Metaverse ethics in libraries: Insights from global library professionals
This study explores the ethical concerns and familiarity with metaverse technologies among global library professionals. It aims to understand their attitudes towards developing and implementing ethical guidelines for metaverse technologies in library environments. The study also investigates key ethical issues such as privacy, security, intellectual property, accessibility and inclusivity in the context of library metaverse technologies. The research method employed a quantitative survey-based design to assess library professionals’ ethical perspectives regarding using the metaverse, augmented reality, virtual reality and other immersive technologies. A total of 144 respondents participated in the study, providing insights into their knowledge, concerns and attitudes towards ethical standards in digital and virtual technologies. The data was collected through a structured online questionnaire. The findings indicate that library professionals are generally concerned about the ethical implications of metaverse technologies, particularly regarding user privacy, security and safety.
1
- 10.4018/978-1-7998-8942-7.ch011
- Feb 4, 2022
146
- 10.3390/smartcities5030043
- Jul 28, 2022
- Smart Cities
- 10.1108/lm-12-2018-0097
- Jul 29, 2019
- Library Management
5
- 10.1007/s40670-023-01867-z
- Sep 2, 2023
- Medical science educator
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- 10.4018/978-1-59140-105-6.ch018
- Jan 1, 2003
10
- 10.1108/dlp-04-2022-0036
- Mar 2, 2023
- Digital Library Perspectives
3
- 10.17352/raeeo.000002
- Jul 11, 2024
- Recent advances in Evolution of Education and Outreach
37
- 10.1108/07419051311320922
- Mar 1, 2013
- Library Hi Tech News
36
- 10.3390/mti8030021
- Mar 1, 2024
- Multimodal Technologies and Interaction
55
- 10.3389/frvir.2022.974652
- Nov 17, 2022
- Frontiers in Virtual Reality
- Research Article
2
- 10.47370/2078-1024-2021-13-2-83-92
- Jan 1, 2022
- Vestnik Majkopskogo Gosudarstvennogo Tehnologiceskogo Universiteta
Augmented reality (AR) and virtual reality (VR) are immersive technologies that allow users to get acquainted with digital content both in physical and virtual space, expanding the possibilities of the educational environment. The relevance of the research is due to the growing introduction of virtual and augmented reality technologies in the educational environment. The research problem: what are the mechanisms for using immersive technologies of augmented and virtual reality in the field of innovative development of educational services in higher education? The aim of the research is to study the features of the application of immersive learning programs using AR/VR technologies in higher education. The methodological basis of the study is the analysis of Internet resources and literary sources, the study and generalization of pedagogical experience, synthesis. The results of the research are: the main advantages of using AR and VR technologies have been considered, possible options for introducing immersive educational technologies into the educational process proposed, the problems of their integration into the educational process of higher educational institutions and ways to overcome these problems identified. Key conclusions: AR/VR technologies are a promising addition to the educational space due to their immersive nature; in higher education, the use of immersive technologies can increase student engagement in the learning process, help students understand abstract concepts, allow for more personalized learning approaches, and improve learning analytics; when introducing AR / VR into the educational process. It is necessary to determine the goals and desired learning outcomes, choose a technology for work, organize a safe learning environment, plan the course structure. The main problems in the implementation of AR / VR are the high cost of technology and development, the need for regular software and hardware updates, health and safety risks for users, and technological problems.
- Conference Article
3
- 10.2991/etmhs-15.2015.301
- Jan 1, 2015
The Application of Virtual Reality in Art Design: A New Approach
- Research Article
- 10.25683/volbi.2022.58.129
- Feb 20, 2022
- Бизнес. Образование. Право
Рассматриваются особенности применения технологий VR (виртуальной реальности) и AR (дополненной реальности) организациями финансовой сферы. Определяется специфика технологий виртуальной и дополненной реальности. Последовательно представлена история их продвижения на рынки, отмечены наиболее яркие факты, результаты совершенствования в контексте технологического прогресса (Sensorama, head-mounted display, «Кинокарта Аспена», устройство Eye Tap, коммерческая система RB2, VR-консоль компании SEGA Games Co., очки Oculus Rift и др.). Отмечаются области и возможности их применения. Изучена степень проникновения технологий виртуальной и дополненной реальности в деятельность финансовых организаций. Указаны основные направления их применения: приведены конкретные примеры интеграции VR- и AR-технологий в работу финансовых организаций. Систематизированы такие цели применения AR- и VR-технологий в финансовой сфере, как упрощение получения и обработки информации клиентами посредством приема визуализации, сохранение безопасности, маркетинговые коммуникативные цели и др. В результате проведенного исследования обозначены тенденции использования технологий на финансовом рынке, выявлены возможности их развития и перспективы применения, факторы, сдерживающие их развитие, определены и систематизированы преимущества и недостатки как самих технологий, так и функционирования этих технологий в финансовой среде. В заключение сделан вывод о том, что применение VR- и AR-технологий позволит финансовым организациям укрепить свои конкурентные позиции на рынке, а клиентам финансовых организаций — создать собственную безопасную онлайн-среду, в которой они смогут управлять своими деньгами и инвестициями и совершать транзакции. The features of the use of VR (virtual reality) and AR (augmented reality) technologies by financial organizations are considered. The specifics of virtual and augmented reality technologies are determined. The history of their promotion to markets is presented in a coherent manner, highlighting key facts, the results of improvements in the context of technological advances (Sensorama, head-mounted display, Aspen’s Cinema Map, Eye Tap device, RB2 commercial system, VR-console of SEGA Games Co., glasses Oculus Rift and more). Areas and possibilities of their application are noted. The areas and possibilities of their application are highlighted. The degree of penetration of virtual and augmented reality technologies in the activities of financial institutions is explored. The main directions of their application are indicated: specific examples of integration of VR- and AR-technologies in the work of financial institutions are given. The goals of using AR and VR technologies in the financial sector, such as simplifying the receipt and processing of information by clients through the reception of visualization, maintaining security, marketing communication goals, etc., are systematized. As a result of the study, trends in the use of the technologies in the financial market are identified, opportunities for their development and prospects of application, factors that restrain their development are identified, the advantages and disadvantages of both the technologies themselves and the functioning of these technologies in the financial environment are identified and systematized. It is concluded that the use of VR and AR technologies will allow financial institutions to strengthen their competitive positions in the market, and let the clients of financial institutions create their own secure online environment in which they can manage their money and investments and make transactions.
- Research Article
- 10.31893/multirev.2024spe071
- Dec 18, 2024
- Multidisciplinary Reviews
In the era of innovative societal development, virtual reality technologies are becoming an integral tool in the educational process. This article aims to analyse the potential of immersive technologies in implementing virtual learning environments in educational institutions in Ukraine. It has been found that immersive technologies are rapidly evolving from being an innovation to a practical and widely used range of tools. The study established that their implementation into the educational policy paradigm is seen as a promising necessity and a factor in intensifying the quality of education. The essence of the phenomenon of immersive technologies has been specified, with their components distinguished, including objective reality, virtual reality, and augmented reality. The specifics of involving immersive technologies in the educational process in Ukrainian educational institutions have been highlighted. An experiment was conducted involving virtual reality technologies in the professional educational environment of future fire safety specialists through the VR programme FLAIM Systems. During the study of the peculiarities of virtual reality technologies in educational modelling, the priority advantages and associated risks of their integration were highlighted. It was found that the potential of immersive technologies stimulates the optimisation of understanding complex concepts and significantly expands the toolkit of future industry specialists. It was determined that engaging visualisations and the experience of using virtual reality technologies offer an intuitive approach to rather abstract concepts that are difficult to reproduce within the framework of classical pedagogical technologies. It has been substantiated that using virtual reality technologies in the educational and management process has significant advantages over the traditional methodology of educational processes, as it actively engages the sensory system and emotional sphere. It has been proven that virtual reality (VR programmes) has significant potential to positively impact the quality of education in educational institutions in Ukraine.
- Research Article
3
- 10.31866/2617-796x.6.2.2023.293605
- Nov 13, 2023
- Digital Platform: Information Technologies in Sociocultural Sphere
The purpose of the study is to analyse modern immersive technologies and the possibility of their application in the development of digital libraries in the context of the introduction of virtual, augmented and mixed reality technologies, as well as the use of artificial intelligence technologies. Research methods. To achieve the research goal, the methods of analysis and synthesis, generalisation of theoretical data, and a systematic approach were used. This made it possible to analyse the peculiarities of the use of immersive technologies in digital libraries and to determine the benefits of introducing such technologies in the creation of a modern information space of libraries. The scientific novelty lies in the analysis of immersive technologies in the context of their implementation in modern digital libraries. An analysis of the role of artificial intelligence, and augmented and virtual reality technologies in creating a modern information space in libraries has shown both the advantages and disadvantages of digitalisation in libraries. The ethical issues related to inclusiveness in the use of information resources and the protection and preservation of users’ data are analysed. Recommendations and approaches for the successful implementation of these technologies in digital libraries are proposed. Conclusions. Immersive technologies are becoming more widespread and their use in libraries is expanding. Ethical and legal issues in the use of virtual reality and augmented reality will inevitably arise in the future. Today, the Western world is making greater use of both technologies, although they are free and, in some cases less expensive than before. The article examines the transformative intersection of new technologies and digital libraries, highlighting the path to an enriched and accessible knowledge landscape. Focusing on artificial intelligence (AI), machine learning (ML), natural language processing (NLP), augmented reality (AR) and virtual reality (VR), it explores how these technologies are redefining the work of digital libraries. Artificial intelligence and machine learning algorithms enable intuitive content management and recommendations, changing the way users interact with digital resources. NLP bridges the gap between human language and digital systems by enhancing search functions. AR overlays digital information on the physical world, expanding the possibilities of interactive learning, while VR immerses users in virtual realms, revolutionising educational paradigms. This article discusses the integration of these technologies into digital libraries not only to preserve huge amounts of knowledge but also to present information in attractive and accessible formats. Through the creation of artificial intelligence-based metadata and tagging of content, digital libraries are systematically organized and enriched, improving search accuracy. These innovations not only preserve the past, but also illuminate a future where knowledge is publicly available, fostering curiosity, learning, and research. This article explores the potential of these technologies and describes the expectations of library users to ensure a user-centred approach in shaping the digital libraries of the future. The use of immersive technologies is making a significant contribution to the evolution of digital libraries, paving the way for inclusive and engaging knowledge experiences for diverse users around the world.
- Research Article
2
- 10.22394/1726-1139-2021-6-158-163
- Aug 24, 2021
- Administrative Consulting
The article analyzes immersive education, augmented and virtual reality technologies and their forms of application in modern economic conditions both abroad and in Russia. Advantages and disadvantages of application of these technologies and constraints of their development are outlined. Reasons and factors influencing the application of these technologies in manage-ment and education are justified. We studied the change in interest in the concept of “virtual reality” according to the search queries of the Google trends service. The practice of AR/VR tools application in management and educational process was summarized. Statistics on the prospects for the development of the global market for virtual and augmented reality tech-nologies were analyzed. The domestic practice of development of AR/VR projects and platforms is summarized. Proposals for the development of immersive technologies in education and business are formulated.
- Research Article
1
- 10.24144/2307-3322.2024.82.1.62
- May 16, 2024
- Uzhhorod National University Herald. Series: Law
This article reveals the theoretical and practical issues of using virtual reality technologies in the field of providing tourist services. The position is argued that innovative technologies, which are currently involved in all aspects of our lives, whether it is a commercial sphere or a service sphere, have not bypassed the tourism industry. Such technological development has become very effective in the national economy of any country in the world, as new technologies can overcome obstacles related to space and time barriers, pandemic outbreaks, etc. In the scientific literature, virtual tourism has become a rather promising phenomenon for the research of lawyers, marketers, sociologists and psychologists. The peculiarities of the application of virtual reality technologies in the tourism field have been the subject of research by many foreign scientists for several years. The largest number of publications on this issue is in Asian countries, in particular China and Indonesia, where the tourism sector has been most affected due to the outbreak of the COVID-19 pandemic and travel restrictions. Their experimental studies reveal the main positive and negative aspects of the use of virtual reality technologies in the tourism sector. Within the framework of our research, attention is paid to the specifics of the application of certain types of virtual and augmented reality technologies in the field of providing tourist services. In particular, we characterized tourism using the system of immersive virtual reality technologies, photorealistic 360-degree virtual tours, travel blogs, live broadcasts. Although this is not an exclusive list, virtual tourism can be supplemented with technologies of augmented reality, panoramic online tour, 3D photos, videos, etc. It was found that the application of virtual reality technologies in tourism is indispensable for the creation of a new travel industry. It can enable users to visualize a virtual world by responding to visual, moving and audio cues, creating a sense of presence without having to leave their home or comfort zone.
- Book Chapter
3
- 10.1007/978-3-030-65657-7_11
- Jan 1, 2021
Open and distance learning (ODL) education provides an opportunity for prospective students who require flexibility in education, enabling learning without traditional face-to-face lecture sessions. This chapter aimed to explore how new immersive technology can be used to enhance the experience of distance learning. Immersive technologies refer to Augmented and Virtual reality technologies. Augmented reality allows users to overlay their reality using a device such as a mobile phone to view 3D objects on their reality. Virtual reality allows users to be immersed into a simulated world of 3D views through head mounted gear. Employing a systematic literature review, findings were presented in the form of a thematic discussion looking at journal articles between the year 2000 to October 2018. Following a review of 40 articles which were included in the qualitative synthesis, this study investigated the challenges experienced in open distance learning experience, in an attempt to form the basis of interlinking the use of virtual and augmented reality technologies to enhance the distance learning experience. Findings revealed ODL presently employs various Information and Communication Technology (ICT) tools which are comprised of technological resources that assist the facilitation of lecturer and student interaction. However, these ICTs do not fully assist in enhancing the DL experience. Results from the review found that the adoption of AR and VR in higher education contributed to learner engagement and enhanced learning outcomes and thus could benefit ODL. Moreover, literature revealed that immersive learning is best utilized as a complement to traditional learning as opposed to a replacement.
- Research Article
- 10.20913/2618-7515-2023-4-14
- Jan 23, 2024
- Professional education in the modern world
Introduction. The relevance of the article is due to the problems of the regulatory and legal substantiation of the use of virtual technologies in education, which consists in the lack of legal criteria for the introduction of immersive technologies in the educational space. Currently, despite the intensive development of digital technologies, including immersive, domestic education lacks actual regulations that would regulate the use of virtual reality (VR) / augmented reality (AR) technologies in the educational process.Purpose setting. It is becoming relevant to conduct a comparative legal analysis of scientific publications in the legal and pedagogical areas on the regulatory and legal support of virtual VR and AR technologies, to study the regulatory framework of Russian legislation governing the use of VR and AR technologies in education, to identify common regulatory and legal problems for educational organizations of all levels.Methodology and methods of the study. The study includes a review of bibliographic and regulatory sources on the problems of legal justification for the use of virtual technologies in education, a structural analysis of local legal acts, generalization and synthesis of research results. The article talks about the need to have a clear regulatory framework for their use in the educational process, the development of mechanisms and regulations for assessing the safety of the use of technologies, the compliance of the content with the educational goals, and the streamlining of the conceptual apparatus.Results. The results include a generalization of the main legal problems that complicate the implementation of immersive/virtual technologies in the educational process.Conclusion. It has been revealed that the problems of legal regulation of the use of virtual technologies are of a common nature for educational organizations of all levels; the issues of legal justification for the use of virtual technologies in local regulations, the creators of which are each educational organization, have not been sufficiently resolved; the very construction of the concept «virtual technologies» is not presented definitively in regulatory legal acts, which allows the use of broader terms «immersive technologies», «immersion technologies, etc.; the need to develop requirements for new competencies of teachers has been identified; regulatory and legal regulation of the process of introducing VR/AR technologies within the educational process as an educational method is required.
- Research Article
11
- 10.2312/egve.20181325
- Dec 1, 2018
The existing evidence base in relation to the feasibility of using Virtual Reality technology systems with individuals living with a dementia appeared limited and was therefore explored. The research was collected and reviewed in terms of the different types of Virtual Reality systems (equipment and levels of immersion) and feasibility of the technology within different stages of demen- tia as well as the methodological limitations. A systematic search of the literature was conducted using the healthcare databases advanced search (Medline, PsychINFO, and EMBASE) and snowballing methods. The participants had a dementia diagnosis and the feasibility of Virtual Reality in terms of its acceptability and practicality was discussed. Only five articles met the eligibility criteria. Four included semi-immersive Virtual Reality with participants in the early stages of dementia. One included fully- immersive Virtual Reality where dementia stage ranged from ‘mild’ to ‘severe’. Based on available demographic information, study participants resided in residential care homes, alone in the community or with their spouse. The existing literature sug- gests that both semi and fully-immersive Virtual Reality technology use can be feasible amongst individuals living within the ear- lier stages of dementia outside of a hospital environment, with it being viewed as a welcomed distraction that increased alert- ness and pleasure. However, Virtual Reality was also found to increase fear and anxiety in one study, raising important ethical implications around the safety of the user. The current evidence-base leaves a predominant gap in Virtual Reality technology system use for people within the moderate to later stages of dementia and those living in a hospital environment.
- Research Article
1
- 10.15587/2519-4984.2020.193115
- Jan 31, 2020
- ScienceRise: Pedagogical Education
This article describes the phenomenon of using virtual reality for educational purposes using the synergy of folkloristics and digital technologies as an example. It is not difficult to agree with the opinion that virtual reality today is an ideal learning environment. The concept of using virtual reality technologies for education and science is fully implemented in the virtual reality software and hardware complex for education - VE 3D ieCenter. With the help of this hardware complex, it becomes possible to use virtual reality for studying folklore by pupils or students. The expediency of using the 3D Internet as a means of increasing the interactivity of the educational process is argued. The desire to break beyond the two-dimensional presentation of information has led to the creation of dynamic virtual technologies. Today, new perspectives in the form of 3D information on the Internet are available for teachers in educational and information technologies. Using virtual and augmented reality technologies, students of secondary and higher educational institutions will be able to interact with objects in virtual space or participate in important historical events. Virtual and augmented reality technologies should be applied in the field of education, primarily because the educational system must adapt to complicating processes, models, and theories and students need to operate with a lot of information and new ways of presenting it.As an example of the use of virtual reality during practical classes on the study of folklore, the article described the structure of an interactive quest and a seminar
- Research Article
1
- 10.22363/2312-8631-2021-18-2-152-161
- Sep 3, 2021
- RUDN Journal of Informatization in Education
Problem and goal. Virtual, augmented mixed reality and augmented virtuality are becoming integral attributes of the immersive educational environment, disposed to continuous learning and comprehensive development. The relevance of the study of models of using immersive technologies in the activities of a computer science teacher is beyond doubt, because they are the real embodiment of new methodological ideas and approaches. Methodology. In the course of the research, the analysis of models of immersive learning technologies for the practical activities of a computer science teacher was carried out. On its basis, a set of computer tools and equipment has been proposed that allows introducing immersive technologies into educational practice. Results. Methodological recommendations on the use of virtual, augmented and mixed reality technologies both in informatics lessons and after school hours are presented. The key topics of the computer science program, in which it is advisable to use immersive technologies, have been identified. Methodological approaches to the transformation of informatics teaching in the context of digitalization of education have been formulated. Conclusion. The results of the study indicate that immersive learning technologies can be successfully applied both in informatics lessons and outside the classroom. They not only contribute to the immersion of students in an interactive environment, but also increase the interest, motivation and quality of their knowledge. Lessons using immersive technologies open up new opportunities for a computer science teacher for professional growth, methodological and subject self-improvement.
- Conference Article
2
- 10.2991/meita-15.2015.192
- Jan 1, 2015
Virtual reality technology is constantly developing, dedicated to computer graphics and multimedia information processing, high-performance chip can increase a hundred times the processing power, three-dimensional graphics algorithms and parametric modeling algorithm enables virtual reality technology is more mature. This paper, the application of virtual reality technology in civil engineering were studied, the results from the demonstration and validation, planning and design, engineering, construction technology and engineering safety management are discussed in this paper. Introduction With the steady growth of China's economy and infrastructure added scale, the scale of construction projects is growing, increasingly complex structure, scientific management of civil engineering, precision increasingly demanding. Realization of civil engineering, information technology, intelligence, visualization and integration become civil construction project management demands of modernization and research focus in this field [1]. Virtual Reality (Virtual Reality, VR) is a comprehensive and highly integrated high-tech, in many areas the military, medicine, design, art, entertainment and other fields have been widely used. Civil Engineering Virtual reality technology in various disciplines involved in civil engineering, has demonstrated some practical, technical potential is huge, very broad application prospects [2-3]. In civil engineering, a long time people had to use abstract concepts represent very rich content, such as using plans, sections, elevations, floor plan and other provisions the formation of some symbols to represent the three dimensional architecture, with more abstract graphics and concise The language used to describe complex scenarios to deliver a lot of information. But this kind of information processing and delivery methods affected employment, knowledge and understanding of the structure of the recipients are engaged in information, communication is very difficult. VR technology development for us to overcome this difficulty provides an extremely effective means. Virtual reality both represent the real world, it can also represent a virtual world. Virtual Reality Technology Overview Virtual reality (VR) a blend of digital image processing, computer graphics, multimedia technology, sensor technology and other information technology branch, greatly promoted the development of computer technology. VR technology is abstract, complex computer data space into an intuitive, user-familiar things. Its essence is to provide an advanced technology of man-machine interface. It is in an analog mode for the user to create a real-time interaction with physical objects reflect changes in the three-dimensional image of the world, in lifelike experience vision, hearing, touch, smell and other acts of perception, so that the participants can directly participate and explore virtual objects and changes in the role of the environment, like being in the real world [4-5]. The architecture is shown in figure 1. International Conference on Materials Engineering and Information Technology Applications (MEITA 2015) © 2015. The authors Published by Atlantis Press 1014 Figure 1.Generic virtual reality software systems architecture Virtual reality technology has the characteristics of the following three aspects. Is sex. Virtual reality technology is based on human vision, hearing the physiological and psychological characteristics, lifelike three-dimensional image generated by the computer, users wear the helmet mounted display and data gloves and other interactive devices, and can be yourself in a virtual environment, become a member of the virtual environment. The user interaction with various objects in the virtual environment, like in the real world, all feeling is so real, have a feeling of intimacy. Interactivity. Human-computer interaction in virtual reality system is a kind of close to natural interaction, users not only can use the computer keyboard, mouse to interact, but also through the special helmet, such as data glove sensing devices to interact. Users through their natural skills such as language, body movement or action, can for inspection or operation of objects in the virtual environment. More perceptual. Due to see, hear, touch, are installed in the virtual reality system, and kinesthetic The virtual reality on civil engineering design based on 3D modeling Virtual reality on civil engineering based on 3D modeling technology using geometric design, geometric virtual reality technology, is through the 3D and 3D object model scene, usually with the help of a professional modeling software (3ds Max, Maya, etc.) to complete civil engineering design approach that more practical performance scenes and objects in the real world [6], but also to create animations. The effect of virtual reality display rich, powerful, and the interactive is strong. Virtual reality on civil engineering design based on 3D modeling Multimedia virtual interaction design 3D virtual scene design Make 3D model
- Research Article
17
- 10.1108/tqm-06-2021-0191
- Aug 24, 2021
- The TQM Journal
PurposeThe paper aims to evaluate how progressive stakeholders view the adoption of contemporary techniques such as virtual technology in driving sustainable quality in an emerging economy context.Design/methodology/approachThe authors adopted a systematic literature review to develop the theoretical framework for virtual reality (VR) technology adoption in sustaining quality in agriculture production. The framework was refined after discussion with a panel of academic experts. The refined theoretical framework was further empirically validated using Partial Least Square Structure Equation Modelling.FindingsThe study focuses on the future perspective of the perception for progressive farming with the adoption of VR technology in an emerging economy. The data were collected from the stakeholders (farmers, collectives, cooperative, etc.), for their future perspectives for the adoption of VR technology and sustainable quality agriculture production. The study may help build up VR technology in emerging economies which may take years to be established.Research limitations/implicationsThe perception of the future perspective of VR technology study conducted has limitations. The findings are well established on technology adoption; however, the technology used will take many extra years to find its application in the agriculture sector. The study offers insightful theoretical, managerial and policy implications for sustainable quality in agriculture production through the adoption of virtual reality (VR) technology. The authors found very few works that focused on VR technology adoption.Originality/valueThe study discusses VR, which has an impact on sustaining the quality of agriculture production. The study has notable managerial and policy implications that suggest the future perspective for VR technology in agriculture production. The study is an unexplored area that needs research to capture future perspectives.
- Research Article
- 10.31675/1607-1859-2025-27-2-129-137
- Apr 26, 2025
- Vestnik Tomskogo gosudarstvennogo arkhitekturno-stroitel'nogo universiteta. JOURNAL of Construction and Architecture
The rapid progress in science, technology and neural network technologies determines the relevance of this research. The paper studies the AR (augmented reality) and VR (virtual reality) technology implementation in the architecture of Murmansk.Purpose: The purpose of the work is to identify the future implementation of augmented and reality virtual technologies in the urban environment of the city of Murmansk.Methodology: Several scientific approaches are used: a deductive method based on building conceptual connections, and the analysis of AR and VR technologies applied in Murmansk, providing the understanding of the issue.Research findings: It is shown how virtual and augmented reality technologies help to understand the architecture and culture of the past years, participate in the unique program at the current development stage. AR and VR are essential components that provide a revolutionary approach to the object design, helping engineers and architects to interact on a new level in their design activities. Virtual and augmented reality technologies allow immersing in a three-dimensional environment, simplifying the object visualization. Our research team works at design and implementation of AR and VR projects, expanding the boundaries of exclusive and innovative spaces.
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