26 research outputs found
Tourism e-services and Jewish heritage: a case study of Prague
Abstract: Our paper describes the new potential for tourism e-services (smartphone apps and enhanced Internet platforms) for promoting the intangible cultural heritage in European destinations using the example of Prague’s Jewish heritage. Although quite a few tourism e-services are present in the tourism market in Prague, their full potential has not been exhausted.
The paper shows that one of the ways how the intangible cultural heritage in European destinations can be promoted is through employing the apps for smartphones and tablets involving local myths and legends constituting the backbone of local cultural and religious traditions.
Our research is based on the empirical results of the three stages of our own questionnaire survey conducted in Prague in May–August 2013 for assessing the revealed preferences of Prague’s residents and tourists for such apps and novel IT solutions.
Our results demonstrate that a potential app should feature a narrative, a possibility to upload additional information, as well as interactive online maps. The app should be offered at both App Store and Android Market Play free of charge with embedded in-app purchases that might reach up to 3 EUR in additional payments.
The paper tackles a top-notch field of electronic tourism (or e-tourism) that embeds the mobile technologies and the intangible cultural heritage approach. The results and outcomes might be useful not only for IT developers specialising in digital tourism but also for local stakeholders and residents
Digital destination promotion: understanding and maximizing the use of digital and cultural assets to enhance tourists’ decision making and destination marketing strategies
With the overarching research question “how Information and
Communication Technologies can be used to support a destination in
improving tourists’ information search and decision making through the use
of its digital and cultural assets” this thesis connects the three themes of
eTourism, destination marketing and heritage tourism through a user-centric
approach and the application of innovative technologies. The eight papers
provided utilise and investigate the application of technology to improve the
effectiveness and promotion of destination marketing and destination
marketing organisations whilst, at the same time, improving user
experiences.
Interdisciplinary research focuses on the opportunities provided by digital and
cultural assets of destinations to enhance destination marketing efforts. This
research recognises and discusses the importance and challenges of the
commodification process of tangible and intangible heritage as part of the
marketing process. Methodologies appropriate to each of the research
purposes were applied and data was triangulated to improve understanding.
Quantitative data was collected through questionnaires, web crawlers and log
files enabling the research to draw on analytical methods such as
correspondence and cluster analysis, as well as data envelopment analysis
(DEA). Qualitative methods such as workshop cycles, observations, and
interviews were used to provide rich narratives analysed through content
analysis.
The results from the eight papers enhance destination marketing efforts by
providing a better understanding of user behaviour and preferences based on
travel personalities, travel and search pattern. They provide a clearer
representation of the technologies, digital assets and e-Services available,
discussing web site content and effectiveness. Strategies and innovative
ideas to improve the current utilisation of digital technologies are provided
based on the outcomes of the studies presented. Furthermore, a reflection on
the use of intangible cultural heritage assets within destination marketing
supported through the use of technologies is explored to enhance
opportunities for destination marketing.
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The research presents innovative and new ways to a destination to create
new meanings and unique selling points (USPs) through cultural heritage
assets and user-centric technologies. It introduces an interpretative strategy
within destination marketing, and ideas to make the tourists’ holiday choice
process more engaging. It enhances the understanding of on-line destination
presentation, enabling comparisons between providers and improving their
competitiveness.
The main contribution of this work is new and enhanced insights how to
improve on-line destination presentation by understanding its current
representation and users’ search and behaviour patterns online and during
travelling. It provides examples for the usefulness of ICT and cultural heritage
in order to improve destinations’ marketing efforts. It also adds to the debate
of the application of technologies for heritage interpretation and the
commodification of (local) cultural heritage assets for destination marketing
and tourism purposes
Design, Development and Evaluation of a Virtual Environment with children for Moral, Social & Emotional Leaning
Virtual environments have the potential to be an important teaching tool for emotionally-sensitive issues capable of producing a sense of presence, perspective-taking and introspection in users in a risk-free, rapid feedback experience. In designing such experiences, it is essential that users are regularly engaged in a collaborative design process. However, engaging in design, development and evaluation can in itself provide a learning experience. Here, we present our approach to engaging children in the design, development and evaluation of a virtual learning environment, specifically a Serious Game, focused on inculcating empathy, ethical reasoning and reflection for coping with bullying. We demonstrate that children’s involvement not only contributed to an improved virtual environment, but significantly, engaging in the design process provided children with a novel and effective learning opportunity. Through using innovative child-centered participatory design practices, this research provides perceptive insights into how engaging children in design can be employed as a learning experience for emotionally-sensitive learning as well as an approach to gathering user design input. The material outlined in this article is directly linked to virtual worlds for positive change— meeting the needs of children, empowering them to be consulted and take responsibility for issues that affect them at school
When will Immersive Virtual Reality have its day? Challenges to IVR adoption in the home as exposed in studies with teenagers, parents and experts
In response to the pandemic, many countries have had multiple lockdowns punctuated by partial freedoms limiting physically being together. In 2020-21, during the COVID-19 pandemic parents were stressed and exhausted by the challenges of work, home schooling and barriers to typical childcare arrangements. Children were missing one another, their social lives and the variety of experiences that the world beyond the home brings. Immersive Virtual Reality (IVR) offers tried and tested ways to enable children to maintain beyond-household family activities and dynamics. However, it is not viewed as a solution. Instead, as demonstrated through a multiple method study involving a Rapid Evidence Assessment; workshops with 91 teenagers; interviews with 15 experts; a Delphi study with 21 experts; 402 parent questionnaires pre-pandemic; 232 parent questionnaires during the pandemic; and longitudinal interviews with 13 parents during the first UK lockdown in 2020, IVR is not viewed as having value in the home beyond gaming. Results highlight limited consideration of IVR as a way to enhance family life or the home, with a lack of evidence and direction from current research, innovation and policy. The paper empirically demonstrates that experts, teenagers and parents have limited expectations for VR. Further, with parental resistance to adoption and a lack of ideas or innovations in how Immersive Virtual Reality could be used, the likelihood of VR-headset adoption remains low as does its potential as a means of educating, entertaining and socially engaging children and teenagers
Co-design with Children: Using Participatory Design for Design Thinking and Social and Emotional Learning
This paper discusses leveraging design thinking techniques for involving children in serious game design in Japanese elementary schools. Our action research project approach accomplished two different goals: (1) to inculcate design thinking in pupils, and (2) to sensitize children on bullying victimization. Our approach uses a range of participatory design methods to distill design ideas from children and to support their design thinking aiming to boost children’s creative confidence and develop social and emotional skills. Key findings from our project are: (1) children made valuable design contributions including realistic bullying scenarios, language content, user interface design, storyline progression, character profiles, coping strategies etc., and (2) participatory design and design thinking stimulated ethical reasoning, reflection and empathy in children on bullying victimization. Our approach is unique in the current design thinking landscape, because it moves from designing “thing” (object) to designing “think” (bullying sensitization). Future research should focus on highlighting ways how participatory design and design thinking enrich and complement each other. The significance of our paper stems from the simple standpoint that those participating in a design should gain from participating in the design process. Takeaways for practitioners are: (1) building relationships with stakeholders, especially children (2) empathy and user research techniques, (2) translating field data into usable insights, (3) idea-generation and rapid concept development, (4) product co-prototyping, (5) user engagement and co-creation, (6) multiple perspectives on effective communication
A Benchmarking Framework for eTourism Capability of Destinations´ Industries
Purpose –The impact of Information and Communication Technologies (ICT) in tourism has been suggested through
extensive research. Previous work has urged the development of wide-angle studies to enable benchmarking of
destinations and their industries. However, relevant research is limited. Macro-level studies in the area tend to focus
on a single aspect of technology to evaluate adoption, are not sector specific nor take into consideration the different
levels of contribution that systems may bring to performance. This paper provides a framework for benchmarking the
eTourism Capability of a destination´s tourism industry, understanding the eTourism Capability of a destination´s
industry as the contribution that the ICT uptake of that industry makes to its own performance.
Design/methodology/approach – A review of the literature on Tourism, eTourism, Benchmarking and Technology
Adoption provided the baseline for developing this benchmarking tool.
Findings – The literature supported the selection of key tourism industry sectors, i.e. accommodation establishments,
visitor attractions and food and beverage; the most suitable methodology, i.e. intermediary performance measures;
and the business characteristics that need being taken into consideration when assessing ICT adoption by tourism
businesses, e.g. size, type of establishment and area of location.
Research Limitations/Implications – the framework has not been tested yet. It is based upon a review of the
literature and needs to be validated through primary research. The framework was developed based on the context of
Scotland. Further work should be done to adjust the framework to other destinations worldwide.
Practical Implications – The framework enables destinations to benchmark the eTourism Capability of their
industries
Attitudes Towards EU Integration and Euro Adoption in the Czech Republic
ABSTRACT. Our paper focuses on eliciting people’s
attitudes towards EU integration and the adoption of Euro
currency in the Czech Republic. Although EU Accession
was widely supported and accepted by the Czech citizens
prior to 2004, more than 10 years into the EU membership
the attitudes to integration have changed considerably.
The recent world’s economic and financial crisis, the crisis of the Eurozone and the issues with the Greek
membership in the Eurozone (the possibility of the
“Grexit”) have undermined the Euro optimism in many
EU Member States that joined the EU during the so-called
Eastern Enlargement in 2004. We use the example of the
Czech Republic and the representative survey data
collected by the Czech Institute of Sociology in 2012-2014 to estimate and describe the attitudes towards the EU integration and Euro adoption. Our results might shed
some light on the reasons of Euro pessimism and
scepticism and find links with the current economic and
political situation