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Article
Publication date: 22 November 2023

María A. Bretos, Sergio Ibáñez-Sánchez and Carlos Orús

The purpose of this paper is to investigate how previous literature has analyzed the role of augmented reality and virtual reality in the field of tourism, distinguishing between…

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Abstract

Purpose

The purpose of this paper is to investigate how previous literature has analyzed the role of augmented reality and virtual reality in the field of tourism, distinguishing between studies focused on one technology or the other as both have characteristics that profoundly differentiate them.

Design/methodology/approach

This study carries out a critical review to assess and synthesize the literature on augmented reality and virtual reality in tourism. Literature searches are conducted using various keywords, resulting in a selection of 84 articles (19 on augmented reality and 65 on virtual reality) from 39 indexed journals.

Findings

The research findings demonstrate an increasing scholarly focus on exploring the application of virtual reality and augmented reality within the realm of tourism. These results highlight a noticeable progression in recent years with respect to different matters, such as methodologies, used theories or considered variables, among others. Based on these results, it is proposed a future research agenda that seeks to establish a cohesive framework and drive the development of both augmented reality and virtual reality research in tourism.

Originality/value

By conducting an individual and comparative review of the literature on the application of augmented reality and virtual reality in tourism, this research helps elucidate the specific lines of research for each technology while providing a better understanding of how each technology can be used to generate effective tourist experiences.

Propósito

El objetivo de este artículo es investigar cómo la literatura previa ha analizado el papel de la realidad aumentada y la realidad virtual en el ámbito del turismo, distinguiendo entre estudios centrados en una u otra tecnología ya que ambas tienen características que las diferencian profundamente.

Diseño/Metodología/Enfoque

Este estudio realiza una revisión crítica para evaluar y sintetizar la literatura sobre realidad aumentada y realidad virtual en turismo. Se realizan búsquedas de literatura utilizando diversas palabras clave, que dan como resultado la selección de 84 artículos (19 sobre realidad aumentada y 65 sobre realidad virtual) procedentes de 39 revistas indexadas.

Conclusiones

Los resultados de la investigación demuestran que existe un interés creciente en explorar la aplicación de la realidad virtual y la realidad aumentada en el ámbito del turismo. Asimismo, se pone de manifiesto una notable progresión en los últimos años con respecto a diferentes cuestiones, como las metodologías aplicadas, las teorías empleadas o las variables consideradas, entre otras. A partir de estos resultados, se propone una agenda de investigación futura que pretende establecer un marco cohesionado e impulsar el desarrollo de la investigación en el ámbito tanto de la realidad aumentada como de la realidad virtual en turismo.

Originalidad

Al realizar una revisión individual y comparativa de la literatura sobre la aplicación de la realidad aumentada y la realidad virtual en el turismo, esta investigación ayuda a esclarecer las líneas de investigación específicas de cada tecnología a la vez que proporciona una mejor comprensión de cómo cada tecnología puede ser utilizada para generar experiencias turísticas efectivas.

目的

本文旨在研究以往的文献是如何分析增强现实和虚拟现实在旅游领域的作用的, 并对侧重于其中一种技术或另一种技术的研究加以区分, 因为这两种技术都有深刻区别于其他技术的特点。

设计/方法/途径

本研究通过批判性综述来评估和归纳有关旅游业中增强现实和虚拟现实技术的文献。通过使用各种关键词进行文献检索, 从 39 种索引期刊中筛选出 84 篇文章(19 篇关于增强现实技术, 65 篇关于虚拟现实技术)。

研究结果

研究结果表明, 学术界越来越重视探索虚拟现实和增强现实在旅游业中的应用。这些结果突显了近年来在方法论、采用的理论或考虑的变量等不同方面的明显进步。在这些成果的基础上, 提出了未来的研究议程, 旨在建立一个具有凝聚力的框架, 推动旅游业中增强现实和虚拟现实研究的发展。

独创性

本研究通过对增强现实和虚拟现实技术在旅游业中应用的文献进行单独和比较审查, 有助于阐明每种技术的具体研究方向, 同时让人们更好地了解如何使用每种技术来产生有效的旅游体验。

Article
Publication date: 23 June 2021

Xiaohong Wu and Ivan Ka Wai Lai

The purpose of this paper is to examine the factors that influence mainland Chinese film tourists’ behavioural intention in accepting an augmented reality (AR) feature film…

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Abstract

Purpose

The purpose of this paper is to examine the factors that influence mainland Chinese film tourists’ behavioural intention in accepting an augmented reality (AR) feature film character-related tour APP (an IfilmAR-tour-APP) based on an extension of unified theory of acceptance and use of technology (UTAUT) model.

Design/methodology/approach

Systematic sampling was used to collect data; 360 valid questionnaires were collected from mainland Chinese film tourists visiting Macau. Partial least squares structural equation modelling (PLS-SEM) was applied to analyse the data.

Findings

The findings indicated that performance expectancy, effort expectancy, social influence, celebrity involvement and personal innovativeness have a significant impact on mainland Chinese film tourists’ behavioural intention in accepting the IfilmAR-tour-APP, while facilitating conditions do not significantly affect tourists’ behavioural intention. Furthermore, the study revealed that effort expectancy, celebrity involvement and personal innovativeness positively influence performance expectancy in the use of an IfilmAR-tour-APP.

Practical implications

The findings of this study provide implications for AR tour APP developers which will help them to enhance their designs, and for the governments of tourist destinations to formulate their promotion strategies in developing niche tourism.

Originality/value

This study extended the application of UTAUT to tourism technology by introducing two personality traits in the context of AR tour APPs for film-induced tourism. This research contributes to niche tourism research by linking niche tourism and tourism technology.

推广影视旅游的增强现实旅游APP的接受度:论名人参与和个人创新的影响

研究目的

本论文旨在检验中国大陆影视旅游者接受增强现实(AR)影视人物相关APP(IfilmAR-tour-APP)的接受行为, 本论文根据UTAUT模型, 检验其影响接受行为的各项因素。

研究设计/方法/途径

本论文采用系统抽样法搜集数据; 共收到360份中国大陆到澳门影视旅游的游客问卷。本论文采用PLS-SEM方法分析数据。

研究结果

研究结果表明, 性能期望、努力期望、社交影响、名人参与、和个人创新都对中国大陆影视旅游者接受IfilmAR-tour-APP行为有着显著影响。然而, 辅助条件对游客的行为意向并没有显著影响。此外, 本论文还表示努力期望、名人参与、和个人创新对性能期望有积极影响。

研究实践启示

本论文结论对于AR旅行APP开发者提供实践启示, 这将帮助他们提高设计, 此外, 本论文结论对旅游目的地的政府也有启示, 帮助他们推广这种新奇旅游策略。

研究原创性/价值

本论文延展了UTAUT应用到旅游科技, 在AR tour APP在影视旅游中引入两个个性特点。本论文通过连接新奇旅游领域与旅游科技, 对新奇旅游科研有着贡献。

Details

Journal of Hospitality and Tourism Technology, vol. 12 no. 3
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 14 June 2018

Maria Madalena Paulo, Paulo Rita, Tiago Oliveira and Sérgio Moro

The purpose of this paper is to further our knowledge of what influences users to adopt mobile augmented reality in tourism (MART). A conceptual model is proposed, combining the…

2021

Abstract

Purpose

The purpose of this paper is to further our knowledge of what influences users to adopt mobile augmented reality in tourism (MART). A conceptual model is proposed, combining the extension of Unified Theory of Acceptance and Usage of Technology (UTAUT2) with task technology fit (TTF), to explain behavioural intention and user behaviour of MART adopters.

Design/methodology/approach

A questionnaire was completed by a sample of 335 respondents in Portugal. Both UTAUT2 and TTF were combined into a new model from which several hypotheses were drawn based upon the literature.

Findings

The results have shown that the model explains 72 per cent of the variance in behaviour intention to use MART and 45 per cent of the variance in user behaviour.

Originality/value

MART is becoming increasingly known to travellers as it provides the user diverse and useful information with a real relationship with the world. By studying behaviour and what influences consumers to use MART, this study aims to advance the research into new technologies in tourism.

研究目的

本论文旨在扩展对于消费者在旅游行业中使用移动增强现实科技(MART)的知识。本论文结合科技接受和使用全模型(UTAUT2)和任务科技配置度模型(TTF), 提出一个新型的理论模型, 用于更深度理解MART使用者的使用意图和行为。

研究设计/方法/途径

本论文采用问卷采样形式, 采样地点在葡萄牙, 一共采集335份样本数据。由UTAUT2和TTF模型整合的新模型得到了理论认证。

研究结果

本论文新模型解释了72%的MART消费者行为意图和45%消费者使用行为。

研究原创性/价值

MART如今越来越受到游客的认识, 其科技通过一种与现实更贴近的手段, 向游客提供多样且实用的信息。本论文通过研究消费者使用MART的行为, 对旅游产业新科技的应用有着很深的理论贡献。

Details

Journal of Hospitality and Tourism Technology, vol. 9 no. 2
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 19 June 2019

Wei Wei

This paper aims to examine the main developments of virtual reality (VR) and augmented reality (AR) research in hospitality and tourism. It also aims to pinpoint fruitful…

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Abstract

Purpose

This paper aims to examine the main developments of virtual reality (VR) and augmented reality (AR) research in hospitality and tourism. It also aims to pinpoint fruitful directions for tourism and hospitality research on VR and AR applications.

Design/methodology/approach

A selective literature review of full-length papers published in the period from 2000 to 2018 was conducted. A total of 60 journal papers were retrieved and thoroughly reviewed.

Findings

This paper first presents a summary of the distribution of published papers. Then, this paper synthesizes the stimuli, dimensions and consequences of VR/AR-related user behavior experience, upon which a theoretical framework is developed. Additionally, this paper provides a detailed report for the progress on the theories and research methodologies, offering a useful background concerning what remains to be achieved. Finally, this paper puts forward fruitful directions for advancing the current understanding of VR/AR and its management.

Practical implications

This research presents diverse positive outcomes of using VR/AR technologies, which encourage industry practitioners such as destination marketing organizations (DMOs) and marketing firms to incorporate recent technological developments into their strategic plans.

Originality/value

This paper represents one of the first endeavors that critically reviews research progress on VR/AR in tourism and hospitality from 2000 to 2018. Not only are information technology researchers provided with a comprehensive guide to the latest, influential VR/AR literature but also the proposals of wide-ranging directions for future research would stimulate further investigation of VR/AR.

研究目的

本论文研究旅游酒店业在VR和AR研究的主流发展情况。此外, 本论文还指出AR和VR在旅游酒店应用的未来发展方向。

研究设计

研究样本为2000年至2018年发表的文章选集, 共60篇研究文献。

研究结果

本论文首先总结了发表文章的分布情况。其次, 本论文总结了VR/AR相关行为体验研究的起因、方向、以及影响, 并开发了一个理论架构。此外, 本论文还对相关理论和方法进行总结, 从而指出哪些方面需要进一步研究。最后, 本论文还为如何进一步加深对VR/AR及其管理的理解做出指示性说明。

研究实际意义

本论文展示了多个不同层面的使用VR/AR科技的积极影响, 从而鼓励行业者如DMOs和营销机构来应用最近科技创新来完善战略决策。

研究价值

本论文是前沿研究著作之一, 对VR/AR在旅游酒店行业2000年至2018年文献进行梳理的文章。这不仅仅对科技研究学者对信息技术研究、VR/AR文献做了全面梳理, 还对未来VR/AR研究提出多角度全面的启发。

关键词

虚拟现实 、增强现实 、酒店管理 、旅游管理 、科技 、述评

纸张类型 - 文献综述

Details

Journal of Hospitality and Tourism Technology, vol. 10 no. 4
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 3 July 2023

Chih-Hung Wu, Yi-Fang Lin, Kang-Lin Peng and Chih-Hsing Liu

This study aims to explore the augmented reality (AR) effectiveness of museum visiting.

Abstract

Purpose

This study aims to explore the augmented reality (AR) effectiveness of museum visiting.

Design/methodology/approach

Based on the AR marketing of the motivation model and the inspiration model, the critical mental process and AR were revealed that could increase museum visits. The mixed-methods approach was adopted to analyze the qualitative research and test the model hypotheses to understand the perceptions of the increasing AR marketing of museum visits.

Findings

The authors found that inspiration and perceived quality AR are critical to enhancing the attitudinal of museum visits. AR developers can thus focus on utilitarian and hedonic benefits in perceptual augmentation quality to inspire users’ willingness to visit museums.

Originality/value

This study extended the inspiration model through a mixed-methods approach to investigate how AR technologies encourage and leverage visitor experience to increase museum visit intention psychologically.

研究目的

本研究旨在探索增强现实(AR)对博物馆参观的影响。

设计/方法

基于AR营销的动机模型和启发模型, 本研究揭示了能够增加博物馆参观动机的关键心理过程和AR技术。本研究采用混合方法分析定性研究并测试模型假设, 以了解对增加AR营销的博物馆参观的感知。

研究结果

我们发现, 启发和感知质量的AR技术对提升参观博物馆的态度至关重要。因此, AR开发者可以将注意力集中在实用和享乐的益处上, 通过提升感知质量来激发用户参观博物馆的意愿。

创新性/价值

本研究通过混合方法扩展了启发模型, 研究了如何通过AR技术在心理上鼓励和利用游客体验来增加参观博物馆的意愿。

Details

Journal of Hospitality and Tourism Technology, vol. 14 no. 4
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 24 October 2023

Wajdy Omran, Ricardo F. Ramos and Beatriz Casais

This study consolidates insights on the role of virtual reality (VR) and augmented reality (AR) in tourism engagement (TE). In addition, it suggests new directions for research in…

Abstract

Purpose

This study consolidates insights on the role of virtual reality (VR) and augmented reality (AR) in tourism engagement (TE). In addition, it suggests new directions for research in tourism and hospitality.

Design/methodology/approach

A hybrid integrative review was used with bibliometric and theory-context-characteristics-method framework analyses of 236 peer-reviewed journal articles.

Findings

Computer science journals dominate TE in VR/AR research. Emotional and immersive attributes of VR/AR sustain TE. Exploring cultural theories can enrich TE perspectives in the context of VR/AR. This study offers fruitful directions by exploring virtual technology’s role in sustaining cultural heritage and studying TE intentions and perceptions on VR/AR tourism mobile applications.

Originality/value

To the best of the authors’ knowledge, this is the first study that uncovers the structure and intellectual rationale of existent research.

研究目的

本研究整合了关于虚拟现实(VR)和增强现实(AR)在旅游参与(TE)中的作用的见解。此外, 本研究为旅游和酒店业的研究提供了新的方向。

研究方法

本研究使用文献计量学和理论-背景-特征-方法(TCCM)框架分析, 采用混合综合审查方法, 分析了236篇同行评审的期刊文章

研究发现

计算机科学期刊在VR/AR研究中主导了TE领域。VR/AR的情感和沉浸属性支持了TE。在VR/AR的背景下, 探索文化理论可以丰富TE的视角。本研究通过探讨虚拟技术在保护文化遗产方面的作用, 以及研究VR/AR旅游移动应用中的TE意图和感知, 提供了有益的研究方向。

研究创新

这是第一项揭示现有研究结构和知识理论基础的研究。

Details

Journal of Hospitality and Tourism Technology, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 7 February 2022

Shih-Chih Chen, Tung-Hsiang Chou, Tanaporn Hongsuchon, Athapol Ruangkanjanases, Santhaya Kittikowit and Tse-Ching Lee

In this era of smartphone applications, brands are actively developing applications to occupy the consumer’s mobile phone space, adding many practical functions to their…

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Abstract

Purpose

In this era of smartphone applications, brands are actively developing applications to occupy the consumer’s mobile phone space, adding many practical functions to their applications to increase brand exposure or consumer interest in the brand. Augmented reality (AR) has evolved rapidly in the past decade because of technological breakthroughs, making AR no longer an untouchable technology, but one that can be easily used on almost every phone. Therefore, this study aims to combine extended customer experience with AR marketing activities to explain and predict usage and purchase intention.

Design/methodology/approach

The eight key factors integrated into the extended customer experience are used as environmental stimulation factors, and Wanna Kicks and FitGlasses are used as experimental environments. A total of 193 valid samples were collected from users with AR experience. The empirical data is processed and verified by partial least squares in this study.

Findings

Customer experience has received increasing attention in the field of marketing research. This study developed a model to evaluate the antecedents and consequences of AR marketing activities by systematically adding customer experience, continuance intention, purchase intention and customer engagement, and then linking them to the AR application environment. This study presents the academic and practical implications, which can provide future research directions and references for brand marketing strategies and AR applications.

Originality/value

This study adds interactivity, vividness, perceived usefulness and novelty to the extended concept of customer experience. Therefore, the authors proposed that the extended customer experience can be used to measure the perceptions related to AR applications. This study is expected to provide scholars and practitioners in AR fields with a better understanding of the causes and consequences of customer experience with innovative technologies and to suggest effective marketing recommendations.

研究目的

在这个智能手机应用时代, 品牌积极发展能占据消费者的手机空间的应用软件, 在已有的应用软件上增加了许多实用性功能来增加品牌曝光或消费者对品牌的兴趣。增强现实 (AR) 在过去十年中由于技术突破从而发展迅速, 让AR不再触不可及, 而是几乎可以在每部手机上轻松使用的技术。因此, 本研究通过结合 AR 营销活动以及延展顾客体验, 来以解释和预测用户使用和购买意向。

研究设计/方法/途径

本研究用延展顾客体验模型中的八项关键因素来作为环境刺激因素, Wanna Kicks 和 FitGlasses 用作实验环境。 本研究从具有 AR 经验的用户那里收集193个有效样本。数据通过偏最小二乘法来进行处理和验证。

研究发现

客户体验在营销领域受到越来越多的关注。本研究通过系统地添加客户的 体验、持续意向、购买意向和客户参与度, 然后将它们链接到 AR 应用环境来评估AR 营销活动的前因和后果来建立了一项模型。本研究提出了学术和实践意义, 可以提供未来的研究方向品牌营销策略和AR应用提供参考。

研究原创性/价值

这项研究对客户体验扩展概念增加了交互性、生动性、感知有用性、以及新颖性。因此, 我们建议延展客户体验模型可运用于衡量与 AR 应用相关的用户感知。本研究旨在为学者和AR领域的从业者关于创新技术的客户体验的因果提供更进一步的认知, 并提出有效的营销建议。

Article
Publication date: 31 January 2024

Juan F. Prados-Castillo, Juan Antonio Torrecilla-García and Francisco Liébana-Cabanillas

The primary objective of this study is to ascertain how Metaverse technologies, primarily virtual reality (VR) and augmented reality (AR), redefine tourism experiences. It aims to…

Abstract

Purpose

The primary objective of this study is to ascertain how Metaverse technologies, primarily virtual reality (VR) and augmented reality (AR), redefine tourism experiences. It aims to delve into the capabilities of these technologies in eliminating conventional physical and economic barriers and enabling virtual exploration of destinations. Additionally, this study seeks to understand how tourism enterprises can leverage Metaverse technologies for operational efficiency and enhance customer satisfaction.

Design/methodology/approach

This research uses a two-pronged methodological approach, incorporating bibliometric analysis techniques and a systematic literature review. Bibliometric analysis provides a quantitative assessment of existing literature, identifying key trends, authors and publications in the domain of Metaverse tourism. Concurrently, this systematic literature review qualitatively evaluates the content and context of these studies, focussing on the applications of VR and AR in tourism as well as the managerial and consumer implications therein.

Findings

The findings reveal a significant uptick in literature production in the Metaverse tourism domain post-2018, indicating a burgeoning interest in this field. Metaverse facilitates a unique blend of engaging and personalised tourism experiences from the comfort of one’s home. Moreover, tourism enterprises stand to gain from streamlined booking processes and to improve operational efficiency, which in turn augments customer satisfaction.

Research limitations/implications

This research is confined to the analysis of the existing literature and does not involve primary data collection, which could limit the comprehensiveness of the insights. Moreover, the nascent stage of Metaverse technology in tourism presents a challenge in deriving conclusive implications. This study underscores the need for further empirical research to validate the theoretical frameworks discussed and explore the long-term implications of Metaverse technologies in the tourism sector.

Practical implications

Metaverse opens avenues for tourism enterprises to enhance their customer engagement and operational efficiency. It offers a novel platform for immersive and personalised travel experiences, thereby potentially increasing the market reach and customer satisfaction. The streamlined processes facilitated by Metaverse could also lead to cost reduction and increased profitability for tourism enterprises.

Social implications

The integration of Metaverse technologies could democratise travel experiences, allowing individuals who might be economically or physically constrained to virtually explore global destinations. However, it also raises concerns regarding the digital divide and potential loss of authentic human interactions and cultural exchanges that traditionally characterise tourism.

Originality/value

This study is among the pioneering efforts to quantitatively and qualitatively analyse the burgeoning field of metaverse tourism. By amalgamating bibliometric analysis with a systematic literature review, it unveils the potential of Metaverse technologies in transcending conventional tourism paradigms, presenting a comprehensive understanding of the practical, managerial and consumer-centric implications therein.

设计/方法/途径

本研究采用了双管齐下的方法, 既有文献计量分析技术, 又有系统的文献综述。文献计量分析对现有文献进行定量评估, 确定元旅游领域的主要趋势、作者和出版物。同时, 系统性文献综述对这些作品的内容和背景进行了定性评估, 重点关注虚拟现实(VR)和增强现实(AR)在旅游业中的应用以及对管理和消费者的影响。

研究目的

本研究的主要目的是确定元宇宙技术(主要是 VR 和 AR)如何重新定义旅游体验。研究旨在深入探讨这些技术在消除传统物理和经济障碍以及实现目的地虚拟探索方面的能力。此外, 本研究还试图了解旅游企业如何利用元数据技术提高运营效率和客户满意度。

研究结果

研究结果表明, 2018 年后, Metaverse 旅游领域的文献产量大幅上升, 表明人们对这一领域的兴趣日益浓厚。Metaverse 可以让人们在家中就能享受到独特的个性化旅游体验。此外, 旅游企业可从简化预订流程和提高运营效率中获益, 进而提高客户满意度。

研究限制/影响

本研究仅限于对现有文献的分析, 不涉及原始数据收集, 这可能会限制研究见解的全面性。此外, Metaverse 技术在旅游业中的应用尚处于起步阶段, 这对得出结论性影响提出了挑战。本研究强调有必要开展进一步的实证研究, 以验证所讨论的理论框架, 并探索元数据技术在旅游业中的长期影响。

实际意义

Metaverse 为旅游企业提高客户参与度和运营效率开辟了道路。它为身临其境的个性化旅游体验提供了一个新颖的平台, 从而有可能提高市场覆盖率和客户满意度。Metaverse 推动的简化流程还可降低旅游企业的成本, 提高其盈利能力。

社会影响

Metaverse 技术的整合可以使旅游体验平民化, 让经济或身体条件有限的人也能以虚拟方式探索全球旅游目的地。然而, 它也引发了人们对数字鸿沟的担忧, 以及对传统旅游业所特有的真实人际互动和文化交流的潜在损失的担忧。

原创性/价值

本研究是定量和定性分析新兴的 Metaverse 旅游领域的开创性研究之一。通过将文献计量学分析与系统的文献综述相结合, 本研究揭示了元数据技术在超越传统旅游范式方面的潜力, 并对其中的实用、管理和以消费者为中心的含义提出了全面的理解。

Diseño/metodología/enfoque

Esta investigación utiliza un enfoque metodológico doble, que incorpora técnicas de análisis bibliométrico y una revisión sistemática de la literatura. El análisis bibliométrico proporciona una evaluación cuantitativa de la literatura existente, identificando tendencias, autores y publicaciones clave en el ámbito del turismo en el Metaverso. Al mismo tiempo, la revisión sistemática de la literatura evalúa cualitativamente el contenido y el contexto de estos trabajos, centrándose en las aplicaciones de la Realidad Virtual (RV) y la Realidad Aumentada (RA) en el turismo, así como en sus implicaciones para la gestión y el consumidor.

Objetivo

El objetivo principal de este estudio es determinar cómo las tecnologías asociadas al Metaverso, principalmente la RV y la RA, redefinen las experiencias turísticas. Pretende profundizar en las capacidades de estas tecnologías para eliminar las barreras físicas y económicas convencionales y permitir la exploración virtual de los destinos. Además, este estudio pretende entender cómo las empresas turísticas pueden aprovechar las tecnologías relacionadas con el Metaverso para mejorar la eficiencia operativa y la satisfacción del cliente.

Conclusiones

Los resultados revelan un aumento significativo en la producción de literatura en el ámbito del turismo en el Metaverso desde el año 2018, lo que indica un creciente interés en este campo. El Metaverso facilita una combinación única de experiencias turísticas atractivas y personalizadas desde la comodidad del hogar. Además, las empresas turísticas se benefician de la agilización de los procesos de reserva y la mejora de la eficiencia operativa, lo que a su vez aumenta la satisfacción del cliente.

Limitaciones e implicaciones de la investigación

La investigación se limita al análisis de la bibliografía existente y no incluye la recopilación de datos primarios, lo que podría limitar la exhaustividad de las conclusiones. Además, el estado incipiente de la tecnología relacionada con el Metaverso en el turismo supone un reto a la hora de extraer implicaciones concluyentes. Este estudio subraya la necesidad de realizar más estudios empíricos para validar los marcos teóricos discutidos y explorar las implicaciones a largo plazo de estas tecnologías en el sector turístico.

Implicaciones prácticas

El Metaverso abre vías para que las empresas turísticas mejoren su compromiso con el cliente y su eficiencia operativa. Ofrece una plataforma novedosa para experiencias de viaje inmersivas y personalizadas, con lo que aumenta potencialmente el alcance del mercado y la satisfacción del cliente. La racionalización de los procesos facilitados por el Metaverso también podría conducir a la reducción de costes y al aumento de la rentabilidad de las empresas turísticas.

Implicaciones sociales

La integración de las tecnologías relacionadas con el Metaverso podría democratizar las experiencias de viaje, permitiendo a personas con limitaciones económicas o físicas explorar virtualmente destinos globales. Sin embargo, también suscita preocupación en relación con la brecha digital y la posible pérdida de interacciones humanas auténticas e intercambios culturales que tradicionalmente caracterizan al turismo.

Originalidad/valor

Este estudio es uno de los pioneros en analizar cuantitativa y cualitativamente el creciente campo del turismo en el Metaverso. Amalgamando el análisis bibliométrico con una revisión sistemática de la literatura, desvela el potencial de las tecnologías relacionadas con el Metaverso para sacar a la luz los paradigmas turísticos convencionales, presentando una comprensión exhaustiva de sus implicaciones prácticas, de gestión y centradas en el consumidor.

Article
Publication date: 8 August 2023

Wei-Rong Lin, Shin-Shiuan Lee and Wen-Shiung Huang

Tourists must possess technological competence, as technology becomes increasingly ubiquitous in travel. However, few studies have investigated tourists’ technological competence…

Abstract

Purpose

Tourists must possess technological competence, as technology becomes increasingly ubiquitous in travel. However, few studies have investigated tourists’ technological competence (TTC). Thus, this study aims to develop a valid and reliable scale for measuring TTC.

Design/methodology/approach

In the development of the scale, the authors first reviewed the literature and consulted experts to formulate an initial set of items. The items were then reduced using exploratory factor analysis, and the measures were validated through confirmatory factor analysis. Two distinct sets of data were collected to develop and validate the TTC scale.

Findings

The final scale has 21 items and five factors: searching and booking for travel information online, using self-service systems, operating VR/AR technologies, using apps for travel and using technology at tourist destination. After analyzing the reliability, construct validity, criterion-related validity and known-group validity, the TTC scale has been established as a measurement tool with acceptable reliability and validity.

Originality/value

The authors proposed the concept of technological competence in tourists and developed a scale to measure it. In addition to filling research gaps, understanding the items relating to TTC can help promote tourism education in the digital and technological age and provide reference for those developing technological services at tourist destinations.

研究目的

随着科技在旅行中的应用普及, 游客必须具备科技使用能力。然而, 关于游客科技使用能力(TTC)的研究很少。因此, 本研究开发了一个有效可靠的量表来衡量TTC。

设计/方法

在量表的开发中, 我们首先回顾了文献, 并咨询专家, 制定了一组初始测量项目。然后通过探索性因素分析缩减项目, 并通过验证性因素分析验证了测量。我们收集了两组不同的数据来开发和验证TTC量表。

研究结果

最终的量表包含21个项目和5个因子:在线搜索和预订旅行信息, 使用自助服务系统, 操作虚拟现实/增强现实技术, 使用旅行应用程序, 以及在旅游目的地使用科技。在分析可靠性、构造效度、标准相关效度和已知群体效度后, TTC量表已被确定为具有可接受的可靠性和效度的测量工具。

创新性/价值

我们提出了游客的科技使用能力概念, 并开发了一个用于衡量的量表。除了填补研究空白外, 了解与游客科技使用能力相关的项目可以帮助推动数字化和技术时代的旅游教育, 并为那些开发旅游目的地科技服务的人提供参考。

Details

Journal of Hospitality and Tourism Technology, vol. 14 no. 5
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 30 May 2019

Sérgio Moro, Paulo Rita, Pedro Ramos and Joaquim Esmerado

Virtual reality (VR) and augmented reality (AR) are two technological breakthroughs that stimulate reality perception. Both have been applied in tourism contexts to improve…

1694

Abstract

Purpose

Virtual reality (VR) and augmented reality (AR) are two technological breakthroughs that stimulate reality perception. Both have been applied in tourism contexts to improve tourists’ experience. This paper aims to frame both AR and VR developments during the past 15 years from a scientific perspective.

Design/methodology/approach

This study adopts a text mining and topic modelling approach to analyse a total of 1,049 articles for VR and 406 for AR. The papers were selected from Scopus, with the title, abstract and keywords being extracted for the analysis. Formulated research hypotheses based on relevant publications are then evaluated to assess the current state of the broader scope of the large sets of literature.

Findings

Most of research using AR is based on mobile technology. Yet, wearable devices still show few publications, a gap that is expected to close in the near future. There is a lack of research adopting Big Data/machine learning approaches based on secondary data.

Originality/value

As both AR and VR technologies are becoming more mature, more applications to tourism emerge. Scholars need to keep pace and fill in the research gaps on both domains to move research forward.

论旅游业中AR和VR的近期发展

摘要

研究目的 – VR和AR是两种提高人们现实感知的科技突破。二者均被运用到旅游场景中提高游客体验。本论文旨在建立一个模型来描述过去15年内AR和VR的发展轨迹。

研究设计/方法/途径

本论文采用文本挖掘和主题建模方法来分析1049篇有关VR和406篇有关AR的文章。样本库采样于Scopus, 通过题目、摘要、和关键词来检索。根据检索结果, 本论文提出研究假设, 并且审视延展更大范围的相关文献。

研究结果

本论文发现大多数AR文章都是以移动技术为本。然而, 可穿戴设备始终有很少的文章。因此, 文献缺口预计在不久的将来会得以补上。研究还发现, 基于二手数据而运用大数据/机器学习方法的文章少之又少。

研究原创性/价值

随着AR和VR技术越来越成熟, 旅游业更多的运用案例随之出现。学者需要紧随脚步, 填补AR和VR的文献缺口, 推进研究进程。

关键词:虚拟现实、增强现实、文献分析、旅游业

Details

Journal of Hospitality and Tourism Technology, vol. 10 no. 4
Type: Research Article
ISSN: 1757-9880

Keywords

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