34 research outputs found

    The Significance of Digital Marketing in Shaping Ecotourism Behaviour through Destination Image

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    Ecotourism is the most encompassing alternative approach, and it is usually regarded as a panacea capable of combining economic development, environmental protection, and community well-being. Pakistan’s ecotourism industry is relatively new and has significant growth potential, with approximately 6 million domestic and international tourists visiting various northern destinations in 2018. However, as the number of tourists grows, so do the difficulties or obstacles associated with visitor/tourist behaviour, such as pollution, forest cutting, wildlife turmoil, filthy waste/garbage, and forest fire. These potential hazards have become natural environment-harming concerns that occur daily. Prior studies and government policies have emphasised the increasing knowledge and responsibility of ecotourism behaviour among tourists to address the issues. Digital marketing is known as a flashy way to connect with tourists by providing them with diverse tour information and destination images; however, reviews show that a smaller number of previous research in the tourism industry has been involved with digital marketing strategies. They use a quantitative design and Structural Equation Model testing. The guaranteed validity and reliability is an adaptive questionnaire created and tested in pilot research. For data gathering, a multistage sampling method is utilised. This research included 384 tourist respondents from three regions that used digital marketing for their travelling. It was chosen using a random and purposeful sampling process. The study found that destination image is positively connected to ecotourism. The current study employs the Theory of Planned Behaviour (TPB) as a theoretical contribution. The study’s findings suggest that visitors, the government, the tourism industry, and the community may use digital marketing strategies to encourage ecotourism behaviour

    Analysis and Design of Tourism Information System: A Study of Rote Ndao Indonesia

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    The paper will present to analyze and design a tourism information system, which is based website that functions as a means of tourism information services and for promoting tourism in Indonesia specially Rote Ndao District. This information system has comprehensive information on the public and tourists. Methods of data collection on this study are collecting data through literature studies, interviews, and observations and analyze software requirements set out. There are two types of data, First Data, and secondary data. The collection of primary data used freely conducts interviews or does not use the guideline systematically with relevant parties and makes observations attractions in Rote Ndao District and the Department of Tourism and Culture Rote Ndao District. As for the secondary data for the analysis and design of this is data on tourism from books, journals, results of previous studies, brochures, and browsing the Internet. The result from the design of information systems in the form of web-based tourism is expected to become a medium of information and can promote tourism Rote Ndao

    Leveraging eXtented Reality & Human-Computer Interaction for User Experi- ence in 360◦ Video

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    EXtended Reality systems have resurged as a medium for work and entertainment. While 360o video has been characterized as less immersive than computer-generated VR, its realism, ease of use and affordability mean it is in widespread commercial use. Based on the prevalence and potential of the 360o video format, this research is focused on improving and augmenting the user experience of watching 360o video. By leveraging knowledge from Extented Reality (XR) systems and Human-Computer Interaction (HCI), this research addresses two issues affecting user experience in 360o video: Attention Guidance and Visually Induced Motion Sickness (VIMS). This research work relies on the construction of multiple artifacts to answer the de- fined research questions: (1) IVRUX, a tool for analysis of immersive VR narrative expe- riences; (2) Cue Control, a tool for creation of spatial audio soundtracks for 360o video, as well as enabling the collection and analysis of captured metrics emerging from the user experience; and (3) VIMS mitigation pipeline, a linear sequence of modules (including optical flow and visual SLAM among others) that control parameters for visual modi- fications such as a restricted Field of View (FoV). These artifacts are accompanied by evaluation studies targeting the defined research questions. Through Cue Control, this research shows that non-diegetic music can be spatialized to act as orientation for users. A partial spatialization of music was deemed ineffective when used for orientation. Addi- tionally, our results also demonstrate that diegetic sounds are used for notification rather than orientation. Through VIMS mitigation pipeline, this research shows that dynamic restricted FoV is statistically significant in mitigating VIMS, while mantaining desired levels of Presence. Both Cue Control and the VIMS mitigation pipeline emerged from a Research through Design (RtD) approach, where the IVRUX artifact is the product of de- sign knowledge and gave direction to research. The research presented in this thesis is of interest to practitioners and researchers working on 360o video and helps delineate future directions in making 360o video a rich design space for interaction and narrative.Sistemas de Realidade EXtendida ressurgiram como um meio de comunicação para o tra- balho e entretenimento. Enquanto que o vídeo 360o tem sido caracterizado como sendo menos imersivo que a Realidade Virtual gerada por computador, o seu realismo, facili- dade de uso e acessibilidade significa que tem uso comercial generalizado. Baseado na prevalência e potencial do formato de vídeo 360o, esta pesquisa está focada em melhorar e aumentar a experiência de utilizador ao ver vídeos 360o. Impulsionado por conhecimento de sistemas de Realidade eXtendida (XR) e Interacção Humano-Computador (HCI), esta pesquisa aborda dois problemas que afetam a experiência de utilizador em vídeo 360o: Orientação de Atenção e Enjoo de Movimento Induzido Visualmente (VIMS). Este trabalho de pesquisa é apoiado na construção de múltiplos artefactos para res- ponder as perguntas de pesquisa definidas: (1) IVRUX, uma ferramenta para análise de experiências narrativas imersivas em VR; (2) Cue Control, uma ferramenta para a criação de bandas sonoras de áudio espacial, enquanto permite a recolha e análise de métricas capturadas emergentes da experiencia de utilizador; e (3) canal para a mitigação de VIMS, uma sequência linear de módulos (incluindo fluxo ótico e SLAM visual entre outros) que controla parâmetros para modificações visuais como o campo de visão restringido. Estes artefactos estão acompanhados por estudos de avaliação direcionados para às perguntas de pesquisa definidas. Através do Cue Control, esta pesquisa mostra que música não- diegética pode ser espacializada para servir como orientação para os utilizadores. Uma espacialização parcial da música foi considerada ineficaz quando usada para a orientação. Adicionalmente, os nossos resultados demonstram que sons diegéticos são usados para notificação em vez de orientação. Através do canal para a mitigação de VIMS, esta pesquisa mostra que o campo de visão restrito e dinâmico é estatisticamente significante ao mitigar VIMS, enquanto mantem níveis desejados de Presença. Ambos Cue Control e o canal para a mitigação de VIMS emergiram de uma abordagem de Pesquisa através do Design (RtD), onde o artefacto IVRUX é o produto de conhecimento de design e deu direcção à pesquisa. A pesquisa apresentada nesta tese é de interesse para profissionais e investigadores tra- balhando em vídeo 360o e ajuda a delinear futuras direções em tornar o vídeo 360o um espaço de design rico para a interação e narrativa

    Post Rio Communication Styles for Deliberation:between individualization and collective action

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    Media, place and tourism:Worlds of Imagination

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    Accessible and interdisciplinary in nature, this volume highlights the connections between media, tourism and place, bringing together the diverse perspectives, approaches and actors involved in critical issues relating to media tourism worldwide.This book explores new avenues, adopting a global and transnational perspec-tive and placing emphasis on the exploration, analysis and comparison of cases from around the world. Encompassing chapters from a plethora of experts, the volume discusses processes and relationships of power involved in the develop-ment and experience of media tourism. This book seeks to broaden the horizons of both the reader and existing academic research into media tourism by including research into, among other topics, Bollywood and Nollywood films, Brazilian telenovelas and South Korean K-pop culture. Illustrated with tables and figures throughout, the volume presents insights from a variety of strands of cutting-edge and empirically rich research, which are collated, compared and contrasted to dem-onstrate the connections between media, tourism and place around the world.International in scope, this book is an ideal companion for academics and scholars within a wide array of disciplines, such as media studies, tourism studies, fan studies, cultural geography and sociology, as well as those with an interest in media tourism more specifically

    Leaps of experience: building digital storyworlds for contemporary tertiary learners

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    This thesis, composed of a portfolio and dissertation, critically investigates what is involved in creatively engaging tertiary students through digital storyworlds. The findings focus on contemporary experiential learning experiences which are immersive and imaginatively engaging, arguing for a digital model of narrative as both experiential praxis and transformative poiesis

    METROPOLITAN ENCHANTMENT AND DISENCHANTMENT. METROPOLITAN ANTHROPOLOGY FOR THE CONTEMPORARY LIVING MAP CONSTRUCTION

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    We can no longer interpret the contemporary metropolis as we did in the last century. The thought of civil economy regarding the contemporary Metropolis conflicts more or less radically with the merely acquisitive dimension of the behaviour of its citizens. What is needed is therefore a new capacity for imagining the economic-productive future of the city: hybrid social enterprises, economically sustainable, structured and capable of using technologies, could be a solution for producing value and distributing it fairly and inclusively. Metropolitan Urbanity is another issue to establish. Metropolis needs new spaces where inclusion can occur, and where a repository of the imagery can be recreated. What is the ontology behind the technique of metropolitan planning and management, its vision and its symbols? Competitiveness, speed, and meritocracy are political words, not technical ones. Metropolitan Urbanity is the characteristic of a polis that expresses itself in its public places. Today, however, public places are private ones that are destined for public use. The Common Good has always had a space of representation in the city, which was the public space. Today, the Green-Grey Infrastructure is the metropolitan city's monument that communicates a value for future generations and must therefore be recognised and imagined; it is the production of the metropolitan symbolic imagery, the new magic of the city

    Martuwarra First Law Multi-Species Justice Declaration of Interdependence: Wellbeing of Land, Living Waters, and Indigenous Australian People

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    The thesis is comprised of experiential research, poetry, film and peer reviewed publications, and book chapters culminating in twelve chapters and two appendices. The study is in the Kimberley region of northern Western Australia. The study used an Indigenous decolonising research paradigm. It calls for a powerful policy and investment approach to the planning and development of regional governance. The author engaged ‘cooperative participative inquiry’ with leaders from six independent Indigenous Nations. These Nations are connected through Warloongarriy, the First Law for Martuwarra, the Fitzroy River. First law is the spirit that connects all things and promotes multispecies justice through a unity pathway for collaboration, cooperation, and the sharing of information to ensure peace, harmony, balance, and wellbeing. The Martuwarra Fitzroy River Council position of standing, encapsulates collective guardianship responsibility and original Australians authority to protect Martuwarra’s right to flow as a sacred living entity for generations to come. The central theme focuses on the responsibility of Indigenous leaders to facilitate knowledge sharing and strengthen community capacity building. Through ‘cooperation, unity, organisation and cultural synthesis’ First Peoples are decolonising through an earth-centred regional governance approach. This approach is focused on improving cultural wellbeing and resilience, and what is required to make the transition to justice, hope and freedom. We seek pathways for cooperation, for collaboration and for sharing information so we can collectively, as ‘family’, co-design the world we want to leave to our children and their children’s children for generations to come. This required a deeper understanding of the impact from continuing colonisation and the collective responsibility of original Australians to sustainably manage our culture and society, lands and living waters. Local Indigenous leaders who are under the guidance of senior cultural elders, believe it is time to send the dream out, to stand with ‘One Mind and One Voice’, to enliven our dream to reach our full potential as human beings. The Martuwarra Fitzroy River Council was established to partner with government in the stewardship of the planet’s greatest and most scarce resource, water. Martuwarra is a living ancestral serpent being, with the right to live and flow. vi After 150 years of invasive colonial development, it is time to do business differently, on just terms

    City innovation as resonance: : the case of outdoor offices and conferences in the open air museum

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    This paper explores an innovation case within a “smart” Swedish mid-sized city that works extensively with digitalization.Over a long period in time, city populations and city tourism have increased, while more urgentchallenges connected to sustainability have emerged along with health-related problems. In parallel the already established and ongoing digitalization of society was fortified in the pandemic period, something that may have changed the tourism industry. Today, manyprofessional meetings happen both on- and offline.One challenge for public officials who manage urban space, is a societal expectation to maximize and improve tax payers ́ life quality on limited budgets and resources that are commonly owned.This is one of the reasons to why contemporary urban planners and city tourism development organizations need to find new solutions in response to problems related to local and global change. I will focus on norm- changes related to digital nomadism (Makimoto & Manners, 1997) and in connection with a movement for outdoor office work (www. outdoorofficeday.nl,Petersson et al., 2021). The city culture department is testing to offer outdoor offices and meetings in an urban public open air museum, a place that is used for leisure and for pedagogicpurposes.These new offerings can be conceptualized as innovative value propositions (Corvellec & Hultman, 2014) because new values, for instance rich nature experiences or a feeling of doingthe right thing, are made available for tourism consumers. These proposed services can be understood as a re-negotiation of socio-cultural values, where the public institution re-frames space in response to external change.In sociologist Hartmut Rosas (2019) words, this constitutes a form of an ongoing dialogue withthe world, in resonance. Based on eight qualitative interviews with local managers, participant observations, online communication and documents, I explore innovation from this sociologicalperspective.The aim of this research project is to understand tourism innovation discursive practices in public management, as responses to local and global change. Three research questions guide the study; How are outdoor offices and conferences constructed as value propositions for potential visitors? To which problems/risks do these value propositions respond? With what terms are outdoor offices constructed as answers to problems?So far, it was found that some of the strategic actions taken by the project leader was to launchthe outdoor office through a local innovation program, and to frequently work with professionalsocial media platforms.ReferencesCorvellec, & Hultman. (2014). Managing the politics of value propositions. MarketingTheory, 1470593114523445.Makimoto, T., & Manners, D. (1997). Digital nomad: Wiley.Petersson, T., C., Lisberg, J., E., Stenfors, C., Bodin, D., C., Hoff, E., Mårtensson, F., & Toivanen, S. (2021). Outdoor Office Work – AnInteractive Research Project Showingthe Way Out. Frontiers in Psychology, 12. doi:10.3389/fpsyg.2021.636091 Rosa, H. (2019). Resonance : a sociology of the relationship to the world: Polity Press.https://www.outdoorofficeday.n
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