2,100 research outputs found

    Virtual Reality Experience In Indonesian Tourism

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    The shift in the pattern of the tourism industry is inseparable from technological developments. In recent times, a concept known as virtual reality has developed in the tourism sector. The purpose of this study is to determine the antecedents of tourist experience satisfaction, which in turn will shape tourist attitudes. The author explores further the relationship of each variable studied using the Stimulus Organism Response (SOR) framework. The method used in this research is experimental. Respondents were determined as many as 100 people with certain requirements. The data that has been collected is processed using SEM-PLS software. The results of the study stated that all the hypotheses tested were positive, but not all were significant. The author finds that tourist interactions with tourist destinations carried out in the realm of virtual reality are not sufficient to provide significant satisfaction. Another finding in this study shows that the experience satisfaction felt by tourists does not always encourage tourists' attitudes to visit tourist destinations

    Personalization in cultural heritage: the road travelled and the one ahead

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    Over the last 20 years, cultural heritage has been a favored domain for personalization research. For years, researchers have experimented with the cutting edge technology of the day; now, with the convergence of internet and wireless technology, and the increasing adoption of the Web as a platform for the publication of information, the visitor is able to exploit cultural heritage material before, during and after the visit, having different goals and requirements in each phase. However, cultural heritage sites have a huge amount of information to present, which must be filtered and personalized in order to enable the individual user to easily access it. Personalization of cultural heritage information requires a system that is able to model the user (e.g., interest, knowledge and other personal characteristics), as well as contextual aspects, select the most appropriate content, and deliver it in the most suitable way. It should be noted that achieving this result is extremely challenging in the case of first-time users, such as tourists who visit a cultural heritage site for the first time (and maybe the only time in their life). In addition, as tourism is a social activity, adapting to the individual is not enough because groups and communities have to be modeled and supported as well, taking into account their mutual interests, previous mutual experience, and requirements. How to model and represent the user(s) and the context of the visit and how to reason with regard to the information that is available are the challenges faced by researchers in personalization of cultural heritage. Notwithstanding the effort invested so far, a definite solution is far from being reached, mainly because new technology and new aspects of personalization are constantly being introduced. This article surveys the research in this area. Starting from the earlier systems, which presented cultural heritage information in kiosks, it summarizes the evolution of personalization techniques in museum web sites, virtual collections and mobile guides, until recent extension of cultural heritage toward the semantic and social web. The paper concludes with current challenges and points out areas where future research is needed

    AUGMENTED TURIN BAROQUE ATRIA: AR EXPERIENCES FOR ENHANCING CULTURAL HERITAGE

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    Abstract. This paper presents the most recent developments in a project aimed to the documentation, storage and dissemination of the cultural heritage. The subject of the project are more than 70 Baroque atria in Turin, recognized by critics for their particular unitary vaulted systems Our research team is currently working on digitizing documents and studying ways to enhance and share these results through ICT. In particular, we want to explore possibilities for recognizing and tracing three-dimensional objects in augmented reality (AR) applications connected to the collected data. Recent developments in this field relate to the technology available on widespread mobile devices such as tablets and smartphones, allowing for real-time 3D scanning. Using software prototypes, we want to introduce some problems involved in integrating this technology into digital archives.</p

    Evaluating Augmented and Virtual Reality in Education Through a User-Centered Comparative Study

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    none5Augmented and virtual reality proved to be valuable solutions to convey contents in a more appealing and interac- tive way. Given the improvement of mobile and smart devices in terms of both usability and computational power, contents can be easily conveyed with a realism level never reached in the past. Despite the tremendous number of researches related with the presentation of new fascinating applications of ancient goods and artifacts augmenta- tion, few papers are focusing on the real effect these tools have on learning. Within the framework of SmartMarca project, this chapter focuses on assessing the potential of AR/VR applications specifically designed for cultural heritage. Tests have been conducted on classrooms of teenagers to whom different learning approaches served as an evaluation method about the effectiveness of using these technologies for the education process. The chapter argues on the necessity of developing new tools to enable users to become producers of contents of AR/VR experiences.openPierdicca, Roberto; Frontoni, Emanuele; Puggioni, Maria Paola; Malinverni, Eva Savina; Paolanti, MarinaPierdicca, Roberto; Frontoni, Emanuele; Puggioni, Maria Paola; Malinverni, Eva Savina; Paolanti, Marin

    Investigating Visitors’ Behavioural Response to Virtual Reality (VR) Retail Environments

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    This thesis aimed to explore the influence of Virtual Reality (VR) retail environment cues on visitors’ behavioural intentions in the context of urban shopping destinations. The Stimulus-Organism-Response (S-O-R) theory (Mehrabian and Russell, 1974) were employed as a theoretical foundation given that many researchers have provided substantial evidence on its suitability as a theoretical framework to investigate the effects of various physical and virtual (online/mobile) retail environment cues on human behaviour through the mediating variables of affective and cognitive states. The first step to achieving the aim was to determine the current state of knowledge surrounding this topic. Therefore, relevant literature over four key topic areas was critically reviewed including 1) urban place marketing, particularly within the broader context of urban tourism, 2) retail store environment literature extending to electronic and mobile commerce research, 3) immersive technology, and 4) technology adoption (Objective 1). Then, primary data were collected in two research phases. Research Phase 1 entailed two sets of semi-structured interviews. First, a contrasting case-based approach was employed, and interviews were conducted with seven urban place marketers from three urban place marketing organisations in four urban shopping destinations in the UK (Objective 2). The findings provided initial insights into urban place marketers’ views on the perceived barriers, benefits, internal organisational capability and external pressures associated with immersive technology (VR and Augmented Reality) implementation and their overall intention to adopt these innovative technologies for city marketing. This data was analysed using thematic analysis and four themes and eleven sub-themes emerged including three new context-specific sub-themes (technology access, organisational readiness and industry readiness). Based on these findings, twelve semi-structured interviews with visitors to Manchester City Centre were gathered and aimed to draw out context-specific themes and sub-themes. This data was also analysed using thematic analysis and overall, three themes and thirteen sub-themes emerged including four new sub-themes (virtual aesthetics, virtual atmospherics, social presence and layout design) under the main theme of VR retail environment cues. Accordingly, ten hypotheses were proposed and informed the development of a qualitative VR Visitor Behaviour Model based on S-O-R theory. The aim of Research Phase 2 was to validate the proposed model (Objective 3). To achieve this, survey data were gathered from 150 potential visitors to urban shopping destinations and the data were analysed using Partial Least Squares Structural Equation Modelling (PLS-SEM) (Objective 3). From these findings, a final VR Visitor Behaviour S-O-R Model was proposed, which is the main contribution of this study (Objective 4). The thesis concludes by outlining the theoretical contributions of this research and providing guidance to urban place marketers and VR developers and designers. Finally, avenues for further research based on the identified study limitations are offered

    New Trends in Using Augmented Reality Apps for Smart City Contexts

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    The idea of virtuality is not new, as research on visualization and simulation dates back to the early use of ink and paper sketches for alternative design comparisons. As technology has advanced so the way of visualizing simulations as well, but the progress is slow due to difficulties in creating workable simulations models and effectively providing them to the users. Augmented Reality and Virtual Reality, the evolving technologies that have been haunting the tech industry, receiving excessive attention from the media and colossal growing are redefining the way we interact, communicate and work together. From consumer application to manufacturers these technologies are used in different sectors providing huge benefits through several applications. In this work, we demonstrate the potentials of Augmented Reality techniques in a Smart City (Smart Campus) context. A multiplatform mobile app featuring Augmented Reality capabilities connected to GIS services are developed to evaluate different features such as performance, usability, effectiveness and satisfaction of the Augmented Reality technology in the context of a Smart Campus

    The use of virtual reality to increase efficiency and profitability in different industries and functions: how head-mounted display can bring value to sectors with its competitive attributes

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    Objectives The main objectives of this study are to find how virtual reality (VR) used with head-mounted display is already used in industries, to discover the possible specific disadvantages and negative effects of using VR, and do they have influence on how open the market is for the change. In addition, this thesis aims to find what business functions could be improved by VR, and in what scale, and to analyze the competitiveness of VR, by comparing its prominence to other rival technologies, such as augmented reality. The final aim is to evaluate how wide-spread VR can become in the future, and which developments are needed to achieve this. Summary The thesis provides an overview of how VR could be used in business, by finding the most notable advantages and disadvantages of it, which industries and functions could benefit the most from using it, and what is the long-term value which it can bring to those businesses. In the process to find the answers, literature review considering the term, background, level of reality and acceptation of the platform is presented. In addition, primary data is gathered from brainstorming sessions and expert interviews. The findings are analyzed to evaluate different factors and feasible roles of VR. Conclusions The most notable advantages of VR are the immersiveness and thus substitution to real life, three-dimensional perception, and the wide availability to markets. Disadvantages include exclusion from the environment, the level of hardware and software development, and the overwhelming expectations. The functions to most benefit from virtual reality are training, design, and marketing, and example industries using those are building, retailing, and real estate. Virtual reality is facing some major hindrances, such as prejudices, unrealistic expectations, and the rise of augmented reality (AR). In the future, AR is likely to take market share from VR, but in general they will have different uses, and in long term mix together. Although, legislation is an issue to be addressed for widespread use of virtual environment

    Exploring Dual-Camera-Based Augmented Reality for Cultural Heritage Sites

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    Context: Augmented Reality (AR) provides a novel approach for presenting cultural heritage content. Recent advances in AR research and the uptake of powerful mobile devices means AR is a viable option for heritage institutions, but there are challenges that must be overcome before high-quality AR is commonplace. Aims: This project details the development of an AR “magic camera” system featuring novel dual-camera marker-based tracking, allowing users to take AR photos at outdoor heritage sites using a tablet computer. The aims of the project were to assess the feasibility of the tracking method, evaluate the usability of the AR system, and explore implications for the heritage sector. Method: A prototype system was developed. A user study was designed, where participants had to recreate reference images as closely as possible using an iPad and the AR system around the University grounds. Data, such as completion time and error rates, were collected for analysis. The images produced were rated for quality by three experts. Results: Participants responded positively to the system, and the new tracking method was used successfully. The usability study uncovered a number of issues, most of which are solvable in future software versions. However, some issues, such as difficulty orientating objects, rely on improving hardware and software before they can be fixed, but these problems did not affect the quality of the images produced. Participants completed each task more quickly after initial slowness, and while the system was frustrating for some, most found the experience enjoyable. Conclusion: The study successfully uncovered usability problems. The dual-camera tracking element was successful, but the marker-based element encountered lighting problems and high false-positive rates. Orientating objects using inertial sensors was not intuitive; more research in this area would be beneficial. The heritage sector must consider development, maintenance and training costs, and site modification issues

    Metaverse in Tourism and Hospitality: Empirical Evidence on Generation Z from Italy

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    The paper has been conducted to analyze the change taking place in tourism marketing due to the metaverse innovation through tastes and needs of today's new generations of tourists, especially generation Z, that will be the future customers of the next decades. The goal of this study has been to analyze the opportunities concerning the metaverse and its immersive technology, through a survey conducted on a sample of generation Z people and understand which are the practical implications that can guide tourism companies and territorial governments' decisions during the nearest future, to satisfy new market demand and optimize their communication in the metaverse
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