scholarly journals Adopting Immersive Technologies for Design Practice: The Internal and External Barriers

Author(s):  
Dieu Hoang ◽  
Ehsan Naderi ◽  
Renée Cheng ◽  
Bijan Aryana

AbstractIn the first quarter of the new millennium, the immersive technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) are only a few steps away from becoming the mainstream tools within the design industry. This study investigated the internal and external barriers of technology adoption within design-oriented businesses. A mixed method was used to collect and analyze the data from the employees of a large design firm. This research confirmed that external barriers such as funding, technical support, training, and business strategy that exist at the organizational level are interrelated with the internal barriers such as designers’ and managers’ perception and attitude toward the new technologies. The managerial applications were discussed later and the directions for future research were provided.

SPE Journal ◽  
2019 ◽  
Vol 25 (01) ◽  
pp. 515-528
Author(s):  
Ruby Roberts ◽  
Rhona Flin

Summary To maximize the opportunities for the adoption of newly developed products, there is a need to better understand how psychological factors have an impact on the acceptance and deployment of innovative technology in industry. While there is extensive general literature on the psychological factors that influence consumer behavior and the use of new technologies, there seemed to be very limited understanding of this topic, specifically relating to the upstream energy sector. A literature review was conducted to (1) identify what, if any, research has been conducted in relation to the psychological factors influencing technology adoption and deployment in the oil and gas (O&G) industry and (2) identify what interventions have been developed to support technology adoption in O&G. A literature search was undertaken, and given the limited research anticipated, minimum selection criteria were applied on the basis of Cochrane quality control (Higgins and Green 2011). In the 17 articles that met the search criteria, there was limited discussion of the psychological factors that have an impact on O&G technology adoption. The articles were subject to Braun and Clarke (2006) thematic analysis, producing a list of psychological factors that influence technology adoption in O&G. Only five psychological factors were identified: personality (e.g., exploration traits and risk aversion), attitude (e.g., trust and not-invented-here syndrome), social (e.g., social norms), cognition (e.g., risk perception), and psychological factors at an organizational level (leadership and organizational culture). In addition, our review identified a small number of interventions that were developed and deployed to support technology adoption in O&G. Given the early stages of this research area, combined with the relevance for technology innovation in upstream O&G, our review adds to the literature by identifying an initial framework of the key psychological factors. This essential set of factors can be used to direct future research, as well as to support effective interventions aimed at supporting the introduction of new technology.


2019 ◽  
Vol 29 ◽  
pp. 03006 ◽  
Author(s):  
Silviu Vert ◽  
Diana Andone ◽  
Radu Vasiu

Public space art, usually placed outside and accessible to all, is a proper target for the exploitation of transformative and immersive technologies such as augmented and virtual reality. In the recent years, artists and technology developers have collaborated to make physical art more expressivein the digital world, taking advantage of the democratisation of mixed reality devices and software.In this paper, we report on such development of the ArtTM application, an Android app for the publicspace art in Timisoara, Romania. We show the current state of the application and the innovative features that are currently in development. We present the envisioned roadmap to an augmented and virtual reality-enhanced experience and some initial thoughts on the actual implementation of them.


2018 ◽  
Vol 37 (3) ◽  
pp. 5-7
Author(s):  
Ida Arlene Joiner

Have you ever wanted to implement new technologies in your library or resource center such as (drones, robotics, artificial intelligence, augmented/virtual reality/mixed reality, 3D printing, wearable technology, and others) and presented your suggestions to your stakeholders (board members, directors, managers, and other decision makers) only to be rejected based on “there isn’t enough money in the budget,” or “no one is going to use the technology,” or “we like things the way that they are,” then this column is for you.


2020 ◽  
Vol 11 (1) ◽  
pp. 338
Author(s):  
George Margetis ◽  
Konstantinos C. Apostolakis ◽  
Stavroula Ntoa ◽  
George Papagiannakis ◽  
Constantine Stephanidis

Culture is a field that is currently entering a revolutionary phase, no longer being a privilege for the few, but expanding to new audiences who are urged to not only passively consume cultural heritage content, but actually participate and assimilate it on their own. In this context, museums have already embraced new technologies as part of their exhibitions, many of them featuring augmented or virtual reality artifacts. The presented work proposes the synthesis of augmented, virtual and mixed reality technologies to provide unified X-Reality experiences in realistic virtual museums, engaging visitors in an interactive and seamless fusion of physical and virtual worlds that will feature virtual agents exhibiting naturalistic behavior. Visitors will be able to interact with the virtual agents, as they would with real world counterparts. The envisioned approach is expected to not only provide refined experiences for museum visitors, but also achieve high quality entertainment combined with more effective knowledge acquisition.


Author(s):  
Clara E. Fernandes ◽  
Ricardo Morais

This technical paper will assess new technological advances that could change the way we buy clothes, exploring existing solutions that are still commonly confused with each other: Smart fitting rooms (SFR), interactive mirrors (IM), Virtual Reality (VR), and Augmented Reality (AR). The methodological approach based on an exploratory research will start with a literature review on SFR and IM, comparing the main differences between these two technologies and addressing their unsuccessful attempts in retail. Our research will also assess daily technologies, which could possibly improve the customer’s experience with online shopping, as well as customers with reduced mobility. With smart gadgets in every corner, consumers are more difficult to convince with innovative products. We will propose future possibilities for fashion retail, where results will be presented as a first approach, in hopes of creating innovative solutions for the future. Moreover, sustainable implications related with this approach will be addressed in our additional considerations. This technical study considers only two basic solutions that were eventually too complicated to fit into fashion retail, exploring additional solutions that could change these limitations. Although explored and researched in the last years, solutions like IM and SFR were once part of what was considered the future of fashion retail. However, poor business models and lack of technological advances at the time limited these solutions. New technologies such as Augmented Reality (AR), Virtual Reality (VR) and Mixed-Reality (MR), combined with the latest smartphone evolution could relaunch solutions like these.  


Author(s):  
Robert Z. Zheng ◽  
Kevin Greenberg

This chapter presents a conceptual discussion on the roles of immersive technology relating to its past, present, and future. The underlying theories and assumptions pertinent to each stage of immersive technology are discussed by emphasizing the influences on pedagogical practices and assessment. An important focus of the chapter is to look at the function of present immersive technology in learning from the perspective of a technology taxonomy. Discussions on future immersive technologies are made by making a connection between immersive technology and other new technologies like artificial intelligence. The chapter concludes with suggestions for future research in immersive technology.


2008 ◽  
pp. 1575-1581
Author(s):  
Sana Debbabi ◽  
Serge Baile

Why examine the concept of telepresence? A number of emerging technologies, including virtual reality, simulation, home theater, state-of-the-art video conferencing and virtual three-dimensional (3-D) environment, are designed to give the user a type of mediated experience that has never been possible before. This new experience seems to be “real,” “direct” and “immediate.” The term telepresence has been used to describe this compelling sense of being present in these mediated virtual environments (Held & Durlach, 1992; Steuer, 1992). On the empirical side, the use of this new revolution in media technologies has expanded to telemedicine, telepsychiatry, distance learning, legal testimony from remote locations, arcade games and more (see Lombard & Ditton, 1997). An enhanced sense of telepresence is central to the usefulness and profitability of the new technologies mentioned above, and others such as the World Wide Web and high-definition television. As underlined by Zhang, Benbasat, Carey, Davis, Galletta and Strong (2002) in the management information systems field, the concept of telepresence has become an important component of our understanding of how people experience computer-mediated environments. On the theoretical side, researchers in communication, psychology and other fields are interested in particular in how people are influenced by media presentations. An understanding of telepresence can enhance our theories here, too. Despite the centrality and importance of telepresence, it has not yet been carefully defined and explicated. In fact, researchers, especially those working on human performance in virtual reality, have noted the need to conceptualize and measure telepresence more effectively (e.g., Held & Durlach, 1992; Sheridan, 1992). In the remainder of this article, we (a) review several conceptualizations of telepresence and presence in literature, (b) review telepresence determinants, (c) outline the main methods commonly used for measuring telepresence and (d) recommend attributes of future research concerning this concept.


2020 ◽  
Vol 312 ◽  
pp. 06001 ◽  
Author(s):  
Austin DaValle ◽  
Salman Azhar

The construction industry often falls short of other industries in terms of innovation; overall productivity within the construction industry has remained nearly flat for fifty years. As such, the industry is frequently exploring new technologies with the potential to increase its work efficiency as well as productivity. Mixed Reality (MR), which allows for the blending of real and virtual worlds, is one such technology that has a capability to improve productivity. The aim of this research study is to test MR’s potential as an onsite assembly tool in construction. The study more specifically determined if holographic BIM models, spatially anchored in 1:1 ratio over active construction sites, could provide trades’ sufficient information to assemble and install their work without using paper plans. A controlled experiment was designed to test if the electrical and plumbing components of a mock-bathroom could be installed only with MR. A total of 5 sub-groups, each consisting of two participants, took part in this experiment and the time is taken by each sub-group (i.e. the MR group) to complete the assembly was recorded. This was then compared with the time taken by a similar number of sub-groups (i.e. the Control group) to complete the same assembly using paper plans only. The analysis indicates that on average the MR group took approximately 9% less time as compared to the Control group. Qualitative analysis via a post-exercise questionnaire found several technological limitations that the MR must overcome before it sees widespread implementation as a tool for guiding construction assembly. The post-exercise questionnaire also gathered participants’ perceptions about MR potential in construction. This paper highlights the benefits and limitations of the MR technology in construction along with recommendations for improvement as well as future research.


i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 123-137
Author(s):  
Natalie Hube ◽  
Mathias Müller ◽  
Esther Lapczyna ◽  
Jan Wojdziak

AbstractDue to constantly and rapidly growing digitization, requirements for international cooperation are changing. Tools for collaborative work such as video telephony are already an integral part of today’s communication across companies. However, these tools are not sufficient to represent the full physical presence of an employee or a product as well as its components in another location, since the representation of information in a two-dimensional way and the resulting limited communication loses concrete objectivity. Thus, we present a novel object-centered approach that compromises of Augmented and Virtual Reality technology as well as design suggestions for remote collaboration. Furthermore, we identify current key areas for future research and specify a design space for the use of Augmented and Virtual Reality remote collaboration in the manufacturing process in the automotive industry.


10.5334/bck.i ◽  
2021 ◽  
pp. 93-103
Author(s):  
Mafkereseb Kassahun Bekele

Virtual heritage (VH) is one of the few domains to adopt immersive reality technologies at early stages, with a significant number of studies employing the technologies for various application themes. More specifically, virtual reality has persisted as a de facto immersive reality technology for virtual reconstruction and virtual museums. In recent years, however, mixed reality (MxR) has attracted attention from the VH community following the introduction of new devices, such as Microsoft HoloLens, to the technological landscape of immersive reality. Two variant perceptions of MxR have been observed in the literature over the past two decades. First, MxR is perceived as an umbrella/collective term for a virtual reality (VR) and augmented reality (AR) environment. Second, it is also presented as a distinctive form of immersive reality that enables merging virtual elements with their real-world counterparts. These perceptions influence our choice of immersive reality technology, interaction design, and implementation, and the overall objective of VH applications. To address these concerns, this chapter attempts to answer two critical questions: (1) what MxR from VH perspective is and (2) whether MxR is just a form of immersive reality that serves as a bridge to connect the real world with a virtual one or a fusion of both that neither the real nor the virtual world would have meaning without a contextual relationship and interaction with each other. To this end, this chapter will review VH applications and literature from the past few years and identify how MxR is presented. It will also suggest how the VH community can benefit from MxR and discuss limitations in existing technology and identify some areas and direction for future research in the domain.


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