This document presents research on the effects of virtual reality (VR) and augmented reality (AR) on visitor experiences in museums. The study examines how social presence in mixed reality environments can enhance visitors' overall experiences and intention to revisit attractions. A research model and hypotheses are proposed relating social presence to four realms of experience (education, esthetics, entertainment, escape), overall experience, and intention to revisit. Data was collected from 163 visitors using VR and AR applications at a tin mine museum and analyzed using PLS regression. Measurement scales for the seven constructs were adapted from prior literature.
This document summarizes a study investigating how social media source characteristics influence the usefulness of information for evaluating study destinations. The study conducted interviews with 110 Chinese students across Australia. Results found that trustworthiness was more influential than expertise. Credibility and authentic personal experiences were important. Appearance also mattered, with friendly-looking sources ranked higher. Similarity, such as shared interests, made information more useful. The study provided insights for improving social media marketing strategies to international students. Further research could examine preferences of student segments and importance of message attributes.
The document presents the results of a bibliometric analysis of research publications focusing on the use of data analysis techniques such as data mining, big data, and structural equation modeling in tourism. The analysis found 785 relevant articles published until 2015. Exponential growth in publications fit Price's law of exponential scientific growth. Data mining was the most used technique initially but structural equation modeling and big data use has grown substantially in recent years. The analysis also identified the most prolific authors and journals in the field. The results indicate these data analysis techniques are becoming increasingly important in tourism research.
This document presents a study that analyzed tweets from local residents and visitors in 10 major European destinations to compare their sentiments. It developed an automated sentiment analysis system to classify over 600,000 tweets as positive, negative or neutral. The system found that while both locals and visitors generally expressed positive views, locals' sentiments varied more between destinations and locals had a higher percentage of negative tweets than visitors. The study concluded it is feasible to automatically analyze social media sentiments about destinations in real time to help destination marketing organizations.
This document summarizes research on consumer attitudes toward autonomous, on-demand mobility systems like self-driving taxis. The researchers examined how negative attitudes toward technology and trust in self-driving taxis influence the likelihood of using these services. They found that viewing technology as dehumanizing decreased likelihood of use, while viewing the taxis as reliable, functional and helpful increased likelihood of use. Frequent use of existing taxi and ride-hailing services also predicted greater willingness to use autonomous taxis. The researchers conclude that building trust in autonomous vehicles and addressing concerns about technology reducing human roles are important to gaining acceptance of these new mobility services.
This document discusses a study conducted at a museum that examined how augmented reality can enhance visitors' experiences. Researchers tested an experimental group that used augmented reality features on a mobile app to learn more about museum exhibits, compared to a control group that did not have the augmented reality. Results of questionnaires found that the augmented reality significantly enhanced visitors' education, entertainment, engagement with exhibits, and overall experience at the museum. The researchers conclude that augmented reality has the potential to improve museum visits when used to provide additional educational information about artifacts in an unobtrusive manner.
This document summarizes a research study that analyzed tourist visit behavior at temples in Hong Kong using geotagged photos shared on social media. The researchers extracted geotagged photos from Flickr of four popular temples - Tian Tan Buddha, Wong Tai Sin Temple, Man Mo Temple, and Tin Hau Temple. They used clustering algorithms to identify popular locations and analyzed the metadata of the photos to understand geographical differences in visits, numbers of photos over time, and distributions of visitors' trips. The study found geographical differences in which temples tourists from different countries visited most. It provides tourism managers insights into understanding tourist behaviors that can help with marketing strategies.
1) The document presents research on assessing perceived risk in mobile travel booking. It proposes that risk is multi-faceted and identifies financial, time, physical, psychological, privacy/security, performance, and device risk.
2) It explores antecedents like consumer innovativeness, trust, visibility, and personal information collection and consequences on perceived usefulness, attitudes, and intentions.
3) The study uses a survey to collect data on mobile travel booking experiences and measures risk dimensions. SEM and PLS are used to analyze relationships in the proposed model.
This document discusses Outernet technologies and their applications in tourism. It begins with defining the Outernet as the merging of online and offline worlds where data is accessible anywhere. It then outlines the research aim to develop a conceptual framework to understand the Outernet and its impacts on tourism. The findings are that the Outernet connects the digital and physical worlds through technologies like RFID, QR codes, augmented reality and smart wearables. It discusses how these technologies are used by both tourism suppliers and consumers for functions like information retrieval, booking, payment, navigation and feedback. It concludes by presenting a conceptual framework and discussing managerial implications like focusing on the site experience and connecting the digital and physical worlds through Outernet technologies.
This document summarizes a study investigating how social media source characteristics influence the usefulness of information for evaluating study destinations. The study conducted interviews with 110 Chinese students across Australia. Results found that trustworthiness was more influential than expertise. Credibility and authentic personal experiences were important. Appearance also mattered, with friendly-looking sources ranked higher. Similarity, such as shared interests, made information more useful. The study provided insights for improving social media marketing strategies to international students. Further research could examine preferences of student segments and importance of message attributes.
The document presents the results of a bibliometric analysis of research publications focusing on the use of data analysis techniques such as data mining, big data, and structural equation modeling in tourism. The analysis found 785 relevant articles published until 2015. Exponential growth in publications fit Price's law of exponential scientific growth. Data mining was the most used technique initially but structural equation modeling and big data use has grown substantially in recent years. The analysis also identified the most prolific authors and journals in the field. The results indicate these data analysis techniques are becoming increasingly important in tourism research.
This document presents a study that analyzed tweets from local residents and visitors in 10 major European destinations to compare their sentiments. It developed an automated sentiment analysis system to classify over 600,000 tweets as positive, negative or neutral. The system found that while both locals and visitors generally expressed positive views, locals' sentiments varied more between destinations and locals had a higher percentage of negative tweets than visitors. The study concluded it is feasible to automatically analyze social media sentiments about destinations in real time to help destination marketing organizations.
This document summarizes research on consumer attitudes toward autonomous, on-demand mobility systems like self-driving taxis. The researchers examined how negative attitudes toward technology and trust in self-driving taxis influence the likelihood of using these services. They found that viewing technology as dehumanizing decreased likelihood of use, while viewing the taxis as reliable, functional and helpful increased likelihood of use. Frequent use of existing taxi and ride-hailing services also predicted greater willingness to use autonomous taxis. The researchers conclude that building trust in autonomous vehicles and addressing concerns about technology reducing human roles are important to gaining acceptance of these new mobility services.
This document discusses a study conducted at a museum that examined how augmented reality can enhance visitors' experiences. Researchers tested an experimental group that used augmented reality features on a mobile app to learn more about museum exhibits, compared to a control group that did not have the augmented reality. Results of questionnaires found that the augmented reality significantly enhanced visitors' education, entertainment, engagement with exhibits, and overall experience at the museum. The researchers conclude that augmented reality has the potential to improve museum visits when used to provide additional educational information about artifacts in an unobtrusive manner.
This document summarizes a research study that analyzed tourist visit behavior at temples in Hong Kong using geotagged photos shared on social media. The researchers extracted geotagged photos from Flickr of four popular temples - Tian Tan Buddha, Wong Tai Sin Temple, Man Mo Temple, and Tin Hau Temple. They used clustering algorithms to identify popular locations and analyzed the metadata of the photos to understand geographical differences in visits, numbers of photos over time, and distributions of visitors' trips. The study found geographical differences in which temples tourists from different countries visited most. It provides tourism managers insights into understanding tourist behaviors that can help with marketing strategies.
1) The document presents research on assessing perceived risk in mobile travel booking. It proposes that risk is multi-faceted and identifies financial, time, physical, psychological, privacy/security, performance, and device risk.
2) It explores antecedents like consumer innovativeness, trust, visibility, and personal information collection and consequences on perceived usefulness, attitudes, and intentions.
3) The study uses a survey to collect data on mobile travel booking experiences and measures risk dimensions. SEM and PLS are used to analyze relationships in the proposed model.
This document discusses Outernet technologies and their applications in tourism. It begins with defining the Outernet as the merging of online and offline worlds where data is accessible anywhere. It then outlines the research aim to develop a conceptual framework to understand the Outernet and its impacts on tourism. The findings are that the Outernet connects the digital and physical worlds through technologies like RFID, QR codes, augmented reality and smart wearables. It discusses how these technologies are used by both tourism suppliers and consumers for functions like information retrieval, booking, payment, navigation and feedback. It concludes by presenting a conceptual framework and discussing managerial implications like focusing on the site experience and connecting the digital and physical worlds through Outernet technologies.
The document discusses a study on how smart technology-mediated experiences shape visitors' perceptions of companies through corporate museums. It presents a research model examining how sensory, emotional, cognitive, behavioral and relational experiences in a museum can positively influence the image of the museum and company. The study was conducted at the Handok Museum using a simulation video of smart technologies like NFC. The results found that certain experiences had a positive effect on perceptions, awareness and purchase intention of the company.
This document discusses research on how the tourist gaze is evolving due to digital photography shared on social media during mega events. The researchers analyzed over 200,000 photos from Expo 2015 shared on Instagram to understand what places and attractions were represented and how travelers portrayed themselves. Most photos were of the exposition site itself, especially the iconic "Tree of Life" attraction. While some photos included people, hashtags usually related to the location rather than individuals. The rising trend of online tourist photos is challenging the traditional socially constructed tourist experience.
This document summarizes research on alpine tourists' willingness to engage in virtual co-creation of experiences. The researchers conducted interviews with 26 tourists in an alpine destination. They found that some tourists were open to receiving relevant push notifications, while others preferred pulling information on their own. Tourists varied in the types of private information they would disclose. Some were willing to share disclosed information between stakeholders within the destination, while others were concerned about privacy and potential misuse. The research provides implications for destinations on enhancing virtual co-creation, including adding clear value for information disclosure and ensuring ease of use, relevance, and limited volume of messages.
This document outlines a PhD workshop presentation on understanding how social media shapes destination brand images, particularly in times of crisis. The presentation examines how Paris' brand image was impacted by terrorist attacks in November 2015 through analyzing social media data before, during, and after the attacks. A conceptual model is proposed to understand how influencers, themes, and communication shift over time and across platforms in response to crises. Content analysis and quantitative methods like regression analysis will be used to analyze social media data and test hypotheses about how factors like sentiment, location, gender, and timing of posts relate to brand image formation.
Mobile applications play an important role for business travellers throughout the travel lifecycle. A study of 232 South African business travellers found that mobile applications were most important during trips. Key findings:
1. The most important and frequently used mobile functions were flight booking, status updates, check-in/boarding passes, and loyalty programs.
2. Female travellers and older travellers found mobile applications more important and used them more frequently.
3. Higher educated travellers used applications like travel requirements and email more, while lower educated travellers favored flight details, boarding passes, and discounts.
4. Transactional functions like booking and content like flight statuses were highly valued, suggesting mobiles are distribution
This document discusses tools for the tourism industry to manage data. It proposes the TourinFlux project, which aims to provide tools allowing tourism organizations to: handle internal and web data; generate dashboards; publish dashboards online; and improve territory information online. It also discusses problems with current tools and data handling. It proposes addressing issues like data collection, exchange, and publishing through standards like Tourism Information Systems and the TourInFRANCE standard. Finally, it suggests evolving standards by applying ontologies to ensure interoperability and facilitate knowledge sharing and inference.
This document discusses the implications of quantified travelers and wearable technology for designing tourism systems. It presents the concept of a "sensor society" where wearable devices and mobile technologies allow individuals to quantify and monitor their lives. This "quantified self" movement has proven effective in changing behaviors. The document outlines opportunities for smart tourism destinations to utilize sensor data from travelers to anticipate needs in real-time and create personalized, context-aware experiences. However, it also notes challenges around privacy issues from open data and ensuring systems have dynamic capabilities to analyze large amounts of sensor data.
This document proposes a method to enrich travel guidebooks by aligning them with travel blog entries and archives of answered questions. It involves 3 steps: 1) Classifying content types of guidebook pages, blogs, QA archives. 2) Aligning blogs and QA to guidebooks. 3) Aligning blogs and QA to specific guidebook pages based on content type. Experiments show the proposed method achieves better precision and recall than baselines in aligning social media to guidebooks and guidebook pages.
The document summarizes an eTourism MOOC course offered by Lorenzo Cantoni. It provides details on:
- The course structure including 18 videos that are either theory-oriented or practically-oriented, scripts for each video under a Creative Commons license, quizzes, and discussion activities.
- Participant demographics showing the course reached learners in 142 countries including 1,817 from 51 developing countries.
- Positive feedback was received on the course's corporate social responsibility outreach and its public relations benefits from increased visibility and materials reuse.
- Some participants expressed interest in related paid programs or research as a result of the MOOC.
1) The document examines the channels that tourists use to search for hotel and travel information, including offline channels, online travel agents (OTAs), and social media sites.
2) It finds that international OTAs are the most important channel for searching hotel information, while social media sites are most important for travel information.
3) Web search skills influence which channels tourists use, with more skilled searchers more likely to use OTAs and less likely to use social media or offline channels. The findings provide implications for how hotels and tourism companies target different customer groups online.
This document summarizes Lan Yao's PhD research which examines differences in hospitality experiences across accommodation types. The research questions investigate how travelers describe their accommodation experiences and whether review contents and satisfaction ratings differ by accommodation type. A conceptual framework is presented that views hospitality as a human exchange on a spectrum from private to commercial settings. The methodology involves collecting and coding over 700 accommodation reviews from platforms like Airbnb, Couchsurfing and TripAdvisor to analyze differences in experiences based on factors like reciprocity, shared space, and platform features. Preliminary results indicate experiences differ based on payment, interaction level, accommodation type, and platform characteristics.
This document summarizes a study on the adoption of information and communication technologies (ICT) by community-based tourism (CBT) in Malaysia. It outlines the research design which was a qualitative case study of a Malaysian homestay program. The study found that as internet access expanded, the homestay adopted more digital marketing and saw visitor numbers increase from 4000 to over 7000. While language barriers and the offline nature of the experience remain challenges, ICT has helped the community leverage their cultural practices and connect with more international visitors.
This document presents research on mapping mobile touchpoints in sport events. It discusses how mobile devices have changed consumer behavior and allowed constant engagement with brands. The study aims to identify and map mobile touchpoints in the sport consumption journey, particularly related to football events and smartphone usage by fans. The methodology included interviews with football fans. Results identified touchpoints before, during, and after matches in categories of activities like sensing, linking, performing, organizing, and navigating. The conclusions discuss how mobile enhancement primarily occurs in linking, performing, organizing and navigation activities at different stages of the consumption journey.
This document summarizes research on understanding organizational acceptance of augmented reality (AR) technology at Geevor Tin Mine Museum in Cornwall, UK. Interviews were conducted with 9 internal stakeholders to understand their perceptions of potential benefits and barriers to adopting AR. Stakeholders saw benefits for visitors, such as an enhanced experience, and for the organization, including increased awareness and spending. However, costs, staff training needs, and generational technology readiness were seen as potential barriers. The research highlights factors for organizations to consider when designing and implementing AR applications to provide added value in alignment with existing strategies.
This document discusses using semantic annotations and a multi-channel communication tool to improve the online visibility of hotels. It describes annotating the Kaysers Hotel website with Schema.org to increase search engine visibility and ranking. A tool was also used to automatically distribute relevant content to multiple social media channels. After implementation, the hotel's website traffic increased 20% and time spent on social media marketing decreased 60%. Semantic technologies improved findability and integrated distributed content sources to better promote hotels online.
This document summarizes a research study that examined how different factors of online restaurant reviews on Yelp.com influence the perceived usefulness of reviews. Specifically, it investigated the moderating roles of restaurant type (casual dining vs. fine dining) and reviewer self-image disclosure.
The study developed hypotheses based on the Elaboration Likelihood Model regarding how central review characteristics like length and readability as well as peripheral characteristics like images and self-disclosure impact usefulness. Data was collected on over 2,600 reviews of casual and fine dining restaurants. Statistical analyses were conducted to test the effects of factors on perceived usefulness and whether these effects differed by restaurant type or self-disclosure.
This document discusses research on responsive web design adoption among Destination Marketing Organizations (DMOs). It finds that DMOs with lower budgets and higher web traffic were more likely to adopt responsive web designs. Interviews with DMO website managers found that decisions were influenced by scheduled redesigns, website performance metrics, and supplier advice. The research evaluates the Technology-Organization-Environment framework for understanding DMO website innovation and identifies additional factors like budget reallocation and scheduled innovation. It concludes that website technology adoption is complex and evolutionary.
This document summarizes a study on the role of information and communication technologies (ICT) in tourism education in South African secondary schools. It finds that while ICT is seen as valuable for student learning and teaching, barriers like a lack of resources, teacher skills, and policies limit its integration. The study interviewed 24 tourism teachers and officials across urban, township, and private schools. While some teachers integrated ICT regularly, most faced challenges like technology anxiety, restricted mobile device use, and underutilized tools. Addressing such barriers through training, collaboration, and advocacy could better support ICT's role in tourism education.
This document summarizes a research study that examines how the psychological distance of tourists impacts the usefulness of online travel reviews. Specifically, it investigates whether concrete or abstract review information is more useful for near versus far future tourists based on Construal Level Theory. The study develops hypotheses about the relationships between review usefulness, expectation, and visit intention. It then outlines the research methodology, which involves an experimental survey that collects data from near and far future tourists to test the hypotheses.
This study examined how virtual reality (VR) influences consumer attitudes toward tourism destinations. 202 participants experienced VR walks of Tokyo or Porto using Google Cardboard or Samsung Gear VR. The researchers found that attention allocation during VR significantly impacted feelings of being present in the virtual environment. Higher levels of presence, specifically feelings of departure from the real world and self-location in the virtual one, positively influenced changes in attitudes toward the destinations. However, the type of VR device or prior visitation experience did not impact responses. The researchers concluded VR can effectively shape destination marketing by increasing feelings of presence, but user distractions need to be minimized.
Learning by Design: Bringing Poster Carousels to Life Through Augmented Reali...Parisa Mehran
In recent years, there has been a burgeoning interest in augmented reality (AR) technologies, especially in educational settings to edutain students and engage them in their learning. Poster carousel task is also a popular activity in English language classrooms. This presentation demonstrates the results of the use of an AR application, called Blippar, to augment poster carousel tasks in a blended English course offered at Osaka University. Both quantitative and qualitative data were collected through a usage experience questionnaire, an open-ended feedback form, and observations. The implemented AR application is described, and the overall positive user experience is reported, along with displaying the samples of collaborative student-generated AR work. The rewards and challenges of having students design AR content are also discussed. Moreover, the implications of AR for English language teaching and learning, the pedagogical potentials afforded by this technology, and recommendations for further research are provided.
The document discusses a study on how smart technology-mediated experiences shape visitors' perceptions of companies through corporate museums. It presents a research model examining how sensory, emotional, cognitive, behavioral and relational experiences in a museum can positively influence the image of the museum and company. The study was conducted at the Handok Museum using a simulation video of smart technologies like NFC. The results found that certain experiences had a positive effect on perceptions, awareness and purchase intention of the company.
This document discusses research on how the tourist gaze is evolving due to digital photography shared on social media during mega events. The researchers analyzed over 200,000 photos from Expo 2015 shared on Instagram to understand what places and attractions were represented and how travelers portrayed themselves. Most photos were of the exposition site itself, especially the iconic "Tree of Life" attraction. While some photos included people, hashtags usually related to the location rather than individuals. The rising trend of online tourist photos is challenging the traditional socially constructed tourist experience.
This document summarizes research on alpine tourists' willingness to engage in virtual co-creation of experiences. The researchers conducted interviews with 26 tourists in an alpine destination. They found that some tourists were open to receiving relevant push notifications, while others preferred pulling information on their own. Tourists varied in the types of private information they would disclose. Some were willing to share disclosed information between stakeholders within the destination, while others were concerned about privacy and potential misuse. The research provides implications for destinations on enhancing virtual co-creation, including adding clear value for information disclosure and ensuring ease of use, relevance, and limited volume of messages.
This document outlines a PhD workshop presentation on understanding how social media shapes destination brand images, particularly in times of crisis. The presentation examines how Paris' brand image was impacted by terrorist attacks in November 2015 through analyzing social media data before, during, and after the attacks. A conceptual model is proposed to understand how influencers, themes, and communication shift over time and across platforms in response to crises. Content analysis and quantitative methods like regression analysis will be used to analyze social media data and test hypotheses about how factors like sentiment, location, gender, and timing of posts relate to brand image formation.
Mobile applications play an important role for business travellers throughout the travel lifecycle. A study of 232 South African business travellers found that mobile applications were most important during trips. Key findings:
1. The most important and frequently used mobile functions were flight booking, status updates, check-in/boarding passes, and loyalty programs.
2. Female travellers and older travellers found mobile applications more important and used them more frequently.
3. Higher educated travellers used applications like travel requirements and email more, while lower educated travellers favored flight details, boarding passes, and discounts.
4. Transactional functions like booking and content like flight statuses were highly valued, suggesting mobiles are distribution
This document discusses tools for the tourism industry to manage data. It proposes the TourinFlux project, which aims to provide tools allowing tourism organizations to: handle internal and web data; generate dashboards; publish dashboards online; and improve territory information online. It also discusses problems with current tools and data handling. It proposes addressing issues like data collection, exchange, and publishing through standards like Tourism Information Systems and the TourInFRANCE standard. Finally, it suggests evolving standards by applying ontologies to ensure interoperability and facilitate knowledge sharing and inference.
This document discusses the implications of quantified travelers and wearable technology for designing tourism systems. It presents the concept of a "sensor society" where wearable devices and mobile technologies allow individuals to quantify and monitor their lives. This "quantified self" movement has proven effective in changing behaviors. The document outlines opportunities for smart tourism destinations to utilize sensor data from travelers to anticipate needs in real-time and create personalized, context-aware experiences. However, it also notes challenges around privacy issues from open data and ensuring systems have dynamic capabilities to analyze large amounts of sensor data.
This document proposes a method to enrich travel guidebooks by aligning them with travel blog entries and archives of answered questions. It involves 3 steps: 1) Classifying content types of guidebook pages, blogs, QA archives. 2) Aligning blogs and QA to guidebooks. 3) Aligning blogs and QA to specific guidebook pages based on content type. Experiments show the proposed method achieves better precision and recall than baselines in aligning social media to guidebooks and guidebook pages.
The document summarizes an eTourism MOOC course offered by Lorenzo Cantoni. It provides details on:
- The course structure including 18 videos that are either theory-oriented or practically-oriented, scripts for each video under a Creative Commons license, quizzes, and discussion activities.
- Participant demographics showing the course reached learners in 142 countries including 1,817 from 51 developing countries.
- Positive feedback was received on the course's corporate social responsibility outreach and its public relations benefits from increased visibility and materials reuse.
- Some participants expressed interest in related paid programs or research as a result of the MOOC.
1) The document examines the channels that tourists use to search for hotel and travel information, including offline channels, online travel agents (OTAs), and social media sites.
2) It finds that international OTAs are the most important channel for searching hotel information, while social media sites are most important for travel information.
3) Web search skills influence which channels tourists use, with more skilled searchers more likely to use OTAs and less likely to use social media or offline channels. The findings provide implications for how hotels and tourism companies target different customer groups online.
This document summarizes Lan Yao's PhD research which examines differences in hospitality experiences across accommodation types. The research questions investigate how travelers describe their accommodation experiences and whether review contents and satisfaction ratings differ by accommodation type. A conceptual framework is presented that views hospitality as a human exchange on a spectrum from private to commercial settings. The methodology involves collecting and coding over 700 accommodation reviews from platforms like Airbnb, Couchsurfing and TripAdvisor to analyze differences in experiences based on factors like reciprocity, shared space, and platform features. Preliminary results indicate experiences differ based on payment, interaction level, accommodation type, and platform characteristics.
This document summarizes a study on the adoption of information and communication technologies (ICT) by community-based tourism (CBT) in Malaysia. It outlines the research design which was a qualitative case study of a Malaysian homestay program. The study found that as internet access expanded, the homestay adopted more digital marketing and saw visitor numbers increase from 4000 to over 7000. While language barriers and the offline nature of the experience remain challenges, ICT has helped the community leverage their cultural practices and connect with more international visitors.
This document presents research on mapping mobile touchpoints in sport events. It discusses how mobile devices have changed consumer behavior and allowed constant engagement with brands. The study aims to identify and map mobile touchpoints in the sport consumption journey, particularly related to football events and smartphone usage by fans. The methodology included interviews with football fans. Results identified touchpoints before, during, and after matches in categories of activities like sensing, linking, performing, organizing, and navigating. The conclusions discuss how mobile enhancement primarily occurs in linking, performing, organizing and navigation activities at different stages of the consumption journey.
This document summarizes research on understanding organizational acceptance of augmented reality (AR) technology at Geevor Tin Mine Museum in Cornwall, UK. Interviews were conducted with 9 internal stakeholders to understand their perceptions of potential benefits and barriers to adopting AR. Stakeholders saw benefits for visitors, such as an enhanced experience, and for the organization, including increased awareness and spending. However, costs, staff training needs, and generational technology readiness were seen as potential barriers. The research highlights factors for organizations to consider when designing and implementing AR applications to provide added value in alignment with existing strategies.
This document discusses using semantic annotations and a multi-channel communication tool to improve the online visibility of hotels. It describes annotating the Kaysers Hotel website with Schema.org to increase search engine visibility and ranking. A tool was also used to automatically distribute relevant content to multiple social media channels. After implementation, the hotel's website traffic increased 20% and time spent on social media marketing decreased 60%. Semantic technologies improved findability and integrated distributed content sources to better promote hotels online.
This document summarizes a research study that examined how different factors of online restaurant reviews on Yelp.com influence the perceived usefulness of reviews. Specifically, it investigated the moderating roles of restaurant type (casual dining vs. fine dining) and reviewer self-image disclosure.
The study developed hypotheses based on the Elaboration Likelihood Model regarding how central review characteristics like length and readability as well as peripheral characteristics like images and self-disclosure impact usefulness. Data was collected on over 2,600 reviews of casual and fine dining restaurants. Statistical analyses were conducted to test the effects of factors on perceived usefulness and whether these effects differed by restaurant type or self-disclosure.
This document discusses research on responsive web design adoption among Destination Marketing Organizations (DMOs). It finds that DMOs with lower budgets and higher web traffic were more likely to adopt responsive web designs. Interviews with DMO website managers found that decisions were influenced by scheduled redesigns, website performance metrics, and supplier advice. The research evaluates the Technology-Organization-Environment framework for understanding DMO website innovation and identifies additional factors like budget reallocation and scheduled innovation. It concludes that website technology adoption is complex and evolutionary.
This document summarizes a study on the role of information and communication technologies (ICT) in tourism education in South African secondary schools. It finds that while ICT is seen as valuable for student learning and teaching, barriers like a lack of resources, teacher skills, and policies limit its integration. The study interviewed 24 tourism teachers and officials across urban, township, and private schools. While some teachers integrated ICT regularly, most faced challenges like technology anxiety, restricted mobile device use, and underutilized tools. Addressing such barriers through training, collaboration, and advocacy could better support ICT's role in tourism education.
This document summarizes a research study that examines how the psychological distance of tourists impacts the usefulness of online travel reviews. Specifically, it investigates whether concrete or abstract review information is more useful for near versus far future tourists based on Construal Level Theory. The study develops hypotheses about the relationships between review usefulness, expectation, and visit intention. It then outlines the research methodology, which involves an experimental survey that collects data from near and far future tourists to test the hypotheses.
This study examined how virtual reality (VR) influences consumer attitudes toward tourism destinations. 202 participants experienced VR walks of Tokyo or Porto using Google Cardboard or Samsung Gear VR. The researchers found that attention allocation during VR significantly impacted feelings of being present in the virtual environment. Higher levels of presence, specifically feelings of departure from the real world and self-location in the virtual one, positively influenced changes in attitudes toward the destinations. However, the type of VR device or prior visitation experience did not impact responses. The researchers concluded VR can effectively shape destination marketing by increasing feelings of presence, but user distractions need to be minimized.
Learning by Design: Bringing Poster Carousels to Life Through Augmented Reali...Parisa Mehran
In recent years, there has been a burgeoning interest in augmented reality (AR) technologies, especially in educational settings to edutain students and engage them in their learning. Poster carousel task is also a popular activity in English language classrooms. This presentation demonstrates the results of the use of an AR application, called Blippar, to augment poster carousel tasks in a blended English course offered at Osaka University. Both quantitative and qualitative data were collected through a usage experience questionnaire, an open-ended feedback form, and observations. The implemented AR application is described, and the overall positive user experience is reported, along with displaying the samples of collaborative student-generated AR work. The rewards and challenges of having students design AR content are also discussed. Moreover, the implications of AR for English language teaching and learning, the pedagogical potentials afforded by this technology, and recommendations for further research are provided.
This document summarizes research on the relationship between personality and participation in peer-to-peer (P2P) travel accommodation services like Airbnb. The researchers administered a Big Five personality inventory to 600 Airbnb users and 826 non-users. Using confirmatory factor analysis and multiple-group analysis, they found that Airbnb users scored higher on conscientiousness, extraversion, agreeableness, and openness compared to non-users. This suggests personality traits like sociability and openness to new experiences predict participation in the sharing economy for travel accommodations.
This study measured participants' biophysical reactions (heart rate and electrodermal activity) while viewing a virtual reality tourism experience created by Ticino Tourism. The aims were to understand which elements of the VR experience elicited emotional responses and better memory recall. 23 participants viewed the 5.5 minute VR experience. Results found that heart rate significantly increased during scenes involving train travel through a tunnel and in a hot air balloon. These scenes were also best remembered by participants one month later, suggesting emotionally arousing content supported memory. The study demonstrated that biophysical data can provide insights into how VR experiences impact users.
This document summarizes a study on people's expectations for using wearable computing devices like Google Glass for travel experiences. The study analyzed over 900 tweets discussing potential uses for Glass during travel. It identified five main values for travelers: 1) world exploration, 2) adventure tourism, 3) travel documentation, 4) travel reporting, and 5) positive transformation. Attributes like translation, navigation and first-person views were seen extending travelers' minds and bodies. Real-time sharing could encourage understanding and altruism. The study provides implications for destination management and marketing based on independent travel and first-person narratives.
Presentation Delivered at EDUCASUE ELI 2017
https://events.educause.edu/eli/annual-meeting/2017/agenda/presentation-pair-virtual-reality
Virtual reality is a recognized method for creating highly immersive and pedagogically valuable learning experiences, when appropriately designed. The cost to create and view VR has previously meant that this method of teaching has been limited to those with ample resources. This presentation will outline a number of off-the-shelf technologies that can been used to create and view simple VR experiences. Applications of VR will be presented, including orientation to learning laboratories and virtual fieldwork tours. Based on these scenarios, lessons learned in terms of designing these experiences, educational value, and current technological limitations will be outlined.
Outcomes: Learn about the potential of VR and identify applications within your own context
*Explore some of the ubiquitous tools (software and hardware) that can be used to create VR experiences and understand their limitations
*Explore a model that can be used to design and evaluate the affordances and pedagogical value of educational VR experiences
Grab your attention with AI - Next steps for VR Mu Mu
The document discusses research into using virtual reality (VR) and machine learning to study human attention and improve user experiences. Key areas covered include:
1. Conducting experiments using eye tracking in VR to study patterns of visual attention and gaze.
2. Developing AI-assisted navigation models using recurrent neural networks to recommend destinations in VR environments based on user walking behavior.
3. Integrating trained models into VR experiments to provide implicit and explicit navigation recommendations to participants and compare the impact on experience.
4. Suggesting future work on using VR and AI to detect and treat mental illnesses like social anxiety disorder.
A Primer on Presence, Immersive Storytelling, & Experiential Design - Kent By...Kent Bye
The document summarizes Kent Bye's presentation titled "A Primer on Presence, Immersive Storytelling, & Experiential Design" given at Storycon in Brussels, Belgium in May 2022. The presentation covered several topics including an elemental theory of presence with four types of presence - active, emotional, mental/social, and embodied/environmental. It also discussed immersive storytelling frameworks and experiential design breakdowns. References were provided for concepts around presence, immersive storytelling, predictive coding theory, and embodied cognition.
This document presents a study on the acceptance of virtual reality (VR) technology for travel planning. The study aims to identify key factors that influence users' acceptance of VR for this purpose. It develops a research model based on the Technology Acceptance Model (TAM) and other relevant constructs. An online survey was conducted with 148 VR users who used Google Street View to virtually visit a travel destination. Results of the data analysis show that perceived usefulness, enjoyment, interest in new technologies, and perceived immersion significantly predict users' behavioral intention to use VR for travel planning, while perceived ease of use and other factors did not.
Presented at ALT-C 2017
This 40 minute interactive session will evaluate Virtual Reality (VR) experiences that have been created with increasingly ubiquitous tools by academic staff and learning technologists. In addition, delegates will explore how the VR techniques demonstrated can be applied to their own learning and teaching. Applications in different contexts such as Engineering, archaeological fieldwork, and orientation to new spaces will be discussed.
Augmented reality (AR) enhances real-world environments with digital information through technology like smartphones. The document discusses how AR can be used in tourism to provide additional information to visitors through their devices without needing expensive hardware. It presents a case study of the Dommuseum in Salzburg, Austria, which implemented an AR tour to enhance visitors' experiences. An experiment showed that the AR tour significantly improved visitors' entertainment, education, escapism, engagement, knowledge, emotional connection, and overall experience compared to a control group without AR. Therefore, AR enhances museum visitors' experiences.
Introduction to Optical See-Through HMDs in ARYuta Itoh
This document discusses optical see-through head-mounted displays (OST-HMDs) in augmented reality. It covers the history of OST-HMDs and VR HMDs, challenges with OST-HMDs like field of view and latency, and approaches to improve realism through better visuals, spatial alignment, and temporal synchronization. The document also envisions future applications of OST-HMDs for vision augmentation and enhancement. These could involve analyzing individual eyes, compensating for visual impairments, and even predicting vision to enhance human capabilities.
This document discusses using virtual reality (VR) technology to help facilitate refugees' understanding of Swedish society. The researchers conducted a study where they showed 10 refugee participants 360-degree photos of a Swedish grocery store in VR headsets. Most participants found the immersive VR experience useful for learning about Swedish environments, though some preferred exploring in real life. The researchers conclude that VR has potential as an integration tool if it includes more interactive elements, language capabilities, and content to improve learning and empathy between refugees and host societies.
This document is the PhD dissertation of Elena Marchiori exploring destination reputation in online media. The dissertation aims to identify the key topics and perceived dominant opinions covered about destinations online. It develops a framework to classify online content about destinations according to core dimensions like products/services, society, governance, environment, and performance. It also identifies drivers that influence perception of destination reputation online. An online content analysis methodology is proposed involving literature review, expert interviews, case studies, and user testing. A research model is also presented to examine how message cues, elaboration, and attitude influence perceived reputation. The dissertation seeks to advance understanding of how second-hand experiences shared online shape beliefs and attitudes toward destinations.
This document discusses research into using augmented reality (AR) to enhance the learning experience for school children visiting cultural heritage sites. It presents research on a project using an AR application at a small UK Jewish museum. Focus groups with 19 schoolchildren aged 7-8 found that the AR experience created feelings of enjoyment and excitement. The AR elevated interest in learning by bringing artefacts and stories to life. The research aims to investigate how AR can provide an innovative learning tool and enhance visitor experiences at cultural heritage sites. It analyzes the results through the framework of Kolb's experiential learning cycle. The research provides evidence that AR can re-energize museum visits and encourage return visits, contributing to sustainability.
Lecture 10 from the COMP 4010 course on AR/VR. This final lecture talks about future research directions in AR/VR. Taught on October 30th 2018 at the University of South Australia.
Similar to Effects of virtual reality and augmented reality on visitor experiences in museum (20)
Un viaje a Buenos Aires y sus alrededoresJudy Hochberg
A travelogue of my recent trip to Argentina, most to Buenos Aires, but including excursion to Iguazú waterfalls, Tigre, and Colonia del Sacramento in Uruguay
Prepare for cold weather rafting with proper gear: layering for warmth, insulated headgear, gloves, waterproof footwear, and essential accessories like sunglasses and sunscreen. Prioritize safety with a life jacket and maintain gear for optimal performance. Stay warm, dry, and ready for adventure on the rapids!
How do I plan a Kilimanjaro Climb?
Planning to climb Mount Kilimanjaro is an exciting yet detailed process. Here’s a step-by-step guide to help you prepare for this incredible adventure.
Beyond the mountains, a tour in Nepal reveals a vibrant tapestry of cultural heritage. The Kathmandu Valley, a UNESCO World Heritage Site, boasts an array of ancient temples, stupas, and palaces. Durbar Squares in Kathmandu, Bhaktapur, and Patan are treasure troves of medieval art and architecture.
Nature of the task 1. write a paragraph about your trip to dubai and what ar...solutionaia
1. write a paragraph about your trip to dubai and what are the facts responsible for the heavy rainfall in dubai that caused havec ?
2. mention any five major tourist attaction of dubai
Mathematics: a student a visit her family her father converted Rs. 1,15,000 inr currency for dubai airport theexpedite in the trip is given below
1. Curreny name of India and dubai
2. Conversions amount
3. Total Converted amount
4. cost of food
5. cost of sightseeing
6. cost of shoping
7. cost of saving
Discovering Egypt A Step-by-Step Guide to Planning Your Trip.pptImperial Egypt
Travelling to Egypt is like stepping into a time capsule where the past and present coexist, offering a unique blend of history, culture, and stunning landscapes.
See more: https://imperialegypt.com/tour-packages/
Ibiza, situated in the Balearic Islands, stands out as a destination that encompasses everything: stunning landscapes, hidden gems to explore, a vibrant social scene, rich cultural life, and exceptional gastronomy. Opting for ‘Ibiza Rent A Boat’ to experience an unforgettable vacation on the White Island is certainly worthwhile, prompting a deeper exploration of the unique and fascinating aspects of Ibiza.
bangalore metro routes, stations, timingsnarinav14
Bangalore Metro, also known as Namma Metro, is a rapid transit system serving the city of Bangalore, Karnataka, India. It is the second longest operational metro network in India after the Delhi Metro.
The Ultimate Travel Guide to Hawaii Island Hopping in 2024adventuressabifn
island hopping in Hawaii. This magical place offers a number of experiences, as each island has its own charm. Do you love adventure? Then, hike through volcanoes or kayak along an amazing coastline. If you want relaxation, then Hawaii is perfect because it has the most amazing beaches. In this blog, I will help you make an itinerary for your Hawaii Island Hopping. Every island offers something special. The Big Island offers some of the most perfect volcanoes as well as stargazing. Maui will pamper you with beaches and luxury. Kauai has some of the most lush rainforests with dramatic cliffs, and Oahu can offer a taste of city life and historical significance.
Explore Architectural Wonders and Vibrant Culture With Naples ToursNaples Tours
Discover the historical gems and vivid culture of Naples with our guided tours. From the vivid narrow streets of Spaccanapoli to the ancient ruins of Pompeii, the city offers a mixed bag of adventurous experiences. Book your tickets today https://www.naples.tours/ and experience the best of Naples!
Our excursions in tahiti offer stunning lagoon tours, vibrant marine life encounters, and cultural experiences. We ensure unforgettable adventures amidst breathtaking landscapes and serene waters. For more information, mail us at tracey@uniquetahiti.com.
Golden Gate Bridge: Magnificent Architecture in San Francisco | CIO Women Mag...CIOWomenMagazine
The famous suspension bridge connects the city of San Francisco to Marin County in California. Golden Gate Bridge carries both U.S. Route 101 and California State Route 1 across the strait and is about one mile wide. In this article, we will explore the history and significance that have shaped the iconic monument it is known as today.
You can easily change/correct a name on your flight ticket under the American Airlines name change policy. The airline provides multiple online and offline modes to place a name change request. To learn more about how to change a name on American Airlines ticket, you can directly approach the airline’s customer support. Moreover, you can connect with a flight expert at +1-866-738-0741 for quick assistance.
What Outdoor Adventures Await Young Adults in Montreal's Surrounding NatureSpade & Palacio Tours
Experience Montreal's vibrant culture and thrilling outdoor adventures. From hiking scenic trails at Mont-Saint-Bruno to kayaking the Saint Lawrence River, there's something for every adventurous young adult. Explore street art, camp under the stars, and immerse yourself in nature's beauty just beyond the city's bustling streets.
How To Change Your Name On American Airlines Aadvantage.pptxedqour001namechange
American Airlines permits passengers to change/correct names on their AAdvantage account. Also, you can request a name change both online via a web portal and offline over the phone. For further information on how to change your name on American Airlines Advantage, get in touch with the airline’s customer service. Also, you can reach out to a consolidation desk at +1-866-738-0741 for quick assistance.
How To Change Your Name On American Airlines Aadvantage.pptx
Effects of virtual reality and augmented reality on visitor experiences in museum
1. ENTER 2016 Research Track Slide Number 1
Effects of Virtual Reality and
Augmented Reality on Visitor
Experiences in Museum
a
Timothy Jung, a
M.Claudia Tom Diek, b
Hyunae Lee and b
Namho Chung
a
Manchester Metropolitan University, United Kingdoms
t.jung@mmu.ac.uk / c.tom-dieck@mmu.ac.uk
b
Kyung Hee University, Korea, Republic of.
halee8601@khu.ac.kr/ nhchung@khu.ac.kr
2. ENTER 2016 Research Track Slide Number 2
CONTENT
1. Introduction
2. Theoretical background
3. Research Model
4. Hypotheses Development
5. Analysis & Results
6. Discussion & Conclusion
3. ENTER 2016 Research Track Slide Number 3
VR AR
In order to enhance the visitor’s experience,
many cultural tourism organizations have tried to use AR and VR
(Jung et al., 2015)
However, in tourism research, little attempts have been made to examine the factors
enhancing visitor experience using both AR and VR technologies
Introduction
Providing complete virtual
environment
Providing virtual images that
superimposed on the real
worldview captured from the
camera of device
4. ENTER 2016 Research Track Slide Number 4
Although most studies about social presence have focused on the VR environment,
only limited study focused on the roles of social presence
in the context of AR environment or mixed (VR & AR) environment.
Introduction
Tourists perceive
their experience to be artificial or
mediated
Strongly social presence
occurs
Social
presence
“extent to which other beings (living or synthetic) also exist in the virtual environment”
(Schuemie et al., 2001, p. 184)
Key factor which influences on experience
The role of social presence was previously investigated focusing on the VR environment
and with an increase in importance of VR & AR within the tourism context, tourists are
increasingly immersed in the real and virtual world
Social presence is gaining importance in the tourism context (Lee, 2002)
Kang & Gretzel (2012)
Enhancing user’s social presence in virtual environment is helpful for enhancing user’s experience
5. ENTER 2016 Research Track Slide Number 5
The aims of this study…
To examine whether visitors’ overall experience could be enhanced
by social presence in the mixed (AR & VR) reality and
further inducing intention to revisit actual attraction
Introduction
Social presence in AR &
VR environment
Tourist’s overall
experience
Intention to revisit
actual destination
6. ENTER 2016 Research Track Slide Number 6
presence
“the sense of being in an environments”
(Steuer et al., 1995)
Crucial component for improving performance of medium
by providing users with experience of “being there”
Social presence
Theoretical Background
• Personal presence
• Social presence
• Environmental presence
“the extent to which other being (living
or synthetic) also exist in the virtual
environment”
has been actively investigated in the context
of virtual environment provided by ICT
they have∵
increasingly provided tourists with more
real and immersive virtual environments
(Heeter, 1992)
7. ENTER 2016 Research Track Slide Number 7
Theoretical Background
Experience economy
Paradigm shift
: product or service → enhancing tourist’s experience & making it memorable
A tourist’s life is filled with mixed experiences and have socially and culturally originated
in various sensescapes
ARVR
Enriching a tourists’ experiences by facilitating the interactions
between tourists and destination (Kang & Gretzel, 2012)
8. ENTER 2016 Research Track Slide Number 8
Predominant concepts in experience area
classified staged experience, which is core product of tourism industry, into four realms of
experience economy
Theoretical Background
Experience economy (Pine & Gilmore, 1998)
9. ENTER 2016 Research Track Slide Number 9
Tour
Experience
AR
Education
Education
Experience
VR
Education
AR
Esthetics
Esthetics
Experience
VR
Esthetics
AR
Entertainment
Entertainment
Experience
VR
Entertainment
AR
Escape
Escape
Experience
VR
Escape
Intention to
revisit attraction
H9
AR
Social presence
Social Presence
VR
Social presence
: first order
: second order
H5
H6
H7
H8
H1
H2
H3
H4
Research Model
10. ENTER 2016 Research Track Slide Number 10
Tour
Experience
AR
Education
Education
Experience
VR
Education
AR
Esthetics
Esthetics
Experience
VR
Esthetics
AR
Entertainment
Entertainment
Experience
VR
Entertainment
AR
Escape
Escape
Experience
VR
Escape
Intention to
revisit attraction
H9
AR
Social presence
Social Presence
VR
Social presence
H5
H6
H7
H8
H1
H2
H3
H4
Hypotheses Development
‘staged experience’ into four realms of
experience economy by two spectrums of
participation (passive and active
participation) and connection (absorption
and immersion)
(A)esthetics and escape EXP : immersion
Greater immersion ≒ Greater presence
(Lomard & Ditton (1990)’s definition of
presence (“the perceptual illusion of
non-mediation”) (Kang & Gretzel, 2012)
Social presence was found to influence on
both education and entertainment EXP by
conveying information and enjoyable
experiences (Monk et al., 2002; Skalski, 2004 as cited in
Kang & Gretzel, 2012)
Social presence and
experience economy
11. ENTER 2016 Research Track Slide Number 11
Tour
Experience
AR
Education
Education
Experience
VR
Education
AR
Esthetics
Esthetics
Experience
VR
Esthetics
AR
Entertainment
Entertainment
Experience
VR
Entertainment
AR
Escape
Escape
Experience
VR
Escape
Intention to
revisit attraction
H9
AR
Social presence
Social Presence
VR
Social presence
H5
H6
H7
H8
H1
H2
H3
H4
Hypotheses Development
VR & AR are technologies that
facilitate learning and entertainment (Leue
et al., 2015), offer esthetics (Lee et al., 2015a) and
contribute to the escaping of reality (Jung et
al., 2015)
The four realms of experience
economy are essential components
for developing memorable experiences
Particularly in the tourism context,
staging of educational, entertaining,
esthetic and escaping experiences are
considered important for satisfying
vacations (Morgan et al., 2009)
Experience economy and
overall tour experience
12. ENTER 2016 Research Track Slide Number 12
Tour
Experience
AR
Education
Education
Experience
VR
Education
AR
Esthetics
Esthetics
Experience
VR
Esthetics
AR
Entertainment
Entertainment
Experience
VR
Entertainment
AR
Escape
Escape
Experience
VR
Escape
Intention to
revisit attraction
H9
AR
Social presence
Social Presence
VR
Social presence
H5
H6
H7
H8
H1
H2
H3
H4
Hypotheses Development
The strong effect of experience towards behavioural intentions
has been well proven within previous research (Keng et al., 2007)
According to Hosany and Witham (2010), a well-staged
experience leads to satisfied customers and intentions to re-visit
which is particularly important in the intangible tourism industry
Tour experience and
intention to revisit attraction
13. ENTER 2016 Research Track Slide Number 13
Geevor Tin Mine Museum,
Cornwall
When: 15~16th
of July 2015
Sampling: Convenience Sampling method
A total number of questionnaires : 163
Methods
Geevor AR application
Overlaid text, video, audio, 3D
animation and avatar to further
explain the museum and aspects
of its history
Samsung Galaxy Gear VR
Experience the lift ride down the
mining shaft to re-enact how
miners originally started work
(The actual lift is currently not
accessible to visitors)
unique visitor offering
aim to engage more in latest
technologies to enhance the
visitor’s experience
15. ENTER 2016 Research Track Slide Number 15
Methods
Measurement items were adopted from previous literature
(e.g., Gefen & Straub, 2003; Kim & Tussyadiah, 2013; Oh et al., 2007; Chung et al., 2015)
Seven-point Likert scale (1-strongly disagree, 7-strongly agree)
7 constructs and 43 measurement items: Education (8), Esthetics (6), Entertainment (8),
Escape (8), Social presence (6), Tour experience (3), Intention to revisit attraction (4)
Same questionnaire was used for both VR and AR
a partial least squares (PLS) regression analysis was used. (PLS-Graph Version 3.0.)
[advantages: small sample size, and few assumptions about measurement scale and normal distribution (Ahuja &
Thatcher, 2005)]
16. ENTER 2016 Research Track Slide Number 16
Constructs & Measurement Mean S.D C.R alpha AVE
EDU
VR
I learned something new during VR use
5.95 0.81 0.883 0.823 0.654
The experience made me more knowledgeable
It stimulated my curiosity to learn new things
VR provided a good experience for learning
AR
I learned something new using AR
6.01 0.84 0.930 0.899 0.769
The experience has made me more knowledgeable
It stimulated my curiosity to learn new things
AR provided a good experience for learning
EST
VR
Using VR was very attractive
5.79 0.86 0.848 0.718 0.651VR demo played close attention to detail
Using VR was very pleasant
AR
Using AR was very attractive
5.70 0.99 0.923 0.874 0.799The setting of AR paid close attention to details
Using AR was very pleasant.
ENT
VR
Using VR was amusing
6.10 0.92 0.936 0.903 0.786
Using VR was captivating
Using VR was entertaining
Using VR was fun
AR
Using AR was amusing
5.51 1.09 0.942 0.916 0.802
Using AR was captivating
Using AR was entertaining
Using AR was fun
Analysis & Results
Measurement model 0.7↑0.7↑0.5↑
17. ENTER 2016 Research Track Slide Number 17
Constructs & Measurement Mean S.D C.R alpha AVE
ESC
VR
I felt I played a different character when using VR
4.95 1.29 0.923 0.887 0.749
I felt like I was living in a different time or place
The VR experience let me imagine being someone else
I completely escaped from reality
AR
I felt I played a different character when using AR
3.84 1.46 0.966 0.952 0.876
I felt like I was living in a different time or place.
The AR experience let me imagine being someone else
I completely escaped from reality
SCP
VR
There is a sense of human contact in VR
4.33 1.27 0.946 0.914 0.853There is a sense of sociability in VR
There is a sense of human warmth in VR
AR
There is a sense of human contact in AR
4.73 1.46 0.965 0.945 0.902There is a sense of sociability in AR
There is a sense of human warmth in AR
EXP
Using VR & AR contributed positively to my overall visitor experience.
5.79 0.99 0.959 0.935 0.886Using VR & AR helped me to enjoy my travel.
Using VR & AR assisted me in gaining a meaningful visitor experience.
VST
I will visit Geevor again after experiencing VR & AR
4.55 1.18 0.917 0.881 0.738
I intend to visit Geevor frequently after experiencing VR & AR
I will continue to visit Geevor in the future after experiencing VR & AR
I want to recommend Geevor to others after experiencing VR & AR
Analysis & Results
Measurement model 0.7↑0.7↑0.5↑
19. ENTER 2016 Research Track Slide Number 19
Tour
Experience
R2
=0.701
Intention to
revisit attraction
R2
=0.354
AR
Social presence
Social Presence
VR
Social presence
0.595***
0.870***
0.873***
AR
Education
Education
Experience
R2
=0.304
VR
Education
0.905***
0.935***
AR
Esthetics
Esthetics
Experience
R2
=0.392
VR
Esthetics
0.861***
0.914***
AR
Entertainment
Entertainment
Experience
R2
=0.364
VR
Entertainment
0.892***
0.898***
AR
Escape
Escape
Experience
R2
=0.476
VR
Escape
0.876***
0.913***
+
p<0.1
***
p<0.001
0.552***
0.626***
0.604***
0.690***
0.302***
0.085n.s
0.452***
0.096+
Analysis & Results
= Strong predictor of
4 realms of experience
economy
(similar with Kang & Gretzel,
2012)
Except for (a)esthetic experience, all of
experience economy have significant
influence on visitor experience, which
consequently induce tourists’ intention
to revisit attraction.
-Entertainment experience
= the strongest predictor of tour
experience
-Carry-over effect
(pleasure or arousal evoked from an initial
experience continues in subsequent
experience, Menon & Kahn, 2002)
20. ENTER 2016 Research Track Slide Number 20
Discussion & Conclusion
Theoretical & Practical implications
1. Extension of the territory of social presence research
VR ARVR
Since AR plays an important role of enhancing tourist’s social awareness and experience, it is meaningful to broaden
the research territory of social presence to AR environments
2. The impacts of EXP enhanced by technology on tourist’s overall EXP and intention
EXP enhanced by
technology
Tourist’s overall
EXP
Intention to revisit an
actual destination
21. ENTER 2016 Research Track Slide Number 21
Discussion & Conclusion
Theoretical & Practical implications
3. While VR can be regarded as just a substitute for tourism EXP…
Substitute for tourism EXP
4. For VR and AR developers, tourism institutions and organizations
Useful tools for enhancing
tourist’s EXP
In order to enrich tourists’ EXP and ultimately attract them to revisit destination, it is required
to have more focus on tourists’ social presence and EXP in VR and AR environments.
(ex: high quality of resolution, sound and more authentic VR and AR environments in which tourist can be
fully immersed)
22. ENTER 2016 Research Track Slide Number 22
Discussion & Conclusion
Limitations
1st We conducted experiments with participants who were asked to use both VR and
AR.
∴ It is possible that design and functional differences between VR and AR were
ignored.
→ Although we focused mixed experience of VR and AR, it can be also
meaningful to investigate tourists’ social presence and experience in VR and AR
separately.
2nd Although experience economy of Pine & Gilmore (1998) has been regarded as an
eminent theoretical framework, other factors (e.g. technological, demographical,
perceptional, and so forth) to influence or be influenced by social presence
also should be investigated.
In order to enhance visitor’s experience, many cultural tourism organizations tried to use virtual reality (VR) and augmented reality (AR). VR provides complete virtual environment, whereas AR provides virtual images that superimposed on the real worldview captured from the camera of device. Although both VR and AR have been picked up by tourism practioners and researchers, in tourism research, only small number of studies have been done to investigate the factors enhancing visitor’s experience using them.
Meanwhile, social presence have been focused on the VR environment. Since the less tourists perceive their experience to be artificial or mediated, the more strongly social presence occurs, enhancing user’s social presence in virtual environment is helpful for enhancing user’s experience. However, only limited study focused on the roles of social presence in the context of AR environment or mixed environment.
So, study aims to examine whether visitors’ overall experience could be enhanced by social presence in the mixed environment and, further inducing revisit intention to revisit. Let’s move on to the theoretical background.
Presence is defined as “the sense of being in an environments” and has been regarded as crucial component for improving performance of medium by providing users with experience of being there. Heeter classified presence into three types: personal, social and environmental presence. Among them, social presence is defined as “the extent to which other being (living or synthetic)” and has been actively investigated in the context of virtual environment provided by information communication technology since they have increasingly provided tourists with more real and immersive virtual environments.
The paradigm of tourism business have been shifted from focusing the product or service itself to enhancing tourist’s experience and making it memorable. A tourist’s life is filled with mixed experiences and have socially and culturally originated in various sensescapes. Further, recent numerous technologies such as VR and AR have been found to play important roles of enriching a tourists’ experiences by facilitating interactions between the tourists and the destination.
Pine & Gilmore’s experience economy is one of the most predominant concept in experience area. They classified staged experience, which is core product of tourism industry, into four realms of experience economy. Entertainment, education, esthetic and escape experience. In the interests of time, I will skip the detail explanation of each realm.
Based on the theoretical background, we proposed this research model. This study mainly investigates the impact of social presence on tour experience and intention to revisit destination through VR and AR mixed experience. Social presence and four realms of experience economy were measured by two first order variables of VR and AR.
Pine & Gilmore (1998) classified ‘staged experience’ into four realms of experience economy by two spectrums of participation (passive and active participation) and connection (absorption and immersion. (A)esthetics and escape EXP have feature of immersion, and greater immersion is similar with greater immersion from the perspective of Lomard & Ditton (1990)’s definition of presence (“the perceptual illusion of non-mediation”) (Kang & Gretzel, 2012). Social presence was found to influence on both education and entertainment EXP by conveying information and enjoyable experiences (Monk et al., 2002; Skalski, 2004 as cited in Kang & Gretzel, 2012). Integrating the AR and VR experience in all dimensions, the following hypotheses are proposed.
The four realms of experience are essential components for developing memorable experiences. Particularly in the tourism context, staging of educational, entertaining, esthetic and escaping experiences are considered important for satisfying vacations (Morgan et al., 2009). In addition, VR & AR are technologies that facilitate learning and entertainment (Leue et al., 2015), offer esthetics (Lee et al., 2015a) and contribute to the escaping of reality (Jung et al., 2015).
The data was collected at Geevor Tin Mine Museum which is UNESCO World Heritage Site in Cornwall, UK. Geevor was chosen as an example for its unique visitor offering and its aim to engage more in latest technologies to enhance the visitor’s experience. Participants were asked to try Geevor AR application and Samsung Gear VR application and then complete the questionnaire.
This is sample description.
Measurement items were adopted from previous studies, and a partial least squares regression analysis was used.
As shown in this table, composite reliabilities, cronbach’s alphas and AVEs of each construct satisfied the requirements. Thus, the results established that the items demonstrated reliability and convergent validity.
And, as you can see, this table shows that the square root of the AVE for each construct is greater than the correlations between that construct and other construct. Thus, the discriminant validity of the instrument was established.
The results showed that social presence is strong predictor of 4 realms of experience economy. This result is partially similar with the previous study. Moreover, except for esthetic experience, all of experience economy have significant influence on visitor experience, which consequently induce tourists’ intention to revisit attraction. Especially, entertainment experience was found to be the strongest predictor of tourist experience. This phenomenon can be explained by carry-over effect which means that pleasure or arousal evoked from an initial experience continues in subsequent experience.
Based on these results, the present study provides theoretical and practical implications. One of the theoretical implications is that we extended the territory of social presence research to AR environments. Since AR plays an important role of enhancing tourist’s social awareness and experience as well as historical and geological knowledge, it is meaningful to broaden the research territory of social presence to AR environments. / Moreover, the present study tried to investigate whether individual’s experience enhanced by technologies such as VR and AR can contribute to improving tourist’s overall experience and even inducing intention to revisit tourism destination./
Further, while VR can be regarded as just a substitute for tourism experience, the present study consider both VR and AR as a useful tool for enhancing tourist’s experience which can ultimately induce intention to visit actual destination. /
Finally, the results of the present study provide VR and AR developers, tourism institutions and organizations with practical implications. In order to enrich tourists’ experience and ultimately attract them to revisit destination, it is required to have more focus on tourists’ social presence and experience in VR and AR environments. To be more specific, by offering high quality of resolution or sound, more authentic VR and AR environments in which tourists can be fully immersed should be provided.