Metaverse, Mixed Reality, and Remote Interactions: Socio-Behavioral Services

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    Sit Back and Think: Improving Metacognitive Reflection in Physical and Virtual Reality Classrooms
    (2025-01-07) Tonteri, Tomi; Holopainen, Jani
    Students face ever increasing expectations on information absorption. This study highlights the paradox between the rapid information absorption often in conjunction with achieving a ‘flow state’, and the underutilization of metacognition. Using self-determination theory and flow to hypothesize conditions where immersive virtual reality (IVR) differs from traditional learning environments. A within-subjects experiment (N=35) was conducted with physical and IVR learning tools conditions. The results of binary logistic regression show that in traditional classroom setting, metacognition is influenced positively by relatedness and negatively by competence, while in IVR including setting, it is more likely when motivated by autonomy. The presence of flow decreases the likelihood of metacognition in both conditions. The study contributes to the discourse on metacognition, motivation, flow, and IVR, suggesting educational leaders should provide alternatives to flow learning, balance competence and promote relatedness in traditional settings while fostering autonomy in IVR to enhance students' metacognitive reflection.
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    Virtual Promises, Tangible Failures: Understanding Augmented Reality Service Failures in Online Retail
    (2025-01-07) Pape, Denise; Toporowski, Waldemar
    This study evaluates the impact of augmented reality (AR) on consumer expectations and responses to service failures in online retail. AR enables virtual product trials, significantly raising consumer expectations. However, when AR falls short, it triggers the 'AR Confidence Paradox,' where the mismatch between expected and actual service outcomes shifts typical attribution patterns seen in online retail from internal (self-blame) to external (retailer blame). To investigate how AR-induced failures influence consumer responses, our research employs a multi-method approach that includes sentiment analysis and quantitative experiments, with a total of 1,082 participants. Our results show that consumers using AR have significantly higher outcome expectations and when disappointed, attribute more responsibility to the retailer. We also find that preemptive recovery strategies effectively reduce negative impacts and enhance revisit intentions. Our findings contribute to literature on consumer expectations, responsibility attribution, and technology-induced service failures, offering practical strategies for improving AR implementations in e-commerce.
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    Introduction to the Minitrack on Metaverse, Mixed Reality, and Remote Interactions: Socio-Behavioral Services
    (2025-01-07) Holopainen, Jani; Pöyry, Essi; De Vreede, Triparna; Parvinen, Petri
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    A Systematic Review of Integrating Mixed Reality and Artificial Intelligence in Museums: Enhancing Visitor Experiences and Innovating Exhibit Design
    (2025-01-07) Yu, Tsai-Chiang; Huang, Mao-Xun; Liu, Yung-Hsi; Wu, Hsin-Ying; Wang, Bo-Siang; Tsai, Hsiu-Cheng; Chien, Shih-Yi
    With the development of immersive technologies and artificial intelligence (AI), museums are increasingly adopting mixed reality (MR) and AI to transform visitor experience and perceptions. However, there is limited literature on the combined application of AI and MR (AIMR) in museums and the potential for integrating these technologies. This paper systematically reviews the implications of MR and AI in museums, identifying key topics as well as design guidelines. Preliminary results indicate that immersive and customized experiences are major themes in AIMR applications in museums. Emerging MR themes include social interaction and enhanced artifact displays, while AI developments focus mainly on intelligent virtual assistants and artifact detection.