Mixed, Augmented and Virtual Reality: Services and Applications
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Item Introduction to the Minitrack on Mixed, Augmented and Virtual Reality: Services and Applications(2023-01-03) Pöyry, Essi; Holopainen, Jani; Parvinen, Petri; Laukkanen, TommiItem Is There More Than Pokémon Go? – Exploring the State of Research on Causal Modeling in the Field of Augmented Reality(2023-01-03) Bräker, Julia; Semmann, MartinThe paper explores how scholars apply causal modeling to gain an understanding of augmented reality as innovative technology and its potential for application. To do so, we conducted a structured literature review and applied a graph database-driven approach to analyze how scholars research augmented reality. Such an approach enables in-depth analysis of the body of knowledge that is not accessible in traditional ways of exploring literature. The results help to understand where we as a community stand and how directions for future research can help reshape the understanding of augmented reality and its application.Item Immersive Virtual Reality in Experiential Learning - A Value Co-creation and Co-destruction Approach(2023-01-03) Tonteri, Tomi; Holopainen, Jani; Lumivalo, Juuli; Tuunanen, Tuure; Parvinen, Petri; Laukkanen, TommiImmersive Virtual Reality (later VR) has its potential in enabling learning experiences. Several studies adopt experiential learning as a key concept to understand the outcomes of VR. This study consists of two parts – the first part conducts a systematic literature review on VR experiential learning and suggests seven main dimensions for the concept identified by the existing literature: engagement, sociability, contextual information, physical sensation, interactivity, cognitions, and presence. The second part adopts a value co-creation and co-destruction approach to empirically test the construction underlying VR experiential learning. The findings indicate 33 value co-creation and 19 value co-destruction constructs contributing to the seven dimensions. The suggested seven value construct dimensions combined with our own empirical findings and the theory of experiential learning, our research results build understanding about the experiential learning in the VR context and further encourages future VR learning research to test and validate these propositions.Item Towards Design Principles for Experimental Simulations in Virtual Reality – Learning from Driving Simulators(2023-01-03) Menck, Jannes; Lechte, Henrik; Lembcke, Tim-Benjamin; Brendel, Alfred; Kolbe, LutzExperiments play an important role in Information Systems research. In this area, Virtual Reality (VR) technologies can serve as a tool for enabling and conducting research. e.g., to investigate human behavior in specific situations. A prime example is VR-supported driving simulators that allow researchers in the automotive domain to gather knowledge while reducing cost and complexity compared to field studies with real cars. We argue that the use of carefully designed VR-supported experiments might allow researchers to get deeper insights into human behavior. Thus, we derive design principles for VR Experiments as an artifact from the literature about VR-supported driving simulations that have been accepted as a useful tool for research in their domain.