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

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Augmented Reality and Virtual Reality - The Power of AR and VR for Business


 

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