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AR-/VR-Kontinuum. (Modifiziert nach Milgram und Kishino 1994, S. 3)
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Zusammenfassung
Technologien zur Unterstützung von Augmented Reality (AR) und Virtual Reality (VR) setzen sich mit zunehmender Geschwindigkeit am Markt durch und ermöglichen so das seit vielen Jahren bekannte AR-/VR-Konzept in vielfältigen industriellen, dienstleistungsorientierten, hochschulischen und privaten Einsatzbereichen zu betriebswirtschaf...
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Citations
... A further overview of augmented reality and virtual reality in the context of work, research and teaching was presented by Knoll and Stieglitz in the Springer journal "HMD Praxis der Wirtschaftsinformatik" in 2022 [3]. In this German publication, they discussed the opportunities and risks of open source projects, along with various industries and key areas of development. ...
This paper presents the development of an innovative augmented reality application for evaluating clamping concepts through visualizing the finite element analysis. The focus is on transforming the traditional simulation results into immersive, holographic displays, enabling users to experience and assess finite element analysis in three dimensions. The application development process involves data processing by MATLAB, visualization in the software Unity, and displaying holograms through Microsoft’s Hololens2. The most significant advancement introduces a new algorithm for rendering different finite elements in Unity. The application targets not only university engineering students but also vocational students with limited background in finite element analysis and machining, aiming to make the learning process more interactive and engaging. It was tested in a real machining environment, demonstrating its technical feasibility and potential in engineering education.
... Die virtuelle Umgebung kann der Realität sehr nahe kommen und eine breite Palette unterschiedlicher Darstellungen bieten. Durch den Einsatz neuer VR-Technologien können VR-Anwendungen den Nutzern das Gefühl vermitteln, Teil einer künstlichen Umgebung zu sein (KNOLL & STIEGLITZ, 2022). Zusätzlich bietet VR neue Möglichkeiten, sich spielerisch in einer virtuellen Umgebung Wissen anzueignen. ...
Virtual Reality (VR) gewinnt in vielen Anwendungsfeldern zunehmend an Bedeutung und Beliebtheit. Die Technologie findet in verschiedenen Bereichen wie der Industrie, dem Bauwesen, der Architektur, der Medizin und der wissenschaftlichen Forschung breite Anwendung. Mit der rasanten Entwicklung der VR-Technologie sinken die Kosten für die benötigte Hardware, so dass diese Technologie einem breiteren Nutzerkreis zugänglich wird. VR-Anwendungen bieten zahlreiche Möglichkeiten, verschiedene Themen auf informative und neu-artige Weise zu präsentieren und zu visualisieren. In diesem Beitrag wird die Entwicklung einer VR-Anwendung für die 'Villa Michaelsen' in Hamburg vorgestellt, in der das Puppenmuseum Falkenstein beheimatet ist. Die Anwendung wurde anlässlich des 100-jährigen Jubiläums des Gebäudes entwickelt. In dieser Anwendung ist es möglich, das architektonisch historische Gebäude von 1923 virtuell zu besichtigen und immersiv zu erkunden. Es wurde vom Architekten Karl Schneider entworfen und gebaut, der ein Vertreter der Architekturbewegung 'Neues Bauen' war. In der VR-Applikation kann der Anwender Informationen über die Geschichte des Bauwerks erhalten sowie Fotos und 3D-Modelle der Bauphasen bzw. eines Entwurfes betrachten.
... The virtual environment can closely mimic reality and offer a wide range of different representations. Using these new VR technologies, VR applications can give users the experience of being part of this artificial environment (Knoll & Stieglitz, 2022). Furthermore, VR offers new opportunities for the user to acquire knowledge through playful interaction within a virtual environment. ...
The use of Virtual Reality (VR) is becoming increasingly important and popular. This technology is widely used in various fields such as industry, construction, architecture, medicine and scientific research. With the rapid development of VR technology, the cost of the required hardware is decreasing, making this technology available to a wider range of users. VR applications offer many opportunities to present different topics in a novel and informative way. This paper presents the development of a VR application for the "Villa Michaelsen" (hosting the Falkenstein Doll Museum) in Hamburg, Germany for the 100 years anniversary. It offers the possibility to move in and around the architectural historic building, designed and built 1923 by the architect Karl Schneider, a representative of the New Building Movement, and to look at different information, photos as well as construction phases and drafts.
... A further overview of augmented reality and virtual reality in the context of work, research and teaching was presented by Knoll and Stieglitz in the Springer journal "HMD Praxis der Wirtschaftsinformatik" in 2022 [3]. In this German publication, they discussed the opportunities and risks of open source projects, along with various industries and key areas of development. ...
This paper presents the development of an innovative augmented reality application for evaluating clamping concepts through visualizing the finite element analysis. The focus is on transforming the traditional simulation results into immersive, holographic displays, enabling users to experience and assess finite element analysis in three dimensions. The development process involves visualization in the software Unity, data processing by MATLAB, and the use of Microsoft's Hololens2 for displaying the holograms. The most important advancements include the ability to visualize complex clamping situations, enhancing understanding and engagement in engineering education. The application was tested in a real machining environment, revealing significant performance improvements with help of an external PC and offering an immersive learning experience. This work not only demonstrates the technical feasibility of such applications but also opens new avenues for interactive and engaging learning in engineering education.
... The gaming industry of augmented reality is implemented for everyday use situations and is further developed in the context of work and research. In the industry, it is used to represent complex visualizations and engineering fields in a simplified understandable way (Knoll and Stieglitz, 2022). ...
Problem definition: Due to increasing globalization, there is a growing demand to be able to collaborate in distributed teams. The use of virtual reality can create new opportunities for both collaboration and creativity. As of today, there is still no established solution for hybrid collaboration (in-person and remote) for creative service prototyping. Methodology: In order to create a solution for this problem, first a suitable service prototyping method is researched. Afterward, a virtual reality environment is created in which the suitable service prototyping method is to be applied. This environment needs to be able to fulfill the requirements of enabling a creative and hybrid collaboration. In addition, an agile development process is utilized to obtain early feedback and to identify potential for improvement. To ensure this, several trials with test participants are carried out at regular intervals. Results: As a result of the research, LEGO® Serious Play® emerged as the most promising service prototyping method. The outcome of the project shows that it is feasible to conduct the service prototyping method LEGO® Serious Play® in a virtual reality environment. The integrated features of the VR application meet the requirements of creative and hybrid collaboration.
... AR is also considered significant in the industrial sector, where it is ranked among the top 10 technology trends [41]. The particular importance of implementing AR in chemistry education from a discipline-specific perspective was demonstrated recently when the International Union of Pure and Applied Chemistry (IUPAC) declared the virtual reality continuum to be one of the "Top Ten Emerging Technologies in Chemistry 2022" [42]. ...
... While the first of the two seminar units deals with the topic area of models and modeling, the second seminar unit includes the topic area of simulation, in which the future technology augmented reality can be integrated. This technology has the potential to be of particularly high value both in industry [41,42] and in the field of education [6,[86][87][88]. To determine the effectiveness of the seminar, the self-efficacy expectations of the pre-service teachers were examined using an online questionnaire within a pre-post-follow-up design. ...
The digitalization of everyday school life has gained increasing importance for teachers in recent years. In Germany, this is especially true since the publication of the strategy on “Education in the Digital World” by the Standing Conference of the Ministers of Education and Cultural Affairs of the Länder in 2016, which calls for the acquisition of digital competencies by students. In this regard, it is of great importance that future teachers acquire important skills in the field of digitalization during their teacher training in order to effectively and pedagogically use digital media in instruction. In this paper, we present the concept of an intervention on the topic of “Simulation and Modeling” from the competency framework DiKoLAN, which provides possible guidance in relation to the question “which competencies in the field of digitalization should be taught during teacher training?” One focus of the presented concept is the technology of “Augmented Reality,” which has already been described as an effective teaching and learning tool. Furthermore, evaluation results of the seminar are presented, which examine both the effectiveness in terms of conveying the desired competencies through the measurement of self-efficacy expectations, and the attitudes of the pre-service teachers towards the use of AR in science education. The evaluation of the intervention measure shows a significant increase in pre-service teachers’ self-efficacy expectations across all areas of competencies to be taught, as well as a significantly more positive attitude towards the use of AR in science teaching.
... The COVID-19 pandemic has also contributed to XR becoming increasingly embedded and accepted in everyday professional and private life. Nevertheless, tangible virtual experiences are still lacking in most companies today (Knoll & Stieglitz, 2022). Figure 9 represents a classification of these alternated realities developed by Milgram and Kishino (1994), the so-called Reality-Virtuality continuum. ...
... Visual and acoustic experiences are transmitted via displays (from mobile devices to large 360degree displays) and head-mounted displays (HMD) or head-up displays (HUD), also known as VR goggles. In addition, special control devices, haptic gloves, and other accessories with sensor technology (e.g., shoes, suits) can be used to integrate movements into VR and offer haptic feedback (Khatri et al., 2022;Knoll & Stieglitz, 2022;Wohlgenannt et al., 2020). By tracking body movements, for example, the grasping of virtual objects can be imitated. ...
... Thus, AR is supplementing rather than replacing reality. AR devices can be wearables (glasses) or non-wearables (phones, tablets with lenses) (Dörner et al., 2019;Flavián et al., 2019;Knoll & Stieglitz, 2022;Lee et al., 2021). Some years ago, AR has gained a lot of attention due to the mobile game Pokémon ...
With the emergence of web 3.0, the metaverse, and virtual technologies, the retail and consumer goods industry is entering a new era centered on active consumer engagement. Due to the novelty and insufficient research of the topic, this study aims to provide an initial overview of the current status, trends, and potentials in metaverse adoption and its impact on retail.
To this end, the following research question is posed: What are human beings’ responses to the metaverse and virtual technologies in retail? Specifically, the study analyzes the likelihood of individuals to utilize the virtual channel for their shopping needs, the factors that may influence this willingness, and what a metaverse environment in the retail industry might look like.
Thorough literature review describes various applications, opportunities, and challenges of the metaverse. To answer the research question, an exploratory quantitative study was conducted in July 2022. The final survey sample, after quality controls, consisted of 286 participants from different continents. The primary data obtained from the questionnaire was statistically analyzed using Excel and SPSS.
The study shows that more than half of the respondents are not yet ready to buy products, particularly digital assets, within the metaverse. Familiarity, excitement, and conviction are vital drivers for the use of the virtual channel. Consumers who value personalized offers and a sense of belonging to a brand have shown a higher likelihood of shopping in the metaverse. In addition, North Americans and online users represent valuable target groups. The findings reveal promising opportunities for community building and the co-creation of products, with furniture and clothing likely to have the greatest potential in the metaverse. On the other hand, privacy and security risks are a major concern, indicating that there are still many challenges that need to be overcome.
The paper delivers insights on how retail will be affected by disruptive technology, provides strategies for brands, and suggestions for future research.
Keywords: Metaverse; Metaverse Retailing; Virtual Shopping; Customer Experience
Due to their value and interconnected role in our societies, critical infrastructures are vulnerable national assets increasingly becoming targets of cyber-attacks. Despite there being a multitude of training programs in cybersecurity offered, human errors are still accountable for a majority of breaches. As current training and awareness courses are insufficient to meet the current cybersecurity challenges in critical infrastructures, this paper examines how they could be improved with new solutions. In addition to current training programs lacking in effectively addressing human factors, identifying appropriate outcome and performance measures to assess the effectiveness of the program remains an issue. In order to address the uniqueness of an individual’s human factors and natural learning trajectory, the need for tailored training programs, to meet the demands of each user and influence a change in cyber-behavior, is proposed. These tailored training programs would be enhanced with the inclusion of training aids such as Digital Twins and Extended Reality. Indeed, recent works started to explore how combining Digital Twins and Augmented or Virtual reality could enhance learning in different contexts. We have studied how some human features could be replicated and used in the digital twin technologies (such as personality, attention, emotions or age and gender), as well as the human factors enhanced in the overall simulated virtual experience (embodiment, engagement, situational awareness, collaboration). However, there are still ongoing challenges and ethical concerns with such solutions. We conclude with a discussion of future directions.
Zusammenfassung
Virtuelle und Augmented Reality (VR/AR) sind als innovative Technologien vielseitig einsetzbar. Sowohl im Online-, aber auch im stationären Handel sind schon etliche innovative immersive Anwendungen entstanden, die neue kognitive und affektive Interaktions- und Informationsmöglichkeiten bieten. In den Bereichen Kunst, Immobilien, Architektur, Gaming, Fashion, Stadtplanung und -führungen finden sich ebenfalls mehr und mehr AR/VR Anwendungen. In diesem Beitrag wird nach einer Sichtung ausgewählter immersiver Projekte ein Konzept zur Nutzung von AR bzw. VR für Leerstände in einer ehemals attraktiven Einkaufsmeile vorgestellt. Neben gängigen Technologien und der Interoperabilität liegt der Fokus auf Belebung, Interaktion und Vernetzung der bestehenden Akteure eines Stadtteils. Die Leerstände sollen technologisch und thematisch vielseitig möglichst als Mitmachkonzept für viele Beteiligte mit XR belebt werden und so einen Beitrag zur Revitalisierung des Viertels leisten.