Managerial Challenges and Social Impacts of Virtual and Augmented Reality - Advances in Computational Intelligence and Robotics
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9781799828747, 9781799828761

Author(s):  
Amit Roy

Marketing Intelligence is a new topic in marketing with scarce work published. Physical store base grocery is not transmitted digitally. In terms of reason the profit is lower in Portugal or other countries where the app is not available. Therefore, grocery store owners are less engaged with customers. Store owners are losing business interest and, finally, many stores have shut down. The information can emerge from several bases to analyze different kinds of e-commerce roles to show how e-commerce brings more profit and how physical store base grocery transmits digitally to engage customers and increase profit. The chapter uses different types of tools for effective decision making. Software marketing makes vital tactical decisions to exploit profits and success of the business. As a result, the chapter offers a digital model of smart store base Grocery app to engage customers and store owners in one platform for service of excellence, as well as facilitating future forecasting profit.


Author(s):  
Irina Tribusean

After games, education, health, and military training, virtual reality (VR) conquered journalism, too. During the last several years, more and more journalists decide to experiment with the new technology, while some media organizations, like BBC, have dedicated departments for its development. Still, like any innovation, VR brought many opportunities, but also as many challenges (or maybe even more). Besides putting the audience in the middle of the event and increasing credibility, the use of VR for journalistic production also means new skills, new responsibilities towards the audience, and issues related to distribution of the products. This chapter starts with necessary definitions and background research, and then presents three opportunities and three challenges of the use of VR in journalism, finishing with further research suggestions as a conclusion.


Author(s):  
Arnold Japutra ◽  
Ricardo Godinho Bilro ◽  
Sandra Maria Correia Loureiro

The chapter presents how Artificial Intelligence (AI) is combining with Virtual Reality and Augmented Reality. The evolution of AI is discussed, as well as its consequences. The chapter also provides an overview of the four types of intelligence in AI, and provides positive and negative impacts for society. The discussion on positive and negative effects of AI brings to light how it can help humans, but at the same time, how it can also transform society and firms. The rise of hybrid humans may be a turning point to develop a new global order, with new laws, justice, rights, and duties.


Author(s):  
Sandra Maria Correia Loureiro ◽  
Eduardo Moraes Sarmento ◽  
João Ferreira do Rosário

The chapter exposes the importance of tourism in the world economy, gives an overview of what academic and practitioners are doing regarding the use of engagement-facilitating technologies in tourism, and suggests avenues for further research. Authors give insights about the evolution and important of tourism. The chapter presents an overview of the state of the art on the use of engagement-facilitating technologies (mainly virtual and augmented reality) in research. Examples of applications of engagement-facilitating technologies are given. Authors suggest future research directions and present conclusions.


Author(s):  
Gisela Pires Garcia

The 4th industrial revolution based on the digitization of industrial processes, on the connection of the equipment between them, and on new interfaces with the humans, will require new work contexts and new organizations (Cyber-Physical System and Internet of Things). Virtual Reality (VR) and Augmented Reality (AR) will contribute in a large scale for the automotive industry transition to the Industry 4.0 paradigm. This chapter provides an overview of these versatile technologies in the context of industrial production, where these technologies will allow the real world of the shop floor to merge with a digital world of simulations, predictions, and automation.


Author(s):  
Zehra Nur Canbolat ◽  
Fatih Pinarbasi

In this chapter, consumer perceptions of augmented reality mobile applications will be emphasized and the analysis will be carried out through the mobile application markets of two different countries. In the research, the top 20 applications were selected from the UK and USA mobile application markets and the last consumer evaluations regarding these applications were obtained. In accordance with the purpose of the research, text mining methods were used to evaluate the expressions of consumers, since data mining methodologies can contribute to a better understanding of unstructured data. In the research, top words, bigram, and trigram are used in consumer comments. Then sentiment analysis method is employed to determine the emotions in consumer comments. Authors conclude that both markets have positive polarities. While the study provides a theoretical contribution in terms of consumer evaluations and new product perception, it also contributes to the sector in terms of expressions and evaluations used by consumers.


Author(s):  
Sulakshana Nayak

This chapter reveals how service is an integral part of any customer value creation strategy and the role played by eWOM with respect to the restaurant industry by considering it in the context of Pune city, Maharashtra, India. It explores literature on eWOM in service industry, in general, and restaurant industry, in particular; additionally, the author employs Delphi method to seek responses from people within the restaurant industry to gauge the importance of eWOM in customer value creation. The world is progressing at a massive pace; international mega-trends only underpin this verity. The internet boom is at its pinnacle, smartphone diffusion is rising rapidly, and demographics are advancing. The chapter points out how “new” technologies such as Virtual Reality or Augmented Reality may change the way customers deal with restaurants.


Author(s):  
Yowei Kang ◽  
Kenneth C. C. Yang

Creative culture industry refers to industries that combine the creation, distribution, production, and commercialization of creative contents in advertising, design, film & video, interactive leisure software, music, publishing, and television and radio. This chapter focuses on the museum sub-sector of the creative cultural industries. These sub-sectors have eagerly embraced digital technologies to promote cultural heritage by transforming their archaeological finds into more immersive creative and cultural contents. However, the pervasive nature of mobile technologies and the heavy reliance on consumers' locational information have caused rising privacy concerns among consumers. This chapter employed a text mining study to explore how potential privacy infringement, as one of the most observable social impacts of mobile-based and location-sensitive AR and VR technologies, is discussed in major media outlets around the world. Discussions and implications conclude the chapter.


Author(s):  
Padma Panchapakesan

Virtual reality and augmented reality technologies have been widely adopted in tourism and hospitality, retail, communication, social media, and other fields. They have become effective tools to deliver consumer experiences and also are cost-effective. Though the adoption of these technologies has received support from customers, there are over-arching issues which have to be addressed for these technologies to diffuse into everyday lives. This chapter discusses how virtual and augmented realities are applied in various industries and the resulting immediate challenges which are needed to be addressed by the managers for a successful adoption.


Author(s):  
Anjali Daisy

Augmented reality (AR) refers to the layering of visual information onto a live picture of your physical surroundings, enhancing the real-world environment in real-time. Both Snapchat and Instagram filters are current examples of augmented reality. Since this technology has shown its ability to catch users, more and more brands are using it to engage current and potential customers. In an environment where almost everyone has a Smartphone, augmented reality seems like an obvious next step since there is no need for the additional hardware. It is generally quite straightforward for people to use, and has a great capacity to enhance the effects of marketing.


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