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1 – 10 of over 4000Ghifari Yuristiadhi Masyhari Makhasi
This study aims to analyze the extent to which the walking tour in virtual version appeals to the younger generation and still provides lessons about cultural acculturation that…
Abstract
Purpose
This study aims to analyze the extent to which the walking tour in virtual version appeals to the younger generation and still provides lessons about cultural acculturation that can inspire citizenship today compared to an actual walking tour.
Design/methodology/approach
This quasi-experimental design uses pre-test and post-test with structured interviews for data collection from five purposive participants who related the experience and storytelling that they experienced from the tours.
Findings
This study finds while virtual tours cannot replace physical walking tours because of real multisensory experiences, storytelling and guiding interpretation through virtual tours is more likeable than walking tours Due to some potential disturbance in the field. However, the guiding interpretation related to the message of multiculturalism still reaches tourists both through actual and virtual tours.
Research limitations/implications
This study has limitations regarding the number of participants. A larger number of participants may provide greater objectivity. In addition, regarding the quasi-experimental method used, it is possible to have different results if the actual walking tour precedes the virtual tour, and this can be a broad discussion space for future researchers.
Social implications
Practically, this walking tour is expected to be a model for civic education, especially in Indonesia, which is delivered in a fun way through a walking tour.
Originality/value
This study offers a novelty regarding the development of a walking tour based on citizenship education, which can be seen from its impact on the younger generation when it is held virtually or actually.
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Inna Soifer, Katerina Berezina, Olena Ciftci and Alexander Mafusalov
This study aims to explore virtual site visit adoption patterns of US convention facilities based on the diffusion of innovation (DOI) theory. Additionally, it offers predictive…
Abstract
Purpose
This study aims to explore virtual site visit adoption patterns of US convention facilities based on the diffusion of innovation (DOI) theory. Additionally, it offers predictive models of virtual site visit tool adoption by applying probability distributions.
Design/methodology/approach
The study used content analysis of 369 US convention facility websites. Data collected from the websites recorded the presence or absence of the following tools facilitating virtual site visits: photos, floor plans, videos, 360-photos, 360-tours and virtual reality (VR)-optimized tours. The website content analysis was followed by application of the DOI theory and predictive modeling.
Findings
According to the DOI theory, the use of VR-optimized tours (4.34%) is still in the early adoption stage, followed by 360-degree tours (12.74%) and standard videos (17.89%) that have transitioned into the early majority stage of adoption and photos (72.09%) and floor plans (84.82%) that represent a late majority stage. Three predictive models with shifted Gompertz, Gumbel and Bass distributions forecasted that convention centers would achieve a 50% adoption rate of 360-degree tools (photos and tours) in 4.67, 4.2 and three years, respectively. The same models predicted a 50% adoption rate of 360-degree tours in 6.62, 5.81 and 4.42 years.
Practical implications
The research indicates that most US convention facilities have not taken full advantage of their websites as a sales and marketing tool.
Originality/value
This study is the first comprehensive attempt to evaluate the adoption rate of VR and other technologies enabling virtual site visits by using content analysis of US convention facility websites. Additionally, it is the first attempt to apply probability distributions to predict technology adoption in the convention industry context.
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Piero Mastroberardino, Giuseppe Calabrese, Flora Cortese and Miriam Petracca
This paper aims to find out if it is possible to consider live virtual tours, in the connotation assumed during the COVID-19 outbreak, as experiential tourism products. The paper…
Abstract
Purpose
This paper aims to find out if it is possible to consider live virtual tours, in the connotation assumed during the COVID-19 outbreak, as experiential tourism products. The paper focuses on Holbrook's “four Es” (“experience”, “entertainment”, “exhibitionism” and “evangelising”) to study the experience of live virtual tours.
Design/methodology/approach
This article develops an exploratory analysis and presents a content analysis of 1052 reviews of 108 live virtual tours posted on TripAdvisor and Viator.
Findings
The findings show that live virtual tours are perceived as experiences, all “four Es” are covered and two more sub-categories emerge.
Research limitations/implications
The analysis is limited to the perception of tourists that are confident with the technology, to a small sample and a period of travel restrictions due to the COVID-19 outbreak.
Practical implications
Live virtual tours create a new segment, which “travels from home”. This does not preclude tourists from deciding to physically visit the places seen virtually.
Originality/value
Research on the analysis of the reviews of live virtual tours has not yet been carried out.
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Ana Campos-Holland, Brooke Dinsmore and Jasmine Kelekay
This paper introduces two methodological innovations for qualitative research. We apply these innovations to holistically understand youth peer cultures and improve…
Abstract
Purpose
This paper introduces two methodological innovations for qualitative research. We apply these innovations to holistically understand youth peer cultures and improve participant-driven qualitative methodology.
Methodology/approach
It moves the methodological frontier forward by blending technology with the “go-along” approach used by ethnographers to prioritize participants’ perspectives and experiences within their socio-cultural contexts.
Findings
We introduce the youth-centered and participant-driven virtual tours, including a neighborhood tour using Google Maps designed to explore how youth navigate their socio-spatial environments (n = 64; 10–17 year-olds; 2013) and a social media tour designed to explore how youth navigate their networked publics (n = 50; 10–17 year-olds; 2013), both in relation to their local peer cultures.
Originality/value
Applicable to a wide range of research populations, the Google Maps tour and the social media tour give the qualitative researcher additional tools to conduct participant-driven research into youths’ socio-cultural worlds. These two innovations help to address challenges in youth research as well as qualitative research more broadly. We find, for example, that the “go-along” aspect of the virtual tour minimizes the perceived threat of the researcher’s adult status and brings youth participants’ perspectives and experiences to the center of inquiry in the study of local peer cultures.
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An innovative approach for enhancing college courses using virtual worlds was developed to raise the students' level of engagement, promote critical thinking, and meet pedagogical…
Abstract
An innovative approach for enhancing college courses using virtual worlds was developed to raise the students' level of engagement, promote critical thinking, and meet pedagogical objectives. Reaching to a new level of teaching delivery, this approach involves conducting tours of rich and exciting virtual world venues and assigning students' reflective assignments during and after the tour. In this chapter, the procedures for conducting virtual educational tours are presented, descriptions of explored virtual demonstrations and simulations are provided, findings from the learning experiences are discussed, and students' reactions to the technologies based on comprehensive surveys are shared. Furthermore, key lessons learned and recommended teaching strategies are provided and future plans for application of cutting-edge technologies to education are described.
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Eunsoo Baek, Ho Jung Choo, Xiaoyong Wei and So-Yeon Yoon
As consumers spend more time shopping online, traditional retailers are facing a decline in on-site shoppers. To help the industry in the omnichannel era, we propose that a virtual…
Abstract
Purpose
As consumers spend more time shopping online, traditional retailers are facing a decline in on-site shoppers. To help the industry in the omnichannel era, we propose that a virtual tour of a store could affect brand equity and promote store visit intentions, based on a well-established brand experience account.
Design/methodology/approach
The virtual tour stimuli were created using 360-degree photos of real stores. Participants explored the store virtually and then completed an online survey. With 240 responses drawn from the general population in the US, structural equation modelling (SEM) was used.
Findings
Results showed that store brand experiences significantly affected consumers and the four brand experience dimensions exerted differentiated effects. Sensory and behavioural experiences directly increased intentions to visit the store, whereas intellectual and emotional experiences promoted visit intentions via enhanced brand equity.
Originality/value
This is the first retail study investigating a virtual tour through the lens of brand experience. It is also one of a handful that examined the distinctive effects of the four brand experience dimensions, which deserve scholars’ attention and further inquiry. The virtual tour can be a powerful branding tool in the online-dominant retailing era. Retailers can employ a virtual tour not only to increase brand equity but also to cultivate consumers’ intentions to visit their stores. Furthermore, the use of 360-degree interactive media to evoke the virtual experience of a store renders higher generalizability and extendibility in future research and practice.
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Katarina Damjanov and David Crouch
Virtual reality technologies have given rise to a new breed of space travel, enabling touring of cosmic environments without leaving the Earth. These tours democratize…
Abstract
Virtual reality technologies have given rise to a new breed of space travel, enabling touring of cosmic environments without leaving the Earth. These tours democratize participation in space tourism and expand its itineraries – reproducing while also altering the practices of tourism itself. The chapter explores the ways in which they alter modes of establishing “authentic” tourism destinations and experiences, rendering outer space into a stage for the performance of space travel, while themselves facilitating novel avenues for its social organization and technological assertion. Virtual space tourism not only reflects the progression and metamorphoses in tourist practice and production but also has the potential to influence both the aspirations and prospects of our space futures.
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This paper investigates and illustrates the potential of using panorama virtual reality to enhance Web‐based library instruction. It describes a project in Sterling C. Evans…
Abstract
This paper investigates and illustrates the potential of using panorama virtual reality to enhance Web‐based library instruction. It describes a project in Sterling C. Evans Library at Texas A&M University that emulates a physical tour and renders it into an attention‐getting virtual tour with 360‐degree realistic views. The paper outlines three progressive developments in the use of tour as an instructional medium: the “physical tour”, the “Web virtual tour”, and the “virtual reality tour”. The project illustrates that panorama VR could be a powerful tool to combine the “physical tour” and the “Web‐based virtual tour” into one, making it a more useful medium that allows navigating, viewing, reading, hearing and remote access. The issues of design, hardware, software, and cost are addressed. The discussion also includes an overview of the Internet‐based VR technologies, a literature review of using VR technologies for learning and some considerations on future applications of panorama‐based virtual reality.
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Hongxiao Yu, Haemoon Oh and Kuo-Ching Wang
This study aims to examine the underlying emotional process that explains how context-specific stimuli involved in virtual reality (VR) destinations translate into presence…
Abstract
Purpose
This study aims to examine the underlying emotional process that explains how context-specific stimuli involved in virtual reality (VR) destinations translate into presence perceptions and behavioral intentions.
Design/methodology/approach
In total, 403 potential tourists participated in a self-administered online survey after they watched a randomly assigned VR tour. The Lavaan package in R software was used to conduct structural equation analysis and examine the proposed theoretical framework.
Findings
The results reveal that media content consisting of informativeness, aesthetics and novelty was positively related to users’ sense of presence in a VR tour. The effect of media content on presence was partially mediated by emotional arousal.
Practical implications
Managers and VR designers can create an emotive virtual tour that contributes to the user’s sense of presence to promote attraction to the target destination. The VR content needs to be informative, aesthetic and novel, which can excite users during the VR tour, portray virtual destinations clearly and eventually influence potential tourists’ visit intentions.
Originality/value
Research on the emotional mechanism to generate presence is still in its infancy. This study integrates presence theory into a conceptual framework to explore how media content influences presence and decision-making through the emotional mechanism.
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Setyawan Widyarto and Muhammad Shafie Abd. Latiff
The purpose of this paper is to explore the issue of using virtual tours to improve health and safety through preparatory familiarisation for visits to the swarming area. The main…
Abstract
Purpose
The purpose of this paper is to explore the issue of using virtual tours to improve health and safety through preparatory familiarisation for visits to the swarming area. The main objective of the virtual environment system is path finding by commanding spatial skills.
Design/methodology/approach
Provides a case study of the area of Jamarat. One of the main ritual sites during the Hajj, in which Muslims stone the devil during the annual pilgrimage, will be unveiled from a virtual reality perspective and visual analytics.
Findings
The virtual environment built may help people interested in a virtual tour of the environment but have no opportunity to go due to limitations or may facilitate participants in pre‐departure preparation of a dangerous environment.
Practical implications
This paper's main issue is using virtual environments for virtual tours and discusses the principles of virtual environment creation and information extraction from available sources using a case study.
Originality/value
The development of the case study environment will be used for training purposes of the Hajj pilgrim candidates to avoid any possible fatal distraction.
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