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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Layered Space: Toward an Architecture of Superimposition

Sambuco, Adam J. 24 September 2018 (has links)
No description available.
2

Implementation of Extended Realityin Swedish Healthcare : A Study on Implementation of Technology in the Swedish Healthcare Industry / Implementering av extended realityi svensk sjukvård : En studie om implementering av teknologi inom sjukvården

Selin, Carl-Johan, Iwarsson, Hannes January 2022 (has links)
Extended reality solutions are becoming increasingly relevant for companies to implementand use commercially. One sector that have shown great potential and can benefit from implementing this type of technology is the healthcare industry. More specifically, for solutions connected to medical devices. Meanwhile, the healthcare industry has generally been particularly slow at adopting new technologies. Digitalization has been observed to progress at a slower pace than in other sectors. This study investigated why technology is progressing at slow pace and identified critical drivers and bottlenecks that affect the implementation of extended reality within healthcare. This was done through a case study on a proof concept project where the value of a mixed reality solution in the healthcare sector was investigated. This was particularly interesting as the tested solution was the first of its kind in Sweden. The results of the study revealed several barriers within the healthcare sector, including conservatism in the industry, lack of incentives, lack of absorption as well as data protection and privacy issues. Furthermore, theresults revealed that implementation of XR solutions into Swedish healthcare is in first phase. However, underlying drivers imply that there is value in further development. Especially, since the proof of concept was considered successful and showed signs of progressing to the next stage of implementation.
3

Augmented Reality Contact Lenses: An Investigation of Technology Acceptance Drivers from a Potential User Perspective

Gmeinwieser, Korbinian, Schock, Nikolas January 2020 (has links)
Background: Augmented Reality (AR) could be the next revolutionary technology after the personal computer, the internet and the mobile era. While AR Smart Glasses are already on the market, AR Contact Lenses (ARCL) are still in the stage of research and development, but likely to replace the smartphone in the near future. Purpose: The purpose of this thesis is the identification of key factors influencing the acceptance of ARCL from a potential user perspective to gather early-stage pre-market knowledge and extend the Technology Acceptance Model (TAM) literature to this novel wearable technology. Method: An explanatory online survey was conducted to test the hypotheses in an extended TAM. Data from 250 respondents up to an age of 34 years, representing the potential target group was collected. Partial Least Squares Structural Equation Modeling (PLS-SEM) was used to assess the measurement model in terms of validity and reliability and the structural model in terms of hypotheses testing and strength of relationships between proposed variables. In addition, a multigroup analysis was examined to identify significant differences among groups. Conclusion: The results show that the attitude, which is strongly influenced by perceived usefulness, is the major key determinant affecting potential users’ behavioral intention to adopt ARCL in the future, followed by subjective norms. Furthermore, a strong influence of personal innovativeness on both antecedents of attitude, perceived usefulness and perceived ease of use was identified. Moreover, moderating effects of educational background, knowledge of ARCL and usage of contact lenses were discovered.
4

Synergies of radical paradigms and emerging technologies in knowledge production for transforming the modernist urban design. A focus on artificial intelligence, extended reality and sensor technology

Ingaruca, Melissa January 2019 (has links)
Emerging technologies, such as; Artificial Intelligence, extended reality technologies (MR, AR and VR), and sensor technologies are increasingly used during knowledge production within urban design processes. This thesis shows that the combination of different paradigms underlying experimental initiatives that bring together design and technology can lead to either vicious loops that continue to reinforce the modernist city, or virtuous loops where the interweaving of fundamentally different paradigms of knowledge production with emerging technology possess potential for radical urban transformation.  The key findings of this work include: Sensorial ways of knowing the city can be in synergy with these emerging technologies 1) augmenting our human senses and overcoming spatial-temporal constraints in experiencing ecological change, 2) they can create fully embodied experiences of sidelined or marginalized narratives in urban planning and the future of cities, 3) they open up new space for more collaboration in research design and planning. In the same way, democratization and co-production of knowledge for urban design, can be in synergy with these emerging technologies that; 1) allow for the expansion of collaboration and the integration of multiple sources of knowledge, 2) that promote an open relation with the future by rapid prototyping of alternative scenarios, and that 3) democratize the power over the process of data collection and data analysis all the way to ‘open-sourcing’ the tools themselves.
5

From Pixels to Culture : Gamification and Extended Reality in the Modern Museum

Gkizis Chatziantoniou, Nikolaos January 2023 (has links)
This thesis aims to explore the theory, implementation, and critical aspects of gamification and extended reality employed within the cultural sector. More specifically the impact of gamification and virtualization on the information dissemination by the institutions and what it means for the visitor as well as the challenges that arise with the use of such technologies and potential points of criticism. The role of digitalization of memory institutions will be examined, with a focus on gamification/virtualization from both the museum’s professionals’ experiences and the visitors’ perspectives as well as the utilization of gamification and virtualization for the preservation of cultural heritage. The relevant data will be extracted using semi-structured interviews and conducting a literature study for five modes of virtualization and gamification. The thesis will conclude by summarizing the contribution of gamification and extended reality and highlight the benefits and challenges arising from the implementation of such elements. The main findings showcase that gamification and virtualization are not just generic additions to museum exhibitions, they signify the crossing towards a new type of learning while experiencing culture more critically and shifting the focus not only towards the visitor but also to a new type of visitor.
6

Former à la conception d’expériences de réalité étendue : vers un champ d’études et de pratique en design et médiation de futurs

Filion-Mallette, Ronald 10 1900 (has links)
Ce mémoire porte sur l’enseignement universitaire du design formant à la conception des expériences de la réalité étendue (RE). Il s’agit d’une modalité évolutive de médiation expérientielle qui intègre l’ensemble de celles établies (RA, RV, RM). Nous étudions les potentialités des expériences qui, lorsqu’elles sont actualisées grâce à des technologies prêt-à- porter sur ou en soi, peuvent modifier in situ la réalité perçue pour fluidifier, enrichir, ou enchanter l’existence de l’être humain évoluant à l’intersection de l’actuel-physique et du virtuel- numérique. Dans une perspective prospectiviste révélant la pratique du projet de design comme la conception de ces expériences constitutives de nos futurs préférables, nous abordons la médiation du cadre de la vie quotidienne au prisme expérientiel du modèle ontophanique unifiant de la « réalité multiplis » (Courchesne, 2012). Si le projet, nous amenant à avoir une expérience mémorable et indivisible des multiples plis de notre réalité qui s’enrichit, génère de nouveaux axes de recherche et de création au croisement des disciplines œuvrant à son avancement, il pose aussi des défis croissants aux divers programmes d’études et de pratique qui y préparent – défis pourtant peu abordés au sein des écoles de design. Notre recherche vise à développer l’enseignement universitaire du design formant à la conception des expériences à la fois immersives et nomades de la réalité étendue (RE). À cette fin, nous avons effectué une revue de littérature qui porte sur les principales modalités établies de médiation expérientielle, sur la nomadisation des expériences immersives dans la vie de tous les jours, et sur la méthodologie de la recherche en éducation. Ce chapitre qui constitue la charpente de notre cadre théorique nous conduit à élaborer une stratégie méthodologique mixte organisant la recherche sur le terrain en trois parties. Nous débutons par la réalisation 1) d’une étude de cas visant à mieux comprendre, par la pratique réflexive, la conception de l’expérience immersive et nomade dont nous modélisons le projet. Le modèle est ensuite mis à l’épreuve dans l’enseignement, grâce à 2) une enquête par questionnaire (n = 54), afin d’identifier les principaux défis rencontrés par les étudiants. Ces défis servent à vérifier la pertinence de l’offre de cours dans l’analyse comparative de 3) deux recensements comprenant trente-six programmes d’un système universitaire développé. À la lumière de nos résultats, nous concluons la recherche en introduisant un modèle synthèse inédit qui structure un nouvel axe d’enseignement en design et médiation des futurs. Nous espérons que ce modèle pourra contribuer au développement de l’enseignement universitaire qui forme à la conception des expériences de la réalité étendue (RE) dans les divers champs d’études et de pratique du design. / This thesis focuses on design education aimed at the design practice of extended reality (XR) experiences defined as an evolving modality of experiential mediation which integrates all of those established (AR, VR, MR). We study the potential of these experiences which, when they are actualized using wearable technologies on or in ourselves, can modify in situ our perceived reality to fluidify, enrich, or enchant the existence of the human being evolving at the intersection of the actual-physical and the virtual-digital. From a foresight perspective revealing design practice as the conception of these constitutive experiences of our preferable futures, we approach the mediation of the daily life through the experiential prism of the unifying ontophanic “multifold reality” model (Courchesne, 2012). If the project leading us to have a memorable and indivisible experience of the multiple folds of our extending reality generates new research and creation axes, at the crossroads of disciplines working towards its advancement, it also poses growing challenges to most programs of studies and practice in design – challenges that are not often addressed in design schools. Our research seeks to develop design education that trains to both immersive and nomad extended reality (XR) experiences. To this end, we conducted a review of the literature on the main established modalities of experiential mediation, on the nomadization of immersive experiences in everyday life, and on the research methodology in education. This chapter, which constitutes our theoretical framework, leads us to develop a mixed methods strategy by organizing our research into three parts. We begin by 1) a case study aimed at better understanding, through reflective practice, of the design of immersive and nomad experience, which we model the project. The model is then put to the test in teaching, using a 2) a questionnaire survey (n = 54), to identify the main challenges encountered by the students. These challenges are crossed with the comparative analysis of 3) two lists comprising thirty-six programs of a developed university system, with the aim of verifying the relevance of the course offer. In the light of our results, we conclude the research by introducing a novel synthesis model that structures a new teaching axis in design and futures mediation. We hope that this model can contribute to the development of design education training to extended reality (XR) experiences in the various fields of studies and practice of design.
7

Usability Study for Environment-Aware Avatar Interactions in Augmented Reality (AR)

Sathe, Shreeya January 2023 (has links)
This Ericsson project investigates avatar interactions in Augmented Reality (AR) and allows users to interact with a full-sized 3D avatar that is aware of the user’s local environment. This project aimed to evaluate the system's usability and identify potential use cases where users might want to interact with an avatar. The tests were conducted with the main objectives to find out issues in usability and how factors affect the user experience when interacting with an avatar. The prototype for this was adapted for NReal glasses and the testing method used combined quantitative and qualitative approaches. 21 Ericsson employees tested the application and used augmented reality glasses to interact with the avatar. The participants were not guided and instead asked to interact intuitively with the avatar – some even tried to shake hands or talk to the avatar. The data was collected by transcribing notes from each session, noting observations and the responses to the questionnaire. The results from this usability study helped to understand usability issues such as restrictive avatar movements and lack of facial expressions and distinct features when interacting with the avatar. It also highlighted the problems with the current chosen device which has a restrictive Field of View that obstructed the experience for over 60% of the participants. The future scope of this project would focus on making the user experience more realistic by adding expressions, audio, etc., and allowing users to imagine the potential of interacting through a holographic communication application. Overall, the study provides user insights and analysis that could help to develop this application further and make it more engaging, thus bringing the possibility of holographic communication and avatar interaction closer to reality. / Detta Ericsson-projekt undersöker avatarinteraktioner i Augmented Reality (AR) och låter användare interagera med en 3Davatar i full storlek som är medveten om användarens lokala miljö. Detta projekt syftade till att utvärdera systemets användbarhet och identifiera potentiella användningsfall där användare kanske vill interagera med en avatar. Testerna genomfördes med huvudmålen att ta reda på problem med användbarhet och hur faktorer påverkar användarupplevelsen när man interagerar med en avatar. Prototypen för detta var anpassad för NReal-glasögon och testmetoden använde kombinerade kvantitativa och kvalitativa tillvägagångssätt. 21 Ericsson-anställda testade applikationen och använde augmented reality-glasögon för att interagera med avataren. Deltagarna vägleddes inte utan ombads istället att interagera intuitivt med avataren – några försökte till och med skaka hand eller prata med avataren. Data samlades in genom att transkribera anteckningar från varje session, notera observationer och svaren på frågeformuläret. Resultaten från denna användbarhetsstudie hjälpte till att förstå användbarhetsproblem som restriktiva avatarrörelser och avsaknad av ansiktsuttryck och distinkta egenskaper när man interagerar med avatarn. Den belyste också problemen med den nuvarande valda enheten som har ett begränsat synfält som hindrade upplevelsen för över 60 % av deltagarna. Den framtida omfattningen av detta projekt skulle fokusera på att göra användarupplevelsen mer realistisk genom att lägga till uttryck, ljud etc., och tillåta användare att föreställa sig potentialen i att interagera genom en holografisk kommunikationsapplikation. Sammantaget ger studien användarinsikter och analyser som kan hjälpa till att utveckla denna applikation ytterligare och göra den mer engagerande, och på så sätt föra möjligheten till holografisk kommunikation och avatarinteraktion närmare verkligheten.
8

Exploration Of Codeless In-situ Extended Reality Authoring Environment For Asynchronous Immersive Spatial Instructions

Subramanian Chidambaram (14191622) 29 November 2022 (has links)
<p>Immersive reality technology, such as augmented and virtual reality, has recently become quite prevalent due to innovation in hardware and software, leading to cheaper devices such as Head-mounted displays. There is significant evidence of an improved rate of skill acquisition with immersive reality training. However, the knowledge required to develop content for such immersive media is still relatively high. Subject experts often work together with programmers to create such content. </p> <p><br></p> <p>Our research goal in this thesis can be broadly classified into four distinct but mutually dependent categories. First, we explored the problem of immersive content creation with ProcessAR, an AR-based system to develop 2D/3D content that captures subject matter experts (SMEs) environment-object interactions in situ. The design space for ProcessAR was identified from formative interviews with AR programming experts and SMEs, alongside a comparative design study with SMEs and novice users. To enable smooth workflows, ProcessAR locates and identifies different tools/objects through computer vision within the workspace when the author looks at them. We explored additional features, such as embedding 2D videos with detected objects and user-adaptive triggers. A final user evaluation comparing ProcessAR and a baseline AR authoring environment showed that, according to our qualitative questionnaire, users preferred ProcessAR.</p> <p><br></p> <p>Second, we explored a unified authoring and editing environment, EditAR, that can create content for multiple media, such as AR, VR, and video instructions, based on a single demonstration. EditAR captures the user's interaction within an environment and creates a digital twin, enabling users without programming backgrounds to develop content. We conducted formative interviews with the subject and media experts to design the system. The prototype was developed and reviewed by experts. We also performed a user study comparing traditional video creation with 2D video creation from 3D recordings via a 3D editor, which uses freehand interaction for in-headset editing. Users took five times less time to record instructions and preferred EditAR, giving significantly higher usability scores.</p> <p><br></p> <p>We then explore AnnotateXR, an extended reality (XR) workflow to collect various high fidelity data and auto-annotate it in a single demonstration. AnnotateXR allows users to align virtual models over physical objects, tracked with 6DoF sensors. AnnotateXR utilizes a hand tracking capable XR HMD coupled with 6DoF information and collision detection to enable algorithmic segmentation of different actions in videos through its digital twin. The virtual-physical mapping provides a tight bounding volume to generate semantic segmentation masks for the captured image data. Alongside supporting object and action segmentation, we also support other dimensions of annotation required by modern CV, such as Human-Object, Object-Object, and rich 3D recordings, all with a single demonstration. Our user study shows AnnotateXR produced over 112,000 annotated data points in 67 minutes while maintaining the same performance quality as manual annotations.</p> <p><br></p> <p>Lastly, We conducted two elicitation studies empirically evaluated to determine design guidance for cross-modal devices capable of supporting an immersive interface in VR, allowing for simultaneous interaction with direct hand interaction while allowing for keyboard and mouse input. Recent advances in hand tracking have allowed users to interact with and experience interactions closer and similar to interactions in the physical world. However, these added benefits of natural interaction come at the cost of precision and accuracy offered by legacy input media such as a keyboard/mouse. The results and the guidelines from the two studies were used to develop a prototype called the Immersive Keyboard, which was evaluated against only traditional interface of only the keyboard and mouse. </p> <p><br></p> <p>In this thesis, we have explored a novel extended reality authoring environment that enables users without programming to author asynchronous immersive content in-situ, especially for spatial instructions.</p>
9

Building the Foundations and Experiences of 6G and Beyond Networks: A Confluence of THz Systems, Extended Reality (XR), and AI-Native Semantic Communications

Chaccour, Christina 02 May 2023 (has links)
The emergence of 6G and beyond networks is set to enable a range of novel services such as personalized highly immersive experiences, holographic teleportation, and human-like intelligent robotic applications. Such applications require a set of stringent sensing, communication, control, and intelligence requirements that mandate a leap in the design, analysis, and optimization of today's wireless networks. First, from a wireless communication standpoint, future 6G applications necessitate extreme requirements in terms of bidirectional data rates, near-zero latency, synchronization, and jitter. Concurrently, such services also need a sensing functionality to track, localize, and sense their environment. Owing to its abundant bandwidth, one may naturally resort to terahertz (THz) frequency bands (0.1 − 10 THz) so as to provide significant wireless capacity gains and enable high-resolution environment sensing. Nonetheless, operating a wireless system at the THz band is constrained by a very uncertain channel which brings forth novel challenges. In essence, these channel limitations lead to unreliable intermittent links ergo the short communication range and the high susceptibility to blockage and molecular absorption. Second, given that emerging wireless services are "intelligence-centric", today's communication links must be transformed from a mere bit-pipe into a brain-like reasoning system. Towards this end, one can exploit the concept of semantic communications, a revolutionary paradigm that promises to transform radio nodes into intelligent agents that can extract the underlying meaning (semantics) or significance in a data stream. However, to date, there has been a lack in holistic, fundamental, and scalable frameworks for building next-generation semantic communication networks based on rigorous and well-defined technical foundations. Henceforth, to panoramically develop the fully-fledged theoretical foundations of future 6G applications and guarantee affluent corresponding experiences, this dissertation thoroughly investigates two thrusts. The first thrust focuses on developing the analytical foundations of THz systems with a focus on network design, performance analysis, and system optimization. First, a novel and holistic vision that articulates the unique role of THz in 6G systems is proposed. This vision exposes the solutions and milestones necessary to unleash THz's true potential in next-generation wireless systems. Then, given that extended reality (XR) will be a staple application of 6G systems, a novel risk and tail-based performance analysis is proposed to evaluate the instantaneous performance of THz bands for specific ultimate virtual reality (VR) services. Here, the results showcase that abundant bandwidth and the molecular absorption effect have only a secondary effect on the reliability compared to the availability of line-of-sight. More importantly, the results highlight that average metrics overlook extreme events and tend to provide false positive performance guarantees. To address the identified challenges of THz systems, a risk-oriented learning-based design that exploits reconfigurable intelligent surfaces (RISs) is proposed so as to optimize the instantaneous reliability. Furthermore, the analytical results are extended to investigate the uplink freshness of augmented reality (AR) services. Here, a novel ruin-based performance is conducted that scrutinizes the peak age of information (PAoI) during extreme events. Next, a novel joint sensing, communication, and artificial intelligence (AI) framework is developed to turn every THz communication link failure into a sensing opportunity, with application to digital world experiences with XR. This framework enables the use of the same waveform, spectrum, and hardware for both sensing and communication functionalities. Furthermore, this sensing input is intelligently processed via a novel joint imputation and forecasting system that is designed via non-autoregressive and transformed-based generative AI tools. This joint system enables fine-graining the sensing input to smaller time slots, predicting missing values, and fore- casting sensing and environmental information about future XR user behavior. Then, a novel joint quality of personal experience (QoPE)-centric and sensing-driven optimization is formulated and solved via deep hysteretic multi-agent reinforcement learning tools. Essentially, this dissertation establishes a solid foundation for the future deployment of THz frequencies in next-generation wireless networks through the proposal of a comprehensive set of principles that draw on the theories of tail and risk, joint sensing and communication designs, and novel AI frameworks. By adopting a multi-faceted approach, this work contributes significantly to the understanding and practical implementation of THz technology, paving the way for its integration into a wide range of applications that demand high reliability, resilience, and an immersive user experience. In the second thrust of this dissertation, the very first theoretical foundations of semantic communication and AI-native wireless networks are developed. In particular, a rigorous and holistic vision of an end-to-end semantic communication network that is founded on novel concepts from AI, causal reasoning, transfer learning, and minimum description length theory is proposed. Within this framework, the dissertation demonstrates that moving from data-driven intelligence towards reasoning-driven intelligence requires identifying association (statistical) and causal logic. Additionally, to evaluate the performance of semantic communication networks, novel key performance indicators metrics that include new "reasoning capacity" measures that could go beyond Shannon's bound to capture the imminent convergence of computing and communication resources. Then, a novel contrastive learning framework is proposed so as to disentangle learnable and memoizable patterns in source data and make the data "semantic-ready". Through the development of a rigorous end-to-end semantic communication network founded on novel concepts from communication theory and AI, along with the proposal of novel performance metrics, this dissertation lays a solid foundation for the advancement of reasoning-driven intelligence in the field of wireless communication and paves the way for a wide range of future applications. Ultimately, the various analytical foundations presented in this dissertation will provide key guidelines that guarantee seamless experiences in future 6G applications, enable a successful deployment of THz wireless systems as a versatile band for integrated communication and sensing, and build future AI-native semantic communication networks. / Doctor of Philosophy / To date, the evolution of wireless networks has been driven by a chase for data rates, i.e., higher download or upload speeds. Nonetheless, future 6G applications (the generation succeeding today's fifth generation 5G), such as the metaverse, extended reality (encompassing augmented, mixed, and virtual reality), and fully autonomous robots and vehicles, necessitate a major leap in the design and functionality of a wireless network. Firstly, wireless networks must be able to perform functionalities that go beyond communications, encompassing control, sensing, and localization. Such functionalities enable a wide range of tasks such as remotely controlling a device, or tracking a mobile equipment with high precision. Secondly, wireless networks must be able to deliver experiences (e.g. provide the user a sense of immersion in a virtual world), in contrast to a mere service. To do so, extreme requirements in terms of data rate, latency, reliability, and sensing resolution must be met. Thirdly, intelligence must be native to wireless networks, which means that they must possess cognitive and reasoning abilities that enable them to think, act, and communicate like human beings. In this dissertation, the three aforementioned key enablers of future 6G experiences are examined. Essentially, one of the focuses of this dissertation is the design, analysis, and optimization of wireless networks operating at the so-called terahertz (THz) frequency band. The THz band is a quasi-optical (close to the visible light spectrum) frequency band that can enable wireless networks to potentially provide the extreme speeds needed (in terms of communications) and the high-resolution sensing. However, such frequency bands tend to be very susceptible to obstacles, humidity, and many other weather conditions. Therefore, this dissertation investigates the potential of such bands in meeting the demands of future 6G applications. Furthermore, novel solutions, enablers, and optimization frameworks are investigated to facilitate the successful deployment of this frequency band. To provide wireless networks with their reasoning ability, this dissertation comprehensively investigates the concept of semantic communications. In contrast to today's traditional communication frameworks that convert our data to binary bits (ones and zeros), semantic communication's goal is to enable networks to communicate meaning (semantics). To successfully engineer and deploy such networks, this dissertation proposes a novel suite of communication theoretic tools and key performance indicators. Subsequently, this dissertation proposes and analyzes a set of novel artificial intelligence (AI) tools that enable wireless networks to be equipped with the aforementioned cognitive and reasoning abilities. The outcomes of this dissertation have the potential to transform the way we interact with technology by catalyzing the deployment of holographic societies, revolutionizing the healthcare via remote augmented surgery, and facilitating the deployment of autonomous vehicles for a safer and more efficient transportation system. Additionally, the advancements in wireless networks and artificial intelligence proposed in this dissertation could also have a significant impact on various other industries, such as manufacturing, education, and defense, by enabling more efficient and intelligent systems. Ultimately, the societal impact of this research is far-reaching and could contribute to creating a more connected and advanced world.
10

Fintech in a Changing Market and Immersive Web 3.0 World

Muthui, Musangi 04 1900 (has links)
Fintech and Web 3.0 represent two important constructs for an emerging web experience that is decentralized, social, and immersive. When integrating fintech solutions into digital projects, understanding market performance and impact from shocks can inform decisions around integrations as businesses and creators move towards Web 3.0 and emerging use cases that leverage NFTs, smart contracts, extended reality, and blockchain to deliver value. Additionally, fintech and Web 3.0 create new challenges for established firms where peer-to-peer value exchanges happen in real-time without the need for intermediaries and thus provide greater access to resources for disruptors, small enterprises, and creators. This proposal outlines a mixed methods research study that examines fintech performance and how it has responded to market shocks to answer the research question: What is the level of financial performance for fintech? The study is followed by an examination of how technology can power an immersive, decentralized digital experience that transcends borders and device platforms to answer the research question: What is the relationship between fintech and Web 3.0? The ability of fintech to increase banking inclusion and access to capital would be valuable as a facilitator of transactions between brands and peers (P2P) in a Web 3.0 ecosystem. Hence, understanding fintech performance and its relationship to a decentralized Web 3.0 will inform business leaders, creators, and researchers in identifying new use cases that combine both constructs building a more inclusive global value exchange ecosystem. While there is a growing body of knowledge on fintech, much less has been written about Web 3.0 and even less literature exists on the relationship between the two constructs. / Business Administration/Management Information Systems

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