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1 – 10 of over 2000
Article
Publication date: 8 April 2019

Patrick Tierney

Vacation rentals (VRs) are growing in popularity and have disrupted the lodging industry. But they are also controversial because they can literally disrupt quiet…

Abstract

Purpose

Vacation rentals (VRs) are growing in popularity and have disrupted the lodging industry. But they are also controversial because they can literally disrupt quiet residential neighborhoods. There is little research on users of VRs.

Design/methodology/approach

An online survey of 10,000 festival attendees in San Francisco determined if they stayed in VR or commercial lodging and their spending. A second survey of 402 respondents who stayed in a VR asked about their motivations for renting a VR and their evaluation of the experience.

Findings

Results showed users of VRs were motivated by low cost, a convenient location and the nature of the neighborhood. VR user groups were more likely to rent high-end properties, than commercial users. But on a per-person per-day basis, VR users spent $183 on lodging, compared with $264 spent by those opting for a CL. Over half of the respondents stated that the availability of VRs increased the likelihood of them attending the event.

Practical implications

Results suggest that VRs help cover housing costs of VR owners and provide a desired, unique and low-priced lodging opportunity, which can encourage attendance at events. But VRs have both positive and negative disruptive impacts, and more regulation is coming in high-profile urban tourist destinations to mitigate negative effects.

Originality/value

This study consists of original research into VRs, which is a rapidly evolving component of hospitality industry.

Details

Worldwide Hospitality and Tourism Themes, vol. 11 no. 2
Type: Research Article
ISSN: 1755-4217

Keywords

Article
Publication date: 31 October 2022

Daluch Sinoeurn and Kriengsak Panuwatwanich

The study aims to introduce a cloud-based virtual reality (VR) approach and investigate its applicability and performance in aiding the remote design evaluation process by…

Abstract

Purpose

The study aims to introduce a cloud-based virtual reality (VR) approach and investigate its applicability and performance in aiding the remote design evaluation process by assessing the clients' convenience perception toward cloud-based VR-aided design evaluation (Cloud-based VR Approach) compared to 3D model-aided design evaluation (3D Model Approach) and rendering images-aided design evaluation (Image Approach).

Design/methodology/approach

A multicriteria comparative study was conducted with 26 university students using the “analytic hierarchy process” technique to compare the three approaches applied to home finishing material selection tasks based on the five “service convenience” dimensions, consisting of access convenience, decision convenience, transaction convenience, benefit convenience and post-benefit convenience.

Findings

The results indicated that the “Cloud-based VR Approach” was perceived to be more convenient than the “3D Model Approach” and the “Image Approach” based on the aspects of “decision convenience”, “transaction convenience”, “benefit convenience” and “post-benefit convenience”. The only aspect that the Cloud-based VR Approach was comparatively less convenient than the 3D Model Approach and Image Approach for the user was “access convenience”. Overall, the findings showed that the developed Cloud-based VR Approach had more potential than the conventional approaches in aiding the design evaluation process under ongoing social distancing measures requiring designers and clients to work remotely.

Originality/value

The disastrous impacts of the COVID-19 pandemic on logistical systems have resulted in massive disruptions to the construction industry worldwide. Various construction activities have been halted and most meetings moved online. Design evaluation conducted between clients and designers is one of the important activities affected by such an impact. Thus, this study presents the Cloud-based VR Approach as an innovative means to maintain essential ongoing activities and meeting of the current design evaluation approach with respect to the social distancing measures.

Details

Smart and Sustainable Built Environment, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2046-6099

Keywords

Article
Publication date: 5 October 2022

Kim-Lim Tan, Ivy S.H. Hii, Wenqian Zhu, Choi-Meng Leong and Eliver Lin

Leveraging the technology acceptance model (TAM) and the stimulus–organism–response (S–O–R) theory, this paper aims to investigate how the utilitarian and hedonic factors…

Abstract

Purpose

Leveraging the technology acceptance model (TAM) and the stimulus–organism–response (S–O–R) theory, this paper aims to investigate how the utilitarian and hedonic factors in virtual reality (VR) technologies affect consumers' intention to travel in the endemic phase of COVID-19. At the same time, the study incorporated emotional engagement and two forms of trust as possible organisms for this model.

Design/methodology/approach

Through snowball sampling, data collected from 263 respondents were analysed using the partial least square structural equation modelling (PLS-SEM).

Findings

The findings revealed that among the different forms of hedonic and utilitarian factors, all but perceived entertainment has a significant positive relationship to emotional engagement. Additionally, emotional engagement positively influences trust in the product and seller. However, the results show that only trust in the seller has a significant relationship with travelling intention. Predictive analysis shows that the model displays a strong predictive power.

Originality/value

This study differentiates from the existing literature by investigating the effect of VR technologies on the two different forms of trust and emotional engagement on travelling intention. This study extends earlier studies by supplementing the explanatory perspective with a predictive focus, which is particularly important in making sound recommendations on managerial decision-making.

Details

Asia Pacific Journal of Marketing and Logistics, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1355-5855

Keywords

Article
Publication date: 12 September 2022

Barbara Schiavi, Vincent Havard, Karim Beddiar and David Baudry

Virtual Reality (VR) based training is an efficient and promising digital tool. In the construction industry, studies have been conducted on the realisation of VR

Abstract

Purpose

Virtual Reality (VR) based training is an efficient and promising digital tool. In the construction industry, studies have been conducted on the realisation of VR scenarios for construction operations, but the challenges lie in procedural scenario creation based on the knowledge and digital data of the construction project. The purpose of this paper is to address this issue.

Design/methodology/approach

A new system and interface allowing an automatic generation of a VR scenario for operating procedure (OP) based on 4D Building Information Modelling (BIM) and tasks authoring by the domain experts are presented. The first process, Automatic Scenario Generation, generates assembly tasks based on the BIM metadata. The second process, Expert Scene and Scenario Authoring, allows adding tasks that cannot be modeled in the BIM OP.

Findings

With the 4D BIM methodology, the 3D model of building as well as the 3D OPs contain a time dimension representing the construction phases or planning. The evolution in time of the construction site and the tools and procedures adapted to each construction project must be integrated in the VR simulations. Moreover, domain experts should have control over the scenario and should be able to author tasks assigned to the operator in training.

Originality/value

A Unified Modeling Language based framework allows the reuse of BIM metadata to create the scene, VR interactions and the assembly procedure; the assembly procedure is embedded in the virtual environment considering the time (4D) in the construction of the building and is used as a training scenario for the operator; and the training scenario can be refined by adding operational knowledge, such as quality.

Details

Smart and Sustainable Built Environment, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2046-6099

Keywords

Article
Publication date: 20 September 2022

Wanyu Pei, Tian Tian Sky Lo and Xiangmin Guo

Ancient Chinese architecture is famous for its wooden frame structure and unique position in world architecture history. As numerous types of components and complex…

Abstract

Purpose

Ancient Chinese architecture is famous for its wooden frame structure and unique position in world architecture history. As numerous types of components and complex combinations exist, the overall structural system and how they are interlocked have always been crucial but challenging parts of the study. Students find it hard to understand and remember the concepts using traditional 2D paper media, making such knowledge unattractive to pass on to the new generation. To overcome the challenges, this research aims to examine the effect of combining Virtual Reality (VR) with digital interaction games in learning structural characteristics (dougong) of ancient Chinese architecture.

Design/methodology/approach

This research develops an interactive cognitive system in the VR environment based on constructivist theory to improve the learning approach of ancient Chinese architecture. Applying an experimental procedure, the feedback of an experimental group using the VR cognition system and a control group using traditional learning 2D media are collected to examine the differences in learning effectiveness and user experience.

Findings

This study develops an interactive cognitive system to aid in learning the structural system of ancient Chinese architecture. The results indicate that integrating VR and interactive learning games can increase students' positive attitudes and learning effectiveness towards ancient Chinese architecture.

Originality/value

This study integrates VR technology and interactive games to improve the learning approach. It examines the effect of applying the concept of human–computer interaction in learning ancient Chinese buildings. The concept of designing the interactive cognitive system is expected to guide students gradually to be the main body of learning and stimulate their learning enthusiasm and motivation.

Details

Open House International, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0168-2601

Keywords

Open Access
Article
Publication date: 13 October 2022

Lukasz Porwol, Agustin Garcia Pereira and Catherine Dumas

The purpose of this study is to explore whether immersive virtual reality (VR) can complement e-participation and help alleviate some major obstacles that hinder effective…

Abstract

Purpose

The purpose of this study is to explore whether immersive virtual reality (VR) can complement e-participation and help alleviate some major obstacles that hinder effective communication and collaboration. Immersive virtual reality (VR) can complement e-participation and help alleviate some major obstacles hindering effective communication and collaboration. VR technologies boost discussion participants' sense of presence and immersion; however, studying emerging VR technologies for their applicability to e-participation is challenging because of the lack of affordable and accessible infrastructures. In this paper, the authors present a novel framework for analyzing serious social VR engagements in the context of e-participation.

Design/methodology/approach

The authors propose a novel approach for artificial intelligence (AI)-supported, data-driven analysis of group engagements in immersive VR environments as an enabler for next-gen e-participation research. The authors propose a machine-learning-based VR interactions log analytics infrastructure to identify behavioral patterns. This paper includes features engineering to classify VR collaboration scenarios in four simulated e-participation engagements and a quantitative evaluation of the proposed approach performance.

Findings

The authors link theoretical dimensions of e-participation online interactions with specific user-behavioral patterns in VR engagements. The AI-powered immersive VR analytics infrastructure demonstrated good performance in automatically classifying behavioral scenarios in simulated e-participation engagements and the authors showed novel insights into the importance of specific features to perform this classification. The authors argue that our framework can be extended with more features and can cover additional patterns to enable future e-participation immersive VR research.

Research limitations/implications

This research emphasizes technical means of supporting future e-participation research with a focus on immersive VR technologies as an enabler. This is the very first use-case for using this AI and data-driven infrastructure for real-time analytics in e-participation, and the authors plan to conduct more comprehensive studies using the same infrastructure.

Practical implications

The authors’ platform is ready to be used by researchers around the world. The authors have already received interest from researchers in the USA (Harvard University) and Israel and run collaborative online sessions.

Social implications

The authors enable easy cloud access and simultaneous research session hosting 24/7 anywhere in the world at a very limited cost to e-participation researchers.

Originality/value

To the best of the authors’ knowledge, this is the very first attempt at building a dedicated AI-driven VR analytics infrastructure to study online e-participation engagements.

Details

Transforming Government: People, Process and Policy, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1750-6166

Keywords

Article
Publication date: 8 August 2022

Chengyao Xin

This paper aims to present a case study of virtual-reality-based product demonstrations featuring items of furniture. The results will be of use in further design and…

Abstract

Purpose

This paper aims to present a case study of virtual-reality-based product demonstrations featuring items of furniture. The results will be of use in further design and development of virtual-reality-based product demonstration systems and could also support effective student learning.

Design/methodology/approach

A new method was introduced to guide the experiment by confirming orthogonal arrays. User interactions were then planned, and a furniture demonstration system was implemented. The experiment comprised two stages. In the evaluation stage, participants were invited to experience the virtual-reality (VR)-based furniture demonstration system and complete a user experience (UX) survey. Taguchi-style robust design methods were used to design orthogonal table experiments and planning and design operation methods were used to implement an experimental display system in order to obtain optimized combinations of control factors and levels. The second stage involved a confirmatory test for the optimized combinations. A pilot questionnaire was first applied to survey demonstration scenarios that are important to customers.

Findings

The author found in terms of furniture products, product interactive display through VR can achieve good user satisfaction through quality design planning. VR can better grasp the characteristics of products than paper catalogs and website catalogs. And VR can better grasp the characteristics of products than online videos. For “interactive inspection”, “function simulation”, “style customization” and “set-out customization” were the most valuable demonstration scenarios for customers. The results of the experiment confirmed that the “overall rating”, “hedonic appeal” and “practical quality” were the three most important optimized operating methods, constituting a benchmark of user satisfaction.

Originality/value

The author found that it is possible to design and build a VR-based furniture demonstration system with a good level of usability when a suitable quality design method is applied. The optimized user interaction indicators and implementation experience for the VR-based product demonstration presented in this study will be of use in further design and development of similar systems.

Details

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

Keywords

Abstract

Details

Marketing in Customer Technology Environments
Type: Book
ISBN: 978-1-83909-601-3

Article
Publication date: 2 August 2022

Sarune Savickaite, Tammy-Ann Husselman, Rebecca Taylor, Elliot Millington, Emma Hayashibara and Tom Arthur

Recent work could further improve the use of VR technology by advocating the use of psychological theories in task design and highlighting certain properties of VR

Abstract

Purpose

Recent work could further improve the use of VR technology by advocating the use of psychological theories in task design and highlighting certain properties of VR configurations and human – VR interactions. The variety of VR technology used in the trials prevents us from establishing a systematic relationship between the technology type and its effectiveness. As such, more research is needed to study this link, and our piece is an attempt to shed a spotlight on the issue.

Design/methodology/approach

To explore recent developments in the field, the authors followed the procedures of scoping review by Savickaite et al. (2022) and included publications from 2021 to 2022.

Findings

In this updated analysis, it was clear that the research themes emerging over the last two years were similar to those identified previously. Social training and intervention work still dominates the research area, in spite of recent calls from the autism community to broaden the scientific understanding of neurodivergent experiences and daily living behaviours. Although, autism is often characterised by difficulties with social interactions, it is just one part of the presentation. Sensory differences, motor difficulties and repetitive behaviours are also important facets of the condition, as well as various wider aspects of health, wellbeing and quality of life. However, many of these topics appear to be understudied in research on VR applications for autism.

Originality/value

VR stands out from other representational technologies because of its immersion, presence and interactivity and has grown into its own niche. The question of what constitutes a truly immersive experience has resurfaced. We can no longer deny that VR has established itself in autism research. As the number of studies continues to grow, it is a perfect time to reconsider and update our notion of definitions of immersion and its reliance on hardware.

Details

Journal of Enabling Technologies, vol. 16 no. 2
Type: Research Article
ISSN: 2398-6263

Keywords

Book part
Publication date: 29 November 2018

Larissa Neuburger, Julia Beck and Roman Egger

The concept of touristic space is continually evolving, due to the advent of new technologies. Today, physical space and virtual space are interwoven, creating a…

Abstract

The concept of touristic space is continually evolving, due to the advent of new technologies. Today, physical space and virtual space are interwoven, creating a phenomenon that can be described using the term ‘phygital’. The perception of touristic space as well as the interaction with it has been altered by phygital appearances and changing travel behaviour. While interaction with the touristic space previously only occupied a physical dimension, virtual information now enriches all stages of the customer journey (CJ). Hence, this chapter deals with new technologies, analysing their impact on the perception of touristic space for the traveller throughout the whole CJ. Thereby Augmented Reality and Virtual Reality are cited as examples of state-of-the-art technologies, which wield a direct perceptional impact, as they have the power to blend together one’s perception of real and virtual space.

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