3,271 research outputs found

    Factors Affecting SMEs' Intention to Adopt a Mobile Travel Application based on the Unified Theory of Acceptance and Use of Technology (UTAUT-2)

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    This study is part of a government research project which aims to synthesise the current evidence on the factors affecting the intention of mobile application adoption called ‘Tripper Notifier Application’ (TNA) for the hospitality and tourism industrial sector in Thailand. The focus is on small and medium enterprises (SMEs), which emphasize restaurants, hotels, and attraction sites. The present article examines various factors influencing the intention to use such applications by employing the Unified Theory of Acceptance and Use of Technology 2 (UTAUT-2) as the theoretical underpinning of this research paradigm. Using 84 selected research papers in Scopus published between 2020 and 2022, A thematic analysis incorporating a grounded theory approach to systematically generate themes was conducted, and the findings found three main themes, including business transformation capabilities (BTC), digital transformation capabilities (DTC), and personal innovativeness (PI), as an extension of UTAUT-2 as mediator and moderator variables. To this end, the study fills the research gaps and extends the UTAUT-2 framework by including an initiative of twelve inside attributes-based lines, including performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, price value, habit behavior, behavioral intention, and use behavior, together with three moderators: age, gender, and experience. Finally, the context dimensions of the UTAUT-2 extensions were mapped to highlight all the constructs of the TNA adoption framework for future research directions. The novel contribution of this study is to fill the gap with both theoretical and practical knowledge. On the theoretical level, this study constitutes constructs based on UTAUT-2 theory as a research-based setting to fill a gap in research. On the practical level, it provides insights and information about new capabilities that SME owners, managers, and practitioners should consider in order to differentiate their own capabilities. Doi: 10.28991/esj-2021-SP1-014 Full Text: PD

    The physical and the virtual in urban tourist practices—The case of Buenos Aires, Argentina

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    In recent years, Buenos Aires has become one of the main destinations in Latin America. Promoted as the cultural capital of the region, attractive places to stroll around as well as cultural experiences are advertised to attract tourists. On the other hand, the practice of tourism has changed and the current traveler uses virtual tools that help him to know and interact with a tourist destination. Under these premises, this paper observes the role of the virtual and the physical/experiential in the construction of Buenos Aires as a tourist destination. In this sense, the question arises: What city is constructed by the websites, social networks and the tours that pass through it? How is this city physically and virtually practiced? Through the ethnographic and netnographic study that includes the inquiry of virtual media linked to local tourism and the observation of tours that travel through the city, the interaction of the physical and the virtual in tourist Buenos Aires will be analyzed.

    City Tells:

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    City Tells. Guidelines to an Emotional Wayfinding System were developed to provide wayfinding information to visitors walking through historic environments and to ensure that unknown urban places become more welcoming, easier to navigate and more enjoyable for both visitors and tourists

    Translating Tourist Requirements into Mobile AR Application Engineering Through QFD

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    Augmented reality (AR) has moved into the spotlight of technological developments to enhance tourist experiences, presenting a need to develop meaningful AR applications. However, few studies so far have focused on requirements for a user-centric AR application design. The study aims to propose a method on translating psychological and behavioral indicators of users into relevant technical design elements for the development of mobile AR tourism applications in the context of urban heritage tourism. The research was conducted in three phases to generate a Quality Function Deployment (QFD) model based on interviews, focus groups and questionnaires of international tourists and industry professionals. Key categories, content requirements, function requirements and user resistance were defined for the identification of requirements. The outcomes of the study outline tourist requirements based on behavioral and psychological indicators and propose a method for translating them into technical design elements for tourist mobile AR applications

    On the demand and behavior characteristics of “new tourists”— Content analysis based on Web Text

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    With the development of information technology and the popularization of Internet applications, the proportion of tourists traveling with groups continues to decline, free travel has become the main form of travel, and the team of new tourists continues to grow and develop. This paper selects the travel notes of tourists as the research object, takes Xi’an as the tourism destination, collects samples, uses the content analysis method and applies the Rost CM6 software for in-depth analysis, obtains the tourism attractions and service facilities that tourists pay the most attention to, constructs the social semantic network of Xi’an tourism, and infers the needs and behavior characteristics of new tourists from the aspects of tourism viewing, tourism communication and tourists’ consumption, It also puts forward suggestions on the operation and marketing activities of tourism destinations and tourism enterprises.

    Dynamics and Promotion Triads in Meeting Destinations:<strong/>

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    A framework study on the use of immersive XR technologies in the cultural heritage domain

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    Most cultural promotion and dissemination are nowadays performed through the digitization of heritage sites and museums, a necessary requirement to meet the new needs of the public. Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR) have the potential to improve the experience quality and educational effect of these sites by stimulating users’ senses in a more natural and vivid way. In this respect, head-mounted display (HMD) devices allow visitors to enhance the experience of cultural sites by digitizing information and integrating additional virtual cues about cultural artifacts, resulting in a more immersive experience that engages the visitor both physically and emotionally. This study contributes to the development and incorporation of AR, MR, and VR applications in the cultural heritage domain by providing an overview of relevant studies utilizing fully immersive systems, such as headsets and CAVE systems, emphasizing the advantages that they bring when compared to handheld devices. We propose a framework study to identify the key features of headset-based Extended Reality (XR) technologies used in the cultural heritage domain that boost immersion, sense of presence, and agency. Furthermore, we highlight core characteristics that favor the adoption of these systems over more traditional solutions (e.g., handheld devices), as well as unsolved issues that must be addressed to improve the guests’ experience and the appreciation of the cultural heritage. An extensive search of Google Scholar, Scopus, IEEE Xplore, ACM Digital Library, and Wiley Online Library databases was conducted, including papers published from January 2018 to September 2022. To improve review reporting, the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were used. Sixty-five papers met the inclusion criteria and were classified depending on the study’s purpose: education, entertainment, edutainment, touristic guidance systems, accessibility, visitor profiling, and management. Immersive cultural heritage systems allow visitors to feel completely immersed and present in the virtual environment, providing a stimulating and educational cultural experience that can improve the quality and learning purposes of cultural visits. Nonetheless, the analyzed studies revealed some limitations that must be faced to give a further impulse to the adoption of these technologies in the cultural heritage domain
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