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1 – 10 of 26
Article
Publication date: 26 July 2023

Gokhan Agac, Ferit Sevim, Omer Celik, Sedat Bostan, Ramazan Erdem and Yusuf Ileri Yalcin

The metaverse offers great potential for creating a new educational environment with unique experiences. Currently, it has been integrated into many stages of education, including…

Abstract

Purpose

The metaverse offers great potential for creating a new educational environment with unique experiences. Currently, it has been integrated into many stages of education, including classroom study aids, clinical skill interaction and image training simulators, thanks to a new generation of Internet applications. This paper aims to provide a comprehensive systematic review using bibliometric analysis on the metaverse in health education and analyze the trends and patterns of research output within the field.

Design/methodology/approach

The paper conducts bibliometric analysis and follows the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines to ensure a rigorous and transparent review process. Specifically, this article identifies research questions, develops a data-collection strategy and establishes a screening approach that includes determining relevant keywords and applying inclusion and exclusion criteria.

Findings

A bibliometric analysis is conducted comprising 231 studies from 145 scientific journals to assess the trends, patterns and collaboration networks in research on the use of metaverse technology in health education. This paper provides insights into the research themes, publication trends and countries leading in this field, which can guide future research in this field.

Originality/value

The use of metaverse technology in health education has gained momentum in recent years. Despite this interest, comprehensive studies to review and analyze the existing literature on this topic systematically are lacking. In response, this paper provides a systematic review that explores the potential role of the metaverse in health education. By considering the current research, key trends, research hotspots and opportunities for future investigations are identified. The findings not only shed light on the current state of research but also offer guidance for advancing this exciting field.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 15 February 2024

Chinaza Solomon Ironsi

This study aims to explore the perceptions of language learners and instructors on using augmented reality (AR) in a hybrid learning environment.

Abstract

Purpose

This study aims to explore the perceptions of language learners and instructors on using augmented reality (AR) in a hybrid learning environment.

Design/methodology/approach

Mixed-method research design was used to elicit information from 62 participants on the study’s objective. Data were collected and analyzed to examine the participants’ views on using AR in language teaching in a hybrid environment.

Findings

This study unveils that while most studies acknowledge AR as an effective instructional delivery, students and instructors perceive some setbacks. Other novel insights provided by this study reveal necessities to consider before implementing AR in classroom settings.

Research limitations/implications

This study provides insights into the widely reported effectiveness of AR in the English language-teaching domain. This study suggests that considering the dispositions of learners and instructors toward digitally enhanced learning, using AR without good teaching practices and approaches may not yield expected learning outcomes.

Originality/value

This study advances scientific knowledge on the use of AR in hybrid learning models by providing empirical evidence to show the perceived effectiveness of AR. It further provides a robust understanding of the pedagogical implications of using AR in classroom settings drawing from diverse lenses. This helps ensure that educational settings that integrate AR consider the novel findings of this study before such implementation.

Details

foresight, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1463-6689

Keywords

Article
Publication date: 10 April 2023

Santosh Abaji Kharat, Shubhada Nagarkar and Bhausaheb Panage

The purpose of this research is to introduce the Layar augmented reality (AR) application among library users and to understand the user’s satisfaction towards the information…

Abstract

Purpose

The purpose of this research is to introduce the Layar augmented reality (AR) application among library users and to understand the user’s satisfaction towards the information services provided by the Layar application with the help of the structural equation model (SEM).

Design/methodology/approach

According to Thomas (2016), action research is mainly undertaken to develop new skills or new approaches and to solve issues and problems with direct application to any applied setting. The present study helps to develop new skills and approaches to repackaging information using AR applications. Researchers have identified the question of what could be done to increase the awareness of Layar AR applications among students. Because the Layar augmented application is one of the new tools for an academic library to repackage information for mass accessibility. Therefore, in the present action research approach, researchers encompass two activities action and research. Researchers have used participatory action research methods by collecting data from 17 MBA institute libraries affiliated with Savitribai Phule Pune University. Researchers have systematically used the Layar application in the library by obtaining permission from each higher authority. Researchers have designed a Layar satisfaction model using the SEM with AMOS and SPSS.

Findings

The researcher found that the relationship between experience, performance and service quality is positively significant. The user’s experience is satisfied with the Layar application, but users are not satisfied with the service quality and performance of the Layar application.

Research limitations/implications

This study tested Layar AR application in MBA libraries affiliated with Savitribai Phule Pune University in the Pune and Pimpri Chinchwad areas.

Practical implications

The Layar app helps the academic library to convert selected print collections into an AR feel for library users. This is an additional method of providing information services to users through mobile devices. A total of 157 students downloaded the Layar application from their handsets and provided feedback through a questionnaire. Researchers have found that the relationships between users and Layar experience, performance and service quality are positively significant. The user experience is satisfied with the Layar application, but users are not satisfied with the service quality and performance of the Layar application.

Originality/value

This study examined the performance, service quality and user experience of Layar applications. Structural equation and Modelling theories were used to examine the relationship between user satisfaction and information services using the Layar application.

Article
Publication date: 31 August 2023

Chongyang Chen, Kem Z.K. Zhang, Zhaofang Chu and Matthew Lee

In the growing information systems (IS) literature on metaverse, augmented reality (AR) technology is regarded as a cornerstone of the metaverse which enables interaction…

1323

Abstract

Purpose

In the growing information systems (IS) literature on metaverse, augmented reality (AR) technology is regarded as a cornerstone of the metaverse which enables interaction services. Interaction has been identified as a core technology characteristic of metaverse shopping environments. Based on previous human–technology interaction research, the authors further explicate interaction to be multimodal sensory. The purpose of this study is thus to better understand the unique nature of interaction in AR technology and highlight the technology's benefits for shopping in metaverse spaces.

Design/methodology/approach

An experiment has been conducted to empirically examine the authors' research model. The authors use the structural equation modeling (SEM) approach to analyze the collected data.

Findings

This study conceptualizes image, motion and touchscreen interactions as the three dimensions of multimodal sensory interaction, which can reflect visual-, kinesthetic- and haptic-based sensation stimulation. The authors' findings show that multimodal sensory interaction of AR activates consumers' intention to purchase via a psychological process. To delineate this psychological process, the authors use feelings-as-information theory to posit that experiential factors can influence cognitive factors. More specifically, multimodal sensory interaction is shown to increase multisensory experience and spatial presence, which can effectively reduce product uncertainty and information overload. The two outcomes have been considered to be key issues in online shopping environments.

Originality/value

This study is one of the first ones that shed light on the multimodal sensory peculiarity of AR interactions in the extant IS literature. The authors further highlight the benefits of AR in addressing major online shopping concerns about product uncertainty and information overload, which are largely overlooked by prior research. This study uses feelings-as-information theory to explain the impacts of AR interactions, which reveal the essential role of the experiential process in sensory-enabling technologies. This study enriches the existing theoretical frameworks that mostly focus on the cognitive process. The authors' findings about AR interactions provide noteworthy guidelines for the design of metaverse environments and extend the authors' understanding of how the metaverse may bring benefits beyond traditional online shopping settings.

Details

Internet Research, vol. 34 no. 1
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 26 December 2023

Claudia Bernasconi and Libby Balter Blume

This article explores the implications of virtual social spaces for conceptualizing community engagement in the practice of architecture and design by critically analyzing…

Abstract

Purpose

This article explores the implications of virtual social spaces for conceptualizing community engagement in the practice of architecture and design by critically analyzing multidisciplinary approaches to conceptualizing community namely space, place, and context to envision social spaces of virtual community engagement by architects and designers.

Design/methodology/approach

This conceptual article utilized narrative literature review as the primary method for conducting a transdisciplinary theoretical integration. First, the authors defined the metaverse as all manner of human-technological interaction. Second, the authors discussed theories of place from architecture, social geography, and human ecology and employed neoecological theory to describe the interactional processes inherent in research and practice with virtual communities. Finally, the authors documented specific types of virtual engagement strategies in architectural research and practice.

Findings

Virtual environments provide varied opportunities for effective collaborations among architects, designers, and community members. The primary strategies identified by the literature review of virtual community engagement were collaborative, augmented reality, and situated digital experiences. In addition, researchers have found that the most effective community engagement bridges interactions in the physical space and digitally mediated interactions.

Research limitations/implications

The authors advocate for increased research towards understanding how the expanded availability of more complex technological tools, such as future versions of artificial intelligence (AI) software, may further layer the landscape of community engagement in ways that may be unpredictable and currently less understood. Additional research is also needed to address participants' perspectives in virtual community engagement and explore how the building of communities in the meta-context is felt, lived, and understood by those who act in them.

Practical implications

The availability of new technological tools and digital platforms challenges diverse professionals to expand their community-engaged practice into the metaverse. Although not every community has broadband Internet or software access, many physical locations whether community centers, libraries, schools, or one’s own home may serve as safe spaces for novel virtual engagement experiences by individuals and groups. Digital engagement can increase opportunities for involvement from persons who are home-bound, lack transportation or child-care to attend in-person community events, or may desire the anonymity afforded by virtual engagement.

Social implications

Virtual environments can provide varied opportunities for effective collaboration among architects, designers, and community members by overcoming physical or nonphysical barriers to in-person engagement. For example, recent case studies of civic and community organizations have successfully integrated physical and virtual community engagement during the global COVID-19 pandemic by overcoming physical or nonphysical barriers to in-person engagement. Community development theorists have referred to such contexts as a “post-place community” in which individuals find solidarity through digital global networks.

Originality/value

This article theorizes virtual community engagement in the metaverse from a transdisciplinary perspective and coins the innovative concept of meta-contexts to describe a global “post-place” community. Integrating theories of place from architecture, social geography, and human ecology guides an original review of effective strategies for meta-contextual digital community engagement by architects and designers.

Details

Archnet-IJAR: International Journal of Architectural Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2631-6862

Keywords

Article
Publication date: 27 June 2023

Ülker Çolakoğlu, Esra Anış, Özlem Esen and Can Serkan Tuncay

This study explores tourists' virtual reality experiences during the transition to the Metaverse.

Abstract

Purpose

This study explores tourists' virtual reality experiences during the transition to the Metaverse.

Design/methodology/approach

Qualitative approach was employed to capture tourists' virtual reality experiences and knowledge of the Metaverse at two five-star hotels in Kusadasi (Republic of Turkey). The data were collected from Kusadasi using a purposive sampling technique. The research design focused on data collection with the structured interview technique. The interview form consisted of 7 questions in total, and a voice recorder was used to record the answers of the participants. After the first 4 questions were asked, the participants were presented a virtual reality experience with the virtual reality (VR) glasses. The interview was held face-to-face with thirty-five participants consisting of domestic and foreign tourists in two five-star hotels in the summer season of 2022. The collected data were analyzed with the content analysis technique and themes were created.

Findings

This study's findings enhance the conceptual capital in this emerging field and provide insights into many of the participants who have and have never experienced virtual reality applications and who are familiar and unfamiliar with the Metaverse as a concept.

Research limitations/implications

This study generates empirical data that informs contemporary debates about virtual reality and the Metaverse.

Practical implications

The findings show that most participants have never experienced a virtual reality application. Hotels and travel agencies should be aware of this new futuristic technology before the Metaverse transition. Metaverse is for generation Y and Z instead of Baby Boomers and generation X.

Originality/value

This study is unique in terms of depth and fills the gap as it provides useful insights regarding the evaluation of tourists' virtual reality experiences in the transition process to the Metaverse.

Details

Journal of Hospitality and Tourism Insights, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2514-9792

Keywords

Article
Publication date: 28 November 2023

Maurizio Massaro, Rosanna Spanò and Sanjaya Chinthana Kuruppu

This paper aims to understand the main challenges connected with accountability issues across multiple layers of the metaverse, to identify whether and how any techwashing is…

Abstract

Purpose

This paper aims to understand the main challenges connected with accountability issues across multiple layers of the metaverse, to identify whether and how any techwashing is taking place and to discuss implications for accounting research.

Design/methodology/approach

To develop the research, the authors refer to a critical dialogic accountability framework, operationalized in the current paper by leveraging the perspectives of accountability as virtues and as mechanisms (Bovens, 2010). The authors discuss who is accountable to whom, for what and in what manner in a relatively unregulated and unaccountable world, through the layers of virtual reality introduced by MacKenzie et al. (2013) and Llewellyn (2007). Methodologically, the study concentrates on 32 start-ups working in the metaverse selected from the Crunchbase database and relies on interviews, direct observation in the field and white paper reports analyzed by means of NVivo coding.

Findings

The findings show how metaverse creators deal with accountability as a virtue and accountability as a mechanism. Companies who operate metaverses primarily consider accountability in the virtual-physical domain, which focuses on developing the necessary internal and external architecture to enable a particular metaverse to function. Metaverse companies also emphasize the virtual-agential dimension that concentrates on onboarding, engaging with and incentivizing individuals in virtual worlds. There is an emphasis on outlining the virtues or standards that metaverse companies aspire to, but there is very little detail provided. Similarly, there are uneven and limited discussions of the mechanisms that can support accountability in most layers of a virtual world.

Research limitations/implications

The analysis raises significant questions about the purpose, scope and use of metaverses, which are still a relatively unregulated and unaccountable world. The paper advances the idea that the current creators of metaverses are “techwashing” their projects, providing a utopian ideal of what their universes will look like but obfuscating the realities of their ventures in tech jargon that few people are likely to understand. Therefore, meaning and truth at all levels of the real and virtual worlds remain unaddressed, with implications to be explored in terms of legitimacy and trust of metaverses and the interests that shape them.

Originality/value

This paper is one of the first to address the issue of accountability in metaverses. It advances an analytical framework to guide future accounting and accountability research into virtual worlds.

Details

Accounting, Auditing & Accountability Journal, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0951-3574

Keywords

Book part
Publication date: 2 November 2023

P. Harish and Toney K. Thomas

This chapter examines how Industrial Revolution 4.0 (IR 4.0) influences shape and reshapes the tourism industry. Tourism 4.0 technology enables user engagement with a system…

Abstract

Purpose

This chapter examines how Industrial Revolution 4.0 (IR 4.0) influences shape and reshapes the tourism industry. Tourism 4.0 technology enables user engagement with a system, improvement of the real tourist experience and the development of new approaches to influence behaviour change and even long-term user transformation.

Design/Methodology/Approach

Using an in-depth review of existing data, this chapter explains IR 4.0 and its integration into the tourism industry, especially on tourist behaviour.

Findings

Although technology integrates very slowly into the tourism industry, its phase of integration, especially Industry 4.0, is highly evident. Technology proved that it could enhance products and services in tourism and with its optimal use it can sustainably integrate into the tourism industry.

Novelty

Service is still the keyword for tourism, and at a certain level, services are integrated into the tourism industry for standardisation and consistency. The recent global pandemic paves the way for several alternatives to integrate technology into the services.

Details

Impact of Industry 4.0 on Sustainable Tourism
Type: Book
ISBN: 978-1-80455-157-8

Keywords

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: 7 November 2023

Shao-Chun Wu and James Quo-Ping Lin

Virtual reality (VR) can be used as an alternative mean for viewing collections at home when it is not possible to visit museums due to COVID-19. This study took the development…

Abstract

Purpose

Virtual reality (VR) can be used as an alternative mean for viewing collections at home when it is not possible to visit museums due to COVID-19. This study took the development process of VR at Taiwan's National Palace Museum (NPM) as a case to discuss the characteristics of VR developed there in different periods and how NPM transforms the contents of its collections into VR.

Design/methodology/approach

This study used a case study to analyze the development process of VR at NPM from 2014 to 2019 and summarized the characteristics of the development and application of VR.

Findings

The authors find that the history of VR application in NPM is a process from exploring the technology to gradually getting familiar with the potential of its application. Its development can be divided into the exploration and experiment stage from 2014 to 2015, the single collection interpretation stage in 2016 and the multipurpose application stage from 2017 to 2019. It is suggested that museums should adopt a long-term strategy to introduce VR, make plans carefully and pay attention to the limitations of VR application.

Research limitations/implications

The results of this study are suitable for art and history museums.

Originality/value

Many research studies on the application of VR in museums mostly focused on the benefits and technologies of adopting VR in museums as well as specific museum VR projects. There is still scant literature on the development process of museum VR from the perspective of museum organizations.

Details

Journal of Cultural Heritage Management and Sustainable Development, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2044-1266

Keywords

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