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KeumSil Lee and HyungRyong Lee, Sejong University, Korea
ENTER 2014 Research
Slide Number 1
Sunny Ham, Kachon Track
University, Korea
Agenda
I. Introduction

1.
2.

Significance
Purpose of Study

II. Theoretical Background

1.
2.
3.

Presence
Touristic Experience
Tourist Satisfaction

III. Research Design

1.
2.

Research Model
Hypothesis

IV. Methodology

1.
2.
3.

Sample and Data Collection
Research Instrument
Data Analysis

V. Results

1.
2.
3.

Profiles of Participants
Measurement Models
Structural Model

Ⅵ. Conclusion & Implications

1.
2.

Conclusions and Implications
Limitation and future Research

Q&A
ENTER 2014 Research Track

Slide Number 2
I.

Introduction

1. Significance
1) Smartphone applications to tourism
• A new platform: enhance a tourist‘s interests in cultural heritage sites.
• Redesigning tourism resources into sustainable tourism prouducts.

2) Cultural heritage attractions
• Interpretation media: one obvious application area of the mobile devices[brown
& Chalmers, 2003], especially smartphone based systems.
• Panoramas, videos, interpretation manuscripts, background music, narration,
games, AR-based path finding, and SNS connection services (e.g. Facebook,
Twitter, Kakaotalk).
• Smartphone based cultural heritage applications in Korea
• Korea: Korea Tourism Organization (KTO), 2011
• Cultural experience: an important factor in expansion of the demand of cultural
heritage tourism and enhancing tourist satisfaction [Richards, 2001; Stamboulis
& Skayannis, 2003].
ENTER 2014 Research Track
Slide Number 3
I.

Introduction

1. Significance
3) Augmented Reality
• Technologies that enhance the sense of reality allowing the
coexistence of digital information and real environments [Azuma,
1997].
• Camera & sensors: virtual information (e.g. photos, sounds, videos,
etc.) in way of 3D or 4D directly onto real world [Chia, Kanga and
Wang, 2013].
• Tourists experience both reality and virtual realms.
• Overcome physical constraints existing at heritage sites.

ENTER 2014 Research Track

Slide Number 4
I.

Introduction

1. Significance
4) Presence
• Status of one’s subjective recognition of being in virtual realms beyond
realistic physical spaces.
• Involve psychological and cognitive process.
• Research on presence: Scholars have questioned about which medium
or technology realistically represent physical and social environment as
they are [Lombard & Ditton, 1997; Kim & Biocca, 1997;Schubert at al.,
2001].
• Central to theorizing advanced Human Computer Interfaces (HCI) [Lee,
2004].
• Presence Research: engineering, education, industrial design.
• Object Presence: users feel a subjective experience of virtual objects in
their real environment.
• Social presence: a feeling of being with other people in virtual spaces.
ENTER 2014 Research Track

Slide Number 5
I.

Introduction

Presence has become central to theorizing
advanced HCI. There is a need to research the
impact of presence on tourism.

ENTER 2014 Research Track

Slide Number 6
I.

Introduction

2. Purpose of study
When smartphone applications are applied to
cultural heritage attractions,
To Investigate the relationships between
the presence induced by the use of
smartphone applications, touristic experience,
and tourist satisfaction.

ENTER 2014 Research Track

Slide Number 7
II. Theoretical background

1. Presence
 Presence
• “the status of one’s subjective recognition of being in virtual realms beyond realistic
physical space”(Sheridan, 1992; Witmer and Singer,1998).
• Its definition has been still indefinite(Lee, 2004).

 Previous studies for Presence
[Azuma, 1997]
[Stevens and Jerrams-Smith,
2002]
[Durlach and Slater, 2000]
[Short et al., 1976]

• Object presence
• ‘a subjective experience of virtual objects in their
real environment’
•
•

Social presence
‘a feeling of being with other people in virtual
spaces’

 Presence has become central to theorizing advanced HCI, such as virtual reality
devices, and tourism field as well. There is a need to research the impact of
presence on tourism
ENTER 2014 Research Track

Slide Number 8
II. Theoretical background

2. Touristic Experience
 Experience economy (Pine and Gilmore, 1999)
• 4 realms of experience – entertainment, educational, escapist, and aesthetic
experiences.

 Previous studies for Touristic Experience
[Gretzel and
Jamal, 2009]

• Use of Smartphone
• New dimensions of touristic experience should be
applied.

i-pod tour at national park
Aesthetic experience is not suitable in mobile technology
[Kang and
environment due to its passive characteristics.
Gretzel, 2012]
• Social presence → touristic experience → behavioral
intentions
 Use of mobile devices enhances touristic experiences.
•
•

ENTER 2014 Research Track

Slide Number 9
II. Theoretical background

3. Tourist Satisfaction
 Tourist satisfaction(Oliver, 1997)
• The psychological status induced immediately from consumption experience.

 Previous studies for Tourist satisfaction
[Oh et al., 2007]

• A primary antecedents of purchase-related attitudes.

[Pine and
Gilmore, 1999]

•

Increase the level of customer experience for goods
and services higher

 Tourist satisfaction is affected by touristic experience, which improves
tourists satisfaction level.
ENTER 2014 Research Track

Slide Number 10
III. Research design

1. Research Model
Educational
H1
Object
Presence

H2
H3

Social
Presence

H7

Entertainment

H8

H4
H5

Tourist
Satisfaction

H9

H6
Escape

ENTER 2014 Research Track

Slide Number 11
III. Research design

2. Hyphothesis
H1
H2
H3
H4
H5
H6
H7
H8
H9

Object presence induced by smartphone application will make a positive impact on tourists’
educational experiences
Object presence induced by smartphone application will make a positive impact on tourists’
entertainment experiences
Object presence induced by smartphone application will make a positive impact on tourists’
escape experiences
Social presence induced by smartphone application will make a positive impact on tourists’
educational experiences
Social presence induced by smartphone application will make a positive impact on tourists’
entertainment experiences
Social presence induced by smartphone application will make a positive impact on tourists’
escape experiences
Educational experience offered by smartphone application will make a positive impact on tourist’
satisfaction
Entertainment experience offered by smartphone application will make a positive Impact on tourist’
satisfaction
Escape experience offered by smartphone application will make a positive impact on tourist’
satisfaction
ENTER 2014 Research Track

Slide Number 12
IV. Methodology

1. Sample and Data Collection
Population

• Tourists who had experienced using
smartphone application at cultural
heritage sites

Sample

• Tourists who had experienced using
smartphone application
‘Changdeokgung Palace Story’ at
Changdeok gung in Seoul, Korea

Survey

• Self-administered the questionaire both
paper and online
• Distributed 460 questionnaire,
collected 222 data analyzed

Collection
Period

Figure1 “Changdeokgung Palce Story’

• From April 22 to 13 May 2012
ENTER 2014 Research Track

Slide Number 13
 Changdeokgung Palace Story
 Changdeokgung reflects the history of Josheon Dynasty for about
500 years
 23 state-designated cultural properties
 UNESCO’s World Cultural Heritage in 1997 in Korea.

ENTER 2014 Research Track

Slide Number 14
IV. Methodology

2. Research Instrument
• Tourist’s subjective experience induced by a
• Stevens et al.( 2002),
particular virtual object existing in a tourist’s
Schubert et al.(2001),
Smartphone
environment.
application’s
Kim and Biocca(1997),
• A feeling of being with other human or
presence
Kang and
characters in virtual space when smartphone
Gretzel(2012)
application mediated.
• Emotional phenomenon induced by the
• Pine and
combination of cognitive interaction
Gilmore(1999), Oh et
processes and emotional feeling which
Touristic
al.(2007), Kang and
experiences
results from one’s encountering various
Gretzel(2012), Gretzel
physical and abstract objects or phenomena
and Jamal(2009)
at cultural heritage sites.
• The summary psychological stage arising
• Oliver(1997), Oh et al.
Tourist
immediately on the tourism destination
satisfaction
(2007)
from consumption experience
ENTER 2014 Research Track

Slide Number 15
IV. Methodology

3. Data Analysis
• SPSS 18.0 for Windows
• AMOS 18.0.
• Descriptive analyses
• Reliability test, Exploratory factor analysis, and
confirmatory factor analysis
• Structural Equation Modeling (SEM)

ENTER 2014 Research Track

Slide Number 16
V. Results

1. Profile of participants
N=222
Gender

Age

Education

• Female (60.8%)
• Male(39.2%)
• 20s(88.7%)
• 30s(9.9%)
• Others(1.4%)
• University(86.0%)
• Others(14%)

ENTER 2014 Research Track

Slide Number 17
V. Results

2. Measurement Models: Presence
Factor communa
loading
lity

Object presence

Eigen
value

% of
Cronbach’α
Variance (if deleted)

4.667

Construct Indicators

58.343%

.823

-The smartphone application came to me and created a new world for me, and the
world suddenly disappeared when the smartphone apps ended.

.799

.647

(.821)

-During a tour, I felt I was in the world the smartphone application created.

.809

.702

(.768)

-During a tour, my body was in real world but my mind was inside the world
created by smartphone application

.723

.730

(.739)

-During a tour, the smartphone application generated world was more real for me.

.639

.650

(.773)

-During a tour, I never forgot I was in the middle of smartphone application
generated world.

deleted

Social Presence

1.142

14.281%

.904

-I felt I talked to someone close by me during a tour.

.852

.764

(.883)

-During a tour, I felt I had involved with someone

.853

.786

(.868)

-I felt someone talked to me during a tour.

.820

.733

(.889)

-I felt close to the others during a tour.

.847

.798

(.861)

KMO=.882, Bartlett's Test of Sphericity = 1030.084 (df =28, sig.=.000), Cumulative %= 72.624% , Factor rotation: Varimax

ENTER 2014 Research Track

Slide Number 18
V. Results

2. Measurement Models: Touristic
experience
Communality

Eigen
value

% of Variance

Cronbach’α
(if deleted)

2.223

Factor
loading

Construct Indicators

22.227%

Education
-I learnt a lot during a tour

.838

.732

.806
(.744)

-The experience made me more knowledgeable

.857

.761

(.741)

-It stimulated my curiosity to learn new things

.600

.546

(.785)

-It was a real learning experience
Entertainment

.714

.589

-This activities during a tour were amusing

.856

.831

(.907)

-These activities were captivating
-Activities in this tour were fun
Escape

.912
.911

.876
.891

(.898)
(.863)
.846

-I felt I played a different character here

.845

.718

(.843)

-I felt like I was living in a different time or place

.874

.777

(.768)

-The experience here let me imagine being someone
else
-I completely forgot about my daily routine

.889

.800

(.739)

4.064

1.234

40.637%

12.338%

(.760)
.923

deleted

KMO=.779, Bartlett's Test of Sphericity =1239.531(df= 45, p=.000), Factor rotation: Varimax, Cumulative %= 75.202%

ENTER 2014 Research Track

Slide Number 19
V. Results

2. Measurement Models: CFA
Observe

Std.

S.E.

C.R.a

-The smartphone application came to me and created a new world for me, and
the world suddenly disappeared when the smartphone apps ended

.585

.093

8.452***

-During a tour, I felt I was in the world the smartphone application created

.723

.090

10.633***

.098

12.288***

Fixed

fixed

.061
.061
.059
Fixed

15.316***
16.661***
15.316***
fixed

.100
.099
.106
Fixed

9.765***
9.748***
8.664***
Fixed

.069
.074
Fixed

11.165***
13.14***
Fixed

.065
.056
fixed

16.811***
20.657***
fixed

Object Presence

-During a tour, my body was in real world but my mind was inside the world
.839
created by smartphone application
-During a tour, the smartphone application generated world was more real for
.779
me
Social Presence
-I felt I talked to someone close by me during a tour.
.811
-During a tour, I felt involved with someone of my presence
.851
-I felt someone responded my talk during a tour.
.811
-I perceived someone with me during a tour.
.882
Educational experience
-I learnt a lot during a tour
.758
-The experience made me more knowledgeable
.756
-It stimulated my curiosity to learn new things
.659
-It was a real learning experience
.706
Escape experience
-I felt I played a different character here
.703
-I felt like I was living in a different time or place
.827
-The experience here let me imagine being someone else
.885
Tourist satisfaction
-I am happy with my decision to visit
.851
-My experience here exceeded my exceptions
.961
-Overall I am satisfied with my visit
.861
x2=466.042(df=174, p=.000), normed-x2=2.678, RMR=.057, NFI=.863, TLI=.890, CFI=.909, RMSEA=.080
a.CR(Critical Ratio=z-value) b. CR(Critical Ratio=z-value) c. CCR(Composite Construct Reliability)

ENTER 2014 Research Track

AVEb
.909

CCRc
.975

.941

.984

.958

.989

.925

.973

.978

.992

Slide Number 20
V. Results

3. Summary of Structural Model
Standardized
Path
coefficients

S.E.

C.R.

Assessment

H1: Object presence → Educational

-.097

.092

-.718

rejected

H2: Object presence → Entertainment

-.149

.120

-1.201

rejected

H3: Object presence → Escape

.111

.143

.958

rejected

H4: Social presence → Educational

.234

.069

1.752

rejected

H5: Social presence → Entertainment

.330

.089

2.722**

supported

H6: Social presence → Escape

.434

.107

3.809***

supported

H7: Educational → Tourist Satisfaction

.418

.119

5.193***

supported

H8: Entertainment → Tourist Satisfaction

.522

.071

7.586***

supported

H9: Escape → Tourist Satisfaction

-.044

.037

-.946

rejected

Structural Path

x2=422.330(df=176, p<.001), normed-x2=2.400
NFI=.876, TLI=.908, CFI=.923, RMR=.058, RMSEA=.080

ENTER 2014 Research Track

* p<.05, ** p<.01, *** p<.001

Slide Number 21
V. Results

3. Summary of Structural Model
Supported

Educational
H1
Object
Presence

H2
H3

Social
Presence

H7

Not supported

Entertainment

H8

H4
H5

Tourist
Satisfaction

H9

H6
Escape

ENTER 2014 Research Track

Slide Number 22
VI. Conclusion and Implication

1. Conclusion and implications
1> Social presence has positive effects on entertainment
and escape experiences.
 Correspond with previous study results from Kang & Gretzel(2012).
 Social presence had positively significant effect on escape experience and
on entertainment in the order.

2> However, object presence has no significant effects on
tourist experiences.
 AR technology based on smartphone application hardly affect on touristic
experience such as educational, entertainment, escape.
 As a experimental technique, AR menu based on smartphone application
consider its benefits against cost.

ENTER 2014 Research Track

Slide Number 23
VI. Conclusion and Implication

1. Conclusion and implications
3> Tourist experience through the utilization of
smartphone applications affected tourist satisfaction
positively.
 The effect of entertainment experience on tourist satisfaction was the
greatest, whilst educational experience made a positive effect on tourism
satisfaction.
 A number of entertainment functions (games, puzzle, foot printing, ARbased photo) included in the smartphone app may enhance the
edutainment experience of cultural resources which might be dull and
difficult to deal with otherwise.

ENTER 2014 Research Track

Slide Number 24
VI. Conclusion and Implication

2. Limitation and Future research
Sample obtained by survey instrument is biased on 20s.
1

2

3

•

At that point in time, among the tourists who visited
Changduk palace, young people could utilize a smartphone
application easily. So The sample was limited on 20s.

A need to reflect external variables such as weather and
communication environment of heritage sites that might
affect on other variables of the study.
The study findings may not be generalized to all
smartphone tourism applications and tourists of
smartphone applications.
•

Hope that such limitations could suggest.
ENTER 2014 Research Track

Slide Number 25
Q&A

ENTER 2014 Research Track

Slide Number 26

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The Effects of Presence Induced by Smartphone Applications on Tourism: Application to Cultural Heritage Attractions

  • 1. KeumSil Lee and HyungRyong Lee, Sejong University, Korea ENTER 2014 Research Slide Number 1 Sunny Ham, Kachon Track University, Korea
  • 2. Agenda I. Introduction 1. 2. Significance Purpose of Study II. Theoretical Background 1. 2. 3. Presence Touristic Experience Tourist Satisfaction III. Research Design 1. 2. Research Model Hypothesis IV. Methodology 1. 2. 3. Sample and Data Collection Research Instrument Data Analysis V. Results 1. 2. 3. Profiles of Participants Measurement Models Structural Model Ⅵ. Conclusion & Implications 1. 2. Conclusions and Implications Limitation and future Research Q&A ENTER 2014 Research Track Slide Number 2
  • 3. I. Introduction 1. Significance 1) Smartphone applications to tourism • A new platform: enhance a tourist‘s interests in cultural heritage sites. • Redesigning tourism resources into sustainable tourism prouducts. 2) Cultural heritage attractions • Interpretation media: one obvious application area of the mobile devices[brown & Chalmers, 2003], especially smartphone based systems. • Panoramas, videos, interpretation manuscripts, background music, narration, games, AR-based path finding, and SNS connection services (e.g. Facebook, Twitter, Kakaotalk). • Smartphone based cultural heritage applications in Korea • Korea: Korea Tourism Organization (KTO), 2011 • Cultural experience: an important factor in expansion of the demand of cultural heritage tourism and enhancing tourist satisfaction [Richards, 2001; Stamboulis & Skayannis, 2003]. ENTER 2014 Research Track Slide Number 3
  • 4. I. Introduction 1. Significance 3) Augmented Reality • Technologies that enhance the sense of reality allowing the coexistence of digital information and real environments [Azuma, 1997]. • Camera & sensors: virtual information (e.g. photos, sounds, videos, etc.) in way of 3D or 4D directly onto real world [Chia, Kanga and Wang, 2013]. • Tourists experience both reality and virtual realms. • Overcome physical constraints existing at heritage sites. ENTER 2014 Research Track Slide Number 4
  • 5. I. Introduction 1. Significance 4) Presence • Status of one’s subjective recognition of being in virtual realms beyond realistic physical spaces. • Involve psychological and cognitive process. • Research on presence: Scholars have questioned about which medium or technology realistically represent physical and social environment as they are [Lombard & Ditton, 1997; Kim & Biocca, 1997;Schubert at al., 2001]. • Central to theorizing advanced Human Computer Interfaces (HCI) [Lee, 2004]. • Presence Research: engineering, education, industrial design. • Object Presence: users feel a subjective experience of virtual objects in their real environment. • Social presence: a feeling of being with other people in virtual spaces. ENTER 2014 Research Track Slide Number 5
  • 6. I. Introduction Presence has become central to theorizing advanced HCI. There is a need to research the impact of presence on tourism. ENTER 2014 Research Track Slide Number 6
  • 7. I. Introduction 2. Purpose of study When smartphone applications are applied to cultural heritage attractions, To Investigate the relationships between the presence induced by the use of smartphone applications, touristic experience, and tourist satisfaction. ENTER 2014 Research Track Slide Number 7
  • 8. II. Theoretical background 1. Presence  Presence • “the status of one’s subjective recognition of being in virtual realms beyond realistic physical space”(Sheridan, 1992; Witmer and Singer,1998). • Its definition has been still indefinite(Lee, 2004).  Previous studies for Presence [Azuma, 1997] [Stevens and Jerrams-Smith, 2002] [Durlach and Slater, 2000] [Short et al., 1976] • Object presence • ‘a subjective experience of virtual objects in their real environment’ • • Social presence ‘a feeling of being with other people in virtual spaces’  Presence has become central to theorizing advanced HCI, such as virtual reality devices, and tourism field as well. There is a need to research the impact of presence on tourism ENTER 2014 Research Track Slide Number 8
  • 9. II. Theoretical background 2. Touristic Experience  Experience economy (Pine and Gilmore, 1999) • 4 realms of experience – entertainment, educational, escapist, and aesthetic experiences.  Previous studies for Touristic Experience [Gretzel and Jamal, 2009] • Use of Smartphone • New dimensions of touristic experience should be applied. i-pod tour at national park Aesthetic experience is not suitable in mobile technology [Kang and environment due to its passive characteristics. Gretzel, 2012] • Social presence → touristic experience → behavioral intentions  Use of mobile devices enhances touristic experiences. • • ENTER 2014 Research Track Slide Number 9
  • 10. II. Theoretical background 3. Tourist Satisfaction  Tourist satisfaction(Oliver, 1997) • The psychological status induced immediately from consumption experience.  Previous studies for Tourist satisfaction [Oh et al., 2007] • A primary antecedents of purchase-related attitudes. [Pine and Gilmore, 1999] • Increase the level of customer experience for goods and services higher  Tourist satisfaction is affected by touristic experience, which improves tourists satisfaction level. ENTER 2014 Research Track Slide Number 10
  • 11. III. Research design 1. Research Model Educational H1 Object Presence H2 H3 Social Presence H7 Entertainment H8 H4 H5 Tourist Satisfaction H9 H6 Escape ENTER 2014 Research Track Slide Number 11
  • 12. III. Research design 2. Hyphothesis H1 H2 H3 H4 H5 H6 H7 H8 H9 Object presence induced by smartphone application will make a positive impact on tourists’ educational experiences Object presence induced by smartphone application will make a positive impact on tourists’ entertainment experiences Object presence induced by smartphone application will make a positive impact on tourists’ escape experiences Social presence induced by smartphone application will make a positive impact on tourists’ educational experiences Social presence induced by smartphone application will make a positive impact on tourists’ entertainment experiences Social presence induced by smartphone application will make a positive impact on tourists’ escape experiences Educational experience offered by smartphone application will make a positive impact on tourist’ satisfaction Entertainment experience offered by smartphone application will make a positive Impact on tourist’ satisfaction Escape experience offered by smartphone application will make a positive impact on tourist’ satisfaction ENTER 2014 Research Track Slide Number 12
  • 13. IV. Methodology 1. Sample and Data Collection Population • Tourists who had experienced using smartphone application at cultural heritage sites Sample • Tourists who had experienced using smartphone application ‘Changdeokgung Palace Story’ at Changdeok gung in Seoul, Korea Survey • Self-administered the questionaire both paper and online • Distributed 460 questionnaire, collected 222 data analyzed Collection Period Figure1 “Changdeokgung Palce Story’ • From April 22 to 13 May 2012 ENTER 2014 Research Track Slide Number 13
  • 14.  Changdeokgung Palace Story  Changdeokgung reflects the history of Josheon Dynasty for about 500 years  23 state-designated cultural properties  UNESCO’s World Cultural Heritage in 1997 in Korea. ENTER 2014 Research Track Slide Number 14
  • 15. IV. Methodology 2. Research Instrument • Tourist’s subjective experience induced by a • Stevens et al.( 2002), particular virtual object existing in a tourist’s Schubert et al.(2001), Smartphone environment. application’s Kim and Biocca(1997), • A feeling of being with other human or presence Kang and characters in virtual space when smartphone Gretzel(2012) application mediated. • Emotional phenomenon induced by the • Pine and combination of cognitive interaction Gilmore(1999), Oh et processes and emotional feeling which Touristic al.(2007), Kang and experiences results from one’s encountering various Gretzel(2012), Gretzel physical and abstract objects or phenomena and Jamal(2009) at cultural heritage sites. • The summary psychological stage arising • Oliver(1997), Oh et al. Tourist immediately on the tourism destination satisfaction (2007) from consumption experience ENTER 2014 Research Track Slide Number 15
  • 16. IV. Methodology 3. Data Analysis • SPSS 18.0 for Windows • AMOS 18.0. • Descriptive analyses • Reliability test, Exploratory factor analysis, and confirmatory factor analysis • Structural Equation Modeling (SEM) ENTER 2014 Research Track Slide Number 16
  • 17. V. Results 1. Profile of participants N=222 Gender Age Education • Female (60.8%) • Male(39.2%) • 20s(88.7%) • 30s(9.9%) • Others(1.4%) • University(86.0%) • Others(14%) ENTER 2014 Research Track Slide Number 17
  • 18. V. Results 2. Measurement Models: Presence Factor communa loading lity Object presence Eigen value % of Cronbach’α Variance (if deleted) 4.667 Construct Indicators 58.343% .823 -The smartphone application came to me and created a new world for me, and the world suddenly disappeared when the smartphone apps ended. .799 .647 (.821) -During a tour, I felt I was in the world the smartphone application created. .809 .702 (.768) -During a tour, my body was in real world but my mind was inside the world created by smartphone application .723 .730 (.739) -During a tour, the smartphone application generated world was more real for me. .639 .650 (.773) -During a tour, I never forgot I was in the middle of smartphone application generated world. deleted Social Presence 1.142 14.281% .904 -I felt I talked to someone close by me during a tour. .852 .764 (.883) -During a tour, I felt I had involved with someone .853 .786 (.868) -I felt someone talked to me during a tour. .820 .733 (.889) -I felt close to the others during a tour. .847 .798 (.861) KMO=.882, Bartlett's Test of Sphericity = 1030.084 (df =28, sig.=.000), Cumulative %= 72.624% , Factor rotation: Varimax ENTER 2014 Research Track Slide Number 18
  • 19. V. Results 2. Measurement Models: Touristic experience Communality Eigen value % of Variance Cronbach’α (if deleted) 2.223 Factor loading Construct Indicators 22.227% Education -I learnt a lot during a tour .838 .732 .806 (.744) -The experience made me more knowledgeable .857 .761 (.741) -It stimulated my curiosity to learn new things .600 .546 (.785) -It was a real learning experience Entertainment .714 .589 -This activities during a tour were amusing .856 .831 (.907) -These activities were captivating -Activities in this tour were fun Escape .912 .911 .876 .891 (.898) (.863) .846 -I felt I played a different character here .845 .718 (.843) -I felt like I was living in a different time or place .874 .777 (.768) -The experience here let me imagine being someone else -I completely forgot about my daily routine .889 .800 (.739) 4.064 1.234 40.637% 12.338% (.760) .923 deleted KMO=.779, Bartlett's Test of Sphericity =1239.531(df= 45, p=.000), Factor rotation: Varimax, Cumulative %= 75.202% ENTER 2014 Research Track Slide Number 19
  • 20. V. Results 2. Measurement Models: CFA Observe Std. S.E. C.R.a -The smartphone application came to me and created a new world for me, and the world suddenly disappeared when the smartphone apps ended .585 .093 8.452*** -During a tour, I felt I was in the world the smartphone application created .723 .090 10.633*** .098 12.288*** Fixed fixed .061 .061 .059 Fixed 15.316*** 16.661*** 15.316*** fixed .100 .099 .106 Fixed 9.765*** 9.748*** 8.664*** Fixed .069 .074 Fixed 11.165*** 13.14*** Fixed .065 .056 fixed 16.811*** 20.657*** fixed Object Presence -During a tour, my body was in real world but my mind was inside the world .839 created by smartphone application -During a tour, the smartphone application generated world was more real for .779 me Social Presence -I felt I talked to someone close by me during a tour. .811 -During a tour, I felt involved with someone of my presence .851 -I felt someone responded my talk during a tour. .811 -I perceived someone with me during a tour. .882 Educational experience -I learnt a lot during a tour .758 -The experience made me more knowledgeable .756 -It stimulated my curiosity to learn new things .659 -It was a real learning experience .706 Escape experience -I felt I played a different character here .703 -I felt like I was living in a different time or place .827 -The experience here let me imagine being someone else .885 Tourist satisfaction -I am happy with my decision to visit .851 -My experience here exceeded my exceptions .961 -Overall I am satisfied with my visit .861 x2=466.042(df=174, p=.000), normed-x2=2.678, RMR=.057, NFI=.863, TLI=.890, CFI=.909, RMSEA=.080 a.CR(Critical Ratio=z-value) b. CR(Critical Ratio=z-value) c. CCR(Composite Construct Reliability) ENTER 2014 Research Track AVEb .909 CCRc .975 .941 .984 .958 .989 .925 .973 .978 .992 Slide Number 20
  • 21. V. Results 3. Summary of Structural Model Standardized Path coefficients S.E. C.R. Assessment H1: Object presence → Educational -.097 .092 -.718 rejected H2: Object presence → Entertainment -.149 .120 -1.201 rejected H3: Object presence → Escape .111 .143 .958 rejected H4: Social presence → Educational .234 .069 1.752 rejected H5: Social presence → Entertainment .330 .089 2.722** supported H6: Social presence → Escape .434 .107 3.809*** supported H7: Educational → Tourist Satisfaction .418 .119 5.193*** supported H8: Entertainment → Tourist Satisfaction .522 .071 7.586*** supported H9: Escape → Tourist Satisfaction -.044 .037 -.946 rejected Structural Path x2=422.330(df=176, p<.001), normed-x2=2.400 NFI=.876, TLI=.908, CFI=.923, RMR=.058, RMSEA=.080 ENTER 2014 Research Track * p<.05, ** p<.01, *** p<.001 Slide Number 21
  • 22. V. Results 3. Summary of Structural Model Supported Educational H1 Object Presence H2 H3 Social Presence H7 Not supported Entertainment H8 H4 H5 Tourist Satisfaction H9 H6 Escape ENTER 2014 Research Track Slide Number 22
  • 23. VI. Conclusion and Implication 1. Conclusion and implications 1> Social presence has positive effects on entertainment and escape experiences.  Correspond with previous study results from Kang & Gretzel(2012).  Social presence had positively significant effect on escape experience and on entertainment in the order. 2> However, object presence has no significant effects on tourist experiences.  AR technology based on smartphone application hardly affect on touristic experience such as educational, entertainment, escape.  As a experimental technique, AR menu based on smartphone application consider its benefits against cost. ENTER 2014 Research Track Slide Number 23
  • 24. VI. Conclusion and Implication 1. Conclusion and implications 3> Tourist experience through the utilization of smartphone applications affected tourist satisfaction positively.  The effect of entertainment experience on tourist satisfaction was the greatest, whilst educational experience made a positive effect on tourism satisfaction.  A number of entertainment functions (games, puzzle, foot printing, ARbased photo) included in the smartphone app may enhance the edutainment experience of cultural resources which might be dull and difficult to deal with otherwise. ENTER 2014 Research Track Slide Number 24
  • 25. VI. Conclusion and Implication 2. Limitation and Future research Sample obtained by survey instrument is biased on 20s. 1 2 3 • At that point in time, among the tourists who visited Changduk palace, young people could utilize a smartphone application easily. So The sample was limited on 20s. A need to reflect external variables such as weather and communication environment of heritage sites that might affect on other variables of the study. The study findings may not be generalized to all smartphone tourism applications and tourists of smartphone applications. • Hope that such limitations could suggest. ENTER 2014 Research Track Slide Number 25
  • 26. Q&A ENTER 2014 Research Track Slide Number 26

Editor's Notes

  1. The agenda of our study is about what interactivity between the presence which induced by smartphone application and tourists experiences and how this interactivity affected on tourist’s satisfaction.
  2. 1) In Korea, the focus of applying digital devices to tourism while experiencing cultural heritage attractions has been an expansion of the services
  3. 1) In Korea, the focus of applying digital devices to tourism while experiencing cultural heritage attractions has been an expansion of the services
  4. 1) In Korea, the focus of applying digital devices to tourism while experiencing cultural heritage attractions has been an expansion of the services
  5. 1) In Korea, the focus of applying digital devices to tourism while experiencing cultural heritage attractions has been an expansion of the services being provided.
  6. 1) In Korea, the focus of applying digital devices to tourism while experiencing cultural heritage attractions has been an expansion of the services being provided.
  7. A virtual environment is formed by virtual reality technologies(Sheridan, 1992). A one‘s subjective experience of the feeling of beloning to certain places or environments where he/she physically is not(Witmer and Singer, 1998)
  8. A virtual environment is formed by virtual reality technologies(Sheridan, 1992). A one‘s subjective experience of the feeling of beloning to certain places or environments where he/she physically is not(Witmer and Singer, 1998)
  9. A virtual environment is formed by virtual reality technologies(Sheridan, 1992). A one‘s subjective experience of the feeling of beloning to certain places or environments where he/she physically is not(Witmer and Singer, 1998)
  10. Analyzed by using SPSS 18.0 for Windows and AMOS 18.0. Performed Descriptive analyses on the all variables in the survey. Conducted Reliability test, Exploratory factor analysis, and confirmatory factor analysis for the validity and reliability of the constructs. Structural Equation Modeling (SEM) was done to test the hypotheses of the proposed research model.
  11. The palace reflects the history of Josheon Dynasty for about 500 years including 23 state-designated cultural properties and was designated as UNESCO’s World Cultural Heritage in 1997 in Korea.