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1 – 10 of 110Sunseng Tea, Kriengsak Panuwatwanich, Rathavoot Ruthankoon and Manop Kaewmoracharoen
The purpose of this study is to develop and assess the real-time multiuser virtual reality (VR) application that can be used in the design review process. In particular, the…
Abstract
Purpose
The purpose of this study is to develop and assess the real-time multiuser virtual reality (VR) application that can be used in the design review process. In particular, the application was aimed to accommodate the design review meetings conducted among participants who are in different locations, which has become commonplace during the COVID-19 outbreak.
Design/methodology/approach
This paper presents a methodology for the development of a real-time multiuser immersive VR application, to support remote collaboration during the design review process. The developed application can immerse remote project participants into the same virtual environment and provide virtual face-to-face discussions. An experiment was conducted with 44 university students to investigate the applicability and performance of the developed application by comparing it with the traditional approach.
Findings
Results indicated that the group of students who used the developed immersive VR application outperformed the group that used the traditional approach. This was measured by the percentage of correctly identified design errors during a building inspection experiment.
Originality/value
The difficulty of bringing remote stakeholders together in a virtual environment has impeded the implementation of VR technology in the architecture, engineering and construction (AEC) industry. Most research has focused on the improvement of a single user’s experience. Most of the previous multiuser VR studies were conducted in other industries while similar research in the AEC industry is limited. The study presented in this paper contributes to the AEC industry by presenting the development of multiuser immersive VR applications for real-time remote collaboration and the empirical evidence to substantiate its potential benefits.
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This paper aims to give the educator's perspective on developing learning and teaching activities within the virtual world Second Life (SL). The purpose of the research was to…
Abstract
Purpose
This paper aims to give the educator's perspective on developing learning and teaching activities within the virtual world Second Life (SL). The purpose of the research was to develop an understanding of the pedagogical issues involved, to introduce avatar‐based marketing into the marketing curriculum, and to evaluate the potential for this new technology to enhance student learning.
Design/methodology/approach
The issues educators need to address in setting up such activities are considered, including context, design and pedagogical issues. It was decided to take an experiential learning approach following exploratory research. A mixed methods approach allowed the collection of quantitative data to profile the cohort and qualitative data to provide rich data of both the student and educators experience.
Findings
There is a steep learning curve for educators developing such courses particularly as subject specialists rather than computing specialists. Students developed new skills, used knowledge from the wider module and gained a wider perspective of the potential of e‐marketing as a whole.
Research limitations/implications
Experiential learning linked to reflective practice is one way in which learning and teaching in virtual worlds can be integrated into the marketing curriculum. The growth in teenage virtual worlds means the future intake of students may demand new styles of learning and teaching. There was a limited period in which to collect data.
Originality/value
This paper provides original research on developing and evaluating learning and teaching in SL within the marketing curriculum and addresses a gap in the literature on managing large groups in such environments.
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Shim Lew, Tugce Gul and John L. Pecore
Simulation technology has been used as a viable alternative to provide a real life setting in teacher education. Applying mixed-reality classroom simulations to English for…
Abstract
Purpose
Simulation technology has been used as a viable alternative to provide a real life setting in teacher education. Applying mixed-reality classroom simulations to English for Speakers of Other Languages (ESOL) teacher preparation, this qualitative case study aims to examine how pre-service teachers (PSTs) practice culturally and linguistically responsive teaching to work with an English learner (EL) avatar and other avatar students.
Design/methodology/approach
Using an embedded single case study, three PSTs’ teaching simulations and interviews were collected and analyzed.
Findings
This study found PST participants made meaningful connections between theory and practices of culturally and linguistically responsive teaching, particularly by connecting academic concepts to students’ life experiences, promoting cultural diversity, using instructional scaffolding and creating a safe environment. Nevertheless, they needed further improvement in incorporating cultural diversity into content lessons, creating a challenging and supportive classroom and developing interactional scaffolding for ELs’ language development. The findings also show that while PST participants perceived simulation technology as very beneficial, expanding the range of technological affordances could provide PSTs an opportunity to undertake a full range of critical teaching strategies for ELs.
Originality/value
This research contributes to broadening the realm of mixed-reality technology by applying it to ESOL teacher education and has implications for both ESOL teacher educators and simulation technology researchers.
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The architecture, engineering and construction (AEC) industry exists in a dynamic environment and requires several stakeholders to communicate regularly. However, evidence…
Abstract
Purpose
The architecture, engineering and construction (AEC) industry exists in a dynamic environment and requires several stakeholders to communicate regularly. However, evidence indicates current communication practices fail to meet the requirements of increasingly complex projects. With the advent of Industry 4.0, a trend is noted to create a digital communication environment between stakeholders. Identified as a central technology in Industry 4.0, virtual reality (VR) has the potential to supplement current communication and facilitate the digitization of the AEC industry. This paper aims to explore how VR has been applied and future research directions for communication purpose.
Design/methodology/approach
This research follows a systematic literature assessment methodology to summarize the results of 41 research articles in the last 15 years and outlines the applications of VR in facilitating communication in the AEC domain.
Findings
Relevant VR applications are mainly found in building inspection, facility management, safety training, construction education and design and review. Communication tools and affordance are provided or built in several forms: text-based tools, voice chat tool, visual sharing affordance and avatars. Objective and subjective communication assessments are observed from those publications.
Originality/value
This review contributes to identifying the recent employment areas and future research directions of VR to facilitate communication in the AEC domain. The outcome can be a practical resource to guide both industry professionals and researchers to recognize the potentials of VR and will ultimately facilitate the creation of digital construction environments.
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This paper develops frameworks to help Internet media designers address end‐user information presentation preferences by advancing structures for assessing metadata design…
Abstract
This paper develops frameworks to help Internet media designers address end‐user information presentation preferences by advancing structures for assessing metadata design variables. Design variables are then linked to user cognitive styles. An underlying theme is that AI methodologies may be used to help automate the Internet media design process and to provide personalized and customized experiences. User preferences concerning knowledge acquisition in online experiences provide the basis for discussions of cognitive analysis, and are extended into structural implications for media design and interaction. The assumption is made that frameworks for the alignment of design metadata with user metacognitive elements may serve as a reference to aid information design for Internet‐based media.
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Tayibe Seyman Guray and Burcu Kismet
The construction industry is affected by the technologies of Industry 4.0 as the buildings are transforming into complex productions. Integration of innovative technologies, such…
Abstract
Purpose
The construction industry is affected by the technologies of Industry 4.0 as the buildings are transforming into complex productions. Integration of innovative technologies, such as virtual reality (VR) and augmented reality (AR), in construction management is an emerging area to increase efficiency and effectiveness. With an aim of determining the current situation, this study evaluates the literature on VR and AR within construction management research.
Design/methodology/approach
The methodology of this research is based on descriptive and bibliometric analyses to understand and state the current relations between VR-AR technologies and construction management research. According to the meta-analysis (Preferred Reporting Items for Systematic Reviews and Meta-Analyses [PRISMA]) protocol of reviewing, 143 papers between 2010 and 2021 from Scopus, Web of Science (WoS) and Science Direct have been retrieved, and then analysis has been applied on these papers. Descriptive analysis contains increment of publications throughout the years, rates of papers according to countries and content of the publications. The bibliometric analysis involves the analysis through Excel and VOSviewer: co-occurrence of keywords, country-based, source and citation.
Findings
The results of this study emphasize the increasing interest in the adoption of VR-AR technologies in construction management research. As the number of publications has been continuously increased, this trend indicates the strength and growing interest in the topic. Another significant finding is VR-AR implementation studies are mostly based on building information modelling (BIM). In this study, the results of analyses have been discussed in terms of learning, knowledge areas and digital technologies as part of construction management.
Originality/value
This study contributes to providing a significant theoretical reference for the potentials of VR-AR in construction management research. VR-AR technologies mostly attract the interest of researchers from architectural design studies; however, there is a gap to investigate their potentials in terms of construction management. Additionally, this study focuses on the last 11 years, which indicate the latest trends.
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Yingbo Xu, Wei Liu, Tong He and Sang-Bing Tsai
“Metaverse” has become a buzzword in the Chinese stock market. However, it remains unclear whether a firm's metaverse-related announcements will elicit positive stock market…
Abstract
Purpose
“Metaverse” has become a buzzword in the Chinese stock market. However, it remains unclear whether a firm's metaverse-related announcements will elicit positive stock market reactions. Whether and how stakeholder reactions are influenced by a firm's metaverse-related readiness also needs to be further explored. This study aims to discuss the aforementioned objective.
Design/methodology/approach
The authors derived a set of factors based on readiness theory and business ecosystem literature and extend them into the context of the metaverse. The authors used a sample of 642 Chinese listed firms in 2021 to investigate the hypotheses through the event study.
Findings
The study’s findings show that metaverse coverage induces a positive stock market reaction, but it is subject to three moderating effects. The authors introduce the novel concepts of IT readiness, ecosystem readiness and digital infrastructure readiness as the moderators. Stakeholders perceive metaverse announcements as overhyped, and stock prices do not fluctuate significantly after a metaverse announcement when the listed firms are not ready to embrace the metaverse.
Originality/value
This study is one of the first that introduces the event study method into the metaverse research, and it reveals that different levels of readiness influence stakeholders' evaluations and reactions to corporate metaverse coverage. This provides empirical evidence on metaverse development in China from the stock market's perspective.
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The purpose of this paper is to report on the Web 2.0 Expo in New York.
Abstract
Purpose
The purpose of this paper is to report on the Web 2.0 Expo in New York.
Design/methodology/approach
Conference report.
Findings
The conference was geared primarily to the business community with talks, presentations, and exhibits that focused on developing Web 2.0 strategies to get consumers to visit and revisit their web sites.
Originality/value
Presents some of the highlights from the conference.
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Abhinesh Prabhakaran, Abdul-Majeed Mahamadu, Lamine Mahdjoubi, Colin Booth and Clinton Aigbavboa
The Furniture, Fixture and Equipment (FFE) sector is well placed to leverage virtual reality (VR) technology for competitive and operational advantages; however, the diffusion of…
Abstract
Purpose
The Furniture, Fixture and Equipment (FFE) sector is well placed to leverage virtual reality (VR) technology for competitive and operational advantages; however, the diffusion of VR applications in this sector has followed a steep curve. This study reports on the implementation of two novel VR applications in the FFE sector and also investigates the challenges and benefits associated with their use and adaptability.
Design/methodology/approach
A sequential exploratory mixed research methodology consisting of three phases was adopted for this study. This included identification of factors that affect/facilitate the implementation of VR (Challenges and Benefits) using experiments during in-house prototyping of VR applications, a rigorous literature review and questionnaire survey to solicit FFE Stakeholder's (n = 117) opinion on the utility and usefulness of the proposed applications and to the understand factors that facilitate and inhibit their implementation in FFE's context, particularly as a design communication and coordination tool.
Findings
The findings of this study revealed that distributed and single-user VR has become essential to digitalising the FFE sector's design communication with improved design communication being regarded as the most important benefit of its use. Conversely, the most critical challenge that inhibits the implementation of these two VR applications in the FFE sector is the perceived cost.
Originality/value
This study provides valuable insight to FFE's stakeholders to devise action plans to mitigate myriad complex and interrelated factors that affect the adoption of virtual reality technology in the FFE sector that are otherwise very hard to understand, and the consequential implementation of any mitigation plans cannot be devised.
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Jouni Smed, Timo Kaukoranta and Harri Hakonen
Distributed, real‐time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military…
Abstract
Distributed, real‐time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military simulations, virtual reality systems, and computer supported cooperative working, the suggested solutions diverge from the problems posed by MCGs. With this in mind, this paper provides a concise overview of four aspects affecting networking in MCGs. First, networking resources (bandwidth, latency, and computational power) set the technical boundaries within which the MCG must operate. Second, distribution concepts encompass communication architectures (peer‐to‐peer, client/server, server‐network), and both data and control architectures (centralized, distributed, replicated). Third, scalability allows the MCG to adapt to the resource changes by parametrization. Finally, security aims at fighting back against cheating and vandalism, which are common in online gaming.
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