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1 – 10 of 149Shao-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.
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Minglong Li, Xiaoyang Sun, Yu Zhu and Hailian Qiu
An increasing number of immersive technologies have been adopted in museum tourism in response to shifting consumer habits in the digital era. In contrast, the authenticity…
Abstract
Purpose
An increasing number of immersive technologies have been adopted in museum tourism in response to shifting consumer habits in the digital era. In contrast, the authenticity experience of museum tourists relies on genuine relics, the environment and activities, which are ancient or traditional. This raises the question of whether tourists can perceive authenticity in immersive technology-based museum tourism. To address this question, this study aims to explore the impact of virtual reality (VR) attributes on tourists’ presence, tourism authenticity and subsequent behavioral intentions in virtual museums.
Design/methodology/approach
Data were collected via scenario-based surveys of participants who had taken virtual museum tours based on VR. A total of 174 effective questionnaires were collected for exploratory factor analysis via SPSS 25. Afterward, 597 questionnaires were obtained for confirmatory factor analysis and path analysis via Mplus 7.4.
Findings
A conceptual model of how VR attributes influence presence, authenticity and visit intention was developed. There is a chain intermediary between presence and visit intentions, from original authenticity to interactive authenticity and then to emotional authenticity. Technology readiness and museum familiarity moderate some relationships between VR attributes and presence.
Practical implications
The findings can guide museums in improving the use of VR. For example, managers can improve the quality of virtual systems and adopt various interactive forms to enhance tourists’ participation experiences.
Originality/value
These research findings contribute to the research area of immersive technology adoption, enhance the understanding of tourism authenticity in the new context of technology application and extend the presence-emotion-intention theory.
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Abstract
Purpose
The purpose of this paper is to understand the applications of metaverse-related technologies in US urban libraries, explore excellent cases of US urban libraries' practices in using metaverse-related technologies to serve patrons and try to find the factor that may affect the application of metaverse-related technologies in libraries at this stage.
Design/methodology/approach
To gather information about how and whether libraries use metaverse-related technologies such as three-dimensional (3D) technology, radio frequency identification (RFID), virtual reality augmented reality (AR) and artificial intelligence (AI) in their services. Firstly, the authors visit 150 US urban library websites that are members of the Urban Libraries Council. Secondly, the authors calculate the proportion of services provided by urban libraries that use metaverse-related technologies and introduce outstanding cases. Lastly, the authors discuss the factors that influence the application of metaverse-related technologies in urban libraries in the United States based on data published by the Institute of Museum and Library Services.
Findings
Metaverse-related technologies have been widely used in US urban libraries, but there are differences in the popularity of the applications of different technologies. In all, 84% of libraries use 3D technology, mainly in 3D printing services and 3D model building services; 76% of libraries use virtual and augmented reality technologies in their services, mainly concentrated in head-mounted VR device experiences, AR device experiences, virtual tours and virtual exhibitions; 62% of libraries use Internet of things (IoT) technology, mainly in self-checkout machines and book location services. However, AI technologies are less used in libraries, with 28% of libraries mentioning the applications of AI in their services, mainly focusing on intelligent search, virtual assistants and robot librarians. In addition, this study finds that library operating expenditures and population served do not affect the application of metaverse-related technologies in libraries.
Originality/value
This paper provides updated statistical data on the use of metaverse-related technologies in US urban libraries and aims to help library managers understand the overall applications and best practices. With this as an inspiration, they could formulate corresponding development plans to better serve their communities with metaverse-related technologies.
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Weimin Zhai, Zhongzhen Lin and Biwen Xu
With the rapid development of technology, 360° panorama on mobile as a very convenient way to present virtual reality has brought a new shopping experience to consumers. Usually…
Abstract
Purpose
With the rapid development of technology, 360° panorama on mobile as a very convenient way to present virtual reality has brought a new shopping experience to consumers. Usually, consumers get product information through virtual annotations in 360° panorama and then make a series of shopping behaviors. The visual design of virtual annotation significantly influences users' online visual search for product information. This study aims to investigate the influence of the visual design of virtual annotation on consumers' shopping experience in the online shopping interface of 360° panorama.
Design/methodology/approach
A 2 × 3 between-subject design was planned to help explore whether different display model of annotation (i.e. negative polarity and positive polarity) and different background transparency of annotation (i.e. 0% transparency, 25% transparency and 50% transparency) may affect users' task performance and their subjective evaluations.
Findings
(1) Virtual annotations with different background transparency affect user performance, and transparency has better visual search performance. (2) Virtual annotation background display mode may affect the user operation performance; the positive polarity of the virtual annotation is more convenient for the users' visual searching for product information. (3) When the annotation background transparency is opaque or semi-transparent, the negative polarity display is more favorable to the users' visual search. However, this situation is reversed when the annotation background transparency is 25%. (4) Participants preferred the presentation of positive polarity virtual annotations. (5) Regarding the degree of willingness to use and ease of understanding, participants preferred the negative polarity display for 0% background transparency or 50% background transparency. However, the opposite result was obtained for 25% background transparency.
Originality/value
The findings generated from the research can be a good reference for the development of virtual annotation visual design for mobile shopping applications.
Highlights
Virtual annotation background transparency and background display mode are two essential attributes of 360° panoramas.
This study examined how virtual annotation background transparency and background display mode influence user performance and experience.
It is recommended to use a translucent or opaque annotation background with a negative polarity display.
Virtual annotation presentation with 25% background transparency facilitates consumer searching and comparison of product information.
Users prefer a positive polarity annotation display.
Virtual annotation background transparency and background display mode are two essential attributes of 360° panoramas.
This study examined how virtual annotation background transparency and background display mode influence user performance and experience.
It is recommended to use a translucent or opaque annotation background with a negative polarity display.
Virtual annotation presentation with 25% background transparency facilitates consumer searching and comparison of product information.
Users prefer a positive polarity annotation display.
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The purpose of this paper is to present an alternative platform, namely the Metaverse, to enhance and revolutionize the concept of living library experiences. The fourth…
Abstract
Purpose
The purpose of this paper is to present an alternative platform, namely the Metaverse, to enhance and revolutionize the concept of living library experiences. The fourth industrial revolution has disseminated many innovative human experiences since the rapid development of modern technologies, such as artificial intelligence, the Internet of Things, virtual/augmented realities, blockchain, cloud computing and so on. Various combinations of these technologies have triggered newer tools and platforms for human beings. One of these combinations, perhaps the most unique and holistic case, is the Metaverse, which promises to offer immersive experiences for users. Many stakeholders have been discussing alternative applications of Metaverse platforms, and many developers have attempted to optimize this new technology. Libraries, as the central hub of human intellectuality, will not be an exception to Metaverse integration.
Design/methodology/approach
The authors undertook a meticulous examination of an extensive array of scholarly works across various databases to construct a comprehensive literature review. This exhaustive exploration encompassed databases spanning disciplines such as education, psychology, sociology, economics, ICT and so on, and included renowned platforms like PubMed, Scopus, and IEEE Xplore, among others.
Findings
In this paper, the authors concentrate on an alternative form of libraries: “living libraries,” where people share their experiences, knowledge and wisdom with others like a living book. Moreover, the authors discuss how the Metaverse and living libraries intersect and create an alternative sharing platform. The paper presents several illustrative scenarios for diffusing living libraries into Metaverse platforms. Finally, the paper articulates the possible challenges that this intersection may present to the current condition.
Originality/value
To the best of the authors’ knowledge, this is one of the first papers combining two innovative concepts: Metaverse and living library and suggests alternative scenarios for real-life experiences.
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The paper aims to provide an overview of the state-of-the-art of the event industry in the context of digitalization to understand how digital technologies change the event…
Abstract
Purpose
The paper aims to provide an overview of the state-of-the-art of the event industry in the context of digitalization to understand how digital technologies change the event industry and what research topics are the most promising for further exploration.
Design/methodology/approach
A bibliometric analysis of the existing body of knowledge on the topic was conducted and the results were visualized using CiteSpace 5.8.R3. A total of 1999 articles and proceeding papers from the Web of Science Core Collection published between 2007 and 2022 were selected for our analysis. Based on the articles and proceeding papers in the Web of Science Core Collection database, we selected a set of publications for our analysis. The data were obtained through specific keywords related to our research topic. The method involves a process of three main stages: data collection, data processing and the bibliometric analysis.
Findings
Co-citation analysis indicated that issues of crowd management and tracking human mobility during mass events are important for the event industry and that technologies such as the Internet of Things, special-purpose mobile applications and systems make it easier for an event organizer to handle the issues. The findings demonstrated a weak scientific collaboration between countries in the topic studied and shift of research hotspots to study of satisfaction, motivation and behavioral patterns of events attendees. Based on this analysis, three directions for future research were revealed.
Research limitations/implications
The results should be interpreted in light of our sample, because the analysis was conducted within our sample which has boundaries. We collected data from all categories in the Web of Science Core Collection database, but we considered only articles and proceeding papers as opposed to all possible types of scientific publications and other databases. In the study, we focused on detecting the state-of-the-art of the event industry in the context of digitalization overall. More specific topics that could be analyzed remain, for example, the dependency of digital technologies from the event type, etc.
Practical implications
This study reflects the state-of-the-art of the event industry in the context of digitalization. It provides researchers with key developmental trends in the event industry, which assists them in more deeply understanding the evolution of research hotspots in the field during last 15 years and defining future research agenda. The paper presents an overview of digital technologies used in various types of events and describes the issues and results related to the implementing digital technologies. The results obtained were extremely important, as they can be used by event managers and organizers to enhance customers’ experience during the events.
Originality/value
This study reflects the state-of-the-art of the event industry in the context of digitalization. This is the first attempt to make an overall analysis of scientific papers published in the Web of Science Core Collection on the topic studied without excluding any categories. The search procedure is transparent, and the results can be reproduced in other search fields using the same approach. Based on this analysis, three directions for future research were revealed including technological aspects of online event-based social networks, issues of crowd management and security at mass events and issues of attendees’ acceptance of novel digital technologies.
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This study aims to provide insight into the usage of metaverse technologies in libraries, examining their impact on library service user engagement and assisting in unique…
Abstract
Purpose
This study aims to provide insight into the usage of metaverse technologies in libraries, examining their impact on library service user engagement and assisting in unique promotion and marketing techniques for the metaverse setting.
Design/methodology/approach
This study used a literature review approach to synthesize current scholarly material on metaverse technologies and their practical applicability in the library context. It gathered academic literature from Emerald, Web of Science, Scopus and Google Scholar databases to construct a strong foundation for the study from journal articles, which were retrieved using the researcher’s “search string.”
Findings
Metaverse technologies are reshaping the idea of smart libraries, offering innovative approaches to interact with information resources and delivering users progressively immersive and dynamic learning experiences. This in-depth investigation adds to a better understanding of the emerging link between metaverse technology and library professionals. It bridges the gap between libraries and users, transcending geographical boundaries and enabling libraries to serve a global audience. It anticipates metaverse-infused academic libraries welcoming new methods of engaging with their users with interactive capabilities to create a unique environment to explore library resources in an interactive marketing approach.
Originality/value
The metaverse is not only the future but also the future of libraries. This research fills the gap by advancing the literature on cutting-edge library technologies and empowers users to become reflective and well-informed information producers. It also helps library stakeholders engage with their audience in new and impactful ways and explore innovative marketing strategies tailored to the metaverse environment.
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Luqi Yang, Xiaoni Li and Ana Beatriz Hernández-Lara
The purpose of this study is to investigate the recovery and resilience tourism strategies and possible future development of four main Chinese tourism cities.
Abstract
Purpose
The purpose of this study is to investigate the recovery and resilience tourism strategies and possible future development of four main Chinese tourism cities.
Design/methodology/approach
The authors collected data from the official accounts of tourism administrations of these cities, tourist attractions and opinions from media and newspapers in Sina Weibo platform. The authors adopted an inductive approach in observing relevant social media posts and applied content analysis to identify main China’s tourism prevention and recovery strategies.
Findings
During the mass pandemic infection period, top-down prevention and control measures were implemented by the Chinese central and local governments, with feasible and regional recovery policies and protocols being adapted according to local situations. Measures related to tourism industrial re-employment, improvement of international images and governmental financial supports to re-boost local tourism in Chinese cities were paid great attention. Digitalization, close-to-nature and cultural heritages became important factors in the future development of China’s tourism. Dark tourism, as a potential tourism recovery strategy, also obtained huge emergence, for the memory of people deceased in the pandemic and for the inheritance of national patriotism.
Originality/value
This study enriches the current literature in urban tourism recovery studies analyzing the specific case of Chinese tourism cities and fulfill some voids of previous research mostly focused on the first wave of the pandemic and the recovery strategies mainly of Western cities. It also provides valuable suggestions to tourism practitioners, destinations and urban cities in dealing with regional tourism recession and finding possible solutions for the scenario associated to the COVID-19 and other similar health crisis.
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The evolving visitors' expectations and the unfolding digital transformation compel rethinking on the service offering of museums and cultural institutions. Although…
Abstract
Purpose
The evolving visitors' expectations and the unfolding digital transformation compel rethinking on the service offering of museums and cultural institutions. Although digitalization and people-centeredness are widely exploited to enhance the visiting experience, there is limited evidence of their implications on organizational attractiveness. The article investigates this issue, examining the service attributes that entice visitors.
Design/methodology/approach
The study collected secondary data from the latest census study by the Italian Institute of Statistics on museums and cultural institutions. Two hierarchical regression models have been run on a sample of large publicly owned organizations (n = 312) to identify the service factors that were most effective in attracting Italian and foreign visitors.
Findings
Museums and cultural institutions undergoing a digital transformation were more effective in attracting visitors. The delivery of virtual tours and online events captivated the Italian audience. Foreigners appreciated the opportunity to use applications augmenting the on-site visit.
Practical implications
Digitalization and people-centeredness improve the attractiveness of museums and cultural institutions. Using digital channels to engage visitors fosters their desire to interact with cultural heritage. Furthermore, digitalization enriches the on-site visit, expanding conventional services with virtuality. However, the adverse effects on cultural heritage should be carefully handled.
Originality/value
This study highlights the service attributes that add to the attractiveness of museums and cultural institutions, enabling them to engage visitors and improve the visiting experience.
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Jing Liu, Huiwen Mai, Xinyuan Zhao and Zhirui Zhou
The advent of the postpandemic era has brought renewed attention to the development of business tourism. However, the existing research on business tourism is fragmented, and…
Abstract
Purpose
The advent of the postpandemic era has brought renewed attention to the development of business tourism. However, the existing research on business tourism is fragmented, and there are gaps in the current understanding of the subject. This study aims to identify the intellectual structures, current hotspots and research directions in the business tourism field from 1994 to 2023.
Design/methodology/approach
A bibliometric visual analysis using VOSviewer was conducted to assimilate the available knowledge from 136 business tourism-related articles collected in the WoS Core Collection database between 1994 and 2023.
Findings
The results indicate that the number of business tourism-related research fluctuates, but the overall trend is gradually increasing. It synthesizes four main research themes, which are tourist behavior, destination marketing, information technology and work-family interferences of business travelers.
Originality/value
To the best of the authors’ knowledge, this study is among the first to systematically review business tourism publications over the past 29 years. It assists scholars in gaining a more comprehensive understanding of business tourism research and informs future research directions.
目的
后疫情时代的到来使得商务旅游的发展再次受到关注。然而, 目前的商务旅游研究是零散的, 我们对与这一主题的理解存在空白。本研究旨在确定1994至2023年商务旅游相关领域的知识结构、当前热点和研究方向。
设计/方法/途径
本研究使用VOSviewer进行了文献计量学可视化分析, 以吸收从Web of Science(WOS)核心合集数据库中收集的136 篇1994年至2023年间的商务旅游相关文章中的可用知识。
研究结果
结果表明, 与商务旅游相关的研究数量呈现出波动但总体逐渐增加的趋势。其中包括四个主要的研究主题, 分别是游客行为、目的地营销、信息技术和商务旅行者的工作与家庭。
原创性/价值
本研究系统回顾了过去29年间与商务旅游相关的出版物。从而有助于学者们对商务旅游研究有更全面地了解, 并获得未来的研究方向。
Objetivo (límite 100 palabras)
El advenimiento de la era postpandemia ha renovado la atención prestada al desarrollo del turismo de negocios. Sin embargo, la investigación existente sobre el turismo de negocios está fragmentada y existen lagunas en la comprensión actual del tema. El presente estudio tiene como objetivo identificar las estructuras intelectuales, los focos actuales y las direcciones de investigación en el ámbito del turismo de negocios desde 1994 hasta 2023.
Diseño/metodología/enfoque (límite 100 palabras)
Se realizó un análisis visual bibliométrico utilizando VOSviewer para asimilar el conocimiento disponible en 136 artículos relacionados con el turismo de negocios recogidos en la base de datos WoS Core Collection entre 1994 y 2023.
Conclusiones (límite 100 palabras)
Los resultados indican que el número de investigaciones relacionadas con el turismo de negocios fluctúa, pero la tendencia general es a aumentar gradualmente. Se sintetizan cuatro temas principales de investigación: el comportamiento del turista, el marketing de destinos, la tecnología de la información y las interferencias trabajo-familia de los viajeros de negocios.
Originalidad/valor (límite 100 palabras)
Este estudio es uno de los primeros que revisa sistemáticamente las publicaciones sobre turismo de negocios de los últimos 29 años. Ayuda a los investigadores a obtener una comprensión más completa de la investigación sobre el turismo de negocios y sugiere futuras líneas de investigación.
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