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Augmented Reality and Virtual Reality - The Power of AR and VR for Business
von: M. Claudia tom Dieck, Timothy Jung
Springer-Verlag, 2019
ISBN: 9783030062460 , 328 Seiten
Format: PDF, Online Lesen
Kopierschutz: Wasserzeichen
Preis: 160,49 EUR
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Preface
6
International Augmented and Virtual Reality Conference 2018
7
Scientific Committee
7
Contents
9
AR & VR Retail Experience
12
1 Augmented Reality in Real Stores: Empirical Evidence from Consumers’ Interaction with AR in a Retail Format
13
Abstract
13
1 Introduction
14
2 Theoretical Background
15
2.1 Augmented Reality in Retailing
15
2.2 Augmented Places
15
2.3 Human-Computer Interaction (HCI) in Retail Settings
16
3 Methodology
17
3.1 Augmented Fashion Store Development
17
3.2 Procedure and Data Collection
18
4 Research Findings
19
4.1 Enhancement: The New Store Environment and Shopping Experience
19
4.2 Interaction: Consumers’ Mobility and Interaction with the Enhanced Store
20
4.3 Behaviour: The Influence of the Enhanced Store
21
5 Discussion
22
5.1 Store Augmentation: The Development of a New Store Form
22
6 Conclusions, Contributions and Future Research
23
6.1 Theoretical Contributions and Managerial Implications
23
6.2 Limitations and Future Research
24
Acknowledgements
24
References
24
2 V-Commerce in Retail: Nature and Potential Impact
27
Abstract
27
1 Introduction
27
1.1 Vertical Commerce
28
1.2 Virtual Commerce
28
1.3 Voice Commerce
29
2 V-Commerce and the Impact on Business-to-Consumer Retailing
30
2.1 Current Implementations of V-Commerce
31
3 Discussion
32
References
33
3 A Virtual Reality and Retailing Literature Review: Current Focus, Underlying Themes and Future Directions
36
Abstract
36
1 Introduction
36
2 Methodology
37
3 Literature Review Results
39
3.1 Current Research Focus on VR/AR
39
3.2 Underlying Themes in the VR/AR Literature
41
3.3 Research Gaps with VR/AR
43
4 Discussion
45
4.1 Current Research Focus
45
4.2 Underlying Themes
46
4.3 Research Gaps
46
5 Conclusion
47
References
48
AR & VR Experience Design
51
4 What We Don’t Know. The Effect of Realism in Virtual Reality on Experience and Behaviour
52
Abstract
52
1 Introduction
53
2 Theory
53
3 Method
55
3.1 Materials
56
3.2 Participants
56
3.3 Measures
57
4 Results
58
5 Conclusions
59
Acknowledgements
62
References
62
5 Adapting Jake Knapp’s Design Sprint Approach for AR/VR Applications in Digital Heritage
65
Abstract
65
1 Introduction
65
2 Designing Digital Solutions for Enhanced Usability
66
3 AR and VR for Heritage and Heritage Tourism
68
4 Case Study Context: Chester, UK
70
5 The Digital Dee
70
6 Testing the Three-Day Design Sprint Approach
71
7 Conclusion
73
Acknowledgements
74
References
74
AR & VR in Tourism
77
6 Designing Valuable Augmented Reality Tourism Application Experiences
78
Abstract
78
1 Introduction
78
2 Literature Review
79
2.1 Augmented Reality and Cultural Heritage Tourism
79
2.2 Augmented Reality Experiences
80
2.3 Stakeholder Approach
81
3 Methods
82
4 Findings
85
4.1 Visitor Value
85
4.2 Organisational Value
85
4.3 Stakeholder Value
86
4.4 Economic Value
87
5 Discussion and Conclusions
88
5.1 Discussion
88
5.2 Theoretical Contributions and Managerial Implications
89
5.3 Limitations and Future Research
90
References
90
7 Experiencing Virtual Reality in Heritage Attractions: Perceptions of Elderly Users
93
Abstract
93
1 Introduction
93
2 Literature Review
94
2.1 Technology Enhanced Tourism Experiences in Heritage Attractions
94
2.2 Virtual Reality in Tourism and Attitudes of the Elderly
95
3 Methodology
96
4 Findings
97
4.1 Impacts of VR on Tourism Experiences
97
4.1.1 Link Between Past and Present
97
4.1.2 Accessibility
98
4.1.3 Sharing Experiences
98
4.1.4 Novelty
99
4.2 Elderly Tourists’ Requirements for Using VR
99
4.2.1 Presence and Immersion
99
4.2.2 Control
99
4.2.3 Storytelling and Human Elements
100
5 Discussion and Conclusion
101
References
101
8 A Case Study: Assessing Effectiveness of the Augmented Reality Application in Augusta Raurica
103
Abstract
103
1 Introduction
104
2 Literature Review
105
2.1 Effectiveness of AR in Tourism—Benefits and Challenges
105
3 Problem Statement
106
4 Methods
107
4.1 Survey and Case Study
107
4.2 Making Visible the Invisible—Augusta Raurica AR App
109
5 Results
110
5.1 Characteristics of Study Participants
110
5.2 Results of the Case Study
111
6 Interviews
112
7 Conclusion
113
References
114
9 Virtual and Augmented Reality Technologies to Enhance the Visitor Experience in Cultural Tourism
116
Abstract
116
1 Introduction
117
2 Literature Review
118
2.1 Cultural Tourism
118
2.2 Visitor Experience
119
2.2.1 Elements Affecting the Visitor Experience
119
2.2.2 Visitor Engagement for Enhanced Learning Experience
120
2.3 AR and VR
121
2.4 AR, VR Use Cases and Prior Studies in Cultural Tourism
122
3 Proposed Framework
123
4 Discussion
123
4.1 The Importance of Consumer-Centric Design of Visitor Experiences
124
4.2 Objective of Technology Implementation—Need for Meaningful Design of Emerging Consumer Technologies Such as AR/VR
125
4.3 Increasing Use of EEG and Physiology for Measuring Experiences in Addition to Reflective Indications
126
5 Conclusion
128
References
128
10 Tourism Marketers Perspectives on Enriching Visitors City Experience with Augmented Reality: An Exploratory Study
132
Abstract
132
1 Introduction
132
2 Literature Review
133
2.1 Impact of ICTs on Tourism Marketers’ Competitive Strategy
133
2.2 AR-Enhanced Visitor Experiences
134
2.3 Tourism Marketers’ Adoption of Innovative Technologies
135
3 Methods
136
3.1 Context of Study
136
3.2 Data Analysis
137
4 Findings and Discussion
138
4.1 Technological Context
138
4.1.1 Valuable Visitor Experiences
138
4.1.2 Visitor Satisfaction
138
4.1.3 Increased Social Media Presence
138
4.2 Organisational Context
139
4.2.1 Perceived Financial Cost
139
4.2.2 Resource Limitation
140
4.2.3 Return on Investment
140
4.3 Environmental Context
140
4.3.1 Positive Destination Image
140
4.3.2 Visitor Adoption
141
4.3.3 External Concerns
141
5 Conclusion
142
6 Theoretical Contribution
143
7 Practical Implications
143
8 Limitations
143
References
144
AR & VR in Education
148
11 Creating Virtual Reality in a Business and Technology Educational Context
149
Abstract
149
1 Introduction
149
2 Applications of VR in Education
150
3 Designing VR with the CoSpaces Platform
151
3.1 CoSpaces in Education
151
3.2 CoSpaces in the TalkTech 2017 Project
152
4 TalkTech 2017 Implementation
154
4.1 Exploring Uses of VR in a Business and Technology Context
155
5 Findings
156
5.1 Experience and Attitudes Toward Learning About VR
156
5.2 Desirability Test
157
5.3 Future Uses of AR/VR: From an Entrepreneurship Point of View
159
6 Discussion and Conclusion
159
References
160
12 Immersive Virtual Reality (IVR) in Higher Education: Development and Implementation
162
Abstract
162
1 Introduction
163
2 Adoption of IVR in Higher Education
164
3 VR/IVR Design and Development: A Teaching-Development Grant Project
165
3.1 Designing and Developing VR/IVR Cases for Practising Professional Clinical Skills in ‘Pharmacology and Therapeutics’
165
3.2 Designing and Developing VR/IVR Outdoor Field Trips for Students Taking ‘Understanding Ecotourism’
167
4 VR/IVR Implementation in the Classroom
168
4.1 Pharmacy Class
168
4.2 Ecotourism Class
169
5 Evaluation of the IVR Project
169
6 Discussion
171
7 Conclusion and Recommendations
172
Acknowledgements
173
References
173
13 Cultural Heritage Objects in Education by Virtual and Augmented Reality
175
Abstract
175
1 Introduction
175
2 Issues
177
3 Procedures
179
3.1 Virtual Reality Application
181
3.2 Augmented Reality Application
182
4 Results
183
4.1 Mixing VR and AR Together in Education
184
4.2 Testing of the Memorability of the Information by Using AR/VR
184
4.3 Applications in the InovEduc Project
185
5 Conclusions
186
Acknowledgements
186
References
186
AR & VR Applications and Immersive Designs
188
14 To Have and Vehold: Marrying Museum Objects and Virtual Collections via AR
189
Abstract
189
1 Introduction
189
2 Issues
191
3 Procedures
194
4 Results
195
5 Conclusions
197
Acknowledgements
198
References
199
15 A Tool, not a Toy: Using Virtual Reality to Evaluate the Communication Between Autonomous Vehicles and Pedestrians
201
Abstract
201
1 Introduction
202
2 Literature Review
203
2.1 Context: Existing HMI for Communication Between AV and Pedestrians
203
2.2 Testing Usability
203
2.3 Virtual Reality
205
3 Method
206
3.1 Case Study
206
3.2 Test Participants
208
3.3 Virtual Reality Hardware Setup
208
3.4 Adaptation of Usability Tests Within VR
208
4 Findings
209
5 Discussion
212
6 Conclusion
213
References
213
16 Designing Spatial UI as a Solution of the Narrow FOV of Microsoft HoloLens: Prototype of Virtual Museum Guide
215
Abstract
215
1 Introduction
215
1.1 Related Work
217
2 System Overview
218
2.1 Functionality
218
2.2 System Architecture
218
2.3 UI Design Process
220
3 Prototype Evaluation
224
3.1 Method
224
3.2 Results
225
4 Discussion and Conclusion
226
4.1 Future Work
227
Acknowledgements
227
References
228
17 Recommender System as the Support for Binaural Audio
230
Abstract
230
1 Introduction
230
1.1 Contribution
231
2 Physics of Binaural Audio
231
2.1 Basic Principles
232
2.2 Standard Approaches to Retrieving HRTF
233
3 Related Work
234
4 Recommendation System
234
4.1 User-Related Rating Methods
235
4.1.1 Laboratory Method
235
4.1.2 HRTF Reconstruction in Home Conditions
236
4.1.3 VR-Extended Method
237
5 Experiment
238
5.1 Results
238
5.2 Problems
240
6 Conclusion and Discussion
241
6.1 Binaural Audio for Business Purposes
242
Acknowledgements
242
References
243
18 Virtual Reality References in Design Problem Solving: Towards an Understanding of Affect-Cognition Interaction in Conceptual Design
244
Abstract
244
1 Introduction
244
2 Review of Literature
245
2.1 Affect, Cognition and Conceptual Design
245
2.2 Affect, Virtual Reality and Conceptual Design
247
2.3 Research Questions
247
3 Methodology
248
3.1 Experimental Pilot Study and Expected Findings
248
3.2 Procedure
249
3.3 Material
249
3.4 Protocol Study
251
3.5 Data Analysis
251
4 Results
251
4.1 The Operation of Principles of Affect-Cognition Interaction in VR Condition
252
4.2 The Operation of Principles of Affect-Cognition Interaction in Non VR Condition
254
4.3 Indication of Affect-Cognition Heuristic in Conceptual Design
254
5 Discussion and Conclusion
254
Acknowledgements
255
References
255
19 Intuitive Hand Gestures for the Interaction with Information Visualizations in Virtual Reality
258
Abstract
258
1 Introduction
259
2 Literature Review
259
2.1 Information Visualization in Virtual Reality
259
2.2 Touchless Interaction with Data
260
2.3 The Visual Information Seeking Mantra
261
2.4 Research Questions
261
3 Methods
262
3.1 The VR Application
262
3.2 Assigning VISM Tasks to App Functionalities
263
3.3 Survey and Experiment
264
4 Findings
264
4.1 Characteristics of Study Participants
264
4.2 Details-on-Demand
265
4.3 Zoom-In and Zoom-Out
266
5 Discussion
266
6 Conclusion and Future Work
267
References
268
AR & VR Medical Applications
271
20 Pulmonary Rehabilitation in Virtual Reality for COPD Patients
272
Abstract
272
1 Introduction
273
2 Literature Review
273
2.1 Current Treatments for Pulmonary Rehabilitation
273
2.2 The Use of Virtual Reality for Rehabilitation
275
3 Method
276
3.1 Participant Profile
276
3.2 PR in VR Application
277
3.3 Experiment
277
3.4 Qualitative Data Collection
277
3.5 Data Analysis
278
4 Findings and Discussion
278
4.1 Benefits of PR in VR
278
4.1.1 Increased Strength & Mobility
278
4.1.2 Compliance
278
4.1.3 Motivation
279
4.1.4 Confidence
279
4.1.5 Quality of Life
280
4.1.6 Improved Self-management
280
4.1.7 Satisfaction
280
4.2 Recommendations for Future Development
281
4.2.1 Technical Capabilities
281
4.2.2 Personalisation
281
5 Conclusion
281
6 Theoretical Contribution and Practical Implications
282
7 Limitations and Future Research
282
References
283
21 Exploring Surgeon’s Acceptance of Virtual Reality Headset for Training
286
Abstract
286
1 Introduction
286
2 Literature Review and Hypothesis
288
2.1 Theoretical Framework
288
2.1.1 Unified Theory of Acceptance and Use of Technology (UTAUT)
288
2.1.2 Advantages of UTAUT
289
2.2 Hypothesis
290
2.2.1 Direct Influence -the Influence of Performance Expectancy (PE), Effort Expectancy (EE) and Social Influence (SI) on Behavior Intention (BI)
290
2.2.2 Indirect Influence—The Influence of the Moderating Variables on the Independent Variables
291
3 Data and Methodology
291
4 Method
293
5 Analysis and Results
294
5.1 Implications and Limitations
297
Acknowledgements
297
References
298
22 Evaluation of Virtual Reality in Orthopaedic Training—A Pioneering Pilot Study
300
Abstract
300
1 Introduction
300
2 Literature Review
302
2.1 VR in Medical and Surgical Training
302
2.2 VR User Experience
303
3 Method
304
3.1 Study Design
304
3.2 Sample and Participant Profile
305
3.3 Intervention
305
3.4 Data Collection
305
3.5 Data Analysis
306
4 Results
307
4.1 Interview and Survey Data
307
4.1.1 Technical Quality of Material
307
4.1.2 Usability
307
4.1.3 User Experience
308
4.2 Head Movement Data
308
5 Discussion and Conclusion
309
6 Theoretical Contribution and Practical Implications
309
7 Limitations and Future Research
309
References
310
VR and Media
313
23 Towards the Essence of Cinematic VR: Embracing New Technologies to Define a Medium
314
Abstract
314
1 Introduction
315
2 The Essence of Immersive Media
315
3 Immersive Media at the Intersection of Philosophy, Media and Technology
317
4 Immersive Media in Practice
320
5 Conclusion
325
References
327