Al Mamun, Daniel Peak and Victor Prybutok

The application of mobile augmented reality (MAR) for enhancing user experiences and consumer patronizing intention has been the focus of recent MAR literature. Few studies…

570

Abstract

Purpose

The application of mobile augmented reality (MAR) for enhancing user experiences and consumer patronizing intention has been the focus of recent MAR literature. Few studies examine the differences between apps. This study fills the research gap by examining how consumers assess their experiences with different MAR applications and how their decision-making process is performed, particularly in the setting of smartphones.

Design/methodology/approach

A web-based online survey was administered to collect data on consumers' perceptions of two different MAR apps: utilitarian and hedonic apps. Reliability and validity of the measurement scales, non-response bias and comment method bias were assessed. With the support of measurement model, partial least square (PLS) was employed to test the research hypotheses.

Findings

This study reveals that the technological attributes of augmented reality (AR) apps have significant effects on consumer perceptions of their utilitarian and hedonic benefits, including interactivity, visual quality, service quality, technicality and aesthetics. Moreover, this study shows that consumers of hedonic apps place more importance on their enjoyment with the MAR app; consumers of utilitarian apps focus more on the accrued functional values. The findings provide practical insights for retailers in AR marketing and application development in the MAR environment.

Originality/value

This study provides a comprehensive viewpoint for analyzing ongoing use and purchase intentions simultaneously in a unified theoretical framework. In addition, it compares different types of MAR apps: hedonic and utilitarian. Furthermore, it is one of the first few studies attempting to provide a comprehensive understanding of the predictive role of MAR technologies by incorporating privacy concerns into the research model based on user and gratification framework.

Details

Industrial Management & Data Systems, vol. 124 no. 1
Type: Research Article
ISSN: 0263-5577

Keywords

Article
Publication date: 30 December 2021

Dhruba Jyoti Borgohain, Deepali Arun Bhanage, Manoj Kumar Verma and Ambika Vishal Pawar

This study aims to present a scientometric analysis of publications related to “Augmented Reality.” In today’s Information Technology-driven era, augmented reality (A.R.) has…

Abstract

Purpose

This study aims to present a scientometric analysis of publications related to “Augmented Reality.” In today’s Information Technology-driven era, augmented reality (A.R.) has evolved as a new immersive data source for developing knowledge combining authentic and digital images. Consequently, extensive research is going on “Augmented Reality” to discover its potential in knowledge development.

Methodology

The paper analyses and emphasizes the bibliographic data of Scopus articles with a suitable search query. The study was done concerning the chronological growth of research publications, highly cited publications, productive countries, prominent journals, prolific authors and institutions, author and country co-authorship network analysis and keywords analysis. The analysis was conducted by using open-source tools such as VOSViewer, Biblioshiny and Gephi.

Findings

The study reveals that a maximum number of publications on research in “Augmented Reality” are in the form of conference proceedings and articles. A.R., Virtual reality and A.R. application are the keywords with maximum number of occurrences. A significant number of publications are done in the USA, followed by Germany in the year 2020.

Originality/value

This study provides a precise idea of work done in different countries, a network of co-authorship between authors and countries, publication and citation impact of authors, journals, institutions and countries, year-wise progression and trending “augmented reality” topics research. This investigation will be advantageous for researchers and stakeholders to obtain rigorous bibliographic knowledge on literature related to the topic and work accordingly for R&D activities.

Details

Information Discovery and Delivery, vol. 50 no. 4
Type: Research Article
ISSN: 2398-6247

Keywords

Article
Publication date: 25 March 2021

Yining Wang, Eunju Ko and Huanzhang Wang

Due to the lack of relevant literatures on the application of mobile augmented reality (AR) service in beauty industry, the purpose of this study is to explore the impact of the…

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Abstract

Purpose

Due to the lack of relevant literatures on the application of mobile augmented reality (AR) service in beauty industry, the purpose of this study is to explore the impact of the mobile AR service on consumers' purchase behavior and brand awareness in beauty industry. And this study also wants to identify the different effects of the relationship among flow experience (concentration, playfulness and exploratory behavior), decision comfort and purchase intention moderated by different levels of consumer characteristics (individualism and fashion innovativeness).

Design/methodology/approach

This study set up a research model based on SOR model. The study used AR mobile app named “Youcam Makeup” as stimulus to do the questionnaire survey. First, the authors describe the way to use this AR mobile app and make sure each participant experience this app for about 5 min to understand AR well and finally, finished the questionnaire. SPSS and AMOS were used to do data analysis.

Findings

The results of this study showed that first, in the field of fashion and beauty makeup, compared with the ability to control or modify virtual contents – the perception of vividness, reality and aesthetics – are more relevant to consumers. Second, besides the playfulness that AR provides, AR technology can also encourage exploratory behavior in consumers, which will directly affect their intention to purchase. Finally, when using mobile AR technology, consumers with different levels of individualism or fashion innovativeness will gain different perceptions of their purchase intention.

Research limitations/implications

First, the study targets millennial female consumers. The future studies can be conducted on consumers of different age groups. Second, the sampling of this study is insufficient; if it had more samples, the results would be more accurate. Finally, AR is integrated into people's lives; therefore, to not be limited to millennial consumers, demographic characteristics need to be applied to future research.

Practical implications

This study provides a theoretical basis for marketers to formulate marketing strategies. First of all, marketers can use this technology to provide consumers with a more vivid and specific online shopping experience. Second, technical developers can focus on developing the features of AR with the strongest consumer perception based on the results of this study. Finally, this study researched consumer traits that can deepen understanding of both emerging technologies and consumer behavior as compared to research only on mobile AR services. Marketers need to understand the characteristics of consumers when making marketing plans and expand the characteristics of AR technology corresponding to the characteristics of consumers to attract consumers with different attributes.

Social implications

By using interactive technology, the brand can be closer to consumers and provide help and fun for consumers when they consume online. AR can also lead to future tool reuse behavior, thus establishing long-term relationships with consumers. More than that, AR can be used with the mobile phone, which can be used anytime and anywhere, eliminating space and time constraints. Therefore, the brand can establish cheap and extensive technology as a marketing strategy. Also, it can become one of the most common marketing tools.

Originality/value

This research fills the gap in the literature on mobile AR technology in the beauty industry. Such knowledge will not only facilitate the online development of brands but also help support retailers' development in the beauty industry, providing necessary capabilities for the expansion and application of this new technology. With regard to marketing strategies, the study on consumer characteristic provides the knowledge foundation for marketers to create marketing strategies, which is easier for them to formulate marketing schemes favorable to the brand for varying consumers.

Details

Asia Pacific Journal of Marketing and Logistics, vol. 34 no. 1
Type: Research Article
ISSN: 1355-5855

Keywords

Article
Publication date: 15 March 2022

Ju-Young M. Kang, Jae-Eun Kim, Ji Young Lee and Shu Hwa Lin

The purpose of the study was to identify (1) whether aspects of expectancy-value judgments (EVJ) of uses and gratifications, such as novelty, fashion/status, sociability and…

2905

Abstract

Purpose

The purpose of the study was to identify (1) whether aspects of expectancy-value judgments (EVJ) of uses and gratifications, such as novelty, fashion/status, sociability and relaxation, influenced trust in augmented reality (AR) apps; (2) whether trust in AR apps influenced usage intention toward AR apps and online/offline store patronage intention and (3) the moderating effect of consumer self-determination.

Design/methodology/approach

Mobile users (n = 630) were drawn from a USA market research company. The proposed model was tested by structural equation modeling with maximum likelihood estimation.

Findings

The study found that trust in AR apps was a determinant of usage intention toward AR apps and online/offline store patronage intention. Novelty and fashion/status for EVJs of uses and gratifications affected trust in AR apps. Sociability for EVJs of uses and gratifications negatively affected trust in AR apps. Users' self-determination moderated the influence of users' trust in AR apps on usage intention toward AR apps and online/offline store patronage intention.

Originality/value

First, the study elaborates on the impacts of the underlying aspects of an EVJ model of uses and gratifications regarding AR apps on trust in AR apps and EVJ model's influence on usage intention toward AR apps and online/offline store patronage intention. Second, the results of the study suggest useful strategies involved in the development of consumer-driven AR apps that satisfy users' needs and desires.

Details

Journal of Fashion Marketing and Management: An International Journal, vol. 27 no. 1
Type: Research Article
ISSN: 1361-2026

Keywords

1 – 10 of over 3000