scholarly journals Behavioural Intention Determinants of Augmented Reality Technology Adoption in Supermarkets/Hypermarkets

2022 ◽  
Vol 14 (1) ◽  
pp. 1-22
Author(s):  
Ivan Jajić ◽  
Mario Spremić ◽  
Ivan Miloloža

In this paper, the adoption of Augmented Reality, as one of the emerging and intriguing digital technologies, has been investigated. This research uses the extended Unified Theory on Acceptance and Use of Technology framework to analyze these factors. The student population respondents' data about Augmented Reality adoption was collected. The student population has been chosen due to the highest probability of accepting new technologies. The research results show a positive and significant performance expectancy and enjoyment, while effort expectancy showed a negative and significant impact on the behavioural intention dependent variable. These research results can be used for the potential development of Augmented Reality apps in the retail industry and the academic implications of the connections between variables in the UTAUT framework.

Author(s):  
Jacqueline-Nathalie Harba

Abstract Consumer behavior is shifting radically with the rise of e-commerce and new technologies. As a result, luxury retailers are forced to embrace a variety of technologies to keep their customers engaged. How do brands captivate shoppers and provide the customer experience that will satisfy their desires? Through dissemination of literature and case studies on examples from the industry, this paper presents a detailed discussion on the new approaches to customer experience in the luxury fashion industry, in the context of a modern economy that is highly shaped by disruptive technological innovations. The discussion includes two detailed case studies, focusing on two key themes that define contemporary customer expectations: the story – discussing customer’s desire to be immersed in the narratives behind catwalk collections, and the experience – discussing the use of technology to create a unique retail space through the use of online and mobile specific technologies. The first case study focuses on how new technologies provide brands with new opportunities to present their products through narratives. Using famous luxury retailers Dior, Givenchy and Prada as examples, the case study provides a detailed discussion on the use of virtual reality and augmented reality as tools that enable customers to project themselves into the story behind a catwalk show and become active characters in the narrative, through the use of technological devices. The second case study focuses on the importance of merging the online and the traditional brick-and-mortar store. “The Store of the Future”, by luxury retailer Farfetch is used as an example of how retailers make use of high-tech equipment, virtual reality and augmented reality not only to create a tech-powered interactive experience that will intrigue customers, but also to improve retail productivity by capturing customer data. The study adopts a qualitative research method to evaluate the validity of the concepts discussed in the Literature Review, using a sample of three in-depth interviews with industry experts, focusing on the use of technology to improve customer experience in physical retail spaces. Based on previously published research, it is estimated that the primary research will indicate that it is not the use of technology that drives the customer experience, but customer expectations that determine the adoption and adaptation of disruptive technologies to satisfy the shoppers’ requirements.


2021 ◽  
Author(s):  
Muhammad Zahid Iqbal ◽  
Eleni Mangina ◽  
Abraham G. Campbell

Innovation in formal and practical learning is an accepted progression and its adoption in learning methodologies is a sign that a respective society is open to new technologies, ideas, and, thus, to advancement. The latest innovation in teaching is the use of Augmented Reality. Applications using this technology have been deployed successfully in STEM(Science, Technology, Engineering, and Mathematics) education for delivering the practical and creative parts of the education. Since Augmented Reality technology has already a large volume of published studies about education that reports advantages, limitations, effectiveness, and challenges of AR in education, classifying these projects will allow for a review of the success of Augmented Reality integration in the different educational settings and discover current challenges and future research areas.<div>The main findings of this paper are the generation of a detailed taxonomy of the current literature which outlines the current challenges, the use of this taxonomy to identify future research areas, and finally to report on the development of two case studies that can highlight the first steps need to address these research areas. The result of this research ultimately is to detail the research gap that is needed to be filled to facilitate real-time touchless hand interaction, kinesthetic learning, machine learning agents with a remote learning pedagogy.</div>


2020 ◽  
Vol 10 (7) ◽  
pp. 2560
Author(s):  
Roger Fernández-Enríquez ◽  
Laura Delgado-Martín

This paper is an example of how to use new technologies to produce didactic innovative resources that ease the teaching and learning process of mathematics. This paper is focused on augmented reality technology with the aim of achieving the creation of didactic resources related to the polyhedra taught in a course of compulsory secondary education in Spain. First, we introduce the basis of this technology and present the theoretical framework in which we make an exhaustive analysis that justifies its usage with educative purposes. Secondly, we explain how to build the polyhedra in augmented reality using the Unity game engine and the Vuforia software development kit (SDK), which enables the use of augmented reality. Using both tools, we create an augmented reality application and some augmented reality notes with the purpose of helping in the process of visualization and comprehension of the three-dimensional geometry related to polyhedra. Finally, we design an innovative, didactic proposal for teaching the polyhedra in the third course of compulsory Secondary Education in Spain, using the resources created with the augmented reality technology.


2021 ◽  
Vol 13 (19) ◽  
pp. 10532
Author(s):  
Nadire Cavus ◽  
Karwan Al-Dosakee ◽  
Abdo Abdi ◽  
Siyar Sadiq

New technologies such as Augmented Reality can be used to enhance the possibility of obtaining new experiences to assist people with special needs. However, in the literature, there are not enough studies conducted on the use of Augmented Reality as an assistive technology, especially for people with special needs. The purpose of this study is to highlight the use of Augmented Reality technology on people with special needs for skill development. This systematic literature review includes recent and high-quality articles from chosen prestige databases between the years 2010 and 2020. The selected studies which fitted the eligibility selection criteria have been analyzed and synthesized. The study findings reveal the importance of using AR technology to assist individuals with special needs in their skill development process, to help them become more independent. We hope this study will enlighten researchers and the developers of AR tools. It has been recommended that more studies be done on the sustainable use of AR as an assistive technology, particularly for children with special needs, to make their life easier.


Author(s):  
Felipe Becker Nunes ◽  
Fabrício Herpich ◽  
Maria Angélica Figueiredo Oliveira ◽  
Kelly Hannel

New technologies and opportunities to modernize and make teaching more dynamic emerge, as well as to switch from the ordinary traditional teaching method to a different format, which makes the student the protagonist of the construction of his knowledge. It is precisely in this context that new forms of use of technology in the educational field emerge, among which are the virtual worlds (MV) and augmented reality (AR), which are the objects of analysis in this chapter. Taking the basic premises on these topics, this chapter aims to help the reader understand the process of development and application of virtual worlds and augmented reality in education in order to discuss the inherent difficulties, practicalities, advantages, challenges, and trends. Thus, this chapter aimed to present the reader with the importance of reflecting on this context, seeking to show how each of these technologies has been applied in the educational field, being based on reports of empirical and academic experiences of the authors and other researchers.


2021 ◽  
Author(s):  
Muhammad Zahid Iqbal ◽  
Eleni Mangina ◽  
Abraham G. Campbell

Innovation in formal and practical learning is an accepted progression and its adoption in learning methodologies is a sign that a respective society is open to new technologies, ideas, and, thus, to advancement. The latest innovation in teaching is the use of Augmented Reality. Applications using this technology have been deployed successfully in STEM(Science, Technology, Engineering, and Mathematics) education for delivering the practical and creative parts of the education. Since Augmented Reality technology has already a large volume of published studies about education that reports advantages, limitations, effectiveness, and challenges of AR in education, classifying these projects will allow for a review of the success of Augmented Reality integration in the different educational settings and discover current challenges and future research areas.<div>The main findings of this paper are the generation of a detailed taxonomy of the current literature which outlines the current challenges, the use of this taxonomy to identify future research areas, and finally to report on the development of two case studies that can highlight the first steps need to address these research areas. The result of this research ultimately is to detail the research gap that is needed to be filled to facilitate real-time touchless hand interaction, kinesthetic learning, machine learning agents with a remote learning pedagogy.</div>


Author(s):  
Umi Halimatus Saidah ◽  
Aang Fatihul Islam

The scenes in the trailer shown are all sorts of interesting and prominent scenesto attract the attention of potential viewers and be able to describe the entire contents of the movie without giving too much information. The trailer was created to promote theatrical release of the movie and the movie trailer was a clip containing all the parts of the advertised movie, shown before other movie screenings in the cinema, and aimed for the audience to come to watch. The best way to teach English is to use interesting material, appropriate teaching methods, the use of technology that can be one of the important and effective support tools. Meta-analysis is essentially a synthesis of a topic taken from several research reports. Based on the synthesis is drawn conclusions about the topic under study. This research uses some similar research results as basic data in conducting studies and conclusions. From the same five studies, it is concluded that Movie Trailer is effective as a learning medium because it can improve understanding in English learning.


Author(s):  
Тетяна Грунтова ◽  
Юлія Єчкало ◽  
Андрій Стрюк ◽  
Андрій Пікільняк

Hruntova T. V., Yechkalo YU. V., Stryuk A. M. and Pikilʹnyak A. V. Augmented Reality Tools in Physics Training at Higher Technical Educational Institutions. Research goal: the research is aimed at theoretical substantiation of applying the augmented reality technology and its peculiarities at higher technical educational institutions. Research objectives: the research is to solve the problems of determining the role and place of the technology in the educational process and its possible application to physics training. Object of research: teaching physics to students of higher technical educational institutions. Subject of research: the augmented reality technology as a component of the training process at higher educational institutions. Research methods used: theoretical methods include analysis of scientific and methodological literature; empirical methods include studying and observation of the training process. Research results: analysis of scientific publications allows defining the notion of augmented reality; application of augmented reality objects during laboratory practical works on physics is suggested. Main conclusions. introduction of the augmented reality technology in thetraining process at higher technical educational institutions increases learning efficiency, facilitates students’ training and cognitive activities, improves the quality of knowledge acquisition, provokes interest in a subject, promotesdevelopment of research skills and a future specialist’s competent personality.


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