Sökning: "vr ekonomi"

Visar resultat 1 - 5 av 21 uppsatser innehållade orden vr ekonomi.

  1. 1. Impact of Metaverse on Marketing Communication : A case study of the fashion industry

    Master-uppsats, Luleå tekniska universitet/Institutionen för ekonomi, teknik, konst och samhälle

    Författare :Resty Nabukalu; Ambrosena Wanjohi; [2023]
    Nyckelord :Metaverse; Marketing communications; fashion industry; Virtual Reality VR ; Augmented Reality AR ; Avatars; Non-fungible tokens NFTs ;

    Sammanfattning : .... LÄS MER

  2. 2. Exploring Consumers' Perception of the Use of Virtual Reality (VR) for Fashion Shopping

    Uppsats för yrkesexamina på avancerad nivå, Luleå tekniska universitet/Institutionen för ekonomi, teknik, konst och samhälle

    Författare :Benjamin Aidanpää; [2023]
    Nyckelord :Virtual Reality VR ; Sustainability; Consumer Perceptions; Buying Process; UTAUT Unified Theory of Acceptance and Use of Technology ;

    Sammanfattning : As technology continues to rapidly develop, the realization of Virtual Reality (VR) stores is coming into view for various businesses and industries. As customers today are becoming more aware of their purchasing behaviour and the impact their products have on the environment, it puts pressure on the fashion industry to meet these requirements and needs by developing or adopting new technologies to their practices. LÄS MER

  3. 3. Does an increase in adaptive audio lead to an increase in perceptual realism in first-person games?

    Kandidat-uppsats, Luleå tekniska universitet/Institutionen för ekonomi, teknik, konst och samhälle

    Författare :Petter Persson; [2023]
    Nyckelord :Game; adaptive; procedural; interactive; audio; sound; immersion; presence; immersive; present; first-person; realism; perceptual; Unreal Engine; virtual;

    Sammanfattning : When striving for realism in first-person games, the use of sampled audio has been frequent, and it is often argued that a higher level of auditory authenticity will lead to an increased realism.However, in this paper, it is argued that, for the purpose of realism, attention should instead be directed at making players themselves a more contributing factor to how sound is perceived; the more the audio of a game changes with, or adapts to, player input, the more realistic it should be perceived. LÄS MER

  4. 4. Immersiva konstupplevelser i VR för äldre : en pilotstudie med fokus på kommunanställdas perspektiv

    Kandidat-uppsats, Högskolan Väst/Institutionen för ekonomi och it

    Författare :Linnéa Ahlqvist; Maria Anderson; [2023]
    Nyckelord :Elderly care; Immersive experiences; Viritual Reality; Quality of life; VR; VR-glasses; Äldrevård; Immersiva upplevelser; Virtuell Verklighet; Livskvalitet; VR; VR-glasögon;

    Sammanfattning : Tidigare forskning påvisar att individer som lever ett rikt liv fyllt av upplevelser, skattar sitt upplevda välmående högre. Individer som av olika orsaker blir isolerade på boenden som äldre, går miste om upplevelser de tidigare berikat sina liv med. LÄS MER

  5. 5. Key Factors Considered When Purchasing a VR Hobby Skill Training Simulator : A Consumer Perspective

    Master-uppsats, KTH/Industriell ekonomi och organisation (Inst.)

    Författare :Ada Lindmark; Kajsa Nilsson Kinberg; [2022]
    Nyckelord :virtual reality; virtual reality simulator; hobby skill training simulator; consumer behavior; purchasing behavior; theory of planned behavior; virtual reality; virtual reality simulator; hobby skill training simulator; consumer behavior; purchasing behavior; theory of planned behavior;

    Sammanfattning : In recent years, VR and VR devices have become more popular due to advances intechnology and lower costs, making the technology more accessible to the general public. One application within VR that is expected to grow is VR hobby skill training simulators (VR HSTS), which are now accessible not only for education and companies but also to consumers. LÄS MER