Search results

1 – 10 of over 2000
Article
Publication date: 27 June 2023

Ülker Çolakoğlu, Esra Anış, Özlem Esen and Can Serkan Tuncay

This study explores tourists' virtual reality experiences during the transition to the Metaverse.

Abstract

Purpose

This study explores tourists' virtual reality experiences during the transition to the Metaverse.

Design/methodology/approach

Qualitative approach was employed to capture tourists' virtual reality experiences and knowledge of the Metaverse at two five-star hotels in Kusadasi (Republic of Turkey). The data were collected from Kusadasi using a purposive sampling technique. The research design focused on data collection with the structured interview technique. The interview form consisted of 7 questions in total, and a voice recorder was used to record the answers of the participants. After the first 4 questions were asked, the participants were presented a virtual reality experience with the virtual reality (VR) glasses. The interview was held face-to-face with thirty-five participants consisting of domestic and foreign tourists in two five-star hotels in the summer season of 2022. The collected data were analyzed with the content analysis technique and themes were created.

Findings

This study's findings enhance the conceptual capital in this emerging field and provide insights into many of the participants who have and have never experienced virtual reality applications and who are familiar and unfamiliar with the Metaverse as a concept.

Research limitations/implications

This study generates empirical data that informs contemporary debates about virtual reality and the Metaverse.

Practical implications

The findings show that most participants have never experienced a virtual reality application. Hotels and travel agencies should be aware of this new futuristic technology before the Metaverse transition. Metaverse is for generation Y and Z instead of Baby Boomers and generation X.

Originality/value

This study is unique in terms of depth and fills the gap as it provides useful insights regarding the evaluation of tourists' virtual reality experiences in the transition process to the Metaverse.

Details

Journal of Hospitality and Tourism Insights, vol. 7 no. 3
Type: Research Article
ISSN: 2514-9792

Keywords

Open Access
Article
Publication date: 22 November 2023

María A. Bretos, Sergio Ibáñez-Sánchez and Carlos Orús

The purpose of this paper is to investigate how previous literature has analyzed the role of augmented reality and virtual reality in the field of tourism, distinguishing between…

5546

Abstract

Purpose

The purpose of this paper is to investigate how previous literature has analyzed the role of augmented reality and virtual reality in the field of tourism, distinguishing between studies focused on one technology or the other as both have characteristics that profoundly differentiate them.

Design/methodology/approach

This study carries out a critical review to assess and synthesize the literature on augmented reality and virtual reality in tourism. Literature searches are conducted using various keywords, resulting in a selection of 84 articles (19 on augmented reality and 65 on virtual reality) from 39 indexed journals.

Findings

The research findings demonstrate an increasing scholarly focus on exploring the application of virtual reality and augmented reality within the realm of tourism. These results highlight a noticeable progression in recent years with respect to different matters, such as methodologies, used theories or considered variables, among others. Based on these results, it is proposed a future research agenda that seeks to establish a cohesive framework and drive the development of both augmented reality and virtual reality research in tourism.

Originality/value

By conducting an individual and comparative review of the literature on the application of augmented reality and virtual reality in tourism, this research helps elucidate the specific lines of research for each technology while providing a better understanding of how each technology can be used to generate effective tourist experiences.

Propósito

El objetivo de este artículo es investigar cómo la literatura previa ha analizado el papel de la realidad aumentada y la realidad virtual en el ámbito del turismo, distinguiendo entre estudios centrados en una u otra tecnología ya que ambas tienen características que las diferencian profundamente.

Diseño/Metodología/Enfoque

Este estudio realiza una revisión crítica para evaluar y sintetizar la literatura sobre realidad aumentada y realidad virtual en turismo. Se realizan búsquedas de literatura utilizando diversas palabras clave, que dan como resultado la selección de 84 artículos (19 sobre realidad aumentada y 65 sobre realidad virtual) procedentes de 39 revistas indexadas.

Conclusiones

Los resultados de la investigación demuestran que existe un interés creciente en explorar la aplicación de la realidad virtual y la realidad aumentada en el ámbito del turismo. Asimismo, se pone de manifiesto una notable progresión en los últimos años con respecto a diferentes cuestiones, como las metodologías aplicadas, las teorías empleadas o las variables consideradas, entre otras. A partir de estos resultados, se propone una agenda de investigación futura que pretende establecer un marco cohesionado e impulsar el desarrollo de la investigación en el ámbito tanto de la realidad aumentada como de la realidad virtual en turismo.

Originalidad

Al realizar una revisión individual y comparativa de la literatura sobre la aplicación de la realidad aumentada y la realidad virtual en el turismo, esta investigación ayuda a esclarecer las líneas de investigación específicas de cada tecnología a la vez que proporciona una mejor comprensión de cómo cada tecnología puede ser utilizada para generar experiencias turísticas efectivas.

目的

本文旨在研究以往的文献是如何分析增强现实和虚拟现实在旅游领域的作用的, 并对侧重于其中一种技术或另一种技术的研究加以区分, 因为这两种技术都有深刻区别于其他技术的特点。

设计/方法/途径

本研究通过批判性综述来评估和归纳有关旅游业中增强现实和虚拟现实技术的文献。通过使用各种关键词进行文献检索, 从 39 种索引期刊中筛选出 84 篇文章(19 篇关于增强现实技术, 65 篇关于虚拟现实技术)。

研究结果

研究结果表明, 学术界越来越重视探索虚拟现实和增强现实在旅游业中的应用。这些结果突显了近年来在方法论、采用的理论或考虑的变量等不同方面的明显进步。在这些成果的基础上, 提出了未来的研究议程, 旨在建立一个具有凝聚力的框架, 推动旅游业中增强现实和虚拟现实研究的发展。

独创性

本研究通过对增强现实和虚拟现实技术在旅游业中应用的文献进行单独和比较审查, 有助于阐明每种技术的具体研究方向, 同时让人们更好地了解如何使用每种技术来产生有效的旅游体验。

Article
Publication date: 22 August 2024

Yong Hu, Sui Wang, Lihang Feng, Baochang Liu, Yifang Xiang, Chunmiao Li and Dong Wang

The purpose of this study is to design a highly integrated smart glove to enable gesture acquisition and force sensory interactions, and to enhance the realism and immersion of…

Abstract

Purpose

The purpose of this study is to design a highly integrated smart glove to enable gesture acquisition and force sensory interactions, and to enhance the realism and immersion of virtual reality interaction experiences.

Design/methodology/approach

The smart glove is highly integrated with gesture sensing, force-haptic acquisition and virtual force feedback modules. Gesture sensing realizes the interactive display of hand posture. The force-haptic acquisition and virtual force feedback provide immersive force feedback to enhance the sense of presence and immersion of the virtual reality interaction.

Findings

The experimental results show that the average error of the finger bending sensor is only 0.176°, the error of the arm sensor is close to 0 and the maximum error of the force sensing is 2.08 g, which is able to accurately sense the hand posture and force-touch information. In the virtual reality interaction experiments, the force feedback has obvious level distinction, which can enhance the sense of presence and immersion during the interaction.

Originality/value

This paper innovatively proposes a highly integrated smart glove that cleverly integrates gesture acquisition, force-haptic acquisition and virtual force feedback. The glove enhances the sense of presence and immersion of virtual reality interaction through precise force feedback, which has great potential for application in virtual environment interaction in various fields.

Details

Sensor Review, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0260-2288

Keywords

Article
Publication date: 20 August 2024

Chitra Dey, Marvin Grabowski, Yannick Frontzkowski, Ganesh M.P. and Sebastian Ulbrich

Social virtual reality (SVR) has emerged as a solution for the facilitation of remote and distributed teamwork, promising to overcome challenges faced in virtual 2D communication…

Abstract

Purpose

Social virtual reality (SVR) has emerged as a solution for the facilitation of remote and distributed teamwork, promising to overcome challenges faced in virtual 2D communication channels. The purpose of this study is to systematically review empirical articles dealing with the application of SVR with head-mounted displays (HMDs) in teams.

Design/methodology/approach

This study reviewed 40 empirical papers on teamwork that address the application of SVR using HMD in teams. The authors present results from the extracted data and identify themes that indicate the current state of research in this field.

Findings

Based on data obtained from the journal articles, the authors identified three themes underlying current research. They are features and applications of SVR technology, collaboration dynamics and team performance in SVR and educational and professional training and learning. The results show that SVR enhances team collaboration and collaborative learning.

Practical implications

SVR can aid in improving teamwork and team outcomes. In its current stage, SVR is complementary to 2D technology and not likely to replace traditional tools. Findings suggest that the technology is promising for collaboration and learning in organisations, especially in collaborative design tasks and simulations.

Originality/value

To the best of the authors’ knowledge, this paper is one of the first studies to look at research emerging from the nascent area of SVR and summarise the current state of research. This study provides managerial implications and identifies future research areas for SVR in teamwork and learning.

Details

Journal of Workplace Learning, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1366-5626

Keywords

Book part
Publication date: 30 September 2024

Hassan Ali Khan

As the hospitality business adapts to the digital age, the importance of using Virtual Design (VD) to create memorable visitor experiences has grown. This study aims to…

Abstract

As the hospitality business adapts to the digital age, the importance of using Virtual Design (VD) to create memorable visitor experiences has grown. This study aims to investigate the potential of VD in the hospitality sector, particularly regarding the improvement of guests' overall experiences.

The research study examines how Virtual Reality (VR), Augmented Reality (AR) and other digital technologies are currently used in VD firms. It explores how these simulated architectural features are implemented in other facets of the hospitality experience, like the decor of guest rooms and restaurants and staff responsiveness to guests' needs.

The study also examines VD's potential outcomes and advantages for the hotel industry and its clients. It investigates the potential of VD to help hospitality businesses offer more customised services, boost customer loyalty and gain an edge in the market. VD implementation in the hospitality business may face several obstacles, some of which are discussed in this study.

Methods include both qualitative and quantitative techniques, such as interviews with experts, guest surveys and an examination of the use of VD in specific hotels. This study intends to help the hotel industry benefit from a VD by analysing real-world case studies and gathering empirical data that can be used to draw conclusions and formulate recommendations.

Details

Marketing and Design in the Service Sector
Type: Book
ISBN: 978-1-83797-276-0

Keywords

Article
Publication date: 28 December 2022

Manisha Paliwal, Nishita Chatradhi, Archana Singh and Ramkrishna Dikkatwar

The purpose of this paper is to explore the tourists' perception of smart tourism with the application of virtual reality and design a framework of smart tourism with elements of…

Abstract

Purpose

The purpose of this paper is to explore the tourists' perception of smart tourism with the application of virtual reality and design a framework of smart tourism with elements of VR for Indian Tourism especially in the periods of the pandemic COVID-19. The ever-evolving and unprecedented COVID 19 situation had posed extreme challenges for the travel and tourism industry. In such conditions, it is becoming increasingly necessary to rely on digital technologies, ICT and smart tourism. ICT has served as a catalyst for innovations in tourism.

Design/methodology/approach

This study investigates the impact of smart tourism and virtual reality technology on the perception of tourists towards travelling decisions during and post COVID-19 scenario. The respondents involved in the study were tourists travelling in India, the tourists come from different parts of India. A structured questionnaire has been administered to collect data from 224 travellers across India. The questionnaire consisted 22 constructs. The constructs in this section were measured using a five-point Likert scale ranging. In the first step, the first order Confirmatory Factor Analysis (CFA) is carried out, by using the software IBM AMOS-20. The initial model is generated ix constructs, and outcomes are used to analyse the model's goodness of fit and construct validity. In the second step, Structural Equation Modelling (SEM) is carried out to do the path analysis of the proposed model. The effect of relationships amongst the theoretical constructs is also analysed using SEM.

Findings

The findings imply that the application of smart tourism along with virtual reality forms a positive perception of tourists and provides a sustainable platform for tourism organizations in Indian tourism. Virtual reality-based tourism has emerged as alternate for the tourism industry during the times of Covid, which in long run can be seen as a substitute to traditional tourism. The increasing use of blue ocean concepts, to delivery high-value experience at low cost has complimented the tourism industry. The researchers have made a modest attempt by proposing a blended model of smart tourism with virtual reality as a blue ocean strategy and which would ultimately facilitate the sustainability of the Industry by creating multi-dimensional values of experience for tourists in India.

Research limitations/implications

The researchers have made a modest attempt by proposing a blended model of smart tourism with virtual reality as a blue ocean strategy, which would ultimately facilitate the industry's sustainability by creating multi-dimensional values of experience for tourists in India.

Originality/value

This qualitative study designs a smart tourism system with the use of the recent advances in ICT and Virtual Reality (VR), as a bridging solution and the saviour of the tourism sector in India during COVID 19. The integration of ICT into the travel experience has resulted in the social phenomena of smart tourism. This has led to a rise in use of smart tourism tools among tourism service providers.

Details

European Journal of Innovation Management, vol. 27 no. 5
Type: Research Article
ISSN: 1460-1060

Keywords

Open Access
Article
Publication date: 20 August 2024

Tong (Tripp) Liu, Caroline Swee Lin Tan and Carolina Quintero Rodriguez

This paper aims to synthesize the existing literature on virtual reality (VR) in the luxury fashion industry, discuss the current practical applications of VR technologies and…

Abstract

Purpose

This paper aims to synthesize the existing literature on virtual reality (VR) in the luxury fashion industry, discuss the current practical applications of VR technologies and review previous research undertaken in the luxury fashion field.

Design/methodology/approach

This paper conducts a systematic review and thematic analysis of existing literature to evaluate current research concerning VR and the luxury fashion industry. This search initially returned a total of 1,131 sources. After establishing and applying criteria of exclusion and inclusion, a total of 46 articles were selected for the thematic analysis.

Findings

Five major themes were identified, including virtual luxury fashion consumption, VR in marketing communication, virtual try-on, VR retail (including virtual fashion retail spaces) and virtual worlds (including customers’ virtual representation as avatars). The importance of these themes for the study of VR in luxury fashion is supported by relevant studies in the literature.

Originality/value

Whilst research into VR use within luxury fashion has increased recently, it remains fragmented. Given the absence of a comprehensive review addressing this topic within the literature, this paper will help scholars and fashion brands better understand the effects of VR on the luxury fashion industry. By integrating current practice and existing research, this paper contributes to a better understanding of how and where VR is used in luxury fashion contexts.

Article
Publication date: 26 March 2024

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.

Details

International Journal of Contemporary Hospitality Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-6119

Keywords

Article
Publication date: 22 August 2024

Gary Burnett

This paper aims to investigate how mixed-reality (MR) can be used to enhance inclusivity in synchronous working activities where groups of people may be present either…

Abstract

Purpose

This paper aims to investigate how mixed-reality (MR) can be used to enhance inclusivity in synchronous working activities where groups of people may be present either face-to-face or online – focusing on blended learning in the higher education (HE) context.

Design/methodology/approach

In a research methods module, 140 university master’s-level students were given the option to attend and engage in seminars/practical sessions either in a real lecture room or online through a virtual version of an equivalent environment, accessible on everyday devices. The MR platform provided two-way video “windows” enabling all students on the module to freely interact with staff and their peers. Attendance was recorded throughout the semester and survey data was captured after all sessions (33% response rate). In addition, student activity was video recorded within both the real and virtual spaces.

Findings

Attendance was high throughout the semester and students were very positive about this novel approach to their education. Students chose to either engage purely in-person, online or as a mixture of the two; performance on the module was not impacted by this decision. The survey highlighted several factors that impacted on students’ choice of learning space, including those related to intrinsic characteristics of individual students (e.g. desire for traditional/novel social interactions) and those related to extrinsic influences (e.g. weather and travel demands). Video analysis revealed numerous differences in the behaviours exhibited across the virtual and real spaces, related to individual versus team mentalities.

Practical implications

Conclusions are drawn regarding how MR can be used in HE and potentially other work-related contexts to enhance engagement, a sense of community and ultimately learning/productivity outcomes.

Originality/value

This study investigated how a large (>100) cohort of students responded to an MR blended learning experience across a whole semester. In this respect, to the best of the author’s knowledge, this is the first study to consider such issues at this scale in a university education setting.

Details

Journal of Workplace Learning, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1366-5626

Keywords

Open Access
Article
Publication date: 26 January 2024

Nannan Xi, Juan Chen, Filipe Gama, Henry Korkeila and Juho Hamari

In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in…

4586

Abstract

Purpose

In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examining the acceptance of metaverse shopping.

Design/methodology/approach

This study conducts a 2 (VR: with vs. without) × 2 (AR: with vs. without) between-subjects laboratory experiment involving 157 participants in simulated daily shopping environments. This study builds a physical brick-and-mortar store at the campus and stocked it with approximately 600 products with accompanying product information and pricing. The XR devices and a 3D laser scanner were used in constructing the three XR shopping conditions.

Findings

Results indicate that XR can offer an experience comparable to, or even surpassing, traditional shopping in terms of its instrumental and hedonic aspects, regardless of a slightly reduced perception of usability. AR negatively affected perceived ease of use, while VR significantly increased perceived enjoyment. It is surprising that the lower perceived ease of use appeared to be disconnected from the attitude toward metaverse shopping.

Originality/value

This study provides important experimental evidence on the acceptance of XR shopping, and the finding that low perceived ease of use may not always be detrimental adds to the theory of technology adoption as a whole. Additionally, it provides an important reference point for future randomized controlled studies exploring the effects of technology on adoption.

Details

Internet Research, vol. 34 no. 7
Type: Research Article
ISSN: 1066-2243

Keywords

1 – 10 of over 2000