Abdelmaged, Mohamed Adel Mahmoud (2021): Implementation of Virtual Reality in Healthcare, Entertainment, Tourism, Education, and Retail Sectors.
Preview |
PDF
MPRA_paper_110491.pdf Download (324kB) | Preview |
Abstract
Immersive technologies such as virtual reality is continuing to alter cross-industry applications by providing compelling user experiences throughout platforms. Virtual reality has advanced dramatically in recent years, and it is increasingly being utilized in gaming, advertising, entertainment, and staff training programs. Real-life simulations and immersive consumer experience have contributed to virtual reality's broad acceptance in the gaming and entertainment industries. AR and VR technologies appear to have significant potential in a variety of businesses. Owners of businesses could consider using immersive technologies in order to get new consumers and improve their engagement experience. This research aims to explore the applications of virtual reality in different sectors such as: healthcare, entertainment, tourism, education, and retail industries.
Item Type: | MPRA Paper |
---|---|
Original Title: | Implementation of Virtual Reality in Healthcare, Entertainment, Tourism, Education, and Retail Sectors |
Language: | English |
Keywords: | Education; Entertainment; Health care; Retails; Virtual reality |
Subjects: | M - Business Administration and Business Economics ; Marketing ; Accounting ; Personnel Economics > M3 - Marketing and Advertising M - Business Administration and Business Economics ; Marketing ; Accounting ; Personnel Economics > M3 - Marketing and Advertising > M31 - Marketing |
Item ID: | 110491 |
Depositing User: | Mohamed Adel Mahmoud Abdelmaged |
Date Deposited: | 05 Nov 2021 14:39 |
Last Modified: | 05 Nov 2021 14:39 |
References: | Abdelmaged, M. A. M. (2021a) ‘Examining the Impact of Omnichannel retailing on Buying Intention Using Binary Models’, Empirical Quests for Management Essences, 1(1), pp. 13–23. Abdelmaged, M. A. M. (2021b) ‘Investigating the Impact of Omni-health Integration on Waiting Time in Health Care Centers’, ResearchBerg Review of Science and Technology, 1(1), pp. 41–49. Alzayat, A. and Lee, S. H. M. (2021) ‘Virtual products as an extension of my body: Exploring hedonic and utilitarian shopping value in a virtual reality retail environment’, Journal of Business Research, 130, pp. 348–363. Beemster, T. T. et al. (2019) ‘Test–retest reliability, agreement and responsiveness of productivity loss (iPCQ-VR) and healthcare utilization (TiCP-VR) questionnaires for sick workers with chronic musculoskeletal pain’, Journal of occupational rehabilitation, 29(1), pp. 91–103. Bialkova, S. and Van Gisbergen, M. S. (2017) ‘When sound modulates vision: VR applications for art and entertainment’, in 2017 IEEE 3rd Workshop on Everyday Virtual Reality (WEVR). IEEE, pp. 1–6. Chen, X. (2019) ‘The VR Gallery-Using Virtual Reality to enhance current art gallery experience and encourage purchases’. Cruz, E. et al. (2019) ‘An augmented reality application for improving shopping experience in large retail stores’, Virtual Reality, 23(3), pp. 281–291. DeHoratius, N. et al. (2015) ‘Understanding the behavioral drivers of execution failures in retail supply chains: An experimental study using virtual reality’, Chicago Booth Research Paper, (15–47). Freina, L. and Ott, M. (2015) ‘A literature review on immersive virtual reality in education: state of the art and perspectives’, in The international scientific conference elearning and software for education, pp. 10–1007. Greenleaf, W. (2016) ‘How VR technology will transform healthcare’, in ACM SIGGRAPH 2016 VR Village, pp. 1–2. Guerra, J. P., Pinto, M. M. and Beato, C. (2015) ‘Virtual reality-shows a new vision for tourism and heritage’, European Scientific Journal. Guidi, G. et al. (2010) ‘Virtual reality for retail’, in 2010 16th International Conference on Virtual Systems and Multimedia. IEEE, pp. 285–288. Helsel, S. (1992) ‘Virtual reality and education’, Educational Technology, 32(5), pp. 38–42. Hsieh, M.-C. and Lee, J. J. (2018) ‘Preliminary study of VR and AR applications in medical and healthcare education’, J Nurs Health Stud, 3(1), p. 1. Huang, Y. C. et al. (2016) ‘Exploring the implications of virtual reality technology in tourism marketing: An integrated research framework’, International Journal of Tourism Research, 18(2), pp. 116–128. Kapusy, K. and Lógó, E. (2017) ‘Values derived from virtual reality shopping experience among generation Z’, in 2017 8th IEEE International Conference on Cognitive Infocommunications (CogInfoCom). IEEE, pp. 237–242. Van Kerrebroeck, H., Brengman, M. and Willems, K. (2017) ‘Escaping the crowd: An experimental study on the impact of a Virtual Reality experience in a shopping mall’, Computers in Human Behavior, 77, pp. 437–450. Keswani, B. et al. (2020) ‘World of Virtual Reality (VR) in Healthcare’, in Advanced Computational Intelligence Techniques for Virtual Reality in Healthcare. Springer, pp. 1–23. Kodama, R. et al. (2017) ‘COMS-VR: Mobile virtual reality entertainment system using electric car and head-mounted display’, in 2017 IEEE symposium on 3D user interfaces (3DUI). IEEE, pp. 130–133. Langacker, R. W. (1999) ‘Virtual reality’. Lin, Y.-C. et al. (2018) ‘Integrated BIM, game engine and VR technologies for healthcare design: A case study in cancer hospital’, Advanced Engineering Informatics, 36, pp. 130–145. Lundström, A. and Fernaeus, Y. (2019) ‘The disappearing computer science in healthcare VR applications’, in Proceedings of the Halfway to the Future Symposium 2019, pp. 1–5. Machwic, A. et al. (no date) ‘X0: Journey to Another World–3D animation’. von Mammen, S. et al. (2019) ‘VIA VR: A Technology Platform for Virtual Adventures for Healthcare and Well-Being’, in 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, pp. 1–2. Merkx, C. and Nawijn, J. (2021) ‘Virtual reality tourism experiences: Addiction and isolation’, Tourism Management, 87, p. 104394. Panayiotou, S. and Lanitis, A. (2016) ‘Paintings alive: A virtual reality-based approach for enhancing the user experience of art gallery visitors’, in Euro-Mediterranean Conference. Springer, pp. 240–247. Pfeiffer, J. et al. (2020) ‘Eye-tracking-based classification of information search behavior using machine learning: evidence from experiments in physical shops and virtual reality shopping environments’, Information Systems Research, 31(3), pp. 675–691. Pizzi, G. et al. (2019) ‘Virtual reality, real reactions?: Comparing consumers’ perceptions and shopping orientation across physical and virtual-reality retail stores’, Computers in Human Behavior, 96, pp. 1–12. de Regt, A. and Barnes, S. J. (2019) ‘V-commerce in retail: nature and potential impact’, in Augmented Reality and Virtual Reality. Springer, pp. 17–25. Semião, P. M. and Carmo, M. B. (2008) ‘Virtual Art Gallery Tool.’, in GRAPP, pp. 471–476. Shaheen, M. Y. (2021a) ‘AI in Healthcare: medical and socio-economic benefits and challenges’. Shaheen, M. Y. (2021b) ‘Applications of Artificial Intelligence (AI) in healthcare: A review’. Sherman, W. R. and Craig, A. B. (2003) ‘Understanding virtual reality’, San Francisco, CA: Morgan Kauffman. Tussyadiah, I. P., Wang, D. and Jia, C. H. (2017) ‘Virtual reality and attitudes toward tourism destinations’, in Information and communication technologies in tourism 2017. Springer, pp. 229–239. Vince, J. (2004) Introduction to virtual reality. Springer Science & Business Media. Vrechopoulos, A., Apostolou, K. and Koutsiouris, V. (2009) ‘Virtual reality retailing on the web: emerging consumer behavioural patterns’, The International Review of Retail, Distribution and Consumer Research, 19(5), pp. 469–482. Weinlich, W. (2017a) ‘Glasbeni simboli: Podobnost med simboli iz pradavnine in med risbami v zgodnjem otroštvu’, Revija za Elementarno Izobrazevanje, 10(2/3), p. 275. Weinlich, W. (2017b) ‘Musikalische Symbole’, Journal of Elementary Education, 10(2/3), pp. 275–288. Weinlich, W. (2018a) ‘The Contribution of Art Education to Educational Transitions’, Journal of Elementary Education, 11(3), pp. 251–268. Weinlich, W. (2018b) ‘Was kann die Was kann die Kunstpädagogik für die Inklusion leisten? Ein Impuls für die Primarstufe und darüber hinaus’, R&E-SOURCE. Weinlich, W. (2018c) ‘Zur Bedeutung der Hattie-Studie für die Kunsterziehung’. Weinlich, W. (2020a) ‘Blinde Flecken in der Kunstdidaktik Unbeachtete Bereiche des Lehrplans’, R&E-SOURCE. Weinlich, W. (2020b) ‘Stereotypes in Popular Feature Films and their Importance for Adolescents: How Can or Should Art Education Respond?’ Weinlich, W. (2021) Artistic Birdsaving-SERVICE LEARNING THROUGH ARTS: SPREADING IDEAS FROM STUDENTS FOR BIODIVERSITY ISSUES RURAL 3.0-BIRDSAVING PROJECT IDEAS. tredition. Weinlich, W. and Laven, R. (2020) ‘Service-Learning with the Power of Art for Biodiversity in Rural Areas’. BO. Xue, L., Parker, C. J. and Hart, C. (2020) ‘How to design fashion retail’s virtual reality platforms’, International Journal of Retail & Distribution Management. Zheng, J. M., Chan, K. W. and Gibson, I. (1998) ‘Virtual reality’, Ieee Potentials, 17(2), pp. 20–23. |
URI: | https://mpra.ub.uni-muenchen.de/id/eprint/110491 |