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View article: NaviNord: A Multisensory Virtual Reality Application for Measuring Spatial Navigation Memory in Complex Environments
NaviNord: A Multisensory Virtual Reality Application for Measuring Spatial Navigation Memory in Complex Environments Open
View article: Flow, Immersion, and Presence: Creating Virtual Reality and Engagement in the Era of Ubiquitous and Intelligent Technologies
Flow, Immersion, and Presence: Creating Virtual Reality and Engagement in the Era of Ubiquitous and Intelligent Technologies Open
View article: Can We Trust AI Agents? A Case Study of an LLM-Based Multi-Agent System for Ethical AI
Can We Trust AI Agents? A Case Study of an LLM-Based Multi-Agent System for Ethical AI Open
AI-based systems, including Large Language Models (LLM), impact millions by supporting diverse tasks but face issues like misinformation, bias, and misuse. AI ethics is crucial as new technologies and concerns emerge, but objective, practi…
View article: Effects of Immersion and Embodiment on Memory in Virtual Reality
Effects of Immersion and Embodiment on Memory in Virtual Reality Open
View article: Virtual Experiences, Real Memories? A Study on Information Recall and Recognition in the Metaverse
Virtual Experiences, Real Memories? A Study on Information Recall and Recognition in the Metaverse Open
There are high expectations towards extended reality (XR), namely the “metaverse”. However, human performance in the metaverse has been called into question when undertaking everyday activities (e.g., working, shopping, and learning etc.),…
View article: Acceptance of the metaverse: a laboratory experiment on augmented and virtual reality shopping
Acceptance of the metaverse: a laboratory experiment on augmented and virtual reality shopping Open
Purpose In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-medi…
View article: Challenges in the adoption of sustainability information systems: A study on green IS in organizations
Challenges in the adoption of sustainability information systems: A study on green IS in organizations Open
Economic, social and ecological sustainability presents one of the greatest challenges of our society. As a result, there is growing pressure on a variety of organizations to implement sustainability programs, such as inclusion training re…
View article: Correction to: Ethical Considerations in Gamified Interactive Marketing Praxis
Correction to: Ethical Considerations in Gamified Interactive Marketing Praxis Open
View article: Paying attention in metaverse: an experiment on spatial attention allocation in extended reality shopping
Paying attention in metaverse: an experiment on spatial attention allocation in extended reality shopping Open
Purpose Metaverse, that is extended reality (XR)-based technologies such as augmented reality (AR) and virtual reality (VR), are increasingly believed to facilitate fundamental human practice in the future. One of the vanguards of this dev…
View article: Wearable gaming technology: A study on the relationships between wearable features and gameful experiences
Wearable gaming technology: A study on the relationships between wearable features and gameful experiences Open
With the parallel advancement and evolution of psycho-physiological sensors, haptics, and overall wearable computing, wearable devices have become a mainstay in everyday life. While gaming is one of the most intuitively appealing areas for…
View article: Hybridization of the Digital Twin - Overcoming Implementation Challenges
Hybridization of the Digital Twin - Overcoming Implementation Challenges Open
In the context of Industry 4.0 the concept of the Digital Twin has gained significant momentum in industry as well as academia. Researchers have hypothesized a great number of potential benefits of the concept's usage. However, few real-wo…
View article: Introduction to the Minitrack on Social Media and Healthcare Technology
Introduction to the Minitrack on Social Media and Healthcare Technology Open
Social media has changed the way individuals and institutions approach healthcare and health information and offers opportunities to understand health-related interactions at all levels, from the micro to the macro.The Social Media and Hea…
View article: Immersive Virtual Reality in Experiential Learning - A Value Co-creation and Co-destruction Approach
Immersive Virtual Reality in Experiential Learning - A Value Co-creation and Co-destruction Approach Open
Immersive 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 condu…
View article: Ethical Considerations in Gamified Interactive Marketing Praxis
Ethical Considerations in Gamified Interactive Marketing Praxis Open
Gamification with various designs is becoming a mainstay of interactive marketing, used to pervasively and holistically to in value-creating marketing practices. Beyond marketing, gamification is commonly seen as a technology, the effects …
View article: The challenges of entering the metaverse: An experiment on the effect of extended reality on workload
The challenges of entering the metaverse: An experiment on the effect of extended reality on workload Open
Information technologies exist to enable us to either do things we have not done before or do familiar things more efficiently. Metaverse (i.e. extended reality: XR) enables novel forms of engrossing telepresence, but it also may make mund…
View article: How Does Extended Reality Influence Consumer Decision Making? The Empirical Evidence from A Laboratory Experiment
How Does Extended Reality Influence Consumer Decision Making? The Empirical Evidence from A Laboratory Experiment Open
Extended reality (XR) technologies such as virtual reality (VR) and augmented reality (AR) have been postulated to revolutionize many human endeavors commonly undertaken at a location such as work, education, shopping and so on. While this…
View article: Acceptance of Wearable Technology: A Meta-Analysis
Acceptance of Wearable Technology: A Meta-Analysis Open
Knowing what factors drive wearable technology adoption can help companies succeed in the competitive market of wearables. In this study, we conduct a meta-analysis on the relationships of technology acceptance of wearable technology based…
View article: What Leads to the Consumer Engagement Towards Short-Form Videos? a Study of Video-Focused Social Networking Service
What Leads to the Consumer Engagement Towards Short-Form Videos? a Study of Video-Focused Social Networking Service Open
View article: Introduction to the Minitrack on Gamification
Introduction to the Minitrack on Gamification Open
View article: Virtual technologies in supporting sustainable consumption: From a single-sensory stimulus to a multi-sensory experience
Virtual technologies in supporting sustainable consumption: From a single-sensory stimulus to a multi-sensory experience Open
Virtual technologies will change the way we consume in the digital environment in the future. Such technologies can provide consumers with a multi-sensory experience in contrast to the single-sensory stimulus in the conventional online env…
View article: Shopping in virtual reality: A literature review and future agenda
Shopping in virtual reality: A literature review and future agenda Open
Virtual reality (VR) refers to technologies for substituting the perceived reality. With the recent proliferation of consumer-grade head-mounted VR displays, several industries have started to wake up to the possible potential of virtual r…
View article: Introduction to the Minitrack on Gamification
Introduction to the Minitrack on Gamification Open
Gamification broadly refers to technological, economic, cultural, and societal developments in which reality is becoming more gameful either by design or as an emergent transformation [1].Gamification has become a prominent vein of researc…
View article: The Effect of Operating in Many Realities on Memory: An Experiment on Memory Recognition in Extended Realities
The Effect of Operating in Many Realities on Memory: An Experiment on Memory Recognition in Extended Realities Open
Extended reality (XR) such as VR and AR have been increasingly adopted across domains in cognitively challenging activities such as learning, shopping, and gaming among others. There are a few concerns about the inferior cognitive affordan…
View article: The Use of Augmented Reality in Retail: A Review of Literature
The Use of Augmented Reality in Retail: A Review of Literature Open
Novel digital technologies are affording ways to superimpose perceptual information (be it auditory, visual, haptic or olfactory) onto our reality, e.g. in retail environments. These technologies that aim to enhance reality are generally c…
View article: Emotional Response to Extended Realities: The Effects of Augmented and Virtual Technologies in a Shopping Context
Emotional Response to Extended Realities: The Effects of Augmented and Virtual Technologies in a Shopping Context Open
Extended reality (XR) technologies such as Augmented Reality (AR) and Virtual Reality (VR) are facing mixed expectations. XR is often touted to offer deeply engrossing experiences but it can also lead to cybersickness, disappointment, and …
View article: The effect of challenge-based gamification on learning: An experiment in the context of statistics education
The effect of challenge-based gamification on learning: An experiment in the context of statistics education Open
Gamification is increasingly employed in learning environments as a way to increase student motivation and consequent learning outcomes. However, while the research on the effectiveness of gamification in the context of education has been …
View article: Financing Target and Product Line Design on the Flexible and Fixed Reward Crowdfunding
Financing Target and Product Line Design on the Flexible and Fixed Reward Crowdfunding Open
This study examined the product line design under two different types of reward crowdfunding, namely, the fixed and the flexible reward crowdfunding. To investigate different effects of the two different reward crowdfunding mechanisms, we …
View article: Does gamification affect brand engagement and equity? A study in online brand communities
Does gamification affect brand engagement and equity? A study in online brand communities Open
Gamification has become a popular technique in marketing. Many companies believe that gamification can potentially increase the engagement, awareness and loyalty of consumers with respect to the brand. However, there is current dearth of e…
View article: Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences
Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences Open
Gamification has become one of the top engagement technology trends of recent times. It refers to designing and transforming systems, services, and activities to afford gameful experiences as good games do, commonly implemented through the…
View article: Gamification of The Future: An Experiment on Gamifying Education of Forecasting
Gamification of The Future: An Experiment on Gamifying Education of Forecasting Open
In this study, we developed a gamied learning platform called F-LauReLxp that employed three gamification strategies (called Horses for Courses, JudgeIt and Metrics to Escape) to help educate statistical, judgmental forecasting and forecas…