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Article
Publication date: 28 September 2018

Jim F. Hahn

The purpose of this paper is to report the results of a case study on virtual reality (VR) learning environments, focused on the development and integration of multi-user…

Abstract

Purpose

The purpose of this paper is to report the results of a case study on virtual reality (VR) learning environments, focused on the development and integration of multi-user reference support.

Design/methodology/approach

This paper used a case study methodology to understand applied software development incorporating textual browsing experiences within the HTC Vive virtual reality headset. An open corpus of text from the HathiTrust Digital Library accessed via the API was used as a data source.

Findings

In collaboration with students from a senior undergraduate Computer Science project course, the project team developed software to pilot a multi-user VR experience, with functionality for users to search, discover and select e-books and other digitized content from the HathiTrust digital library.

Originality/value

Overall, the system has been developed as a prototype e-book experiment to model several VR affordances for browsing, user support and educational endeavors within libraries. Within the VR reading room pilot, users are able collaboratively explore digital collections. Aspects of reference librarian user support were modeled in the VR system including communication in real-time using chat features and text highlighting and manipulation tools that are unique to learning in VR environments.

Details

Information and Learning Science, vol. 119 no. 11
Type: Research Article
ISSN: 2398-5348

Keywords

Article
Publication date: 12 October 2022

Emmanuel Joy, Aadhithian R. and Christhu Raja

The purpose of this paper is to present the investigation on contemporary applications of game design in architectural visualization, urban environmental planning and the results…

Abstract

Purpose

The purpose of this paper is to present the investigation on contemporary applications of game design in architectural visualization, urban environmental planning and the results to address the problems of traditional methods specifically in terms of interactivity and visualization. The authors present the prototype that incorporates information modeling and virtual reality (VR) into interactive architectural visualization.

Design/methodology/approach

The proposed system supports a virtual walkthrough process that allows users to navigate in an architectural space of their imagination and design. The immersion in the design of living space or environment has been made possible through the inclusion of VR through the use of WebVR technology to deploy the design to be experienced.

Findings

This study investigates and establishes a framework that explores the intricacies of 3 imensional (3D) Architectural Visualization in a real-time engine by designing a visual experience with a better level of user interaction and then deploying it through VR.

Originality/value

To the best of the authors’ knowledge, this is one of the few experimental frameworks which perfectly integrates VR for visualization in digital home design environments. The prospective applications of this framework are in several fields of construction innovation, architectural design, 3D modeling, virtual and augmented reality.

Details

Construction Innovation , vol. 24 no. 2
Type: Research Article
ISSN: 1471-4175

Keywords

Book part
Publication date: 6 September 2019

Katarina Damjanov and David Crouch

Virtual reality technologies have given rise to a new breed of space travel, enabling touring of cosmic environments without leaving the Earth. These tours democratize…

Abstract

Virtual reality technologies have given rise to a new breed of space travel, enabling touring of cosmic environments without leaving the Earth. These tours democratize participation in space tourism and expand its itineraries – reproducing while also altering the practices of tourism itself. The chapter explores the ways in which they alter modes of establishing “authentic” tourism destinations and experiences, rendering outer space into a stage for the performance of space travel, while themselves facilitating novel avenues for its social organization and technological assertion. Virtual space tourism not only reflects the progression and metamorphoses in tourist practice and production but also has the potential to influence both the aspirations and prospects of our space futures.

Details

Space Tourism
Type: Book
ISBN: 978-1-78973-495-9

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

Article
Publication date: 31 October 2022

Daluch Sinoeurn and Kriengsak Panuwatwanich

The study aims to introduce a cloud-based virtual reality (VR) approach and investigate its applicability and performance in aiding the remote design evaluation process by…

Abstract

Purpose

The study aims to introduce a cloud-based virtual reality (VR) approach and investigate its applicability and performance in aiding the remote design evaluation process by assessing the clients' convenience perception toward cloud-based VR-aided design evaluation (Cloud-based VR Approach) compared to 3D model-aided design evaluation (3D Model Approach) and rendering images-aided design evaluation (Image Approach).

Design/methodology/approach

A multicriteria comparative study was conducted with 26 university students using the “analytic hierarchy process” technique to compare the three approaches applied to home finishing material selection tasks based on the five “service convenience” dimensions, consisting of access convenience, decision convenience, transaction convenience, benefit convenience and post-benefit convenience.

Findings

The results indicated that the “Cloud-based VR Approach” was perceived to be more convenient than the “3D Model Approach” and the “Image Approach” based on the aspects of “decision convenience”, “transaction convenience”, “benefit convenience” and “post-benefit convenience”. The only aspect that the Cloud-based VR Approach was comparatively less convenient than the 3D Model Approach and Image Approach for the user was “access convenience”. Overall, the findings showed that the developed Cloud-based VR Approach had more potential than the conventional approaches in aiding the design evaluation process under ongoing social distancing measures requiring designers and clients to work remotely.

Originality/value

The disastrous impacts of the COVID-19 pandemic on logistical systems have resulted in massive disruptions to the construction industry worldwide. Various construction activities have been halted and most meetings moved online. Design evaluation conducted between clients and designers is one of the important activities affected by such an impact. Thus, this study presents the Cloud-based VR Approach as an innovative means to maintain essential ongoing activities and meeting of the current design evaluation approach with respect to the social distancing measures.

Details

Smart and Sustainable Built Environment, vol. 12 no. 5
Type: Research Article
ISSN: 2046-6099

Keywords

Article
Publication date: 9 August 2023

Chandan Kumar Tiwari, Preeti Bhaskar and Abhinav Pal

Augmented reality (AR) and virtual reality (VR) are becoming increasingly interwoven into people's daily lives, with applications in fields such as science, engineering, medical…

Abstract

Purpose

Augmented reality (AR) and virtual reality (VR) are becoming increasingly interwoven into people's daily lives, with applications in fields such as science, engineering, medical, the arts, education, finance and business. While much study has been conducted in the field of VR and AR in a variety of areas, less attention has been paid to online education. The purpose of this research is to conduct a systematic review of studies on AR and VR, as well as its applications in many disciplines of education, with a special emphasis on online education.

Design/methodology/approach

The data were gathered from the SCOPUS database under the subject “Augmented and Virtual Reality Applications in Online Education.” The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) format has been used to summarize the available literature and research in academics throughout the world. First, systematic literature reviews and later bibliometric analysis were conducted for performance and science mapping analysis.

Findings

The research adds to the body of knowledge about the role of AR and VR in online education and its future prospects. AR and VR have demonstrated a substantial contribution to facilitating teaching in a variety of fields, including engineering, medicine, nursing and chemistry. Additionally, this research indicates that AR and VR can be utilized to teach various areas and specialties. Additionally, it can be used in other aspects of online education, such as admissions, industry visits, training, internationalization and specific courses for students with disabilities.

Practical implications

This research lays the framework for educational institutions, legislators and researchers to investigate additional applications of VR and AR. Though this research suggests some possible uses for AR and VR in the online education system, more applications can be integrated into the online education system to fully leverage the potential of AR and VR worldwide. AR and VR have the potential to be a very cost-effective method of delivering online education on a wide scale in the future.

Originality/value

The article explores the applicability of VR and AR in education using bibliometric analysis. This is one of the first studies to do an assessment of VR and AR, evaluating their strengths, drawbacks and current applications. Future application areas are also identified as a result of the investigation.

Details

International Journal of Educational Management, vol. 37 no. 5
Type: Research Article
ISSN: 0951-354X

Keywords

Article
Publication date: 21 July 2022

Nadia Smaili and Audrey de Rancourt-Raymond

The purpose of this study is to examine the risks of the metaverse ecosystem. This study provides an overview of the metaverse and its evolution and discusses the various fraud…

2377

Abstract

Purpose

The purpose of this study is to examine the risks of the metaverse ecosystem. This study provides an overview of the metaverse and its evolution and discusses the various fraud risks it poses for organizations (including boards of directors, forensic accountants, auditors and accountants). Given the advantages of the metaverse and the growing interest it is attracting from organizations, this paper sheds light on the importance of mitigating its risks.

Design/methodology/approach

Based on a systematic review of the literature on the metaverse and analysis of the fraud triangle, this study examines the different fraud risks it poses. More specifically, this study analyzes 21 articles on the metaverse published between 2021 and 2022 and attempts to answer the following research questions: What are the risks inherent in the metaverse? What are the fraud risks associated with it? What are the opportunities and pressures it brings? What is the rationalization underlying its use? This study conducts the analysis on two levels, that of the individual (user) and that of the organization. This paper summarizes the findings of publications on the metaverse in 2021 and 2022 to discover its various definitions and the opportunities and risks it represents.

Findings

This paper offers an insightful discussion of the advantages and risks the metaverse can bring. Because this analysis shows that any organization could be vulnerable to metaverse risks, this study provides organizations with strategies to deter, detect and prevent fraud and reputational risks. Regulatory bodies, financial authorities, board of directors and fraud investigators should all consider these risks before investing in the metaverse.

Originality/value

This paper adds new insights to the scarce research on the metaverse and cybersecurity by exploring the opportunities and risks it presents. It has several implications for organizations, boards of directors, management and regulatory authorities.

Article
Publication date: 18 October 2019

Dan Lou

The purpose of this paper is to identify a light and scalable augmented reality (AR) solution to enhance library collections.

Abstract

Purpose

The purpose of this paper is to identify a light and scalable augmented reality (AR) solution to enhance library collections.

Design/methodology/approach

The author first did research to identify the major obstacle in creating a scalable AR solution. Next, she explored possible workaround methods and successfully developed two prototypes that make the current Web-based AR work with ISBN barcode.

Findings

Libraries have adopted AR technology in recent years mainly by developing mobile applications for specific education or navigation programs. Yet a straight-forward AR solution to enhance a library's collection has not been seen. One of the obstacles lies in finding a scalable and painless solution to associate special AR objects with physical books. At title level, books already have their unique identifier – the ISBN number. Unfortunately, marker-based AR technology only accept two-dimensional (2-D) objects, not the one-dimensional (1-D) EAN barcode (or ISBN barcode) used by books, as markers for technical reasons. In this paper, the author shares her development of two prototypes to make the Web-based AR work with the ISBN barcode. With the prototypes, a user can simply scan the ISBN barcode on a book to retrieve related AR content.

Research limitations/implications

This paper mainly researched and experimented with Web-based AR technologies in the attempt to identify a solution that is as platform-neutral as possible, and as user-friendly as possible.

Practical implications

The light and platform-neutral AR prototypes discussed in this paper have the benefits of minimum cost on both the development side and the experience side. A library does not need to put any additional marker on any book to implement the AR. A user does not need to install any additional applications in his/her smartphone to experience the AR. The prototypes show a promising future where physical collections inside libraries can become more interactive and attractive by blurring the line of reality and virtuality.

Social implications

The paper can help initiate the discussion on applying Web-based AR technologies to library collections.

Article
Publication date: 27 May 2020

Zack Lischer-Katz

This paper aims to explore the opportunities and challenges that immersive virtual reality (VR) technologies pose for archival theory and practice.

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Abstract

Purpose

This paper aims to explore the opportunities and challenges that immersive virtual reality (VR) technologies pose for archival theory and practice.

Design/methodology/approach

This conceptual paper reviews research on VR adoption in information institutions and the preservation challenges of VR to identify ways in which VR has the potential to disrupt existing archival theory and practice.

Findings

Existing archival approaches are found to be disrupted by the multi-layered structural characteristics of VR, the part–whole relationships between the technological elements of VR environments and the three-dimensional content they contain and the immersive, experiential nature of VR experiences. This paper argues that drawing on perspectives from phenomenology and digital materiality is helpful for addressing the preservation challenges of VR.

Research limitations/implications

The findings extend conceptualizations of preservation by identifying gaps in existing preservation approaches to VR and stressing the importance of “experience” as a central element of archival practice and by emphasizing the embodied dimensions of interpreting archival records and the multiple scales of materiality that archival researchers and practitioners should consider to preserve VR.

Practical implications

These findings provide guidance for digital curators and preservationists by outlining the current thinking on VR preservation and the impact of VR on digital preservation strategies.

Originality/value

This paper gives new insight into VR as an emerging area of concern to digital curation and preservation and expands archival thinking with new conceptualizations that disrupt existing paradigms.

Details

Records Management Journal, vol. 30 no. 2
Type: Research Article
ISSN: 0956-5698

Keywords

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