VR is a very high-end computer interface that evolves real-time simulation and interfaces through numerous sensorial channels. It is a powerful and interactive technology that changes our life unlike any other. Virtual reality, which can also be termed as immersive multimedia, is the art of simulating a physical presence for the audience in places both real and imaginary. The technology, art, and business of VR are evolving rapidly. The various fields of VR are to be discussed to get a better view about it. The value-added of VR applications to your business is only limited to one’s imagination. It can reduce costs, improve operations, performance, and achieve a higher return on investments (ROI) for all your business projects by utilising the many competitive advantages of virtual reality applications. Effects of Covid-19 pandemic on Virtual reality business varies along with the sectors. The businesses where physical contact was necessary to run an activity of VR faced severe consequences, whereas; the adoption of cutting-edge technology of VR to steer business activities during community lockdown to contain the spread of the COVID-19 pandemic provides evidence that VR technology not only offers competitive advantages but also provides a means for survival, by improvising existing business models. We will discuss top business applications of VR technology and how value is added to different businesses from these applications, with an example of opening an entertainment-based VR business in Torino, Italy. The overall goal of this thesis is to contribute to improvements, enhance the usability, and successful implementation of VR technology in businesses. Thus, the study also utilised the hypotheses: immersion or immersive perceived ease of use, interactivity or interaction, perceived usefulness, and presence to determine the future motivation for VR use. Finally, the results revealed that these hypotheses positively influence VR users that create the intent to use VR technology.

Applicazioni aziendali della realtà virtuale in caso di pandemia ​

KHAN, MUHAMMAD ZIAULLAH
2020/2021

Abstract

VR is a very high-end computer interface that evolves real-time simulation and interfaces through numerous sensorial channels. It is a powerful and interactive technology that changes our life unlike any other. Virtual reality, which can also be termed as immersive multimedia, is the art of simulating a physical presence for the audience in places both real and imaginary. The technology, art, and business of VR are evolving rapidly. The various fields of VR are to be discussed to get a better view about it. The value-added of VR applications to your business is only limited to one’s imagination. It can reduce costs, improve operations, performance, and achieve a higher return on investments (ROI) for all your business projects by utilising the many competitive advantages of virtual reality applications. Effects of Covid-19 pandemic on Virtual reality business varies along with the sectors. The businesses where physical contact was necessary to run an activity of VR faced severe consequences, whereas; the adoption of cutting-edge technology of VR to steer business activities during community lockdown to contain the spread of the COVID-19 pandemic provides evidence that VR technology not only offers competitive advantages but also provides a means for survival, by improvising existing business models. We will discuss top business applications of VR technology and how value is added to different businesses from these applications, with an example of opening an entertainment-based VR business in Torino, Italy. The overall goal of this thesis is to contribute to improvements, enhance the usability, and successful implementation of VR technology in businesses. Thus, the study also utilised the hypotheses: immersion or immersive perceived ease of use, interactivity or interaction, perceived usefulness, and presence to determine the future motivation for VR use. Finally, the results revealed that these hypotheses positively influence VR users that create the intent to use VR technology.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14240/31630