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Article
Publication date: 1 August 2016

M. Claudia tom Dieck, Timothy Jung and Dai-In Han

Recent advancements in wearable computing offer opportunities for art galleries to provide a unique experience. However, to ensure successful implementation of this new technology…

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Abstract

Purpose

Recent advancements in wearable computing offer opportunities for art galleries to provide a unique experience. However, to ensure successful implementation of this new technology in the visitor industry, it is essential to understand user requirements from a visitor’s point of view. Therefore, the aim of this paper is to investigate visitors’ requirements for the development of a wearable smart glasses augmented reality (AR) application in the museum and art gallery context.

Design/methodology/approach

Interviews with 28 art gallery visitors were conducted and an affinity diagram technique was used to analyze the interviews.

Findings

The findings reveal that wearable AR is in its infancy and that technical and design issues have to be overcome for a full adoption. It reveals that content requirement, functional requirement, comfort, experience and resistance are important when developing and implementing the wearable AR application in the museum and art gallery contexts.

Originality/value

Mapping user requirements in the wearable smart glasses AR context using an affinity diagram is a new approach and therefore contributes to the creation of knowledge in the tourism domain. Practically, the area of wearable technologies and AR within the tourism and visitor industry context is still relatively unexplored, and the present paper provides a first foundation for the implementation of wearable smart glasses AR applications in the museum and art gallery context.

Details

Journal of Hospitality and Tourism Technology, vol. 7 no. 3
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 19 September 2019

Magdalena Wójcik

The subject of this paper is wearable computing technology. The purpose of this paper is to determine its potential in libraries to meet the needs of both users and librarians…

Abstract

Purpose

The subject of this paper is wearable computing technology. The purpose of this paper is to determine its potential in libraries to meet the needs of both users and librarians. The specific goals include: description of the main features of wearable computing from the perspective of its potential usefulness in libraries; analysis of areas of wearable computing use in public institutions; discussion of the potential of wearable computing for library users; and discussion of the potential of wearable computing for librarians to determine its potential in libraries to meet the needs of users and librarians.

Design/methodology/approach

The method of subject literature overview was used. The state of research from the period 2008 to 2018 on the use of wearable computing in libraries was established based on a search of selected sources Web of Science, Scopus, Elsevier and Emerald databases and LISTA database.

Findings

Wearable computing can be used in many areas of library activities to serve the needs of users and librarians. In the context of services for users, wearable computing can be used, among others, to help users navigate the library, to provide resources in new and interesting forms, and in education and entertainment. For the needs of librarians, additional data provided via wearable devices can accelerate the process of cataloguing resources and increase motivation to work via gamification options and features that make it possible to measure personal work efficiency. Librarians can also use the data obtained wearable computing devices to more quickly track, identify, select and organize resources. As with users, librarians can also use wearable computing in their education.

Research limitations/implications

The paper is a viewpoint based on subject literature. It presents only a sketch of potential wearable computing applications in libraries. The aim of the paper is to initiate further discussion on the possibilities of using wearable devices to improve both services for users and internal library processes. The author’s hope is that the concepts presented here will be tested in practice by librarians, which will allow further development of research on this subject.

Practical implications

The results can be widely used in practice as a framework for the implementation of wearable computing solutions in libraries.

Social implications

The paper can help to facilitate the debate on the role of the implementation of new technologies in libraries.

Originality/value

The issue of the use of wearable computing has not yet been widely discussed in library and information science journals. In the very few publications on similar topics, only the perspective on the application of new solutions in services for users is presented. This paper also shows the potential for improving libraries’ internal processes with the use of wearable computing.

Details

Library Hi Tech, vol. 37 no. 4
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 19 June 2019

Wei Wei

This paper aims to examine the main developments of virtual reality (VR) and augmented reality (AR) research in hospitality and tourism. It also aims to pinpoint fruitful…

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Abstract

Purpose

This paper aims to examine the main developments of virtual reality (VR) and augmented reality (AR) research in hospitality and tourism. It also aims to pinpoint fruitful directions for tourism and hospitality research on VR and AR applications.

Design/methodology/approach

A selective literature review of full-length papers published in the period from 2000 to 2018 was conducted. A total of 60 journal papers were retrieved and thoroughly reviewed.

Findings

This paper first presents a summary of the distribution of published papers. Then, this paper synthesizes the stimuli, dimensions and consequences of VR/AR-related user behavior experience, upon which a theoretical framework is developed. Additionally, this paper provides a detailed report for the progress on the theories and research methodologies, offering a useful background concerning what remains to be achieved. Finally, this paper puts forward fruitful directions for advancing the current understanding of VR/AR and its management.

Practical implications

This research presents diverse positive outcomes of using VR/AR technologies, which encourage industry practitioners such as destination marketing organizations (DMOs) and marketing firms to incorporate recent technological developments into their strategic plans.

Originality/value

This paper represents one of the first endeavors that critically reviews research progress on VR/AR in tourism and hospitality from 2000 to 2018. Not only are information technology researchers provided with a comprehensive guide to the latest, influential VR/AR literature but also the proposals of wide-ranging directions for future research would stimulate further investigation of VR/AR.

研究目的

本论文研究旅游酒店业在VR和AR研究的主流发展情况。此外, 本论文还指出AR和VR在旅游酒店应用的未来发展方向。

研究设计

研究样本为2000年至2018年发表的文章选集, 共60篇研究文献。

研究结果

本论文首先总结了发表文章的分布情况。其次, 本论文总结了VR/AR相关行为体验研究的起因、方向、以及影响, 并开发了一个理论架构。此外, 本论文还对相关理论和方法进行总结, 从而指出哪些方面需要进一步研究。最后, 本论文还为如何进一步加深对VR/AR及其管理的理解做出指示性说明。

研究实际意义

本论文展示了多个不同层面的使用VR/AR科技的积极影响, 从而鼓励行业者如DMOs和营销机构来应用最近科技创新来完善战略决策。

研究价值

本论文是前沿研究著作之一, 对VR/AR在旅游酒店行业2000年至2018年文献进行梳理的文章。这不仅仅对科技研究学者对信息技术研究、VR/AR文献做了全面梳理, 还对未来VR/AR研究提出多角度全面的启发。

关键词

虚拟现实 、增强现实 、酒店管理 、旅游管理 、科技 、述评

纸张类型 - 文献综述

Details

Journal of Hospitality and Tourism Technology, vol. 10 no. 4
Type: Research Article
ISSN: 1757-9880

Keywords

Book part
Publication date: 9 January 2014

This chapter focuses on visualization. Seeing the humanities differently is one of the amazing benefits of working with tools mentioned within this category. Whether it be more…

Abstract

This chapter focuses on visualization. Seeing the humanities differently is one of the amazing benefits of working with tools mentioned within this category. Whether it be more traditional visualizations like images or video or that which is considered a bit more advanced like augmented or virtual reality, the enhanced perspective gained through the use of these tools offers digital humanities scholars unprecedented disciplinary perspectives while helping to shape new research areas, questions, and understanding of humanity and culture. In addition to visualization and issues related to it, this chapter also examines gaming and how games and play are impacting the digital humanities in exciting ways.

Details

Digital Humanities: Current Perspective, Practices, and Research
Type: Book
ISBN: 978-1-78190-689-7

Article
Publication date: 16 September 2021

Abhishek Srivastava, Shilpee A. Dasgupta, Arghya Ray, Pradip Kumar Bala and Shibashish Chakraborty

The purpose of this paper is to investigate the role of the “Big Five” personality traits (extraversion, openness, agreeableness, conscientiousness and neuroticism) on the…

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Abstract

Purpose

The purpose of this paper is to investigate the role of the “Big Five” personality traits (extraversion, openness, agreeableness, conscientiousness and neuroticism) on the adoption of augmented reality (AR), with a particular focus on the role AR may play in interactive marketing.

Design/methodology/approach

A quantitative-based approach was followed by a questionnaire survey, which was completed by 230 respondents comprising graduate and postgraduate students, using structural equation modelling.

Findings

While the trait of openness was positively associated with the perceived ease of use of AR, the usefulness of AR and subjective norms, the trait of neuroticism was negatively associated with the perceived ease of use of AR. Extraversion was positively associated with subjective norms. Perceived ease of use of AR, the usefulness of AR and subjective norms were positively associated with attitudes toward AR.

Practical implications

The data gathered will add a valuable contribution to the currently limited data available on empirical consumer behaviour research, particularly in relation to the adoption of AR for interactive marketing.

Originality/value

The findings of this study will benefit academics working on the adoption of technology in rapidly developing fields such as automation and artificial intelligence; the study also contributes to the emerging interdisciplinary domain of psychology, information systems, marketing and human behaviour.

Details

Aslib Journal of Information Management, vol. 73 no. 6
Type: Research Article
ISSN: 2050-3806

Keywords

Article
Publication date: 30 May 2019

Sérgio Moro, Paulo Rita, Pedro Ramos and Joaquim Esmerado

Virtual reality (VR) and augmented reality (AR) are two technological breakthroughs that stimulate reality perception. Both have been applied in tourism contexts to improve…

1689

Abstract

Purpose

Virtual reality (VR) and augmented reality (AR) are two technological breakthroughs that stimulate reality perception. Both have been applied in tourism contexts to improve tourists’ experience. This paper aims to frame both AR and VR developments during the past 15 years from a scientific perspective.

Design/methodology/approach

This study adopts a text mining and topic modelling approach to analyse a total of 1,049 articles for VR and 406 for AR. The papers were selected from Scopus, with the title, abstract and keywords being extracted for the analysis. Formulated research hypotheses based on relevant publications are then evaluated to assess the current state of the broader scope of the large sets of literature.

Findings

Most of research using AR is based on mobile technology. Yet, wearable devices still show few publications, a gap that is expected to close in the near future. There is a lack of research adopting Big Data/machine learning approaches based on secondary data.

Originality/value

As both AR and VR technologies are becoming more mature, more applications to tourism emerge. Scholars need to keep pace and fill in the research gaps on both domains to move research forward.

论旅游业中AR和VR的近期发展

摘要

研究目的 – VR和AR是两种提高人们现实感知的科技突破。二者均被运用到旅游场景中提高游客体验。本论文旨在建立一个模型来描述过去15年内AR和VR的发展轨迹。

研究设计/方法/途径

本论文采用文本挖掘和主题建模方法来分析1049篇有关VR和406篇有关AR的文章。样本库采样于Scopus, 通过题目、摘要、和关键词来检索。根据检索结果, 本论文提出研究假设, 并且审视延展更大范围的相关文献。

研究结果

本论文发现大多数AR文章都是以移动技术为本。然而, 可穿戴设备始终有很少的文章。因此, 文献缺口预计在不久的将来会得以补上。研究还发现, 基于二手数据而运用大数据/机器学习方法的文章少之又少。

研究原创性/价值

随着AR和VR技术越来越成熟, 旅游业更多的运用案例随之出现。学者需要紧随脚步, 填补AR和VR的文献缺口, 推进研究进程。

关键词:虚拟现实、增强现实、文献分析、旅游业

Details

Journal of Hospitality and Tourism Technology, vol. 10 no. 4
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 26 December 2023

Gürkan Çalışkan, İsa Yayla and Hüseyin Pamukçu

Augmented reality is one of the technologies that developed and became widespread, especially after the 2000s. It is seen that innovations such as 3D virtual reality glasses…

Abstract

Purpose

Augmented reality is one of the technologies that developed and became widespread, especially after the 2000s. It is seen that innovations such as 3D virtual reality glasses, artificial intelligence-supported smart chatbots that communicate with customers in a virtual environment, keyless hotel systems, the Internet of Things, augmented reality applications, smart personal assistants, digital infrastructure concepts and face recognition systems are used in tourism businesses. The place and use of augmented reality technologies in tourism enterprises are discussed in this study. This study was evaluated from the perspective of UTAUT2. The purpose of this study is to examine the usability of augmented reality technologies in tourism businesses.

Design/methodology/approach

Within the scope of the study, interviews were held with augmented reality application developers, digital marketing agencies and accommodation business managers. The obtained data were processed with the MAXQDA analysis program.

Findings

It has been determined that augmented reality is a useful and informative technological tool for tourists, it can help sales, promotion and marketing activities, and its usability potency in accommodation businesses is high.

Originality/value

When the literature is reviewed, it is understood that the studies that apply to the opinions of the application developers and the managers of the accommodation establishments are limited. Therefore, this study has been prepared to contribute to the literature in this respect. This study examines and discusses the use of augmented reality technologies in tourism enterprises, the benefits and difficulties they will create from the perspective of application developers and accommodation business managers and their place in tourism enterprises. This study was evaluated from the perspective of UTAUT2. There is a need for research developed using UTAUT models in technology acceptance studies. In this respect, it will contribute to the literature.

Details

European Journal of Innovation Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1460-1060

Keywords

Article
Publication date: 8 June 2021

Peter Dannenmann

The purpose of this paper is to show the current state of methods for information visualization on wearable devices and demonstrate how these devices and methods can be used to…

Abstract

Purpose

The purpose of this paper is to show the current state of methods for information visualization on wearable devices and demonstrate how these devices and methods can be used to support the work of aircraft maintenance engineers. This paper develops a path to make aircraft maintenance tasks more efficient and safe by providing relevant and important information to maintenance personnel matching the task they are currently working on.

Design/methodology/approach

The current researchers elaborate prerequisites that wearable computing devices have to meet to use them in aircraft maintenance. Based on these prerequisites the researchers evaluate such existing devices and visualization techniques with regard to how they can be used to visualize information in aircraft maintenance processes.

Findings

This paper elaborates a roadmap how wearable devices can be applied in future aircraft maintenance scenarios. It also shows that augmented reality (AR) is a technology that shows great potential to support aircraft maintenance staff. The current researchers develop a scenario, how AR applications on wearable devices support such tasks.

Practical implications

The implementation of the maintenance scenario that is developed in this paper will vastly reduce the possibilities of mistakes by maintenance personnel. This leads to more efficient maintenance processes and further increases the safety of aviation in general.

Originality/value

Although AR today already is used in fields of application like gaming, an application of this technology in a safety-critical environment is not known to the author. This paper provides a step towards extending the application domains of this technology to aircraft maintenance.

Details

Aircraft Engineering and Aerospace Technology, vol. 93 no. 8
Type: Research Article
ISSN: 1748-8842

Keywords

Article
Publication date: 15 June 2021

Omobolanle Ruth Ogunseiju, Johnson Olayiwola, Abiola Abosede Akanmu and Chukwuma Nnaji

The physically-demanding and repetitive nature of construction work often exposes workers to work-related musculoskeletal injuries. Real-time information about the ergonomic…

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Abstract

Purpose

The physically-demanding and repetitive nature of construction work often exposes workers to work-related musculoskeletal injuries. Real-time information about the ergonomic consequences of workers' postures can enhance their ability to control or self-manage their exposures. This study proposes a digital twin framework to improve self-management ergonomic exposures through bi-directional mapping between workers' postures and their corresponding virtual replica.

Design/methodology/approach

The viability of the proposed approach was demonstrated by implementing the digital twin framework on a simulated floor-framing task. The proposed framework uses wearable sensors to track the kinematics of workers' body segments and communicates the ergonomic risks via an augmented virtual replica within the worker's field of view. Sequence-to-sequence long short-term memory (LSTM) network is employed to adapt the virtual feedback to workers' performance.

Findings

Results show promise for reducing ergonomic risks of the construction workforce through improved awareness. The experimental study demonstrates feasibility of the proposed approach for reducing overexertion of the trunk. Performance of the LSTM network improved when trained with augmented data but at a high computational cost.

Research limitations/implications

Suggested actionable feedback is currently based on actual work postures. The study is experimental and will need to be scaled up prior to field deployment.

Originality/value

This study reveals the potentials of digital twins for personalized posture training and sets precedence for further investigations into opportunities offered by digital twins for improving health and wellbeing of the construction workforce.

Details

Smart and Sustainable Built Environment, vol. 10 no. 3
Type: Research Article
ISSN: 2046-6099

Keywords

Book part
Publication date: 29 November 2018

Larissa Neuburger, Julia Beck and Roman Egger

The concept of touristic space is continually evolving, due to the advent of new technologies. Today, physical space and virtual space are interwoven, creating a phenomenon that…

Abstract

The concept of touristic space is continually evolving, due to the advent of new technologies. Today, physical space and virtual space are interwoven, creating a phenomenon that can be described using the term ‘phygital’. The perception of touristic space as well as the interaction with it has been altered by phygital appearances and changing travel behaviour. While interaction with the touristic space previously only occupied a physical dimension, virtual information now enriches all stages of the customer journey (CJ). Hence, this chapter deals with new technologies, analysing their impact on the perception of touristic space for the traveller throughout the whole CJ. Thereby Augmented Reality and Virtual Reality are cited as examples of state-of-the-art technologies, which wield a direct perceptional impact, as they have the power to blend together one’s perception of real and virtual space.

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