How augmented reality (AR) is transforming the restaurant sector: Investigating the impact of “Le Petit Chef” on customers’ dining experiences

2021 ◽  
Vol 172 ◽  
pp. 121013
Author(s):  
Wided Batat
Keyword(s):  
2020 ◽  
Vol 4 (4) ◽  
pp. 78
Author(s):  
Andoni Rivera Pinto ◽  
Johan Kildal ◽  
Elena Lazkano

In the context of industrial production, a worker that wants to program a robot using the hand-guidance technique needs that the robot is available to be programmed and not in operation. This means that production with that robot is stopped during that time. A way around this constraint is to perform the same manual guidance steps on a holographic representation of the digital twin of the robot, using augmented reality technologies. However, this presents the limitation of a lack of tangibility of the visual holograms that the user tries to grab. We present an interface in which some of the tangibility is provided through ultrasound-based mid-air haptics actuation. We report a user study that evaluates the impact that the presence of such haptic feedback may have on a pick-and-place task of the wrist of a holographic robot arm which we found to be beneficial.


Author(s):  
Stella Doukianou ◽  
Damon Daylamani-Zad ◽  
Kathy O’Loingsigh

AbstractPresentations are the most successful and popular form of communication in business. However, the formats of presentations in business have not changed much for past few decades. The emergent and disruptive technologies such as Augmented Reality and Animated Infographics have provided potential for enhancing communications in businesses to increase engagement and therefore increasing the effectiveness of such communications. This paper focuses on the impact and effectiveness of using interactive AR in business presentations. The paper presents the design and development of our AR presentation application. Followed by a presentation of an empirical study into the usability and effectiveness of using Augmented Reality and Animated Infographics in business presentation and compares the results against the traditional slideware slides presentation approach. The results of the experiment with 94 participants are presented and analysed. The results demonstrate that the AR approach out performs the traditional methods in terms of usability, audience engagement and effectiveness of communication.


2020 ◽  
Vol 11 (22) ◽  
pp. 15 ◽  
Author(s):  
José Gabriel Andrade ◽  
Patrícia Dias

<p>In the last two decades, contemporary society has been conceptualized and discussed around the assumption that digital technologies are its most defining feature. Jean Baudrillard’s take on the Fable of Borges suggests a replacement of the physical world by a virtual experiencing life, setting the tone for a pessimistic and somewhat fearful attitude towards technological development. On the verge of the dissemination of disruptive innovations that can be described under the “umbrella” of Internet of Things (IoT), we observe not a replacement, but a deep and complex intertwining of online and offline experiences, sketching the contours of what can become a phygital society. This alternative conceptualization of our contemporary society, combined with the possibilities of technological development, affords new opportunities for the expression and experiencing of culture, and also for the creative industries. In our research, we explore the impact of one augmented reality (AR) app designed for one of the landmarks of the Portuguese cultural heritage, Quinta da Regaleira. We explored this single-case study using qualitative data collection techniques, aiming to discuss the positive and negative outcomes of this innovation, both for the dynamizing of cultural heritage, and for the visitors. The article provides useful information for heritage spaces that wish to follow this path. It describes the main steps to be taken in the production of content and provides examples of the narrative model that helps people to visit the space and obtain information, knowing stories relevant to the past and present of the cultural heritage. The objective is to clarify, finally, due to the research developed in the Quinta da Regaleira case study, what kind of stories and experiences can be narrated, the strengths of this application, its limitations, and paths for future investigations.</p>


Author(s):  
Наталія Рашевська ◽  
Володимир Соловйов

Rashevska N.V. and Soloviev V.N. Augmented Reality and the Prospects for Applying Its in the Training of Future Engineers. The education system of Ukraine is closely linked with the world education trends, therefore it requires constant renewal and expansion. One of the progressive areas of organizing studying process is creating the studying environment which will allow students to reveal their intellectual potential while searching for the necessary knowledge. That’s why the purpose of the article is analysis of the concept of augmented reality and prospects of its application in the process of training future engineers. The object of study is the system of training future engineers and the subject is using of augmented reality technologies in the process of training future engineers. The research method is analyzing the impact of the augmented reality technologies on the training future engineers. During the research, we have identified positive aspects of the augmented reality technologies in the process of training future engineers. We have defined the stages of creating some methodical system components of teaching fundamental disciplines in the higher technical school through interdisciplinary integration and technologies of augmented reality.  


2017 ◽  
Vol 2 (02) ◽  
Author(s):  
Ardhariksa Zukhruf Kurniullah

New media or convergence, in a few years we often hear, especially the convergence of media that are often associated with new media that is now developing, particularly media-related technology development. The rapidly of media convergence growthto advances in technology these days, especially when the advent of the Internet and the digitization of information. This media convergence brings together the name "three-C" (computing, communication, and content). Once of product a media convergence is transmediaa, in the paradigm of Transmedia, no longer known specific profession. Eg profession as creators of the film, director, screenwriter, animator, producer of the TV program, game creators, content developers, comic artist, broadcaster, author, novelist even journalists. Everything sublimate into a new capacity, the Story Teller. Selection of the research issue at Volkswagon simulation of interactive digital advertising is a new study in the field of advertising in Indonesia, especially on the concept of transmedia storytelling approach to advertising and media convergence. This study use qualitative research approach. While research method used in this research is the method of observation with descriptive type. Data collection techniques in this study using advertising document observation that in this case the advertisement print of Volkswagen Augmented Reality and literature studies / literature. From the results of research conducted can be obtained conclusion that the power of Transmedia Storytelling on this Volkwagon print reinforces a story. The impact is that consumers will be more emotionally attached to the main products and variants and derivatives. The concept of transmedia storytelling advertising can be effective in the process of imaging and delivery of advertising messages, so that the audience can engage fully in augmented reality.. Keywords: convergence, transmedia,storytelling, digital, augmented reality


2021 ◽  
Vol 2 ◽  
Author(s):  
Jeremy Viczko ◽  
Jeff Tarrant ◽  
Ray Jackson

Research and design of virtual reality technologies with mental-health focused applications has increased dramatically in recent years. However, the applications and psychological outcomes of augmented reality (AR) technologies still remain to be widely explored and evaluated. This is particularly true for the use of AR for the self-management of stress, anxiety, and mood. In the current study, we examined the impact of a brief open heart meditation AR experience on participants with moderate levels of anxiety and/or depression. Using a randomized between-group design subjects participated in the AR experience or the AR experience plus frontal gamma asymmetry neurofeedback integrated into the experience. Self-reported mood state and resting-state EEG were recorded before and after the AR intervention for both groups. Participants also reported on engagement and perceived use of the experience as a stress and coping tool. EEG activity was analyzed as a function of the frontal, midline, and parietal scalp regions, and with sLORETA current source density estimates of anterior cingulate and insular cortical regions of interest. Results demonstrated that both versions of the AR meditation significantly reduced negative mood and increased positive mood. The changes in resting state EEG were also comparable between groups, with some trending differences observed, in line with existing research on open heart and other loving-kindness and compassion-based meditations. Engagement was favorable for both versions of the AR experience, with higher levels of engagement reported with the addition of neurofeedback. These results provide early support for the therapeutic potential of AR-integrated meditations as a tool for the self-regulation of mood and emotion, and sets the stage for more research and development into health and wellness-promoting AR applications.


2018 ◽  
Vol 48 (5) ◽  
pp. 433-451 ◽  
Author(s):  
Anna Watson ◽  
Bethan Alexander ◽  
Leyla Salavati

Purpose Utilizing the stimulus-organism-response model, the purpose of this paper is to examine the effects of augmented reality (AR) (specifically augmentation) on consumers’ affective and behavioral response and to assess whether consumers’ hedonic motivation for shopping moderates this relationship. Design/methodology/approach An experiment using the manipulation of AR and no AR was conducted with 162 participants aged between 18 and 35. Participants were recruited through snowball sampling and randomly assigned to the control or stimulus group. The hypothesized associations were analyzed using linear regression with bootstrapping. Findings The paper demonstrates the benefit of using an experiential AR retail application (app) to positively impact purchase intention. The results show that this effect is mediated by positive affective response. Furthermore, hedonic shopping motivation moderates the relationship between augmentation and the positive affective response. Research limitations/implications Because of the chosen research approach, the results may lack generalizability to other forms of augmentation. Therefore, researchers are encouraged to test the proposed model using different types of AR stimuli. Furthermore, replication of the study with other populations would increase the generalizability of the findings. Practical implications Results of this study provide a valuable reference for retailers of the benefits of using AR when attempting to optimize experiential value in online environments. Originality/value The study contributes to experiential retail and consumer purchase behavior research by deepening the conceptualization of the impact of experiential technologies, more specifically AR apps, by considering the role of hedonic shopping motivations.


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