12 research outputs found

    Distribution Channels for Travel and Tourism: The Case of Crete

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    The tourism distribution channels network is extremely complex. In particular, the emergence of technologies; the development of online social networks, online review sites as well as mobile location-based services has added additional channels of distribution. The awareness of new opportunities within the tourism distribution channels is essential for tourism professional in order to remain competitive and successful. Therefore, this study aims to update the tourism distribution channels model within the context of Crete, Greece. Twenty managers from hotels and tour operators were interviewed and the data were analysed using content analysis. Interviewees identified an increased importance of social media and mobile for today’s distribution market and the future decreased importance of incoming agents. Instead, the tourism industry has to start focus on Extranet/XML

    The determinants of recommendations to use augmented reality technologies: The case of a Korean theme park

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    The increased availability of smartphone and mobile gadgets has transformed the tourism industry and will continue to enhance the ways in which tourists access information while traveling. Augmented reality has grown in popularity because of its enhanced mobile capabilities. In tourism research, few attempts have been made to assess user satisfaction with augmented reality applications and the behavioral intention to recommended them. This study uses a quality model to test users' satisfaction and intention to recommend marker-based augmented reality applications. By applying process theory, this study also investigates the differences in these constructs between high- and low-innovativeness groups visiting a theme park in Jeju Island, South Korea. Questionnaires administered to 241 theme park visitors revealed that content, personalized service, and system quality affect users' satisfaction and intention to recommend augmented reality applications. In addition, personal innovativeness was found to reinforce the relationships among content quality, personalized service quality, system quality, and satisfaction with augmented reality

    Google Glass Augmented Reality: Generic Learning Outcomes for Art Galleries

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    Art galleries are increasingly asked to provide evidence of their efforts towards facilitating visitors’ learning experience. Augmented reality (AR) and wearable computing has the potential to create a realistic learning environment. Using Google Glass allows art gallery visitors to receive augmented information while looking at paintings. The Generic Learning Outcomes (GLO) framework was specifically designed to investigate visitors’ learning experience in museums and art galleries however, research on art galleries visitors’ learning experience through wearable computing and AR applications is scarce. This study aims to assess how Google Glass enhances visitors’ learning outcomes within the art gallery environment. Twenty-two visitors participated in a test of the Google Glass Museum Zoom application. Visitors were interviewed and the data were analysed using thematic analysis and revealed that Google Glass helps visitors to see connections and enhance the knowledge and understanding of paintings

    Combining Image Targets and SLAM for AR-Based Cultural Heritage Fruition

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    Augmented Reality (AR) is one of the prominent technologies in Cultural Heritage (CH) exploitation. Taking advantage of commonly used tools as smartphones and tablets, digital contents have the potential to improve visitors’ understanding and enjoyment of historical buildings and museums. In this regard, the early stage research described in this paper aims to develop an AR app combining image target-based AR and Simultaneous Localization And Mapping (SLAM). Leading visitors’ attention, the app will enhance CH fruition turning it in an interactive learning experience. The presented case study, the “Studiolo” of the Duke in the “Palazzo Ducale” of Urbino, with its high concentration of depicted elements, is ideal to explain the advantages of combining image target and SLAM to achieve a stable and reliable AR. In addition to information superimposed to Points of Interest (POIs), SLAM can be used to anchor suggestions about different POIs into specific positions inside the “Studiolo”, guiding the users’ orientation during the visit

    DiscoVRCoolTour. Discovering, Capturing and Experiencing Cultural Heritage and Events Using Innovative 3D Digitisation Technologies and Affordable Consumer Electronics

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    Recent years have seen the growing digitisation of cultural heritage, leveraged by innovative information technologies (imaging technologies, multimedia, virtual reality etc.). Advanced digitisation technologies have been instrumental in transforming conservation and scientific research methods regarding cultural heritage, as well as people’s experience of cultural heritage relics, monuments and events, thus paving the way for novel consumer services. The present paper revolves around the use of advanced 2D/3D digital scanning of large scale objects and surroundings and the valorisation of the digital spatial models produced, in order to advance preservation efforts, to enhance scientific research work and to create unique, immersive cultural experiences, using affordable consumer electronics. With regards to the latter, the proposed DiscoVRCoolTour prototype specifically targets the production, marketing and consumption of cultural tourism. Digitisation technologies are already in use in the context of cultural tourism (e.g. in museums and monuments). However, limited research and solutions can be found with respect to the interaction between cultural heritage, scan/photo and immersive technologies, potential customers’ and visitors’ experiences in the cultural tourism locations, events and attractions. Physical as well as virtual customer services based on digitisation technologies for cultural tourism attractions, locations and entire destinations are still not exploited properly. Overall, a manifold of applications and services can be generated from the adoption and adaptation of relevant 2D/3D digital scanning technologies already applied in other sectors (e.g. construction industry). In this context, the paper first presents relevant digital technologies for digital data acquisition of large scale objects and surroundings and discusses critical aspects of the proposed solution, namely with regards to digital imaging, scan/photographing methods, virtual reality experience, secure metadata storage, etc. Subsequently, the applications and expected benefits of the DiscoVRCoolTour prototype for cultural heritage conservation and valorisation are discussed, including new emerging forms of cooperation and novel “technology-induced” business models

    Decoupling the effects of wayfinding competence, trait-anxiety and subjective well-being from a GESIS German sample

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    The study examines how wayfinding competence coupled with predisposed trait-anxiety can produce negative daily experience in individuals’ subjective well-being. The GESIS granted the permission to test this hypothesis using a sample of 7599 residents in Germany. A measure of wayfinding competence is based on the German Questionnaire of Spatial Strategies (GQSS). Trait-Anxiety is measured by a sub-domain of the Positive and Negative Affect Schedule (PANAS). Subjective well-being is an operationalization of the construct devised by the Organisation for Economic Co-operation and Development (OECD). In a hierarchical regression model, where demographic and other socio-economic variables are held constant, a mediating model linking the effect of wayfinding competence, trait-anxiety and subjective well-being were assessed. The data supports a direct and a mediated effect of wayfinding competence on subjective well-being via trait-anxiety. The mediating effect for the older age group was prominent
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