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11 – 20 of over 45000
Article
Publication date: 8 May 2017

Thomas Chesney, Swee-Hoon Chuah, Angela R. Dobele and Robert Hoffmann

The potential for e-commerce is limited by a trust deficit when traders do not interact in a physical, bricks-and-mortar context. The theory of information richness posits that…

2225

Abstract

Purpose

The potential for e-commerce is limited by a trust deficit when traders do not interact in a physical, bricks-and-mortar context. The theory of information richness posits that equivocal interactions, such as ones requiring trust, can be facilitated through communication media that transmit multiple cues interactively. This study aims to examine the potential of information-rich virtual worlds to reduce this trust deficit compared with more traditional Web-based e-tailing environments.

Design/methodology/approach

Rather than focusing on stated intentions, the authors adopt an experimental approach to measure behaviour. Participants receive performance-related financial incentives to perform trust games in different information-rich treatments that represent three retail environments: a physical environment representing bricks-and-mortar trade, an electronic environment representing Web-based online retailing and a virtual environment representing virtual world retail.

Findings

The authors find that the two dimensions of trust significantly differ between the treatments. In particular, as hypothesised, both trustingness and trustworthiness are higher in the virtual than in the electronic environment. However, contrary to the hypotheses, physical trade is not associated with greater trust than virtual trade.

Research limitations/implications

The authors extend previous research by demonstrating how the information richness of the virtual world interface can promote e-commerce by deepening trust between trading partners. This research also complements existing work that approaches product and service interfaces through the lens of servicescapes.

Practical implications

The findings also contribute towards the development of services marketing practice and the design of e-commerce environments.

Originality/value

Much of the work in this space considers purchase intentions and attitudes around trust, whereas this study looks at actual trust behaviour in the virtual space.

Details

Journal of Services Marketing, vol. 31 no. 3
Type: Research Article
ISSN: 0887-6045

Keywords

Article
Publication date: 24 April 2020

Idris Jeelani, Kevin Han and Alex Albert

Workers and construction professionals are generally not proficient in recognizing and managing safety hazards. Although valuable, traditional training experiences have not…

1897

Abstract

Purpose

Workers and construction professionals are generally not proficient in recognizing and managing safety hazards. Although valuable, traditional training experiences have not sufficiently addressed the issue of poor hazard recognition and management in construction. Since hazard recognition and management are cognitive skills that depend on attention, visual examination and decision-making, performance assessment and feedback in an environment that is realistic and representative of actual working conditions are important. The purpose of this paper is to propose a personalized safety training protocol that is delivered using robust, realistic and immersive environments.

Design/methodology/approach

Two types of virtual environments were developed: (1) Stereo-panoramic environments using real construction scenes that were used to evaluate the performance of trainees accurately and (2) A virtual construction site, which was used to deliver various elements of instructional training. A training protocol was then designed that was aimed at improving the hazard recognition and management performance of trainees. It was delivered using the developed virtual environments. The effectiveness of the training protocol was experimentally tested with 53 participants using a before–after study.

Findings

The results present a 39% improvement in hazard recognition and a 44% improvement in hazard management performance.

Originality/value

This study combines the benefits of using a virtual environment for providing instructional training along with realistic environments (stereo-panoramic scenes) for performance assessment and feedback. The training protocol includes several new and innovative training elements that are designed to improve the hazard recognition and hazard management abilities of the trainees. Moreover, the effectiveness of training in improving hazard recognition and hazard management is measured using specific outcome variables.

Details

Engineering, Construction and Architectural Management, vol. 27 no. 8
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 27 September 2011

Pinjun Xia, António Lopes and Maria Restivo

Haptics can significantly enhance the user's sense of immersion and interactivity. Especially in an assembly task, haptic feedback can help designers to have a better…

Abstract

Purpose

Haptics can significantly enhance the user's sense of immersion and interactivity. Especially in an assembly task, haptic feedback can help designers to have a better understanding of virtual objects and to increase task efficiency. The purpose of this paper is to investigate the design and implementation of a haptic‐based virtual assembly system (HVAS).

Design/methodology/approach

A multi‐thread system structure was designed, an automatic data integration interface was developed to transfer geometry, topology, assembly and physics information from a computer‐aided design system to virtual reality application, and a hierarchical constraint‐based data model and scene graph structure was designed to construct the virtual assembly environment. Unlike traditional virtual assembly systems based on collision detection or geometry constraint only, a physics‐based modeling approach combining with haptic feedback and geometry constraint was undertaken to realize and guide the realistic assembly process. When two parts collide into each other, the force and torque can be computed and provide feedback, and a spring‐mass model is used to prevent penetration and simulate dynamic behaviour. When two parts are close enough to each other and the assembly simulation state is activated, a geometry constraint can be captured, an attractive force can be generated to guide the user to assemble the part along the correct position, and the repulsive force can also be generated to realize the mating process as natural and realistic as in real life.

Findings

The implementation details and application examples demonstrate that haptic‐based virtual assembly is a valuable tool for assembly design and process planning.

Originality/value

The paper presents an HVAS.

Details

Assembly Automation, vol. 31 no. 4
Type: Research Article
ISSN: 0144-5154

Keywords

Article
Publication date: 1 September 2002

Mary Beth Watson‐Manheim, Katherine M. Chudoba and Kevin Crowston

Virtual” is a potent buzzword, freely applied to many situations, with many meanings. In this exploratory study, we develop a more precise understanding of “virtual” to describe…

3244

Abstract

Virtual” is a potent buzzword, freely applied to many situations, with many meanings. In this exploratory study, we develop a more precise understanding of “virtual” to describe changing work environments. Specifically, we propose a framework to classify work environments based on the type of discontinuities involved. Discontinuities are gaps or a lack of coherence in aspects of work. The framework allows us to compare research across different topics and work settings. We use the framework to classify 75 published articles on virtual work environments or earlier, related research streams. We observed that many studies were simultaneously addressing existing or emerging continuities, factors or strategies for overcoming discontinuities. The focus of “virtual” is on changes in the work environment; however, our analysis suggests the need to be equally aware of factors that have not changed and which may become more critical with the introduction of discontinuities.

Details

Information Technology & People, vol. 15 no. 3
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 13 March 2019

Kalliopi Evangelia Stavroulia, Maria Christofi, Evangelia Baka, Despina Michael-Grigoriou, Nadia Magnenat-Thalmann and Andreas Lanitis

The purpose of this paper is to propose the use of a virtual reality (VR)-based approach to improve teacher education and life-long professional development. Through constant…

1681

Abstract

Purpose

The purpose of this paper is to propose the use of a virtual reality (VR)-based approach to improve teacher education and life-long professional development. Through constant training in real-life based situations but within a safe three-dimensional virtual school environment, teachers are given the opportunity to experience and learn how to react to different types of incidents that may take place in a school environment.

Design/methodology/approach

The current paper presents the design cycle that was followed for the implementation of the VR teacher training system. The effectiveness of the proposed approach is demonstrated with a case study that aimed to promote teachers’ understanding of student’s problematic situations related to substance use. As part of the experimental investigation, the impact of the VR system on participants’ emotions and mood states is evaluated through Electroencephalogram (EEG) measurements, heart rate (HR) recordings and self-reported data.

Findings

Results indicate significant changes to participant’s negative emotional and mood states, suggesting that the scenario and the VR experience had a strong impact on them. Moreover, participants’ HR was increased during the experiment, while the analysis of the EEG signal indicated that the participants experienced a stressful situation that could justify the change in their negative emotions and mood states.

Originality/value

The proposed VR-based approach aims to provide an innovative framework to teacher education and the related training methodology. In the long-term, the proposed VR system aims to form a new paradigm of teacher training, an alternative safe method that will allow user-teachers to learn through trial and error techniques that reflect real-life situations within a three-dimensional school space and without the risk of harming real students. To the best of our knowledge this is one of the first systematic attempts to use a VR-based methodology to address real teachers’ needs. The development of the VR application is linked to both strong theoretical foundations in education derived from the literature but also from real teachers’ problems and requirements derived from an extensive literature analysis, survey and interviews with experts including teachers, school counselors and psychologists. The VR tool addresses specific teachers’ competences as outcome, after an extensive documentation of existing Teachers’ Competence Models and significant guidance by experts who pointed specific competencies of primary importance to teachers.

Details

The International Journal of Information and Learning Technology, vol. 36 no. 3
Type: Research Article
ISSN: 2056-4880

Keywords

Article
Publication date: 1 September 2006

Rabee M. Reffat

This paper introduces an alternative teaching model in a virtual architectural design studio, its application, impacts and constraints. This model aims for achieving collaborative…

Abstract

This paper introduces an alternative teaching model in a virtual architectural design studio, its application, impacts and constraints. This model aims for achieving collaborative learning through facilitating students to Inhabit, Design, Construct and Evaluate (IDCE) their designs collaboratively in a multi-user real-time 3D virtual environment platform (Activeworlds). The application of this model in virtual design studio (VDS) teaching has favorably impacted students' motivation for active, creative and explorative learning, social dynamics between studio participants. It also fostered learning electronic communication, collaboration techniques and etiquette in addition to design technology. The model assisted in developing collaborative experience and shared responsibility. However, there are some drawbacks of the virtual environment platform that hindered having a responsive design environment to users' needs with especially in modeling and rate of viewing. The advantages and constraints of applying the IDCE teaching model in a multi-user real-time 3D virtual environment for first year students at the University of Sydney are addressed in this paper.

Details

Open House International, vol. 31 no. 3
Type: Research Article
ISSN: 0168-2601

Keywords

Article
Publication date: 4 August 2021

Somaye Rahimi, Abasalt Khorasani, Morteza Rezaeizadeh and John Waterworth

Given the growing popularity of virtual human resources development (VHRD) in organizations and among human resource development (HRD) professionals, it is highly essential to…

1588

Abstract

Purpose

Given the growing popularity of virtual human resources development (VHRD) in organizations and among human resource development (HRD) professionals, it is highly essential to deeply examine the nature and scope of the affective dimensions of the VHRD approach. Over the past decade, VHRD has become an important part of the HRD process.

Design/methodology/approach

The present study used an integrative literature review to investigate the nature of VHRD in the literature, present a descriptive analysis of the literature and categorize the existing VHRD research.

Findings

The results indicated three major themes, namely, VHRD and socialization, VHRD and learning and VHRD and the psychological characteristics of the work environment. In addition, a new conceptual model was developed based on the findings.

Research limitations/implications

This study has reviewed the main concepts of VHRD. The potential actions which HRD researchers can take to address the identified challenges are discussed.

Originality/value

This integrative literature review could provide a roadmap for future research. Based on this model, the VHRD position is within the organizational context and different tools and processes in constant interaction are introduced. Finally, a general view of the VHRD approach was provided, which can help human resources experts deal with a wide range of technologies in the organization.

Details

European Journal of Training and Development, vol. 46 no. 5/6
Type: Research Article
ISSN: 2046-9012

Keywords

Article
Publication date: 14 March 2024

Fangfang Hou, Boying Li, Zhengzhi Guan, Alain Yee Loong Chong and Chee Wei Phang

Despite the burgeoning popularity of virtual gifting in live streaming, research lacks an in-depth understanding of the drivers behind this behavior. Using para-social…

93

Abstract

Purpose

Despite the burgeoning popularity of virtual gifting in live streaming, research lacks an in-depth understanding of the drivers behind this behavior. Using para-social relationship (PSR), this study aims to capture viewers’ lively social feelings toward the streamer as the key factor leading to the purchase behavior of virtual gifts. It also aims to establish a theoretical link between PSR and viewers’ holistic experience in live streaming as captured by cognitive absorption and aims to investigates the role of technological features (i.e. viewer–streamer and viewer–viewer interactivity, streamer-level and viewer-level deep profiling and design aesthetics) in shaping viewers’ experience.

Design/methodology/approach

Based on 433 survey responses, this study employs a combination of structural equation modeling and neural networks to offer valuable insights into the relationships between the technological environment, viewer experience and viewer behavior.

Findings

Our results highlight the salience of PSR in promoting the purchase of virtual gifts through cognitive absorption and the importance of the technological environment in eliciting the viewer experience. This study sheds light on the development of PSR in a technological environment and its relationship with cognitive absorption.

Originality/value

By applying PSR to conceptualize viewers’ perceived connection with the streamer, this study extends the research on purchase behavior in the non-shopping context by providing an enlightened understanding of virtual gift purchase behavior in live streaming. Moreover, by theoretically linking PSR with cognitive absorption, virtual gift purchase and technological features of live streaming, it enriches the theory of PSR and bridges the gap between the design practice of supporting the IT infrastructure of live streaming and research.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

Keywords

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…

1530

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: 22 February 2011

Kiho Kim, Byung‐Suk Park, Ho‐Dong Kim, Syed Hassan and Jungwon Yoon

Hot‐cells are shielded structures protecting individuals from radioactive materials. The purpose of this paper is to propose a design approach for a hot‐cell simulator using…

Abstract

Purpose

Hot‐cells are shielded structures protecting individuals from radioactive materials. The purpose of this paper is to propose a design approach for a hot‐cell simulator using digital mock‐up (DMU) technology and combining Haptic guided complex robotic manipulation for assembly tasks in a virtual environment.

Design/methodology/approach

The principal reason for developing a simulator was to explore the feasibility of hot‐cell structure design and collision‐free assembly process. For this, a simulation design philosophy has been proposed that includes DMU facility offering the ability of analyzing the operations and performing complex robotic manipulations in the virtual hot‐cell environment. Furthermore, enhanced Haptic mapping for tele‐manipulation is proposed for training and guidance purposes.

Findings

From the analysis and task scenarios performed in virtual simulator, the optimal positions of the manipulators and need of (bridge transport dual arm servo‐manipulators) type were identified. Operation tasks were performed remotely using virtual hot‐cell technology by simulating the scenarios in the DMU reducing the overall operation cost and user training. The graphic simulator substantially reduced the cost of the process and maintenance procedure as well as the process equipment by providing a pre‐analysis of whole scenario for real manipulation.

Originality/value

This research tries to contribute to the virtual hot‐cell design philosophy. Tele‐operated complex robotic operations in DMU technology are performed in virtual hot‐cell. The simulator provides improved Haptic guidance with force and torque feedback enhancing the realism of virtual environment.

Details

Assembly Automation, vol. 31 no. 1
Type: Research Article
ISSN: 0144-5154

Keywords

11 – 20 of over 45000