Background on HP (Hewlett-Packard)
Virtual reality and augmented reality have seen a dramatic rise in popularity in recent times, including the applications catalyzed by this covid-19 pandemic because of several restrictions of social distancing. Virtual reality and augmented reality are being adopted by most industries such as entertainment, hospitals, video games, real estate, education, manufacturing, and retail (Lemley and Volokh 2017). The adoption of virtual reality and augmented reality in various sectors provides users with enhanced and advanced remote experiences.
The chosen company for this research study is HP (Hewlett-Packard). HP is an American manufacturing company of computer service and software, founded in 1939 by engineers Bill Hewlett and Dave Packard. The organization split in 2015 into two separate companies: Hewlett Packard Enterprise and HP Inc. The organization has established its reputation as the maker of sophisticated instrumentation. However, the company was facing some problems with their customer service.
HP Inc. Vison. Create technology that makes life better for everyone everywhere.
HP Inc. Mission. Engineer experiences that amaze.
This study aims to research the adoption of virtual reality and augmented reality technology in the organization HP.
The objectives of this research study will be:
- To focus on the critical variables related to the adoption of virtual reality and augmented reality in HP.
- To identify the uses of virtual reality and augmented reality in the organization.
- To analyse the benefits of the adoption of virtual reality and augmented reality in HP.
- What are the key benefits of virtual reality and augmented reality in HP?
- How the virtual reality and augmented reality are being used in HP?
- How are virtual reality and augmented reality providing the advanced experience to HP?
HP is facing several issues with their spending of R&D and increased time of product development. These issues have increased the cost of the research and development and also increased the timing of product development. Issues with the research and development in HP has also led to technical staffing shortage, inflation, gaining infrastructure, customer service issue, economic disruption, sociological issues and global competition. HP is facing huge customer loss as the customers are becoming less interested in purchasing their products and services. HP is looking forward to adopt VR and AR technology in their organization for resolving the issues with spending of R&D and timing of product development. Therefore, this research in conducted for analysing all the issues in details and suggesting the best way for adopting new technologies in HP.
The host of disruptive and emerging technologies are advancing and accelerating the digitization of the conventional business models. This is also creating multiple opportunities for delivering engaging experiences, making life better everywhere for everyone. To achieve operational efficiencies, gain competitive advantages, and boost productivity, leading companies like HP have adopted digital technologies such as virtual reality and augmented reality. The digital transformation in HP is yielding more than their operational efficiencies. This has also evolved into the efficient go-to method to reinvent and disrupt the organizational process. The technology has created and delivered the services and products for providing the stakeholders with engaging, differentiated and seamless experiences (Rau et al. 2018). After adopting virtual reality and augmented reality in HP, the organization has seen measurable and significant results while gaining strategic benefits.
While many people in this world are associated with gaming, augmented reality and virtual reality can collaborate among the employees and improve customer engagement through a memorable and immersive experience. With virtual reality, the users have become part of the 3D computer-generated environment (Farshid et al. 2018). Augmented reality has also incorporated digital sensory inputs such as touch feedback, sounds, sites and scents into the existing reality for making the technology richer and more meaningful. Virtual reality and augmented reality in HP have transformed the business operations of HP, including how the meetings are held or how the services and products are being created and sold. Virtual reality in HP has enabled remote workers for meeting the requirements seamlessly.
Objectives of the Research Study
With the implementation of virtual and augmented reality in HP, the organization has become able to create the 3D demo of their product, which can translate to the demo of the product easily for the customers at their home, in-store and at tradeshows. HP has become a socially integrated brand initiative with advances in virtual reality and augmented reality technology. HP in their organization has also designed the multi-core for improving the performance of some software products of their company. HP has taken the elements to an advanced level in the organization by producing the computer-generated simulation of the alternate solution. The immersive simulations have created a place for the future using vital equipment like sensors, gloves, headsets and computers (Steffen et al. 2019). However, the clock frequency and performance of the technology will vary depending on the workload of all the applications and the software and hardware configuration. The 3D content will be required for the 3D performance, and the users should be wearing the 3D glasses to track their activities. Integrating both technologies has provided the organization with the natural world and virtual setting. With augmented reality, HP has become able to control its presence in the real world, where their system controls the virtual reality in HP.
The landscape of virtual reality in HP evolved to keep pace with how people interact with the world and the technology for staying connected. Body language and facial expression are very significant for communication. The new immersive tools will be needed for better remote collaboration in the development and design workflows. The HP Omnicet SDK and HP Reverb G2 Omnicept Edition are designed for curating the personal and human experiences with the technology (Islam, Desa and Quarles 2021). The HP Omnicept solution is effectively transforming the developers in driving change as well as increasing the efficiency in HP by adding more data for the more insightful evaluation and analysis.
Virtual reality and augmented reality in HP have provided personalized experiences based on actionable insights and analytics, which also increased the retention rates to learning and training and improved well-being. The integrated SDK in HP, which is powered by advanced machine learning technology, has interpreted the data and allowed the developers to create a user-centric virtual reality experience (Scott and Sims 2020). This has also provided actionable insights into how the end-users are engaging and responding during their experience. With the end-to-end platform, HP’s experiences built by the developers and the product designers to wellness, research, design and training have become data-driven, which helped the users adapt the real-time experience through subjective feedback and objective metrics.
The primary difference between virtual reality and augmented reality technology in HP is the contrast between full and partial immersion. The virtual reality in HP has offered total immersion in the artificial environment, while augmented reality has overlayed the visual with real-world experience. Augmented reality in HP is the more straightforward approach, and it depends on the system complexity. The typical applications of augmented reality in HP have spread because of the increase of laptop and smartphone technology (Pavlovic 2019). However, the potential use of augmented reality technology is pervasive. In HP, virtual reality technology reality differs from augmented reality technology. Both the technologies in HP have created the prototypes and designs, which helped the employees of the organization make the adjustments before developing any physical product and manage the workflows with the reviews, experiences in virtual reality, and impressive collaboration.
Integration of Virtual Reality and Augmented Reality in HP
In this research study, positivism research philosophy will be used. This research philosophy will help in understanding the social world objective, which will also help identify the value of the research and work independently. This philosophy will emphasize the engaging approach in the research setting, where the variables of the research can be properly controlled and manipulated.
In this research study, the deductive research approach will be used as this will be associated with scientific research. This approach will help read and research the existing theories related to the study. This approach will help focus on the general level of the research analyze the data based on which the research hypotheses can be evaluated.
In this research, qualitative and quantitative methods will be used. For the qualitative method, secondary data will be used for collecting the data from the previous studies. In this quantitative method, the primary data will be used, which will be collected from the survey. The qualitative data will help in conducting the literature review. The quantitative data will help evaluate the findings of the research study (Bryman 2017).
A descriptive research design will be used in this study. This design will help obtain the information related to the study systematically, which will help describe the situation, population, and situation.
For collecting the data, a survey will be conducted. Fifty people will be chosen for the survey, and a questionnaire will be developed, which will be sent to the selected participants through their email addresses. In this case, the random sampling method will be used, where the participants will be chosen randomly with any bias. They will be informed prior to conducting the survey, and their consent will be taken.
In this research, the research plan has been developed using the MS Project, where the activities of the dissertation work will be identified, and the milestone will also be established so that this can be easy to complete the task following the milestone set in the timeline. The activities in this timeline will be set as per the required dates given by the tutor, which will help in completing the task in parts. All the stages of the research project will be mentioned in this timeline. Following the timeline, the after works related to the research study will be conducted, and the progress will be monitored.
Task Name |
Duration |
Start |
Finish |
Research proposal |
112 days |
Fri 07/01/22 |
Fri 10/06/22 |
Coursework |
32 days |
Fri 07/01/22 |
Mon 21/02/22 |
Conducting 4 sessions |
15 days |
Fri 07/01/22 |
Thu 27/01/22 |
Submission of research proposal |
7 days |
Fri 28/01/22 |
Mon 07/02/22 |
Submission of assignment to supervisor |
10 days |
Tue 08/02/22 |
Mon 21/02/22 |
M1: Completion of assignment to supervisor |
0 days |
Mon 21/02/22 |
Mon 21/02/22 |
Dissertation start |
5 days |
Tue 22/02/22 |
Mon 28/02/22 |
Writing introduction |
2 days |
Tue 22/02/22 |
Wed 23/02/22 |
Submitting chapter 1 |
3 days |
Thu 24/02/22 |
Mon 28/02/22 |
Literature Review |
15 days |
Tue 01/03/22 |
Sun 20/03/22 |
Undertaking literature review |
10 days |
Tue 01/03/22 |
Mon 14/03/22 |
Submitting chapter2 |
5 days |
Tue 15/03/22 |
Sun 20/03/22 |
M2: Completion of dissertation meeting 1 |
0 days |
Sun 20/03/22 |
Sun 20/03/22 |
Research Methodology |
9 days |
Tue 29/03/22 |
Mon 11/04/22 |
Finalizing research design |
3 days |
Tue 29/03/22 |
Thu 31/03/22 |
Submitting chapter 3 |
3 days |
Fri 01/04/22 |
Tue 05/04/22 |
Designing questionnaire |
3 days |
Wed 06/04/22 |
Fri 08/04/22 |
M3: Completion of dissertation meeting 2 |
0 days |
Mon 11/04/22 |
Mon 11/04/22 |
Data Collection |
15 days |
Mon 11/04/22 |
Sun 01/05/22 |
Ethics clearance |
2 days |
Mon 11/04/22 |
Tue 12/04/22 |
Start data collection |
2 days |
Wed 13/04/22 |
Thu 14/04/22 |
Chapter 4 submission |
12 days |
Fri 15/04/22 |
Sun 01/05/22 |
Analysis and Findings |
2 days |
Mon 02/05/22 |
Tue 03/05/22 |
Analysis of data |
2 days |
Mon 02/05/22 |
Tue 03/05/22 |
Conclusion and recommendation |
2 days |
Wed 04/05/22 |
Thu 05/05/22 |
Chapter5 submission |
8 days |
Fri 06/05/22 |
Tue 17/05/22 |
M4: Completion of the dissertation meeting 3 |
0 days |
Wed 18/05/22 |
Wed 18/05/22 |
First draft submission for review |
6 days |
Fri 20/05/22 |
Fri 27/05/22 |
First draft after dissertation submission approval |
10 days |
Mon 30/05/22 |
Fri 10/06/22 |
M5: Completion of dissertation |
0 days |
Fri 10/06/22 |
Fri 10/06/22 |
References
Bryman, A., 2017. Quantitative and qualitative research: further reflections on their integration. In Mixing methods: Qualitative and quantitative research (pp. 57-78). Routledge.
Farshid, M., Paschen, J., Eriksson, T. and Kietzmann, J., 2018. Go boldly!: Explore augmented reality (AR), virtual reality (VR), and mixed reality (MR) for business. Business Horizons, 61(5), pp.657-663.
Islam, R., Desai, K. and Quarles, J., 2021, October. Cybersickness Prediction from Integrated HMD’s Sensors: A Multimodal Deep Fusion Approach using Eye-tracking and Head-tracking Data. In 2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) (pp. 31-40). IEEE.
Lemley, M.A. and Volokh, E., 2017. Law, virtual reality, and augmented reality. U. Pa. L. Rev., 166, p.1051.
Pavlovic, D., 2019. The Many Immersive Experiences of AR and VR | HP® Tech Takes. [online] Hp.com. Available at: <https://www.hp.com/us-en/shop/tech-takes/immersive-ar-and-vr-experiences> [Accessed 24 January 2022].
Rau, P.L.P., Zheng, J., Guo, Z. and Li, J., 2018. Speed reading on virtual reality and augmented reality. Computers & Education, 125, pp.240-245.
Scott, J.A. and Sims, M., 2020, December. Acceleration of Therapeutic Use of Brain Computer Interfaces by Development for Gaming. In International Conference on Intelligent Technologies for Interactive Entertainment (pp. 267-281). Springer, Cham.
Steffen, J.H., Gaskin, J.E., Meservy, T.O., Jenkins, J.L. and Wolman, I., 2019. Framework of affordances for virtual reality and augmented reality. Journal of Management Information Systems, 36(3), pp.683-729.