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1 – 10 of over 2000
Open Access
Article
Publication date: 5 December 2022

Xusen Cheng, Shuang Zhang, Shixuan Fu, Wanxin Liu, Chong Guan, Jian Mou, Qiongwei Ye and Caiming Huang

Metaverse is a virtual application spawned by digital technology that is becoming increasingly relevant to our lives. However, for the opportunities created and challenges posed…

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Abstract

Purpose

Metaverse is a virtual application spawned by digital technology that is becoming increasingly relevant to our lives. However, for the opportunities created and challenges posed by the metaverse, its important elements and future evolution trend remain largely unknown. Thus, this paper aims to understand the current status of metaverse research and its future research directions.

Design/methodology/approach

Based on the analysis of the literature data on the metaverse both in English and Chinese using Latent Dirichlet allocation (LDA) topic modeling and bibliometrics, this study discussed the related research and development trend of the metaverse. The authors first defined the concept of the metaverse and analyzed 1,378 English articles from seven publishers and 590 Chinese articles from the CNKI database. Following that, the authors summarized three important themes from the current studies: virtual world, metaverse technologies and metaverse applications. Finally, a framework of future directions on metaverse research was proposed.

Findings

The review found that during the rapid development of the metaverse, opportunities and challenges coexisted. In the virtual world, metaverse technologies drive the implementation of application scenarios, and in turn, applications promote the improvement of technologies. The interrelationship between technology and application lays the foundation for the development of the metaverse. Future metaverse research will generate different research directions.

Originality/value

This review provides a valuable, systematic perspective for individuals who want to understand the metaverse. The conceptual framework on metaverse research proposed in this paper offers a comparison of literature analysis from domestic and international perspectives and brings new insights into the development of the metaverse.

Details

Journal of Electronic Business & Digital Economics, vol. 1 no. 1/2
Type: Research Article
ISSN: 2754-4214

Keywords

Open Access
Article
Publication date: 8 September 2023

Runge Zhu and Cheng Yi

Through the lens of self-perception theory, this paper investigates how avatar design (i.e. avatar user similarity) affects users' self-awareness and shapes their task engagement…

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Abstract

Purpose

Through the lens of self-perception theory, this paper investigates how avatar design (i.e. avatar user similarity) affects users' self-awareness and shapes their task engagement and performance in the Metaverse.

Design/methodology/approach

The authors conducted a 2 (avatar user similarity: high vs low) × 2 (task type: procedural vs creative) lab experiment and collected data from questionnaires, the recording of users' behavior during tasks and their actual task performance.

Findings

The results show that higher avatar user similarity leads to higher task engagement in general. Furthermore, while a similar avatar promotes users to regulate their behaviors and achieve better performance in a procedural task, high similarity also inhibits users' creativity by invoking habitual thinking, resulting in worse performance in generating original ideas in a creative task.

Originality/value

This study is expected to contribute to the information systems literature by revealing the value of avatar design and providing new perspectives on improving users' experiences in the Metaverse.

Details

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

Keywords

Open Access
Article
Publication date: 31 May 2019

Gabriela Walker and Jeni Venker Weidenbenner

Empathy is part of what makes us human and humane, and it has become a core component of the Social Awareness competency of Social and Emotional Learning (SEL) (CASEL, 2019). SEL…

19920

Abstract

Purpose

Empathy is part of what makes us human and humane, and it has become a core component of the Social Awareness competency of Social and Emotional Learning (SEL) (CASEL, 2019). SEL fosters the understanding of others’ emotions, is the basis of Theory of Mind skills and frames the development of empathy. The purpose of this paper is to trace the links between empathy development and social and emotional learning when using real versus virtual environments. Empathy is a uniquely human emotion facilitated by abstract thinking and language. Virtual play is a teaching tool for acquiring prosocial behaviors. And finally, human-mediated (traditional and virtual) play is most favorable for SEL growth. Recognition of emotions such as empathy and other socio-communication skills have been taught to children with Autism Spectrum Disorders (ASD). Therefore, technology can be a venue for acquiring empathy.

Design/methodology/approach

This paper uses a qualitative interpretive methodology to advocate for the use of technology with human mediation to teach Social and Emotional Learning skills, based on the premise that cognitive and social-emotional development occurs synergistically and mediated by speech and interaction with the environment.

Findings

Technology is best seen as an instrument of assessing and teaching socio-emotional skills, but not as the only means to an end, because what makes us human can only be taught within an ecology of human interaction in real-life situations.

Originality/value

This paper reviews previous research works (both empirical and theoretical) that bring to light the connection between socio-emotional development, specifically empathy development, and virtual environments.

Details

Journal of Research in Innovative Teaching & Learning, vol. 12 no. 2
Type: Research Article
ISSN: 2397-7604

Keywords

Open Access
Book part
Publication date: 9 May 2023

Volker Stocker, William Lehr and Georgios Smaragdakis

The COVID-19 pandemic has disrupted the ‘real’ world and substantially impacted the virtual world and thus the Internet ecosystem. It has caused a significant exogenous shock that…

Abstract

The COVID-19 pandemic has disrupted the ‘real’ world and substantially impacted the virtual world and thus the Internet ecosystem. It has caused a significant exogenous shock that offers a wealth of natural experiments and produced new data about broadband, clouds, and the Internet in times of crisis. In this chapter, we characterise and evaluate the evolving impact of the global COVID-19 crisis on traffic patterns and loads and the impact of those on Internet performance from multiple perspectives. While we place a particular focus on deriving insights into how we can better respond to crises and better plan for the post-COVID-19 ‘new normal’, we analyse the impact on and the responses by different actors of the Internet ecosystem across different jurisdictions. With a focus on the USA and Europe, we examine the responses of both public and private actors, with the latter including content and cloud providers, content delivery networks, and Internet service providers (ISPs). This chapter makes two contributions: first, we derive lessons learned for a future post-COVID-19 world to inform non-networking spheres and policy-making; second, the insights gained assist the networking community in better planning for the future.

Details

Beyond the Pandemic? Exploring the Impact of COVID-19 on Telecommunications and the Internet
Type: Book
ISBN: 978-1-80262-050-4

Keywords

Open Access
Article
Publication date: 7 June 2023

Generoso Branca, Vittoria Marino and Riccardo Resciniti

This paper aims to review the existing literature about consumers’ evaluation of products in virtual reality (VR), provide an accurate overview of this field, systematise the…

2777

Abstract

Purpose

This paper aims to review the existing literature about consumers’ evaluation of products in virtual reality (VR), provide an accurate overview of this field, systematise the knowledge developed so far, identify the research gaps and propose a future research agenda.

Design/methodology/approach

A systematic literature review was performed on Scopus and Web of Science, resulting in a final pool of 31 articles.

Findings

Four main themes were identified, and a detailed research agenda is proposed based on the findings and following the theory, context, characteristics, methodology framework.

Research limitations/implications

The provision of formal inclusion and exclusion criteria may have resulted in additional potentially relevant articles not indexed in the data set under consideration.

Originality/value

The paper highlights how products are perceived in VR, the consumers’ responses, the peculiarities of VR compared to other conditions and VR as a product test environment. To the best of the authors’ knowledge, this paper seems to represent the first systemic review that focusses solely on how consumers assess products in VR. The results lead to a broad proposal of directions for future research that can expand knowledge on VR in marketing. Practical implications concern the use of VR to design product strategies and as a testing and prototyping environment.

Objetivo

Este artículo revisa la literatura existente sobre la evaluación de los consumidores de productos en Realidad Virtual, proporciona una visión precisa de este campo, sistematiza el conocimiento desarrollado hasta el momento, identifica las lagunas en la investigación y propone una agenda de investigación futura.

Metodología

Se realizó una revisión sistemática de la literatura en Scopus y Web of Science, que dio como resultado un conjunto final de 31 artículos.

Resultados

Se identificaron cuatro temas principales y se propone una agenda de investigación detallada basada en las conclusiones y siguiendo el marco Teoría, Contexto, Características, Metodología.

Limitaciones de la investigación

La provisión de criterios formales de inclusión y exclusión puede haber dado lugar a artículos adicionales potencialmente relevantes no indexados en el conjunto de datos considerado.

Originalidad

El artículo destaca cómo se perciben los productos en la Realidad Virtual, las respuestas de los consumidores, las peculiaridades de la Realidad Virtual en comparación con otras condiciones y la Realidad Virtual como entorno de prueba de productos. Esta parece representar la primera revisión sistémica que se centra exclusivamente en cómo los consumidores evalúan los productos en la Realidad Virtual. Los resultados conducen a una amplia propuesta de direcciones para futuras investigaciones que puedan ampliar los conocimientos sobre la Realidad Virtual en el marketing. Las implicaciones prácticas se refieren al uso de la Realidad Virtual para diseñar estrategias de producto y como entorno de prueba y creación de prototipos.

目的

本文回顾了现有的关于消费者对虚拟现实产品评价的文献, 提供了这个领域的准确概述, 系统化了迄今为止的知识, 确定了研究差距, 并提出了一个未来的研究议程。

设计/方法/途径

在Scopus和Web of Science上进行了系统的文献综述, 最终形成了31篇文章的资料库。

研究结果

确定了四个主要的主题, 并根据研究结果, 按照理论、背景、特征、方法框架提出了详细的研究议程。

研究局限性

提供正式的纳入和排除标准可能会导致更多潜在的相关文章没有被收录到所考虑的数据集中。

原创性

文章强调了产品在虚拟现实中是如何被感知的, 消费者的反应, 与其他条件相比虚拟现实的特殊性, 以及虚拟现实作为产品测试环境。这似乎代表了第一个只关注消费者如何在虚拟现实中评估产品的系统性评论。研究结果为未来的研究方向提出了一个广泛的建议, 可以扩展营销中的虚拟现实知识。实际意义在于使用虚拟现实技术来设计产品策略, 并作为测试和原型设计环境。

Open Access
Article
Publication date: 3 August 2020

Yan Ma, Cai Minqiang and Li Yun

The purpose of this paper is to define the Internet as a virtual space supported by technologies and presented in the form of socioeconomic relations from the perspective of…

1154

Abstract

Purpose

The purpose of this paper is to define the Internet as a virtual space supported by technologies and presented in the form of socioeconomic relations from the perspective of political economy. The Internet space is a unique virtual commodity different from ordinary commodities and has the following effect characteristics: super replicability, space- and time-transcendence, open-source shareability and reality–virtuality transformation.

Design/methodology/approach

Internet space can also be imagined as a piece of virtual land. Internet space can be deemed as a piece of virtual land and its value can be divided into labor value and virtual value. The pricing model of virtual value is mainly determined by the gain and discount rate and this value comes from the transfer and markup of social value. In the context of the Internet Plus era, Internet space has become an essential economic factor that influences human economic activities.

Findings

Therefore, it is of practical significance and theoretical value to introduce Internet space as an economic variable into the framework of economic theory. The realistic logic of Internet space is to influence human economic behaviors with the combination of information binding.

Originality/value

The theoretical mechanism is to have an impact on the micro-market price by changing market relations from two-dimensional to three-dimensional. Its path to functioning at the macro level is to influence economic behaviors by changing the expectations of investment and consumption, resulting in new economic trends.

Details

China Political Economy, vol. 3 no. 1
Type: Research Article
ISSN: 2516-1652

Keywords

Open Access
Article
Publication date: 28 August 2023

Surajit Bag, Muhammad Sabbir Rahman, Gautam Srivastava and Santosh Kumar Shrivastav

The metaverse is a virtual world where users can communicate with each other in a computer-generated environment. The use of metaverse technology has the potential to…

2433

Abstract

Purpose

The metaverse is a virtual world where users can communicate with each other in a computer-generated environment. The use of metaverse technology has the potential to revolutionize the way businesses operate, interact with customers, and collaborate with employees. However, several obstacles must be addressed and overcome to ensure the successful implementation of metaverse technology. This study aims to examine the implementation of metaverse technology in the management of an organization's supply chain, with a focus on predicting potential barriers to provide suitable strategies.

Design/methodology/approach

Covariance-based structural equation modeling (CB-SEM) was used to test the model. In addition, artificial neural network modeling (ANN) was also performed.

Findings

The CB-SEM results revealed that a firm's technological limitations are among the most significant barriers to implementing metaverse technology in the supply chain management (SCM). The ANN results further highlighted that the firm's technological limitations are the most crucial input factors, followed by a lack of governance and standardization, integration challenges, poor diffusion through the network, traditional organizational culture, lack of stakeholder commitment, lack of collaboration and low perception of value by customers.

Practical implications

Because metaverse technology has the potential to provide organizations with a competitive advantage, increase productivity, improve customer experience and stimulate creativity, it is crucial to discuss and develop solutions to implementation challenges in the business world. Companies can position themselves for success in this fascinating and quickly changing technological landscape by conquering these challenges.

Originality/value

This study provides insights to metaverse technology developers and supply chain practitioners for successful implementation in SCM, as well as theoretical contributions for supply chain managers aiming to implement such environments.

Details

Benchmarking: An International Journal, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1463-5771

Keywords

Open Access
Article
Publication date: 29 November 2019

Seyed Mehdi Zahraei, Jude Herijadi Kurniawan and Lynette Cheah

The transportation system in any city is complex and evolving, shaped by various driving forces and uncertainties in the social, economic, technological, political and…

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Abstract

Purpose

The transportation system in any city is complex and evolving, shaped by various driving forces and uncertainties in the social, economic, technological, political and environmental situations. Its development and demands upon it cannot be projected by simply extrapolating past and current trends. This paper aims to present a foresight study examining the future of urban mobility, focusing on the dense Asian city-state of Singapore. The objective is to develop scenarios for the future of urban mobility, to facilitate future policy implementation by highlighting long term challenges and opportunities for transportation planning in cities.

Design/methodology/approach

To create future scenarios, the authors first sought to identify key drivers of change through environmental scanning, expert interviews, focus group discussions and technology scanning. These drivers of change were subsequently used in a scenario planning workshop, organized to co-create alternative future visions for urban mobility 2040 with experts and local stakeholders.

Findings

Two scenarios emerged, called the Shared World and the Virtual World. For each scenario, the authors described the key features in terms of dominant transport modes for the movements of passengers and freight. Subsequently, the authors discussed possible implications of each scenario to the individual, society, industry and government.

Originality/value

As cities grow and develop, city and transport planners should not only address daily operational issues but also develop a well-informed, long-term understanding of the evolving mobility system to address challenges that lie beyond the five- or even ten-year horizon. By using scenario planning approach, the authors hope to prepare stakeholders for the uncertain futures that are continuously shaped by the decisions today.

Details

foresight, vol. 22 no. 1
Type: Research Article
ISSN: 1463-6689

Keywords

Open Access
Article
Publication date: 26 May 2023

Eloy Gil-Cordero, Belén Maldonado-López, Pablo Ledesma-Chaves and Ana García-Guzmán

The purpose of the research is to analyze the factors that determine the intention of small- and medium-sized enterprises (SMEs) to adopt the Metaverse. For this purpose, the…

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Abstract

Purpose

The purpose of the research is to analyze the factors that determine the intention of small- and medium-sized enterprises (SMEs) to adopt the Metaverse. For this purpose, the analysis of the effort expectancy and performance expectancy of the constructs in relation to business satisfaction is proposed.

Design/methodology/approach

The analysis was performed on a sample of 182 Spanish SMEs in the technology sector, using a PLS-SEM approach for development. For the confirmation of the model and its results, an analysis with PLSpredict was performed, obtaining a high predictive capacity of the model.

Findings

After the analysis of the model proposed in this research, it is recorded that the valuation of the effort to be made and the possible performance expected by the companies does not directly determine the intention to use immersive technology in their strategic behavior. Instead, the results obtained indicate that business satisfaction will involve obtaining information, reducing uncertainty and analyzing the competition necessary for approaching this new virtual environment.

Originality/value

The study represents one of the first approaches to the intention of business behavior in the development of performance strategies within Metaverse systems. So far, the literature has approached immersive systems from perspectives close to consumer behavior, but the study of strategic business behavior has been left aside due to the high degree of experimentalism of this field of study and its scientific approach. The present study aims to contribute to the knowledge of the factors involved in the intention to use the Metaverse by SMEs interested in this field.

Details

International Journal of Entrepreneurial Behavior & Research, vol. 30 no. 2/3
Type: Research Article
ISSN: 1355-2554

Keywords

Open Access
Article
Publication date: 13 October 2022

Lukasz Porwol, Agustin Garcia Pereira and Catherine Dumas

The purpose of this study is to explore whether immersive virtual reality (VR) can complement e-participation and help alleviate some major obstacles that hinder effective…

Abstract

Purpose

The purpose of this study is to explore whether immersive virtual reality (VR) can complement e-participation and help alleviate some major obstacles that hinder effective communication and collaboration. Immersive virtual reality (VR) can complement e-participation and help alleviate some major obstacles hindering effective communication and collaboration. VR technologies boost discussion participants' sense of presence and immersion; however, studying emerging VR technologies for their applicability to e-participation is challenging because of the lack of affordable and accessible infrastructures. In this paper, the authors present a novel framework for analyzing serious social VR engagements in the context of e-participation.

Design/methodology/approach

The authors propose a novel approach for artificial intelligence (AI)-supported, data-driven analysis of group engagements in immersive VR environments as an enabler for next-gen e-participation research. The authors propose a machine-learning-based VR interactions log analytics infrastructure to identify behavioral patterns. This paper includes features engineering to classify VR collaboration scenarios in four simulated e-participation engagements and a quantitative evaluation of the proposed approach performance.

Findings

The authors link theoretical dimensions of e-participation online interactions with specific user-behavioral patterns in VR engagements. The AI-powered immersive VR analytics infrastructure demonstrated good performance in automatically classifying behavioral scenarios in simulated e-participation engagements and the authors showed novel insights into the importance of specific features to perform this classification. The authors argue that our framework can be extended with more features and can cover additional patterns to enable future e-participation immersive VR research.

Research limitations/implications

This research emphasizes technical means of supporting future e-participation research with a focus on immersive VR technologies as an enabler. This is the very first use-case for using this AI and data-driven infrastructure for real-time analytics in e-participation, and the authors plan to conduct more comprehensive studies using the same infrastructure.

Practical implications

The authors’ platform is ready to be used by researchers around the world. The authors have already received interest from researchers in the USA (Harvard University) and Israel and run collaborative online sessions.

Social implications

The authors enable easy cloud access and simultaneous research session hosting 24/7 anywhere in the world at a very limited cost to e-participation researchers.

Originality/value

To the best of the authors’ knowledge, this is the very first attempt at building a dedicated AI-driven VR analytics infrastructure to study online e-participation engagements.

Details

Transforming Government: People, Process and Policy, vol. 17 no. 2
Type: Research Article
ISSN: 1750-6166

Keywords

1 – 10 of over 2000