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.
Systematic Review And Environmental Scan On Adaptive Technology And OER On St...Tanya Joosten
FEATURED SESSION
Systematic Review And Environmental Scan On Adaptive Technology And OER On Student Success
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Conference Session: Concurrent Session 1
Session Modality: Virtual
Lead Presenter: Tanya Joosten (National Research Center for Distance Education and Technological Advancements (DETA) and the University of Wisconsin-Milwaukee)
Co-presenters: Justin Dellinger (University of Texas at Arlington), Kate Lee-McCarthy (The Online Learning Consortium (OLC))
Track: Research, Evaluation, and Learning Analytics
Location: Zoom Room 1
Session Duration: 45min
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Understanding the acceptance of augmented reality at an organisational level: The case of Geeor Tin Mine Museum
1. ENTER 2016 Research Track Slide Number 1
Understanding the acceptance of
Augmented Reality at an Organisational
level:
The case of Geevor Tin Mine Museum
Ella Cranmer,. Dr. T Jung,. Dr. M tom-Dieck, and Dr. A
Miller
Manchester Metropolitan University, UK
eleanor.e.cranmer@stu.mmu.ac.uk
http://creativear.org/
2. ENTER 2016 Research Track Slide Number 2
Augmented Reality (AR)
• Overlays information in the real environment
• Enhances visitor experience
• Provides richer, more immersive content
But, AR is still not actively and widely used
3. ENTER 2016 Research Track Slide Number 3
AR in Cultural Heritage Tourism
• ‘Info-cultural-tainment’
• Value-added benefits
• Interactive interpretation
• Engaging and educational
• Retains authenticity
Introducing AR does not guarantee positive experiences
4. ENTER 2016 Research Track Slide Number 4
Research focus
• Despite its growing importance, few studies
attempt to understand user satisfaction,
intention to use and adopt AR applications in
tourism
• Even more limited are studies exploring AR
adoption from an organisational perspective
• Understanding organisational perspective
fundamental to the success and longevity of the
adoption of new technologies
5. ENTER 2016 Research Track Slide Number 5
Organisational support
• Attempts fail as stakeholders do not use and
accept it (Mitchell et al., 2012)
• IT usage explained by employee beliefs and
attitudes towards technology
• No organisational support often leads to a
waste of time, money and resources
• Important to understand organisational
characteristics for adoption and acceptance
of new technologies (Thong, 1999)
7. ENTER 2016 Research Track Slide Number 7
Organisational scope
Technology adoption = opportunity or threat
Firm size and scope are strong influencers of
technology adoption
Large Organisations
•More resources
•Economies of scale
•Benefit of ability to take
greater risks
SME Organisations
•Restricted resources
•Limited funding
•Advantage of greater
flexibility toward
change
8. ENTER 2016 Research Track Slide Number 8
Case Study:
Geevor Tin Mine Museum
• UNESCO, multi-award winning attraction in
rural Cornwall
• Council-owned and publically funded
• Small internal stakeholder network
9. ENTER 2016 Research Track Slide Number 9
Methods
• 9 internal stakeholders, in-depth, semi-
structured interviews
• Exploratory study, using non-probability
sampling
• Content analysis
Position Years'
experience
Prior understanding
of AR
Trustee 3 Moderate
Chair of Trustees 2.5 Moderate
Marketing Assistant 3 Low
Learning Development
Officer
8 Moderate
Mine Development
Officer
20 Low
Mine Guide 10 Low
Curator 8 Low
IT Manager 10 High
Mine Manager 11 High
May 2015
11. ENTER 2016 Research Track Slide Number 11
Potential of AR at Geevor
• Bring Geevor into 21st
Century
• Pre, during and post experience
• Alleviate staffing pressure
• Broaden appeal
• Preserve knowledge
“AR would be really amazing…it could take over the job for
the informal visitor we are not accessible to”
12. ENTER 2016 Research Track Slide Number 12
Perceived value of AR
• Tailor information to different levels
• Attract and engage younger audiences
• Positive perception change
• Enhanced experience
• Potential to charge more
“An advantage to encourage people to come in…no one
else has got it”
13. ENTER 2016 Research Track Slide Number 13
Perceived staff benefits
• Fun, engaging, raises morale
• Site advancement
• Helps to educate
• Preserves knowledge
• Access for all
• Alleviates pressure
“The visitor will be looked after a bit better, we don’t have
the staff to do the face-to-face part ”
14. ENTER 2016 Research Track Slide Number 14
Perceived visitor benefits
• Interactivity and gamification
• Enhanced overall experience
• Appeals to wider audiences
• Varied interpretation tools
• Different content levels
• Easier navigation
“A bit more fun as well as being factually educational”
15. ENTER 2016 Research Track Slide Number 15
Perceived organisational
benefits
• Increases awareness of site facilities
• Links experience to café/shop
• Helps prevent veto
• Reduced knowledge gap
• Increases spending
• Social media and sharing
“It would engage just about every customer that we
are looking for”
16. ENTER 2016 Research Track Slide Number 16
Perceived impact of AR
• Continuation of technical innovation
• Improved visitor experience
• Positive overall impact
• Economic benefits
• Competitive advantage
• Sustainability
“It would engage just about every customer that we are
looking for”
17. ENTER 2016 Research Track Slide Number 17
Perceived barriers and
considerations
• Costs
• Staff require educating
• Issues of technical competency
• Generational technology readiness
• Sympathetic implementation essential
• Infrastructural issues
“People need to think it is important, that is the biggest
hurdle really”
18. ENTER 2016 Research Track Slide Number 18
Discussion
• Extends current understanding of considerations and
factors that influence an organisation in adopting new
technologies
• Highlights important factors to consider in the design and
development stages of AR apps
• Ensures practitioners consider implementation issues and
align these with existing strategies to provide added value
• Accentuates the need to further educate stakeholders
about implementation and expected outcomes
19. ENTER 2016 Research Track Slide Number 19
Limitations
• Case study approach is hard to generalise to
other attractions, but can provide context
• Small organisational scope limits the
generalisation of findings for big organisations
with more extensive stakeholder networks
• Limited by solely focusing on internal
stakeholders, a further study of external
stakeholders is suggested
20. ENTER 2016 Research Track Slide Number 20
Future Research
• Conduct interviews with stakeholders throughout
the development and implementation process to
align with organisational strategy
• Extend study to include external stakeholders
• Conduct context specific studies prior to AR
implementation
• Extend study to include other cultural heritage
attractions, compare and contrast
21. ENTER 2016 Research Track Slide Number 21
Any questions?
Contact:
creativearhub.org
@creativearhub
Creative Augmented Realities Hub
eleanor.e.cranmer@stu.mmu.ac.uk
22. ENTER 2016 Research Track Slide Number 22
References
Bharadwaj, P. & Soni, R. (2007). E‐Commerce Usage and Perception of E‐Commerce Issues among Small Firms: Results and Implications from
an Empirical Study. Journal of Small Business Management 45(4): 501‐521.
Chung, N., Han, H. & Joun, Y. (2015) Tourists’ intention to visit destination: Role of augmented reality applications for heritage site.
Computers in Human Behaviour 50: 588‐599.
Cranmer, E. & Jung, T. (2014, May) Augmented Reality (AR): Business models in Urban Cultural Heritage Tourist destinations. Pacific Council
on Hotel, Restaurant and Institutional Education: APacCHRIE, Kuala Lumpur. Manchester: Research Gate.
Davis, F. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS quarterly 13(3): 319‐340.
Fuller, T. (1996). Fulfilling IT needs in small businesses; a recursive learning model. International Small Business Journal 14(4): 25‐44.
Han, D.I, Jung, T. & Gibson, A. (2014). Dublin AR: Implementing Augmented Reality in Tourism. In Z. Xiang, & I. Tussyadiah (Eds.), Information
and Communication Technologies in Tourism 2014 (pp. 511‐523). Vienna, Springer.
Jung, T., Chung, N. & Leue, M. (2015). The determinants of recommendations to use augmented reality technologies: The case of a Korean
theme park. Tourism Management 49(1): 75‐86.
Leue, M., tom Dieck, D. & Jung, T. (2014). A Theoretical Model of Augmented Reality Acceptance. e-Review of Tourism Research 5: 1‐5.
Levy, M., Powell, P. & Yetton, P. (2001). SMEs: aligning IS and the strategic context. Journal of Information Technology 16(3):133‐144.
Lippert, S. K. & Govindarajulu, C. (2015). Technological, organizational, and environmental antecedents to web services adoption.
Communications of the IIMA 6(1): 14.
Oliveira, T. & Martins, M. (2011). Literature review of information technology adoption models at firm level. The Electronic Journal
Information Systems Evaluation 14(1): 110‐121.
Tomatzky, L. & Fleischer, M. (1990). The process of Technology Innovation. Lexington: Lexington Books.
tom Dieck, M.C. & Jung, T. (2015). A theoretical model of mobile augmented reality acceptance in urban heritage tourism. Current Issues in
Tourism 18: 1‐21.
Venkatesh, V., Morris, M., Davis, G. & Davis, F. (2003). User acceptance of information technology: Toward a unified view. MIS quarterly
27(3): 425‐478.
Editor's Notes
Introduce myself
Explain quote
Anything that is adding an extra layer to reality, real world view
Long history, traced to 1950, only recently become widely used term
Driven by increased smartphone ownership
Smaller, cheaper, more powerful
2/3 adults own smartphone, most widely used AR display device
BUT contrary to expectations AR still not widely and actively used by mass market
Focus – CHT
Deloitte: future success of tourism depends on investment into innovative technologies to address changes in visitor experience
Attract attention of modern tourists
Modern tech, rise of internet made T more competitive
AR grown in pop as revolutionised way individuals access info while on the move.
Practical ability to allow tourists to naturally explore surroundings excelled AR to be valuable tool in tourism
Enhances exp, more enjoyable, entertaining, interesting
Dest. Differentiation and competitive advantage
Tech attracts T, availability of apps sole reason some people visit
High quality interpretation can add considerable value to attraction
EG apps ARCHEOGuide, Museum Zoom
Research demonstrates; AR affects users behaviours and interactions.
-visitors stayed longer
-spent longer at each exhibit
-negative impact on interaction among groups and proximity to exhibits
THEREFORE implementation needs careful consideration and planning
Despite potential and large investments;
Many implementations of new technologies fail as internal stakeholder do not use and accept it
Studies look at IT usage explained by internal stakeholders beliefs and attitudes to the technology
Therefore very important to understand org characteristics in adoption of new tech
Lack of org support often leads to waste of time, money and resources … huge implications especially for SMEs
Many models emerged in last 20 years to attempt to understand IT usage and adoption
TAM – Technology acceptance model – user adoption
DOI – Diffusion of Innovation
TOE – Technology, Organisation, Environment Framework
BOTH applied at firm level to understand adoption of new tech such as e-business and e-commerce but not associated with AR
BUT association with AR implementation is minimal.
Also within tourism context which has large interrelated value chains
Few studies attempt to understand user satisfaction, intention to use and accept AR apps in tourism
Scares attempt to understand organisation perspective towards AR implementation
Little research has attempted to understand user satisfaction, intention to use and accept AR apps in tourism
Understanding orgs willingness to adopt innovative techs like AR recognised as fundamental for future success and longevity of Implementations
All orgs have different structures, size, scopes, value networks and influences
Thus big difference between small and large orgs;
Firm size and scope is a powerful influencer for tech adoption
In tourism, many attractions are council owned or publically funded, therefore implementation of new technologies requires full support from the organisation
Small
Limited resources
Limited funding
But more agile toward change
Large
More resources
Economies of scale – bargaining power
But can take bigger risks
Opportunity or threat? Understanding of org important to determine
Tin Mine Museum. On mining site, closed in 1991
Huge part of local identity, heritage
Reopened to preserve and maintain history
Now UNESCO recognised, multi-award winning
BUT publically funded, so seek additional revenue streams.
AR tool to overcome challenges
e.g. modernising site, updating visitor offer, appealing to wider audience, continuing technical legacy
Understanding from org perspective important to ensure successful implementation of AR, development process and also increase longevity and use of AR
-Semi-structured approach allowed freedom to add to and extend questions to gather enriched data
Respondents were most knowledgeable and well – informed people in the organisation
Provided AR info sheet beforehand to ensure all had level and proficient understanding of AR
Table demos levels of understanding
Bring the site to life, advance site, bring into 21st century
Pre, during, post visit – increase visitors and repeat visits
Alleviate staff pressure – Geevor face challenges with low budgets and staffing in summer – so cannot put enough torus on to cater to all customers – therefore AR described as prefect substitute for people, to interpret what they are looking at
Better exp for all, esp those without guide
Educational side large part of offering, AR broaden appeal
Children are visitors of future, vital to engage them now
Visits driven by children's reaction
Multisensory experience – better education
Engage children
Novelty factor
Cater and tailor info to diff levels
Attract, engage and give younger audiences something to do
Also help parents interpret site for kids, so get more form visits
Positive perception change about attraction type, not ‘old dusty museum’
Therefore encourage visitors
Different forms of interpretation, info boards and signage old fashioned
Visitors can return to recall info, and source additional info
Charge more !! Added value, get more from exp
Introduce element of fun
Keep engaged
Raise morale
Demonstrate site advancement
Make job of educating easier by helping explain complex processes – save time
Help interpret for disabled individuals or visitors with learning difficulties
Preserve knowledge – members of staff with first-hand knowledge won't be around forever – identified as key value offering and strength
Ensures authenticity of the exp, ensures strength of Geevor for years to come
Enhance interpretation
Extend appeal
Support staff
Entertain children – happy kids = happy family
Add to, not detract from what is already there
Target site to lots of dif users
Visitors choice if want to use AR
Additional tool
Reduces visitors gap in knowledge – can be shown around by app or in person
Improve efficiency of explaining complicated processes, animations
Total add, not to detract from what is there
AR not for everyone, added bonus
Attract more people, increasing visitor admissions
Reviews and comments on social media would help attract wider audience
People who would not have previously visited
Positive perception change
More things to do
Increase awareness of facilities, encourage to spend more
Linked exp to café or shop
All agreed positive impact
Couldn't not make a difference
Geevor's history, technical innovation been key – continue the legacy
Improve visitor experience
BUT would have to be fully and completely embraced
Need to fully educate staff about potential and added value
Need clear communication
Staff resistance minimised if they were more educated
“may secure their jobs, more money on site = more secure job” – vital in area of deprivation and high unemployment
Highly motivated, enthusiastic and loyal staff
PROBLEMS;
Assumes everyone has mobile phone
Need devices with enough spec, memory to sufficiently run app
Issues with downloading
3G / wifi connectivity
Cannot conflict with anything
Modernise site
Positive support
Need for T orgs to embrace modern techs to remain competitive & attractive to modern T
Need for clear implementation strategy identified
Ensure doesn’t conflict with any other projects
Max benefits realised for visitor and stakeholders
Tech adoption in SMEs without proper planning have low success rate
Need to teach stakeholder expected benefits, outcomes, what implementation would entail
Study extend understanding, what factors influence adoption at org level
Creating new knowledge and highlighting considerations for designing/ implementing AR apps for tourism
AR use and implementation in tourism remains largely underexplored, is yet to be meaningfully implemented
Limitations
Findings based solely on Geevor, can be hard to generalise to other CHT attractions
But they provide context and insight
Small staff base – hard to generalise to big org
Suggested to conduct study specific study prior to AR implementation
Recommended to extend to include external stakeholders to provide more comprehensive and complete overview
Have interviews with internal S throughout process to ensure org goals and strategies maintained