Search results

1 – 10 of over 1000
Article
Publication date: 23 September 2024

Ying Geng, Huai-Ying Huang, Ching-Hui Chen and Pei-Hsuan Lin

This study is a pilot study exploring the usefulness and ease of use of a prototype VR PetCPR system and discusses the possibility of using it to facilitate pet healthcare skills…

Abstract

Purpose

This study is a pilot study exploring the usefulness and ease of use of a prototype VR PetCPR system and discusses the possibility of using it to facilitate pet healthcare skills acquisition. The designed VR PetCPR training system aims to provide pet healthcare professionals with an inexpensive, accessible and reliable CPR training tool and refine their skills in a controlled and simulated environment.

Design/methodology/approach

The study was conducted in a one-day workshop. The workshop consisted of the morning section (Section A) and the afternoon section (Section B). Section A was the knowledge acquisition stage. Section B is the VR PetCPR stage. Trainees were then given 30 min to experience the VR PetCPR set. When trainees were ready, they were required to complete two trials of dog CPR practice. After the practice, trainees completed the questionnaire and reported their attitudes toward VR PetCPR practice.

Findings

Overall, trainees held positive attitudes toward the effectiveness and usefulness of the VR PetCPR. After practicing skills via VR CPR, over half of the trainees responded that the system is effective in helping them understand the essential knowledge (e.g. operation status, operation positions, etc.) of performing CPR skills on a 30-pound dog. A significantly positive attitude was reported on trainees’ perceptions toward the ease of use of practicing their chest compression skills with the PetCPR. The positive attitudes significantly outnumbered the negative attitudes on explicit instruction and guidance, accessibility, convenience in practice and straightforward interface.

Originality/value

From data collected from 16 animal hospitals in the United States, Europe and Australia with 709 cases, 147 dogs (28%) and 58 cats (30%) temporarily attained ROSC during CPR, and 14 dogs (3%) and four cats (2%) survived to hospital discharge. Training veterinary CPR techniques and implementing RECOVER guidelines still have a long way to go. However, recent virtual reality simulations for CPR training were mainly designed for human patients CPR (Issleib et al., 2021; Liu et al., 2022; Almousa et al., 2019; Wong et al., 2018). The VR PetCPR remains a missing puzzle in the current VR training designs.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 2 September 2024

Demi Shenrui Deng, Soobin Seo, Robert James Harrington and David Martin

The purpose of this study is to examine the role of social presence in enhancing positive behaviors in the virtual reality (VR)-based wine tourism context through an innovative…

Abstract

Purpose

The purpose of this study is to examine the role of social presence in enhancing positive behaviors in the virtual reality (VR)-based wine tourism context through an innovative approach.

Design/methodology/approach

Two sequential experimental studies were conducted to test proposed hypotheses using Web and head-mounted display (HMD) VR formats. Specifically, Study 1 probed the influence of social presence on mental imagery, which subsequently impacted destination visit intention, drinking intent and memorable experience. Study 2 used a field experiment to explore the boundary effects of environmental cues (nature versus social) on social presence and a series of behavioral intentions using an HMD format.

Findings

The findings represent one of the first efforts to unravel the influence of social presence on positive behaviors through mental imagery and the moderating role of environmental cues.

Research limitations/implications

This research enhances the understanding of wine tourism, drawing upon social presence theory and stimulus-organism-response framework.

Practical implications

The outcomes provide valuable insights for wine tourism marketers in developing innovative marketing strategies by addressing the usage of social presence and environmental cues in a VR setting.

Originality/value

To the best of the authors’ knowledge, this study is the first to enrich the existing knowledge of wine tourism by exploring the role of social presence and environmental cues in both Web and HMD VR formats.

Details

International Journal of Wine Business Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1751-1062

Keywords

Open Access
Article
Publication date: 17 September 2024

Karolina Brylska, Tomasz Gackowski, Anita Kwiatkowska and Martyna Dudziak-Kisio

The aim of the article was to compare the learning outcomes of the same content in the form of a traditional analogue lesson and in the form of a virtual reality (VR) lesson with…

Abstract

Purpose

The aim of the article was to compare the learning outcomes of the same content in the form of a traditional analogue lesson and in the form of a virtual reality (VR) lesson with the use of head-mounted display (HMD).

Design/methodology/approach

The study included one biology lesson conducted in 4 groups of a dozen people and one biology lesson in VR carried out individually on 75 people. The respondents completed the knowledge test, a questionnaire before and after the class regarding the attitude to new technologies, and feelings after the lesson. The researchers used detailed observation sheets (subjects' behaviour and the dynamics of the lesson). The obtained results were analysed statistically through lesson type (traditional/VR), respondent type (technology enthusiast/non-enthusiast) and question type. The Mann–Whitney U test, t-student and chi-squared (?²) test were used.

Findings

The average of the overall results in the knowledge test was similar in both groups (16 points; ±SD 2.13), slightly better for the analogue group and for the non-enthusiast group. It was found that VR hinders the acquisition of knowledge by tech enthusiasts, who perceive it primarily in the play paradigm. However, it encourages the learning of technology sceptics, who quickly discover a passion for exploring the virtual world. It was clearly indicated, quantitatively and qualitatively, how the technology modalities directly influenced the learning outcomes.

Originality/value

The article offers fresh insights into how students' perceptions of the educational process can be transformed through the integration of VR. The compelling findings and nuanced analysis provide a robust foundation for exploring new frontiers in educational technology.

Details

Information Technology & People, vol. 37 no. 8
Type: Research Article
ISSN: 0959-3845

Keywords

Open Access
Article
Publication date: 20 August 2024

Tong (Tripp) Liu, Caroline Swee Lin Tan and Carolina Quintero Rodriguez

This paper aims to synthesize the existing literature on virtual reality (VR) in the luxury fashion industry, discuss the current practical applications of VR technologies and…

Abstract

Purpose

This paper aims to synthesize the existing literature on virtual reality (VR) in the luxury fashion industry, discuss the current practical applications of VR technologies and review previous research undertaken in the luxury fashion field.

Design/methodology/approach

This paper conducts a systematic review and thematic analysis of existing literature to evaluate current research concerning VR and the luxury fashion industry. This search initially returned a total of 1,131 sources. After establishing and applying criteria of exclusion and inclusion, a total of 46 articles were selected for the thematic analysis.

Findings

Five major themes were identified, including virtual luxury fashion consumption, VR in marketing communication, virtual try-on, VR retail (including virtual fashion retail spaces) and virtual worlds (including customers’ virtual representation as avatars). The importance of these themes for the study of VR in luxury fashion is supported by relevant studies in the literature.

Originality/value

Whilst research into VR use within luxury fashion has increased recently, it remains fragmented. Given the absence of a comprehensive review addressing this topic within the literature, this paper will help scholars and fashion brands better understand the effects of VR on the luxury fashion industry. By integrating current practice and existing research, this paper contributes to a better understanding of how and where VR is used in luxury fashion contexts.

Article
Publication date: 31 July 2024

Sabra E. Brock, Ayushi Tandon, Yogini E Joglekar and Pia Behmuaras

This study aims to investigate and propose guidelines to enhance the accessibility of virtual reality (VR) interfaces for all users within professional learning environments…

Abstract

Purpose

This study aims to investigate and propose guidelines to enhance the accessibility of virtual reality (VR) interfaces for all users within professional learning environments. Motivated by a lack of comprehensive accessibility guidelines for VR learning, the study delves into a case study of Edstutia’s VR campus.

Design/methodology/approach

This case study examines the intersection of VR platform development and learning experience design through the lens of accessibility in human-computer interaction. It elaborates on how user experience feedback from differently-abled learners who were unable to fully participate in the VR experience due to disability shaped the 2.0 version development of a VR platform.

Findings

The outcomes of this case study are (1) a description of an inclusive and empathetic design application to increase multi-learner VR platform accessibility, (2) a sample actionable path from a design/development perspective in ensuring the accessibility design of a VR learning platform, and recommendations to facilitate the design process.

Research limitations/implications

This case is a foundation for further research on improving accessibility in VR. In future work on VR campuses, we recommend scholars undertake research with an inclusive approach that actively involves users with different abilities in shaping guidelines, particularly on how individuals with different abilities should be approached for their input during the design and development process in a sensitive manner.

Practical implications

The authors summarize the steps taken to enhance the accessible interplay between the end users and the interface of VR technology in the emergence of VR accessibility standards. Central to this case’s exploration is the integration of accessibility as a pivotal element into an academic VR campus, i.e. multilearner education platform.

Social implications

Increasing access to VR has strong social implications in a world where 17% of people report a disability.

Originality/value

This case contributes to the limited research available on increasing access to VR on campuses.

Details

Journal of Workplace Learning, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1366-5626

Keywords

Article
Publication date: 16 August 2024

Yi-Man Teng, Kun-Shan Wu and Fang-Ju Kuo

COVID-19 halted global tourism, prompting stakeholders to use virtual reality (VR) tourism to maintain interest. Due to technological advancements and wider internet access…

Abstract

Purpose

COVID-19 halted global tourism, prompting stakeholders to use virtual reality (VR) tourism to maintain interest. Due to technological advancements and wider internet access globally, VR tourism has become increasingly popular. Guided by the attention-interest-desire-action (AIDA) model and the technology acceptance model (TAM) frameworks, and with the inclusion of personal innovativeness, this study aims to clarify consumer intentions toward engaging with VR tourism by investigating factors such as personal innovativeness, interest, perceived usefulness (PU), perceived ease of use (PEOU), attitude and desire.

Design/methodology/approach

Data was gathered from 252 participants using a cross-sectional approach, with partial least squares structural equation modeling used to assess the research model.

Findings

The findings indicate consumers' personal innovativeness strongly influences VR tourism intention, mediated by PU, attitude and desire. VR tourism intention is also significantly impacted by interest in VR tourism and is mediated by PU and PEOU, attitude and desire. PEOU and PU are significantly linked to interest and determine attitude. Attitude, both directly and indirectly, significantly influences VR tourism intention through users' desire, which mediates the relationship. Through multiple group analysis, the path from desire to intention is found to be moderated by age, education and marital status.

Practical implications

Theoretically, this study pioneers a framework that merges AIDA, TAM and personal innovativeness to advance the understanding of VR tourism adoption dynamics and enrich tourism research. Managerially, it provides valuable guidance on targeting communications and technology toward increasing VR tourism engagement and presents a roadmap for industry practitioners.

Originality/value

This research addresses the identified gaps in extant literature by combining TAM and AIDA with personal innovativeness to investigate the process of consumers' VR tourism intention, triggered by consumers' personal innovativeness and interest in VR tourism. The study highlights significant managerial insights for both tourism industry practitioners and academic researchers, which can assist with decision-making to promote VR tourism development.

研究目的

COVID-19 使全球旅游业停滞不前, 促使利益相关者使用虚拟现实 (VR) 旅游来保持兴趣。由于技术进步和全球互联网接入的增长, VR 旅游变得越来越受欢迎。基于注意-兴趣-渴望-行动模型 (AIDA) 和技术接受模型 (TAM) 框架, 并纳入个人创新性, 本研究旨在通过调查个人创新性、兴趣、感知有用性、感知易用性、态度和渴望等因素, 澄清消费者对参与 VR 旅游的意图。

研究设计/方法论

使用横截面方法收集了252名参与者的数据, 并使用偏最小二乘结构方程建模来评估研究模型。

研究发现

研究结果表明, 消费者的个人创新性通过感知有用性、态度和渴望显著影响 VR 旅游意图。VR 旅游意图也受到对 VR 旅游兴趣的显著影响, 并通过感知有用性、感知易用性、态度和渴望进行调节。感知易用性和感知有用性显著与兴趣相关, 并决定态度。态度通过用户的渴望直接和间接地显著影响 VR 旅游意图, 这些渴望调节了这种关系。通过多群组分析, 发现年龄、教育和婚姻状况对渴望与意图之间的路径具有调节作用。

原创性/价值

本研究通过结合 TAM 和 AIDA 与个人创新性来研究消费者的 VR 旅游意图过程, 填补了现有文献中的空白。本研究强调了对旅游业从业者和学术研究人员的重大管理见解, 这些见解可以帮助决策者推动 VR 旅游的发展。

实践意义

从理论上讲, 本研究开创了一个结合 AIDA、TAM 和个人创新性的框架, 以提升对 VR 旅游采用动态的理解, 并丰富旅游研究。从管理角度来看, 它提供了有价值的指南, 帮助定位通信和技术, 以增加 VR 旅游参与度, 并为行业从业者提供了发展路线图。

Objetivo

El COVID-19 detuvo el turismo global, lo que indujo a las partes implicadas a utilizar el turismo de realidad virtual para mantener el nivel de interés. Debido a los avances tecnológicos y al acceso más amplio a Internet a nivel mundial, el turismo de realidad virtual se ha vuelto cada vez más común. Basándose en el modelo de Atención-Interés-Deseo-Acción (AIDA) y en el modelo de aceptación tecnológica (TAM), y con la inclusión de la innovación personal, este estudio tiene como objetivo comprender las intenciones de los consumidores hacia el compromiso con el turismo de realidad virtual investigando factores como la innovación personal, el interés, la utilidad percibida, la facilidad de uso percibida, la actitud y el deseo.

Diseño/metodología/enfoque

Se recopilaron datos de 252 participantes utilizando un enfoque transversal, y se utilizó la modelización de ecuaciones estructurales de mínimos cuadrados parciales para evaluar el modelo de investigación.

Resultados

Los resultados indican que la innovación personal de los consumidores influye fuertemente en la intención de turismo de realidad virtual mediada por la utilidad percibida, la actitud y el deseo. La intención de turismo de realidad virtual también se ve significativamente afectada por el interés en el turismo de realidad virtual y está mediada por la utilidad percibida y la facilidad de uso percibida, la actitud y el deseo. La facilidad de uso percibida y la utilidad percibida están significativamente relacionadas con el interés y determinan la actitud. La actitud influye tanto directa como indirectamente de manera significativa en la intención de turismo de realidad virtual a través del deseo de los usuarios, que media en la relación. A través del análisis de múltiples grupos, se encontró que la edad, la educación y el estado civil moderan la relación entre el deseo y la intención.

Implicaciones

Desde el punto de vista teórico, este estudio es pionero en la creación de un marco que aúna AIDA, TAM e innovación personal para avanzar en la comprensión de la dinámica de adopción del turismo de realidad virtual y enriquecer la investigación turística. Desde el punto de vista de la gestión, ofrece una valiosa orientación sobre cómo orientar las comunicaciones y la tecnología para aumentar la participación del turismo de realidad virtual y presenta una hoja de ruta para los profesionales del sector.

Originalidad/valor

Esta investigación aborda las lagunas identificadas en la literatura existente mediante la integración de TAM y AIDA con la innovación personal para analizar el proceso de la intención de los consumidores de turismo de realidad virtual, provocada por la innovación personal de los consumidores y el interés en el turismo de realidad virtual. El estudio pone de relieve importantes perspectivas de gestión tanto para los profesionales del sector turístico como para los investigadores académicos, que pueden ayudar en la toma de decisiones para promover el desarrollo del turismo de realidad virtual.

Article
Publication date: 27 August 2024

Adrian Urbano, Michael Mortimer, Ben Horan, Hans Stefan and Kaja Antlej

The ability to measure cognitive load in the workplace provides several opportunities to improve workplace learning. In recent years, virtual reality (VR) has seen an increase in…

Abstract

Purpose

The ability to measure cognitive load in the workplace provides several opportunities to improve workplace learning. In recent years, virtual reality (VR) has seen an increase in use for training and learning applications due to improvements in technology and reduced costs. This study aims to focus on the use of simulation task load index (SIM-TLX), a recently developed self-reported measure of cognitive load for virtual environments to measure cognitive load while undertaking tasks in different environments.

Design/methodology/approach

The authors conducted a within-subject design experiment involving 14 participants engaged in digit-recall n-back tasks (1-back and 2-back) in two VR environments: a neutral grey environment and a realistic industrial ozone facility. Cognitive load was then assessed using the SIM-TLX.

Findings

The findings revealed higher task difficulty for the 2-back task due to higher mental demand. Furthermore, a notable interaction emerged between cognitive load and different virtual environments.

Research limitations/implications

This study relied solely on an n-back task and SIM-TLX self-report measure to assess cognitive load. Future studies should consider including ecologically valid tasks and physiological measurement tools such as eye-tracking to measure cognitive load.

Practical implications

Identifying cognitive workload sources during VR tasks, especially in complex work environments, is considered beneficial to the application of VR training aimed at improving workplace learning.

Originality/value

This study provides unique insights into measuring cognitive load from various sources as defined by the SIM-TLX sub-scales to investigate the impact of simulated workplace environments.

Details

Journal of Workplace Learning, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1366-5626

Keywords

Article
Publication date: 25 July 2024

Sabita Dutta, Saumya Dixit and Arpita Khare

Understanding tourist experiences with virtual reality (VR) products is essential for firms using VR for tourism marketing, particularly in developing countries where customers do…

Abstract

Purpose

Understanding tourist experiences with virtual reality (VR) products is essential for firms using VR for tourism marketing, particularly in developing countries where customers do not have access to personal VR devices or gadgets. This study aims to provide insights into technology usage for tourism marketing India, which is a developing country. It explores 360° virtual tours as an upcoming strategy for tourism promotion by analysing tourists’ perspectives through a qualitative approach.

Design/methodology/approach

360° YouTube video launched by the Ministry of Tourism, Government of India, was shown to the participants as a marketing stimulus, followed by questions to understand tourists’ experiences and intentions. Responses were collected from 45 tourists who visited popular tourist destinations such as Shimla, Manali and Dharamshala districts of Himachal Pradesh, India.

Findings

The findings of the study indicate that several crucial elements play a pivotal role in creating the 360° VR experience. Based on interviews, it was found that 360° video experiences assist in visualising a destination through imaginative exploration, generating curiosity about the destination, forming a favourable image of the destination and facilitates ease of experience. A few participants mentioned experiencing discomforts, such as motion sickness and eye strain, while viewing 360° videos. Moreover, tourists provided valuable insights into various factors, including how 360° videos elicit arousal through entertainment and excitement, develop immersion and engagement in the virtual environment (VE), aid in assessing destination suitability, offers advantage over other media, serves as a substitutes for travel during constraints, generates assurance and influences intentions. These factors have emerged as significant considerations influencing their willingness to adopt such technology in the future.

Originality/value

In the contemporary market landscape, 360° VR technology is anticipated to enhance the experiential elements within VEs. While existing research has focused on the technical attributes of VR, there remains a crucial gap pertaining to the experiential and destination-related elements and their influence on usage, travel planning and intentions. Therefore, this study provides deeper insights into the unexplored concepts and dimensions of the virtual tourism experience, particularly concerning interaction with 360° videos. The study contributes novel insights to the existing body of tourism literature and provides practical implications for enhancing 360° virtual tour experiences.

Details

Qualitative Market Research: An International Journal, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1352-2752

Keywords

Open Access
Article
Publication date: 25 June 2024

Kyu-soo Chung, Chad Goebert and John David Johnson

With the advance of Web 3.0 and the range of sensory experiences offered by virtual reality (VR) to sport fans, this study examines how VR spectators’ sensory experiences affect…

Abstract

Purpose

With the advance of Web 3.0 and the range of sensory experiences offered by virtual reality (VR) to sport fans, this study examines how VR spectators’ sensory experiences affect their intentions to consume VR products and services. For this purpose, the study puts forth an expanded stimulus-organism-response (S-O-R) model. In this framework, the stimuli are the sensory imagery and stimuli, the organism factors are presence and arousal and the response is the consumption intention. This model adeptly encapsulates the comprehensive process of stimuli while spectating a sporting event in a virtual environment.

Design/methodology/approach

For a VR stimulus, researchers developed a 3-min collegiate women’s volleyball game. Watching the game in VR were 131 collegiate students, who were then questioned about their visual and aural imagination of the game stimuli, perceived visual and aural stimuli, sense of presence, arousal and VR consumption intentions. To ensure the validity and reliability of the measurement model, confirmatory factor analysis was first conducted. Subsequently, the model was subjected to path analysis.

Findings

The measurement model demonstrated both validity and reliability. The subsequent path analysis yielded the model’s satisfactory fit. In particular, the mental visualization of VR spectators significantly influenced their perception of visual stimuli, while their imaginative engagement with auditory aspects impacted their perception of aural stimuli. The observed visual stimuli positively impacted the degree of presence experienced and the level of arousal induced. Similarly, the auditory stimuli exerted comparable effects on presence and arousal. The sense of arousal exhibited a considerable influence on the sense of presence. Furthermore, arousal emerged as a substantial determinant of individuals' VR consumption intentions.

Originality/value

The study highlights that the affective status of VR sport spectators is dominant in determining their consumption intentions. Also, the study finds the decisive role of presence in processing sensory stimuli in virtual sport spectating. It also provides managerial insight into designing and customizing VR sport experiences to be more enjoyable and impactful.

Details

International Journal of Sports Marketing and Sponsorship, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 16 July 2024

Rab Nawaz Lodhi, Muhammad Asif, Carla Del Gesso and Cihan Cobanoglu

This qualitative study aims to investigate the critical success factors (CSFs) driving the adoption of virtual reality (VR) in the hospitality industry, shedding light on key…

192

Abstract

Purpose

This qualitative study aims to investigate the critical success factors (CSFs) driving the adoption of virtual reality (VR) in the hospitality industry, shedding light on key determinants for successful implementation.

Design/methodology/approach

Drawing on a diverse set of interviews conducted in Italy, Pakistan, the USA and Turkey, this study uses thematic analysis facilitated by NVivo 12 to comprehensively explore and identify the CSFs influencing VR adoption within the global hospitality industry.

Findings

This study identifies distinct CSFs at various phases of VR adoption in the hospitality industry. Preimplementation emphasizes budget planning and stakeholder engagement, implementation highlights safety training and feedback mechanisms and postimplementation underscores the importance of innovation, feedback utilization and maintenance for sustained success. These findings offer a strategic roadmap for VR integration in hospitality.

Practical implications

The study informs hospitality industry stakeholders of crucial success factors for VR adoption, thereby guiding strategic decision-making. Sustained VR integration success is ensured by emphasizing budget planning, stakeholder engagement, safety training, feedback mechanisms and postimplementation innovation.

Originality/value

To the best of the authors’ knowledge, this groundbreaking research is the first in-depth investigation into CSFs for the adoption of VR in the hospitality industry. This research advances our understanding of and provides fresh guidance for effective VR integration by revealing novel insights into the key variables at various deployment phases.

Details

International Journal of Contemporary Hospitality Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-6119

Keywords

1 – 10 of over 1000