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Titolo: |
Immersive technology and experiences : implications for business and society / / Githa S. Heggde, Santosh Kumar Patra, Rasananda Panda, editors
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Pubblicazione: | Singapore : , : Springer Singapore Pte. Limited, , 2024 |
©2024 | |
Edizione: | 1st ed. |
Descrizione fisica: | 1 online resource (295 pages) |
Disciplina: | 371.334 |
Soggetto topico: | Shared virtual environments |
Metaverse | |
Persona (resp. second.): | HeggdeGitha |
PātraSantosha Kumāra <1958-> | |
PandaRasananda | |
Nota di bibliografia: | Includes bibliographical references and index. |
Nota di contenuto: | Intro -- Preface -- Volume Overview -- Acknowledgements -- Contents -- Editors and Contributors -- About the Editors -- Contributors -- List of Figures -- List of Tables -- Part I Conceptual/Overview -- 1 Limited Edition Products: A Literature Review and Future Research Agenda -- Introduction -- Methodology -- General Overview -- The TCCM Framework -- Theory -- Commodity Theory -- Uniqueness Theory -- Reactance Theory -- Signaling Theory -- Game Theory -- Context -- Industries -- Countries -- Characteristics -- Methods -- Future Research Agenda -- Theoretical Implications -- Managerial Implications -- References -- 2 Dealing with AI-Is It a Pleasure or Pain? -- Literature Review -- Digital Native and Digital Immigrants -- AI and Its Capabilities -- Process Automation -- Decision Support -- Cognitive Engagement -- AI in Healthcare -- Opacity/Transparency -- Summary and Research Motivation -- Research Questions -- Methodology -- Interview Guide -- Discussion -- AI Capabilities -- Resistance to AI -- Implications of the Study -- Bibliography -- 3 Digi & -- the Metaverse -- Introduction -- Literature Review -- Digital Self 2.0 -- Methodology -- Findings & -- Conclusions -- Is Control an Option? -- Implications -- References -- Part II Industry Implications and Policy Dimensions -- 4 Exploring Socially Constructed Technological Platform-Metaverse-as an Educational Tool for Attaining SDG 4 & -- PRME -- Introduction -- Research Objectives and Questions -- Research Methodology -- Interim Results -- Implications -- References -- 5 Algorithmic Bias: A Challenge for Ethical Artificial Intelligence (AI) -- Introduction -- Literature Review -- Concepts -- Ethical Algorithms -- Taxonomy of Algorithmic Biases -- Data Bias -- Method Bias -- Societal and Social Biases -- Biases Through Fairness Attacks -- Activity Bias -- Filter Bubble Bias. |
User Interaction Bias -- Presentation Bias -- Position Bias -- Ranking Bias -- Foundations of Ethical Algorithms -- Explainability -- Transparency -- Accountability -- Thematic Review -- A Socio-technical Phenomenon -- Dynamism of Fairness -- Biases Beyond Data -- Proposed Solutions -- Regulations -- Satisficing -- Discussion and Conclusion -- Future Research -- References -- 6 Integrating Communication and Mass Media in Education: The Transformative Potential of Immersive Technologies -- Introduction -- Enhanced Engagement: Interactive Platforms and Active Learning -- Improved Retention: The Role of VR and AR in Comprehension and Memory -- Breaking Geographical Barriers: The Power of Virtual Trips -- Tailored Learning: Personalization Through Immersive Technologies -- Mass Media in Education: Historical Context -- Broadcast Education: Edutainment Paradigm -- Educational Documentaries: Windows to the World -- Integration Possibilities -- Edutainment: Immersive Learning Journeys -- News and Current Affairs: Walking in Another's Shoes -- Interactive Textbooks: Augmenting Knowledge -- Virtual Field Trips: Global Expeditions from the Classroom -- Challenges in Integration -- Technology Accessibility: Bridging the Digital Divide -- Quality Control: Maintaining Educational Integrity -- Health Concerns: Addressing Physical Impediments -- Case Studies -- BBC VR: Melding Media Expertise with Immersive Exploration -- AR-Enhanced Newspapers: Breathing Life into Printed Words -- Conclusion -- References -- Part III Sectoral Implications -- 7 Customer Experience in the Magic World of Metaverse: Conceptual Framework of Customer Adoption of Metaverse -- Introduction -- Review of Literature -- Proposition of Conceptual Framework -- Perceived Benefits -- Performance Expectancy -- Effort Expectancy -- Personalized Service Expectancy -- Hedonic Motivation. | |
Perceived Costs -- Privacy Concern -- Perceived Intrusiveness -- Information Overload -- Environmental Factors -- Facilitating Conditions -- Social Influence -- Cultural Differences -- Customer Interaction -- Attention -- Conversation -- Service Encounter -- Customer Experience -- Cognitive Absorption -- Sensorial Pleasure -- Immersion -- Technostress -- Customer Involvement -- Customer-Related Moderators -- Short-term Outcomes -- Behavioral Intention -- Purchase Intention -- Eustress -- Distress -- Long-term Outcomes -- Subjective Well-being -- Customer Loyalty -- Brand Loyalty -- Future Research Agenda -- Conclusion -- References -- 8 Clustering the Indian Teens to Study Their Psycho-orientation to Measure Satisfaction and Attachment Towards Online Food Application -- Introduction -- Change in the Consumer Psycho-orientation Toward Online Food Application in India -- Indian Teenagers' Market -- Objective of the Study -- Theoretical Contribution -- Problem Statement -- Review of the Existing Study and Literature -- Research Gap -- Conceptual Framework -- Methodology -- Research Design -- Sampling Techniques -- Sampling Unit -- Sample Size -- Data Collection Instrument -- Statistical Tools Used for the Study -- Statistical Software -- Research -- Qualitative Analysis -- Quantitative Analysis -- Teenagers' Satisfaction with the Online Food Application -- Reliability Analysis -- Discussions and Implications -- Limitations -- Conclusion -- References -- 9 Generation Z Inclined Toward Immersive Shopping Experiences: AR Virtual Try-On in Online Retail in India -- Introduction -- Literature Review -- Hedonic Value and Attitude Towards VTO -- Utilitarian Value and Attitude Towards VTO -- Perceived Ease of Use and Attitude Towards VTO -- Attitude Towards VTO and Purchase Intentions -- Research Methodology -- Discussion -- Implications -- Conclusion. | |
References -- 10 Technicolor Creative Studios: Pioneering Immersive Experiences in the Media and Entertainment Industry -- Introduction and Context -- Concepts and Perspective -- Objective or Proposed Business Implications -- Case Study 1: Leveraging Immersive Technology for Reduced Crew and Controlled Effects in Film Production -- Introduction -- About the Case -- Essential Questions -- Execution -- The Result -- Implications -- Case Study 2: Revolutionizing Automotive Advertising with The Mill Blackbird® -- Introduction -- About the Case -- Essential Questions -- Execution -- The Result -- The Mill Blackbird®-A Revolutionary Car Rig -- Key Features Include -- Implications -- Case Study 3: Redefining Brand Experiences at The Mill -- Introduction -- About the Case -- Essential Questions -- Execution -- Result -- Implications -- Contribution of Cases for the Macro Area -- Future Implication and Contribution -- Limitation of the Chapter -- 11 Media Richness Theory (MRT) Model: An Implication for Immersive World Toward Effective Green Communication Generating Green Marketing Awareness Among FMCG Retailers -- Introduction -- Literature Review -- Green Communication -- Media Richness Theory -- Research Methodology -- Immersive Media Richness Theory (IMRT) -- Conclusion -- References -- Part IV Emerging Trends and Opportunities -- 12 Harry Potter and the OmniGlobe: Learning Negotiation and Communication Styles in an Immersive Simulation Environment -- Introduction -- Management Pedagogy -- Research on Immersive Technology Pedagogy -- Theoretical Framework -- Authentic Learning Framework -- Pedagogical Framework of the Harry Potter and the Wizards at the Table: Learning Negotiation and Communication Styles in an Immersive Simulation Environment -- About the Game -- Objectives -- Learners -- Requirements -- Learning Outcomes -- About the Company. | |
About the Product -- How to Play? -- Task: Briefing by Instructor -- The Game Play -- Round 1: Harry Potter round -- Round 2: Remus Lupin and a prisoner of Azkaban -- Round 3: Hermione Granger and the Order of the Phoenix -- Round 4: Hagrid -- Round 5: Albus Dumbledore -- Appendix A: Communication Styles (Bourne, 1995) -- Appendix B: The Thomas-Kilmann Model -- Appendix C: A Short Note on BATNA Model -- References -- 13 I Am Confused: Coping With Customer Confusion in Metaverse Shopping -- Introduction -- Literature Review -- Customer Confusion -- Customer Coping with Confusion -- Conceptual Framework -- Hypothesis Development -- Informational Factors -- Information Ambiguity -- Information Scarcity -- Information Credibility -- Individual Factors -- Decision-Making Styles -- Awareness -- Situational Factors -- Shopping environment -- Customer Coping -- Proposed Methodology -- Proposed Outcome -- References -- 14 Anxiety in Immersive World: A Self-Presentational Perspective of Facebook Use -- Introduction -- Theories of Social Anxiety Theory -- Self-Presentational Approach on Social Anxiety -- Social Anxiety and Associated Behavior -- Facebook Use -- Theoretical Propositions -- Social Anxiety and Facebook Use -- Social Anxiety and Associated Behavior -- Discussion and Conclusion -- References -- Index. | |
Sommario/riassunto: | This book provides a comprehensive overview of the role of immersive technology with multiple sectoral perspectives, such as entertainment, education, health care, and more. It covers a detailed analysis of the latest trends and developments in the field. It encompasses practical insights on using immersive technology effectively through industry expert chapters, case studies, and real-world examples that demonstrate how immersive technology is being used in different industries. Chapters in this book are from academicians and industry professionals to create a fine balance of knowledge and practice perspective of today's immersive technology. It is written in accessible language that is easy for non-experts to understand. It focuses on the future of immersive technology, exploring its potential impact on society and the economy. It provides insights into the challenges and opportunities that lie ahead and offers predictions on how immersive technology will continue to evolve in the years to come. It is a valuable resource for anyone learning more about immersive. technology |
Titolo autorizzato: | Immersive Technology and Experiences ![]() |
ISBN: | 9789819988341 |
9819988349 | |
981-9988-34-9 | |
9789819988334 | |
9819988330 | |
Formato: | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 9910799249203321 |
Lo trovi qui: | Univ. Federico II |
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