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Adopting Immersive Technologies for Design Practice: The Internal and External Barriers

Published online by Cambridge University Press:  26 July 2019

Dieu Hoang*
Affiliation:
University of Minnesota, United States;
Ehsan Naderi
Affiliation:
University of Minnesota, United States;
Renée Cheng
Affiliation:
University of Minnesota, United States;
Bijan Aryana
Affiliation:
Chalmers University of Technology
*
Contact: Hoang, Dieu, University of Minnesota, Masters of Science in Architecture: Research Practices, United States of America, hoang256@umn.edu

Abstract

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In the first quarter of the new millennium, the immersive technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) are only a few steps away from becoming the mainstream tools within the design industry. This study investigated the internal and external barriers of technology adoption within design-oriented businesses. A mixed method was used to collect and analyze the data from the employees of a large design firm. This research confirmed that external barriers such as funding, technical support, training, and business strategy that exist at the organizational level are interrelated with the internal barriers such as designers’ and managers’ perception and attitude toward the new technologies. The managerial applications were discussed later and the directions for future research were provided.

Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
© The Author(s) 2019

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