Search results

1 – 10 of over 2000
Open Access
Article
Publication date: 1 March 2021

Sheena Carlisle, Stanislav Ivanov and Corné Dijkmans

This paper aims to present the findings from a European study on the digital skills gaps in tourism and hospitality companies.

16604

Abstract

Purpose

This paper aims to present the findings from a European study on the digital skills gaps in tourism and hospitality companies.

Design/methodology/approach

Mixed methods research was adopted. The sample includes 1,668 respondents (1,404 survey respondents and 264 interviewees) in 5 tourism sectors (accommodation establishments, tour operators and travel agents, food and beverage, visitor attractions and destination management organisations) in 8 European countries (UK, Italy, Ireland, Spain, Hungary, Germany, the Netherlands and Bulgaria).

Findings

The most important future digital skills include online marketing and communication skills, social media skills, MS Office skills, operating systems use skills and skills to monitor online reviews. The largest gaps between the current and the future skill levels were identified for artificial intelligence and robotics skills and augmented reality and virtual reality skills, but these skills, together with computer programming skills, were considered also as the least important digital skills. Three clusters were identified on the basis of their reported gaps between the current level and the future needs of digital skills. The country of registration, sector and size shape respondents’ answers regarding the current and future skills levels and the skills gap between them.

Originality/value

The paper discusses the digital skills gap of tourism and hospitality employees and identifies the most important digital skills they would need in the future.

Details

Journal of Tourism Futures, vol. 9 no. 2
Type: Research Article
ISSN: 2055-5911

Keywords

Open Access
Article
Publication date: 3 October 2022

Daniel Camuñas-García, María Pilar Cáceres-Reche and María de la Encarnación Cambil-Hernández

The purpose of this study was to analyze the state of mobile game-based learning in the field of cultural heritage education.

3128

Abstract

Purpose

The purpose of this study was to analyze the state of mobile game-based learning in the field of cultural heritage education.

Design/methodology/approach

A bibliometric methodology based on scientific mapping and an analysis of co-words was used. The scientific production on this field of study indexed in Scopus was analyzed. The analysis included a total of 725 publications.

Findings

The results show that the National Research Council of Italy is the institution with the highest volume of production. Among the journals, the Journal on Computing and Cultural Heritage stands out. In addition, in the analysis of the structural and thematic development of co-words, a low percentage of keyword matching was observed. The research is currently mainly oriented to pedagogical methods, especially game-based learning, gamification and the use of serious games, although these are not the only trends in this field. Research is also focusing on virtual reality, augmented reality, and mixed reality.

Originality/value

This work is an exploratory and novel study that analyzes the publications to date on mobile game-based learning in cultural heritage education. In theoretical terms, this can serve as support so that other researchers interested in this field can access the information highlighted in this work. From a practical perspective, this work will contribute to the promotion of new innovative actions in cultural heritage education to satisfy the demands of a learning group increasingly familiar with games technology.

Details

Education + Training, vol. 65 no. 2
Type: Research Article
ISSN: 0040-0912

Keywords

Open Access
Article
Publication date: 19 September 2023

Juan Chen, Nannan Xi, Vilma Pohjonen and Juho Hamari

Metaverse, that is extended reality (XR)-based technologies such as augmented reality (AR) and virtual reality (VR), are increasingly believed to facilitate fundamental human…

1700

Abstract

Purpose

Metaverse, that is extended reality (XR)-based technologies such as augmented reality (AR) and virtual reality (VR), are increasingly believed to facilitate fundamental human practice in the future. One of the vanguards of this development has been the consumption domain, where the multi-modal and multi-sensory technology-mediated immersion is expected to enrich consumers' experience. However, it remains unclear whether these expectations have been warranted in reality and whether, rather than enhancing the experience, metaverse technologies inhibit the functioning and experience, such as cognitive functioning and experience.

Design/methodology/approach

This study utilizes a 2 (VR: yes vs no) × 2 (AR: yes vs no) between-subjects laboratory experiment. A total of 159 student participants are randomly assigned to one condition — a brick-and-mortar store, a VR store, an AR store and an augmented virtuality (AV) store — to complete a typical shopping task. Four spatial attention indicators — visit shift, duration shift, visit variation and duration variation — are compared based on attention allocation data converted from head movements extracted from recorded videos during the experiments.

Findings

This study identifies three essential effects of XR technologies on consumers' spatial attention allocation: the inattention effect, acceleration effect and imbalance effect. Specifically, the inattention effect (the attentional visit shift from showcased products to the environmental periphery) appears when VR or AR technology is applied to virtualize the store and disappears when AR and VR are used together. The acceleration effect (the attentional duration shift from showcased products to the environmental periphery) exists in the VR store. Additionally, AR causes an imbalance effect (the attentional duration variation increases horizontally among the showcased products).

Originality/value

This study provides valuable empirical evidence of how VR and AR influence consumers' spatial bias in attention allocation, filling the research gap on cognitive function in the metaverse. This study also provides practical guidelines for retailers and XR designers and developers.

Details

Information Technology & People, vol. 36 no. 8
Type: Research Article
ISSN: 0959-3845

Keywords

Open Access
Book part
Publication date: 4 April 2019

Gunnar Liestøl, Christian S. Ritter and Indrek Ibrus

This chapter discusses the various ways in which audiovisual (AV) media industries have cooperated with the tourism industry and explores the emergent areas for cross-innovation…

Abstract

This chapter discusses the various ways in which audiovisual (AV) media industries have cooperated with the tourism industry and explores the emergent areas for cross-innovation. It demonstrates the gradual mediatisation of tourism, but also how the added value from location tourism has started to affect, for instance, the operation of the film industry. It then discusses the emergence of tourism gamification that came about with the arrival of smartphones equipped with an ever-increasing variety of sensors relevant to location and mobility awareness. The chapter finishes by discussing the affordances and forms of augmented reality being used in the service of the cultural heritage sector and the broader tourism sector.

Details

Emergence of Cross-innovation Systems
Type: Book
ISBN: 978-1-78769-980-9

Keywords

Open Access
Article
Publication date: 30 April 2021

Sepehr Alizadehsalehi and Ibrahim Yitmen

The purpose of this research is to develop a generic framework of a digital twin (DT)-based automated construction progress monitoring through reality capture to extended reality

8976

Abstract

Purpose

The purpose of this research is to develop a generic framework of a digital twin (DT)-based automated construction progress monitoring through reality capture to extended reality (RC-to-XR).

Design/methodology/approach

IDEF0 data modeling method has been designed to establish an integration of reality capturing technologies by using BIM, DTs and XR for automated construction progress monitoring. Structural equation modeling (SEM) method has been used to test the proposed hypotheses and develop the skill model to examine the reliability, validity and contribution of the framework to understand the DRX model's effectiveness if implemented in real practice.

Findings

The research findings validate the positive impact and importance of utilizing technology integration in a logical framework such as DRX, which provides trustable, real-time, transparent and digital construction progress monitoring.

Practical implications

DRX system captures accurate, real-time and comprehensive data at construction stage, analyses data and information precisely and quickly, visualizes information and reports in a real scale environment, facilitates information flows and communication, learns from itself, historical data and accessible online data to predict future actions, provides semantic and digitalize construction information with analytical capabilities and optimizes decision-making process.

Originality/value

The research presents a framework of an automated construction progress monitoring system that integrates BIM, various reality capturing technologies, DT and XR technologies (VR, AR and MR), arraying the steps on how these technologies work collaboratively to create, capture, generate, analyze, manage and visualize construction progress data, information and reports.

Details

Smart and Sustainable Built Environment, vol. 12 no. 1
Type: Research Article
ISSN: 2046-6099

Keywords

Open Access
Article
Publication date: 5 May 2022

Konstantinos Solakis, Vicky Katsoni, Ali B. Mahmoud and Nicholas Grigoriou

This is a general review study aiming to specify the key customer-based factors and technologies that influence the value co-creation (VCC) process through artificial intelligence…

11296

Abstract

Purpose

This is a general review study aiming to specify the key customer-based factors and technologies that influence the value co-creation (VCC) process through artificial intelligence (AI) and automation in the hospitality and tourism industry.

Design/methodology/approach

The study uses a theory-based general literature review approach to explore key customer-based factors and technologies influencing VCC in the tourism industry. By reviewing the relevant literature, the authors conclude a theoretical framework postulating the determinants of VCC in the AI-driven tourism industry.

Findings

This paper identifies customers' perceptions, attitudes, trust, social influence, hedonic motivations, anthropomorphism and prior experience as customer-based factors to VCC through the use of AI. Service robots, AI-enabled self-service kiosks, chatbots, metaversal tourism and new reality, machine learning (ML) and natural language processing (NLP) are technologies that influence VCC.

Research limitations/implications

The results of this research inform a theoretical framework articulating the human and AI elements for future research set to expand the models predicting VCC in the tourism industry.

Originality/value

Few studies have examined consumer-related factors that influence their participation in the VCC process through automation and AI.

Details

Journal of Tourism Futures, vol. 10 no. 1
Type: Research Article
ISSN: 2055-5911

Keywords

Open Access
Article
Publication date: 9 July 2020

Hatana El-Jarn and Glen Southern

The purpose of this paper is to explore the benefits of co-creation/co-design using extended reality (XR) technologies during the initial stages of the design process. A review of…

3633

Abstract

Purpose

The purpose of this paper is to explore the benefits of co-creation/co-design using extended reality (XR) technologies during the initial stages of the design process. A review of the emerging co-creation tools within XR will be examined along with whether they offer the potential to improve the design process; this will also highlight the gaps on where further research is required.

Design/methodology/approach

The paper draws on professional and academic experiences of the authors in creative practices within the realm of XR technology, co-creation and co-design. In addition, a review of the current literature on emerging technologies and work-based learning will offer further insight on the themes covered.

Findings

To design, collaborate, iterate and amend with colleagues and peers in a virtual space gives a wide range of obvious benefits. Creative practitioners both in education and employment are working more collaboratively with the advancement of technology. However, there is a need to find a space where collaboration can also offer the opportunity for co-creation that improves the initial stages of the design process. This technology also offers solutions on the constraints of distance and ameliorates creative expression.

Research limitations/implications

There is an opportunity to test the ideas expressed in this paper empirically; this can be done through testing co-creation tools with professionals, work-based learners and students.

Originality/value

The paper will add to the existing literature on emerging technologies as a unique environment to improve co-create/co-design the visuals created during the fuzzy front end of the design process and offer a potential framework for future empirical work.

Details

Journal of Work-Applied Management, vol. 12 no. 2
Type: Research Article
ISSN: 2205-2062

Keywords

Open Access
Article
Publication date: 13 January 2020

Claudia Lizette Garay-Rondero, Jose Luis Martinez-Flores, Neale R. Smith, Santiago Omar Caballero Morales and Alejandra Aldrette-Malacara

The purpose of this paper is to present a conceptual model that defines the essential components shaping the new Digital Supply Chains (DSCs) through the implementation and…

47509

Abstract

Purpose

The purpose of this paper is to present a conceptual model that defines the essential components shaping the new Digital Supply Chains (DSCs) through the implementation and acceleration of Industry 4.0.

Design/methodology/approach

The scope of the present work exposes a conceptual approach and review of the key literature from 1989 to 2019, concerning the evolution and transformation of the actors and constructs in logistics and Supply Chain Management (SCM) by means of examining different conceptual models and a state-of-the-art review of Industry 4.0’s concepts and elements, with a focus on digitization in supply chain (SC) processes. A detailed study of the constructs and components of SCM, as defined by their authors, resulted in the development of a referential and systematic model that fuses the inherent concepts and roles of SCM, with the new technological trends directed toward digitization, automation, and the increasing use of information and communication technologies across logistics global value chains.

Findings

Having achieved an exploration of the different conceptual frameworks, there is no compelling evidence of the existence of a conceptual SCM that incorporates the basic theoretical constructs and the new roles and elements of Industry 4.0. Therefore, the main components of Industry 4.0 and their impact on DSC Management are described, driving the proposal for a new conceptual model which addresses and accelerates a vision of the future of the interconnectivity between different DSCs, grouped in clusters in order to add value, through new forms of cooperation and digital integration.

Originality/value

This research explores the gap in the current SCM models leading into Industry 4.0. The proposed model provides a novel and comprehensive overview of the new concepts and components driving the nascent and current DSCs. This conceptual framework will further aid researchers in the exploration of knowledge regarding the variables and components presented, as well as the verification of the newly revealed roles and constructs to understand the new forms of cooperation and implementation of Industry 4.0 in digitalized SCs.

Details

Journal of Manufacturing Technology Management, vol. 31 no. 5
Type: Research Article
ISSN: 1741-038X

Keywords

Open Access
Article
Publication date: 14 September 2023

IokTeng Esther Kou

400

Abstract

Details

Journal of Tourism Futures, vol. 9 no. 3
Type: Research Article
ISSN: 2055-5911

Open Access
Article
Publication date: 24 February 2021

Petra Bosch-Sijtsema, Christina Claeson-Jonsson, Mikael Johansson and Mattias Roupe

This paper aims to focus on 11 digital technologies (i.e. building information modeling, artificial intelligence and machine learning, 3D scanning, sensors, robots/automation…

6271

Abstract

Purpose

This paper aims to focus on 11 digital technologies (i.e. building information modeling, artificial intelligence and machine learning, 3D scanning, sensors, robots/automation, digital twin, virtual reality, 3D printing, drones, cloud computing and self-driving vehicles) that are portrayed in future trend reports and hype curves. The study concentrates on the current usage and knowledge of digital technologies in the Swedish architecture, engineering and construction (AEC) industry to gain an insight in the possible expectations and future trajectory of these digital technologies.

Design/methodology/approach

The study applies an abductive approach which is based on three different types of methods. These methods are a literature and document study which focused on 11 digital technologies, two workshops with industry (13 participants) and an online survey (N = 84).

Findings

The paper contributes to a current state analysis of the Swedish AEC industry concerning digital technologies and discusses the trajectory of these technologies for the AEC industry. The paper identifies hype factors, in which the knowledge of a digital technology is related to its usage. From the hype factors, four zones that show different stages of digital technology usage and maturity in the industry are induced.

Originality/value

The contribution of the paper is twofold. The paper shows insight into opportunities, the current barriers, use and knowledge of digital technologies for the different actors in the AEC industry. Furthermore, the study shows that the AEC industry is behind the traditional Gartner hype curves and contributes with defining four zones for digital technologies for the Swedish AEC industry: confusion, excitement, experimentation and integration.

Details

Construction Innovation , vol. 21 no. 4
Type: Research Article
ISSN: 1471-4175

Keywords

1 – 10 of over 2000