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Article
Publication date: 28 June 2021

Sunseng 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.

Details

Journal of Engineering, Design and Technology , vol. 20 no. 1
Type: Research Article
ISSN: 1726-0531

Keywords

Article
Publication date: 26 October 2010

Janet Ward

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…

1496

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.

Details

Marketing Intelligence & Planning, vol. 28 no. 7
Type: Research Article
ISSN: 0263-4503

Keywords

Article
Publication date: 8 February 2021

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.

Article
Publication date: 10 June 2020

Jing Wen and Masoud Gheisari

The architecture, engineering and construction (AEC) industry exists in a dynamic environment and requires several stakeholders to communicate regularly. However, evidence…

1563

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.

Details

Construction Innovation , vol. 20 no. 3
Type: Research Article
ISSN: 1471-4175

Keywords

Article
Publication date: 1 October 1998

R. William Maule

This paper develops frameworks to help Internet media designers address end‐user information presentation preferences by advancing structures for assessing metadata design…

1263

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.

Details

Internet Research, vol. 8 no. 4
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 24 March 2022

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…

1134

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.

Details

Smart and Sustainable Built Environment, vol. 12 no. 3
Type: Research Article
ISSN: 2046-6099

Keywords

Article
Publication date: 28 February 2023

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…

1011

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.

Details

Internet Research, vol. 34 no. 1
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 24 October 2008

Martin Kesselman

The purpose of this paper is to report on the Web 2.0 Expo in New York.

1223

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.

Details

Library Hi Tech News, vol. 25 no. 9
Type: Research Article
ISSN: 0741-9058

Keywords

Article
Publication date: 26 April 2022

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.

Details

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

Keywords

Article
Publication date: 1 April 2002

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…

3890

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.

Details

The Electronic Library, vol. 20 no. 2
Type: Research Article
ISSN: 0264-0473

Keywords

1 – 10 of 110