Search results
1 – 10 of 21Timothy Hyungsoo Jung, Hyunae Lee, Namho Chung and M. Claudia tom Dieck
Augmented reality (AR) is increasingly used in cultural heritage tourism sites for the enhancement of the tourist experience. However, behavioral intention to adopt AR is…
Abstract
Purpose
Augmented reality (AR) is increasingly used in cultural heritage tourism sites for the enhancement of the tourist experience. However, behavioral intention to adopt AR is dependent on cultural traits, and close investigation is required on cultural differences. To explore these cultural differences and the effect on AR acceptance in cultural heritage tourism sites, this study aims to focus on the aesthetic and hedonic characteristics of AR applications.
Design/methodology/approach
Data were collected in two countries with strong contrasts in Hofstede’s cultural dimensions to explore cultural differences in AR acceptance. In total, 145 questionnaires were collected in Deoksugung Palace, South Korea, and 119 questionnaires were collected in the An Post Museum, Republic of Ireland. Data were analyzed using PLS Graph 3.0.
Findings
The findings confirmed that the aesthetics of AR have a strong influence on perceived enjoyment. Furthermore, this study supported the notion that high power distance, collectivism and high uncertainty avoidance culture such as South Korea’s perceives stronger dependence on social influence and the hedonic characteristics of AR.
Practical implications
AR innovation and marketing within the hospitality and tourism industry requires an understanding of cultural differences to ensure successful implementation. In addition, tourism and hospitality managers need to ensure that the needs and requirements of different target markets are met.
Originality/value
This study applied Hofstede’s cultural dimensions to explore the differences between two very distinct countries with regard to AR acceptance. The findings provide important implications for the implementation of tourism AR applications for different countries, especially considering international target markets.
Details
Keywords
M. Claudia Tom Dieck, Paraskevi Fountoulaki and Timothy Hyungsoo Jung
Advances in information communication technologies (ICTs) have changed the tourism distribution channels model, as traditional players continue to disappear or change…
Abstract
Purpose
Advances in information communication technologies (ICTs) have changed the tourism distribution channels model, as traditional players continue to disappear or change their business model, while new players and channels emerge because of technological developments. Therefore, this study aims to propose a tourism distribution channels model for European island destinations.
Design/methodology/approach
Using an exploratory approach, interviews with 34 tourism stakeholders were conducted at ITB Berlin and WTM London in March 2014 and March/November 2016, and analyzed using thematic analysis.
Findings
The findings revealed that a number of changes have taken place within the distribution channels market over the past six years. The disappearance of incoming travel agents has increased, while new forms of online communication and distribution have appeared. In particular, social media, online review sites and mobile channels play an increasingly important role for hoteliers.
Practical implications
ICTs change the online landscape for tourist distribution in island destinations, and practitioners should make use of new online channels and be aware of disappearing tourism players to remain competitive.
Originality/value
First, this paper provides indications for the increased disintermediation in regard to incoming travel agents within the Cretan hospitality and tourism industry. Second, it investigates the issue of tourism distribution channels using a broad range of key tourism and hospitality players to provide a tourism distribution channels model for future reference. Finally, this study offers implications for the development of distribution strategies for tourism businesses and hoteliers in Crete.
Details
Keywords
Timothy Hyungsoo Jung and M. Claudia tom Dieck
This paper aims to propose a value co-creation framework through examining the opportunities of implementing augmented reality, virtual reality and 3D printing into the…
Abstract
Purpose
This paper aims to propose a value co-creation framework through examining the opportunities of implementing augmented reality, virtual reality and 3D printing into the visitor experience at cultural heritage places.
Design/methodology/approach
This study proposes the conceptual model of value co-creation using a case-study approach by presenting some cases of a cultural heritage place in the UK.
Findings
The findings of this study suggest that the effective use of multiple technologies in the context of cultural heritage places contributes to the co-creation of value for both cultural heritage organisations and also for visitors’ pre-visit, onsite and post-visit experience. Businesses can benefit from increased spending, intention to return and positive word-of-mouth, while visitors receive a personalised, educational, memorable and interactive experience.
Practical implications
Cultural heritage places have to find new ways to survive increasingly fierce competition. Using technology and the concept of value co-creation can prove to be a valuable concept in an attempt to attract new target markets, enhance visitors’ experience, create positive word-of-mouth and revisit intentions.
Originality/value
Recently, increased importance has been placed on the co-creation of value to account for consumers' interest in playing some part in the development of services and products. This study takes a holistic approach using augmented reality, virtual reality and 3D printing from a value co-creation perspective.
Details
Keywords
Timothy Hyungsoo Jung, M. Claudia Tom Dieck and Namho Chung
With the emergence of mobile devices, factors such as interaction and ubiquity have become increasingly important in the use of social media networks. However, regarding…
Abstract
Purpose
With the emergence of mobile devices, factors such as interaction and ubiquity have become increasingly important in the use of social media networks. However, regarding hotel guests’ use of social media, knowledge about how those factors contribute to guests’ continued social media use remains limited. The purpose of this study is to examine the influence of interaction and ubiquity mediated by trust, benefits and enjoyment on hotel guests’ continued use of social media networks.
Design/methodology/approach
To examine the hypotheses, a self-administered questionnaire was posted by ten UK hotels on their social media pages. A total of 258 usable data were collected and analyzed using partial least squares analysis.
Findings
Two social media characteristics – interaction and ubiquity – influenced hotel guests’ continued use of social media via the mediating variables of trust, benefits and enjoyment.
Originality/value
This study bridges the gap in research regarding intended continued use of social media networks by offering new empirical evidence concerning the determinants of hotel guests’ continued use of social media.
Details
Keywords
M. Claudia tom Dieck, Eleanor Cranmer, Alexandre Luis Prim and David Bamford
Augmented reality (AR) is transforming the business and interactive marketing landscape. This research aims to investigate consumers' degree of involvement and if a…
Abstract
Purpose
Augmented reality (AR) is transforming the business and interactive marketing landscape. This research aims to investigate consumers' degree of involvement and if a feeling of immersion and presence influences AR shopping satisfaction, comparing high- and low-immersive AR experiences.
Design/methodology/approach
This paper uses a quantitative approach. Two studies were carried out: a high-immersive AR experiment with 173 participants and a low-immersive AR experience with 222 participants. Findings were analyzed using partial least square structural equation modeling with SmartPLS.
Findings
Results indicate the antecedents of immersion and presence differ when it comes to different immersive AR levels. In a high-immersive AR experience, flow, information seeking and novelty are attributes related to immersion, while enjoyment and personalization are related to presence. Contrastingly, in a low-immersive AR experience, only flow is related to immersion, while information seeking, novelty and personalization are related to presence. These results highlight the role of immersion and presence as mediators for AR shopping satisfaction experience.
Originality/value
This study's originality lies in the use of a rival model for analysis. Findings suggest a contingent perspective of AR experience, depending on high- or low-immersion experience, so companies must pay attention for how to measure AR experiences to increase involvement and satisfaction.
Details
Keywords
M. Claudia tom Dieck, Timothy Hyungsoo Jung, Woo Gon Kim and Yunji Moon
This paper aims to propose and test a modified technology acceptance model for the social media networks (SMNs) in the luxury hotel context, integrating satisfaction and…
Abstract
Purpose
This paper aims to propose and test a modified technology acceptance model for the social media networks (SMNs) in the luxury hotel context, integrating satisfaction and continued usage intention, using a mixed-method approach. SMNs have revolutionized the way people communicate, search for information and share experiences. The technology acceptance model is the predominant theory for researching technology acceptance; however, there is a gap in identifying and testing context-specific constructs.
Design/methodology/approach
This paper uses a mixed-method approach. The researchers conducted 16 interviews and 258 questionnaires with luxury hotel guests. Following the collection of data, interviews and questionnaires were analyzed using thematic and partial least square analysis.
Findings
Findings show that accessibility, trust, social influence and perceived benefits influence perceived ease of use and perceived usefulness, which affect attitude and satisfaction and ultimately continued usage intentions. Findings also reveal that enjoyment, although qualitatively proposed, does not influence luxury hotel guests’ SMNs continued usage intention.
Practical implications
This study suggests that hotel managers have to concentrate their marketing efforts in enhancing SMN’s interaction and increasing the number of positive reviews to retain current customers and acquire new ones. Hotels should also develop effective mobile strategies by adopting mobile social network webs and applications, as accessibility becomes more important in today’s marketplace.
Originality/value
Former scholars adopted the approach of proposing external dimensions based on previous research and, thus, did not integrate up-to-date and context-specific variables. Therefore, the present paper uses a new approach by exploring SMN-specific dimensions and testing them in the luxury hotel context.
Details
Keywords
M. Claudia tom Dieck, Timothy Jung and Dai-In Han
Recent advancements in wearable computing offer opportunities for art galleries to provide a unique experience. However, to ensure successful implementation of this new…
Abstract
Purpose
Recent advancements in wearable computing offer opportunities for art galleries to provide a unique experience. However, to ensure successful implementation of this new technology in the visitor industry, it is essential to understand user requirements from a visitor’s point of view. Therefore, the aim of this paper is to investigate visitors’ requirements for the development of a wearable smart glasses augmented reality (AR) application in the museum and art gallery context.
Design/methodology/approach
Interviews with 28 art gallery visitors were conducted and an affinity diagram technique was used to analyze the interviews.
Findings
The findings reveal that wearable AR is in its infancy and that technical and design issues have to be overcome for a full adoption. It reveals that content requirement, functional requirement, comfort, experience and resistance are important when developing and implementing the wearable AR application in the museum and art gallery contexts.
Originality/value
Mapping user requirements in the wearable smart glasses AR context using an affinity diagram is a new approach and therefore contributes to the creation of knowledge in the tourism domain. Practically, the area of wearable technologies and AR within the tourism and visitor industry context is still relatively unexplored, and the present paper provides a first foundation for the implementation of wearable smart glasses AR applications in the museum and art gallery context.
Details
Keywords
Ante Mandić and Daniela Garbin Praničević
This paper aims to analyse the role of information and communication technologies (ICTs) in establishing destination appeal and reflect on the implications for smart…
Abstract
Purpose
This paper aims to analyse the role of information and communication technologies (ICTs) in establishing destination appeal and reflect on the implications for smart tourism destination development. The focus is on identifying and analysing technological solutions by considering six elements shaping tourism destination appeal, namely, attractions, public and private amenities, accessibility, human resources, image and character and price.
Design/methodology/approach
To deliver public and private sector implications, the authors have reviewed and analysed relevant papers that were published in hospitality and tourism journals (42 Q1 and Q2 ranked journals based on SCImago Journal Rank) between 2010 and 2018.
Findings
ICTs affect the marketing and management of tourism destinations. They foster their innovativeness (e.g. interpretation of destination factors, new travel trends, innovative products, VA and AR), contribute sustainability (e.g. visitor management and reducing the use of resources) and improve accessibility (e.g. information provision, navigation, availability of sites and travel planning). The adaptation of technological solutions in the hospitality industry can be related to increased productivity, profitability and quality of services. Additionally, ICTs facilitate visitor decision-making (e.g. online distribution channels and information accessibility), influence overall travel experience and enable the sharing of visitors’ impressions.
Research limitations/implications
The significant limitations of this study include restrictions on the timing of publication and on journal selection.
Originality/value
This paper reviews full-length research papers that were published in relevant tourism and hospitality journals. This paper complements the current literature by addressing the role of ICTs in establishing destination appeal and reflecting on implications for smart destination development and future research.
研究目的和设计
本论文分析了ICT在搭建旅游目的地吸引力方面的作用, 并对智慧旅游目的地发展提出启示。本论文重点在于考量六种搭建旅游目的地吸引力的因素:景点、公共和个人设施、可参观性、人力资源、形象和性格、以及价格, 并分析了各种科技解决方案。
研究方法
为了给公众和私人企业提出启示, 本论文审阅并分析了发表在2010年至2018年之间的酒店旅游相关期刊文献(42Q1和Q2级别的SCImago期刊排名)。
研究结构
信息通讯技术(ICTs)影响了旅游目的地的营销和管理。ICT促进了多种创新(比如, 目的地因素的解读、新旅游趋势、创新型产品、VA\AR), 增强可持续性(比如, 游客管理和减少资源耗损)以及提高可参观性(比如, 信息提供、导航、景点信息、旅游规划等)。酒店业中的科技应用促进了生产力提高、营利性、和服务质量。此外, ICT帮助游客做旅游决策(比如, 在线分销渠道和信息获取), 影响了整体旅游体验, 和增强了游客分享游历经验。
研究原创性/价值
本论文审阅了旅游酒店期刊相关科研文章, 强调了建立旅游目的地吸引力中ICT的重要性, 以及对未来智慧旅游目的地发展和研究做出启示。
研究理论限制
本论文的局限性在于只包含了特定发表年限和期刊限制的文章。
关键词
智慧旅游目的地、旅游目的地吸引力、信息和通信技术、ICT、旅游研究、酒店业
Details
Keywords
S. Mostafa Rasoolimanesh, Rob Law, Dimitrios Buhalis and Cihan Cobanoglu
Gulnar Nussipova, Fredrik Nordin and David Sörhammar
The purpose of this paper is to contribute a framework that explains how value is formed during the usage of immersive technologies in industrial contexts.
Abstract
Purpose
The purpose of this paper is to contribute a framework that explains how value is formed during the usage of immersive technologies in industrial contexts.
Design/methodology/approach
Drawing on activity theory and a customer-dominant logic, the authors tentatively develop an activity-centric framework for value formation enabled by physical and mental activities conducted by users of immersive technologies. The authors evaluate the framework through a case study focusing on the use of virtual reality (VR) in an industrial setting.
Findings
The findings from the case study illustrate the tentative framework and specify how it is enacted by users in the studied context through three physical activities constituted by a set of actions and reflected in five emotional responses.
Research limitations/implications
Both researchers and practitioners may use the framework presented in this paper as a guide for further academic and practical developments concerning the value of immersive technologies such as VR and augmented reality.
Originality/value
The activity-centric framework contributes a novel perspective to the literature on value formation enabled by immersive technologies.
Details