78,212 research outputs found
Progress in information technology and tourism management: 20 years on and 10 years after the InternetâThe state of eTourism research
This paper reviews the published articles on eTourism in the past 20 years. Using a wide variety of sources, mainly in the tourism literature, this paper comprehensively reviews and analyzes prior studies in the context of Internet applications to Tourism. The paper also projects future developments in eTourism and demonstrates critical changes that will influence the tourism industry structure. A major contribution of this paper is its overview of the research and development efforts that have been endeavoured in the field, and the challenges that tourism researchers are, and will be, facing
New Media and the Quality of Life
We are currently in the middle of a revolution. This revolution, sometimes called the digital revolution, is the revolutionary transformation brought about in the information and communication structure of society by the advent of the digital computer, with most of the major transformations having taken place in the past thirty years. Digital computing technology has generated the mainframe and personal computer, the multimedia computer, and computer networks. It has also transformed the telephone system and the monetary system, it is transforming all kinds of conventional products ranging from washing machines to automobiles, and it is on its way to change television as well. More than ever, contemporary society is an Information Society, in which the importance of information and communication is much greater than in past societies, and of which technologies that facilitate information and communication processes are a central societal feature. In this paper, I want to evaluate the implications of contemporary information and communication media for the quality of life, including both the new media from the digital revolution and the older media that still remain in use. My evaluation of contemporary media will proceed in three parts. In the section to follow, the benefits of contemporary media will be discussed, with special emphasis given to their immediate functional benefits. The section thereafter is devoted to a discussion of four potential threats posed by contemporary media. In a final major section, I look at the future of digital media and the possibilities available to us in shaping that future. A short concluding section ends the paper
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The effects of progressive levels of 3d authenticity antecedents and consequences on consumersâ virtual experience
This study investigates the effects of authentic three dimensional (3D) product visualisation antecedents on 3D authenticity, and the effects of 3D authenticity consequences on consumersâ virtual experience. A hypothetical retailer Web site presents a variety of laptops for the within-subjects laboratory experiments. In a first experiment, a one-way ANOVA compares telepresence and authenticity scores. The second experiment uses two-way repeated measures ANOVA to determine the effects of the progressive levels of the antecedents on 3D authenticity. In a third experiment, two-way repeated measures ANOVA determine the effects of the progressive levels of 3D authenticity consequences on willingness to purchase. The results show that authenticity is more useful than telepresence in simulating consumersâ virtual experience. The high levels of control and animated colours lead to higher authenticity for the site. In addition, the high levels of 3D utilitarian and hedonic constructs enhance willingness to purchase from the online retailer
The Impact of Experiential Augmented Reality Applications on Fashion Purchase Intention
Utilizing the stimulus-organism-response (SOR) model, the purpose of this study is to examine the effects of augmented reality (AR) (specifically augmentation) on consumersâ affective and behavioral response and to assess whether consumersâ hedonic motivation for shopping moderates this relationship. An experiment using the manipulation of AR and no AR was conducted with 162 participants aged between 18 and 35. Participants were recruited through snowball sampling and randomly assigned to the control or stimulus group. The hypothesized associations were analyzed using linear regression with bootstrapping. The paper demonstrates the benefit of using an experiential AR retail application (app) to positively impact purchase intention. The results show this effect is mediated by positive affective response. Furthermore, hedonic shopping motivation moderates the relationship between augmentation and the positive affective response. Because of the chosen research approach, the results may lack generalizability to other forms of augmentation. Therefore, researchers are encouraged to test the proposed model using different types of AR stimuli. Furthermore, replication of the study with other populations would increase the generalizability of the findings. Results of this study provide a valuable reference for retailers of the benefits of using AR when attempting to optimize experiential value in online environments. The study contributes to experiential retail and consumer purchase behavior research by deepening the conceptualization of the impact of experiential technologies, more specifically AR apps, by considering the role of hedonic shopping motivations.Peer reviewe
ICTs, disruptive forces and the production paradox in tourism: Present and future issues in the Visitor Attraction sector
En el marco de colaboraciĂłn entre la Glasgow Caledonian University (Escocia, Reino Unido) y la Universidad de Alicante (España) y con el objetivo de dar a conocer la producciĂłn investigadora de docentes e investigadores involucrados en el convenio de colaboraciĂłn entre ambas universidades, publicamos este libro como medio de difusiĂłn cientĂfica para visibilizar, compendiar y compartir las investigaciones. El valor fundamental de la obra es el carĂĄcter internacional y multidisciplinar de las investigaciones en el ĂĄrea de ciencias sociales y econĂłmicas, enfocadas en temĂĄticas tan diversas como el marketing, la economĂa, la comunicaciĂłn o la moda, entre otras.As part of the cooperation between Glasgow Caledonian University (Scotland, United Kingdom) and the University of Alicante (Spain) and in order to publicize the research production of teachers and researchers involved in the collaboration agreement between the two universities, we publish this book as a means of scientific dissemination to visualize, summarize and share research. The fundamental value of the work is international and multidisciplinary research in the area of social and economic sciences, focused on topics as diverse as marketing, economics, communication and fashion, among others
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Using 3D product visualisation to tap consumersâ experience with online retailers: From telepresence to authenticity
This study investigates the effects of authentic three dimensional (3D) product visualisation versus 3D telepresence on consumersâ virtual experience. A hypothetical retailer Web site presents a variety of laptops using 3D product visualisations for the within-subjects laboratory experiment. The first stage uses two-way repeated measures ANOVA to determine the effects of the progressive levels of control and animated colours on 3D authenticity (the dependent variable). In a second stage, we use structural equation modelling to test the proposed hypothesis. This research uses a U.K. sample to investigate the effects of 3D authenticity and 3D telepresence on willingness to purchase and reveals significant differences between telepresence and authenticity constructs. Authenticity is more significant in simulating an online retailerâs products, and control and animated colours represent the main antecedents of authenticity. The proposed conceptual model achieves acceptable fit and the hypothesised paths are all valid
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Using authentic 3D product visualisation for an electrical online retailer
This study investigates the effects of authentic three dimensional (3D) product visualisation versus 3D telepresence on consumersâ virtual experience. A hypothetical electrical retailer Web site presents a variety of laptops using 3D product visualisations for the within-subjects laboratory experiments. The first experiment uses two-way repeated measures ANOVA to determine the effects of the antecedents on 3D authenticity. In a second experiment, a one-way ANOVA compares telepresence and authenticity scores. This research uses a U.K. sample to investigate the effects of control and animated colours on 3D authenticity and the effects of 3D authenticity on experiential and instrumental values. The results reveal significant differences between telepresence and authenticity constructs. Authenticity is more significant in simulating an online retailerâs products, and control and animated colours represent the main antecedents of authenticity. Moreover, experiential and instrumental values represent the main consequences of 3D authenticity
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