TY - CHAP
T1 - Technologically altered realities
T2 - a realm for new emotions research, training, and management possibilities
AU - Härtel, Jameson B. G.
AU - Härtel, Charmine E.J.
N1 - Publisher Copyright:
© 2020 Emerald Publishing Limited.
PY - 2022
Y1 - 2022
N2 - Purpose – The purpose of this chapter is to introduce readers to augmented reality (AR), mixed reality (MR), and virtual reality (VR) and provide examples of some of the latest ways that researchers and practitioners are applying these digital technologies to emotions-related topics. This chapter also suggests some aspects of these technologies that emotions researchers and practitioners consider taking advantage of in their own work. Design/Methodology/Approach – The chapter draws on the first author’s experience developing and implementing AR, MR, and VR for serious games applications. Examples are also drawn from recent publications in the area. Findings – The chapter discusses the features and differences between AR, MR, and VR and some of the most popular off-the-shelf tools for researchers and practitioners. It also presents reliable and valid ways these digital technologies have been applied and can be applied. Practical implications – Practically, this chapter provides a state-of-the-art overview of what AR, MR, and VR offer to researchers and practitioners interested in better understanding, supporting, and addressing phenomenon involving human emotion.
AB - Purpose – The purpose of this chapter is to introduce readers to augmented reality (AR), mixed reality (MR), and virtual reality (VR) and provide examples of some of the latest ways that researchers and practitioners are applying these digital technologies to emotions-related topics. This chapter also suggests some aspects of these technologies that emotions researchers and practitioners consider taking advantage of in their own work. Design/Methodology/Approach – The chapter draws on the first author’s experience developing and implementing AR, MR, and VR for serious games applications. Examples are also drawn from recent publications in the area. Findings – The chapter discusses the features and differences between AR, MR, and VR and some of the most popular off-the-shelf tools for researchers and practitioners. It also presents reliable and valid ways these digital technologies have been applied and can be applied. Practical implications – Practically, this chapter provides a state-of-the-art overview of what AR, MR, and VR offer to researchers and practitioners interested in better understanding, supporting, and addressing phenomenon involving human emotion.
KW - augmented reality
KW - digital stress management
KW - emotions research
KW - mixed reality
KW - technological advances in emotions training
KW - video games
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85133406682&partnerID=8YFLogxK
U2 - 10.1108/S1746-979120200000016004
DO - 10.1108/S1746-979120200000016004
M3 - Chapter (Book)
AN - SCOPUS:85133406682
SN - 9781839092602
T3 - Research on Emotion in Organizations
SP - 19
EP - 26
BT - Emotions and Service in the Digital Age
A2 - Härtel, Charmine E.J.
A2 - Zerbe, Wilfred J.
A2 - Ashkanasy, Neal M.
PB - Emerald Group Publishing Limited
CY - Bingley UK
ER -