Research progress on virtual reality (VR) and augmented reality (AR) in tourism and hospitality

2019 ◽  
Vol 10 (4) ◽  
pp. 539-570 ◽  
Author(s):  
Wei Wei

Purpose This paper aims to examine the main developments of virtual reality (VR) and augmented reality (AR) research in hospitality and tourism. It also aims to pinpoint fruitful directions for tourism and hospitality research on VR and AR applications. Design/methodology/approach A selective literature review of full-length papers published in the period from 2000 to 2018 was conducted. A total of 60 journal papers were retrieved and thoroughly reviewed. Findings This paper first presents a summary of the distribution of published papers. Then, this paper synthesizes the stimuli, dimensions and consequences of VR/AR-related user behavior experience, upon which a theoretical framework is developed. Additionally, this paper provides a detailed report for the progress on the theories and research methodologies, offering a useful background concerning what remains to be achieved. Finally, this paper puts forward fruitful directions for advancing the current understanding of VR/AR and its management. Practical implications This research presents diverse positive outcomes of using VR/AR technologies, which encourage industry practitioners such as destination marketing organizations (DMOs) and marketing firms to incorporate recent technological developments into their strategic plans. Originality/value This paper represents one of the first endeavors that critically reviews research progress on VR/AR in tourism and hospitality from 2000 to 2018. Not only are information technology researchers provided with a comprehensive guide to the latest, influential VR/AR literature but also the proposals of wide-ranging directions for future research would stimulate further investigation of VR/AR.

Author(s):  
Bintang Handayani ◽  
Maximiliano E. Korstanje

This study looks at some primary points in the discourse of virtual dark tourism (VDT) formation. Derived from the spectrum of sound branding (SB), virtual reality (VR), coupled with augmented reality (AR), the case is used as a tool to support the claims of VDT. Findings suggest viewpoints for making death sites exclusive, and offer valuable clues to the design of VDT formation as an option to include death sites as market offerings of dark tourism. Guided by social constructionist research philosophy, coupled with semiology and compositional interpretation, the analysis offers valuable clues to position sites built around the narratives of death. Not only does it verify elements of unique and emotional selling propositions in the typology of death sites, but it also signifies the emerging state of the art on the nexus between VDT and SB. Specifically, dark themed songs coupled AR are used as tourism drivers for designing Trunyan Cemetery, Bali. Overall, this review shows preliminary designs for prototype death sites. Several issues and directions for future research are discussed.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Sandra Maria Correia Loureiro ◽  
Ricardo Godinho Bilro ◽  
Fernando José de Aires Angelino

Purpose The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the research topics, the research gaps and to prepare a future research agenda. Design/methodology/approach A literature review is performed based on two search terms applied to Web of Science, resulting in a final pool of 115 articles. A text-mining approach is used to conduct a full-text analysis of papers related to VR and gamification in higher education. The authors also compare the salient characteristics presented in the articles. Findings From this analysis, five major research topics are found and analysed, namely, teaching methodologies and education, experience and motivation, student engagement, applied theories in VR and gamification. Based on this and following the theory concept characteristics methodology framework, the paper provides directions for future research. Originality/value There is no comprehensive review exploring the topics, theories, constructs and methods used in prior studies concerning VR and gamification applied to higher education services based on all the articles published in well-regarded academic journals. This review seeks to provide deeper insights, to help scholars contribute to the development of this research field.


2020 ◽  
Vol 32 (9) ◽  
pp. 2903-2923
Author(s):  
Naushad Mohamed ◽  
Babak Taheri ◽  
Anna Farmaki ◽  
Hossein Olya ◽  
Martin Joseph Gannon

Purpose This study aims to investigate the combinations of religiosity, cosmopolitanism and perceived destination image leading to satisfaction and loyalty amongst Muslim consumers within the Maldivian tourism and hospitality context. Design/methodology/approach Using fuzzy-set qualitative comparative analysis (fsQCA), this study reveals that diverse combinations of religiosity, cosmopolitanism and destination image dimensions stimulate satisfaction and loyalty in Muslim consumers. Findings Multiple recipes can be used to design compelling destinations that balance the desire for religiosity and cosmopolitanism characteristic of contemporary Muslim consumers. The results confirm the applicability of complexity theory in explaining Muslim consumer behaviour within the Islamic destination context. Practical implications Several implications for the hospitality and tourism industry are drawn from the results, with suggestions for future research provided. Each fsQCA recipe identifies distinct suggestions to shape the design of destination attributes and hospitality offerings to stimulate consumer satisfaction and loyalty. Originality/value Complexity theory was applied to assess the complex causal relationships among Muslim consumers’ religiosity, perceived destination image, cosmopolitanism, satisfaction and loyalty.


2020 ◽  
Vol 20 (3) ◽  
pp. 509-542 ◽  
Author(s):  
Jing Wen ◽  
Masoud Gheisari

Purpose The architecture, engineering and construction (AEC) industry exists in a dynamic environment and requires several stakeholders to communicate regularly. However, evidence indicates current communication practices fail to meet the requirements of increasingly complex projects. With the advent of Industry 4.0, a trend is noted to create a digital communication environment between stakeholders. Identified as a central technology in Industry 4.0, virtual reality (VR) has the potential to supplement current communication and facilitate the digitization of the AEC industry. This paper aims to explore how VR has been applied and future research directions for communication purpose. Design/methodology/approach This research follows a systematic literature assessment methodology to summarize the results of 41 research articles in the last 15 years and outlines the applications of VR in facilitating communication in the AEC domain. Findings Relevant VR applications are mainly found in building inspection, facility management, safety training, construction education and design and review. Communication tools and affordance are provided or built in several forms: text-based tools, voice chat tool, visual sharing affordance and avatars. Objective and subjective communication assessments are observed from those publications. Originality/value This review contributes to identifying the recent employment areas and future research directions of VR to facilitate communication in the AEC domain. The outcome can be a practical resource to guide both industry professionals and researchers to recognize the potentials of VR and will ultimately facilitate the creation of digital construction environments.


2019 ◽  
Vol 33 (1) ◽  
pp. 37-55 ◽  
Author(s):  
Seongsoo Jang ◽  
Yi Liu

Purpose As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the uses and gratifications (U&G) theory, the purpose of this paper is to investigate the effects of four major gratifications – content, process, social and technology – and other factors on continuance intention to play mobile AR games. Design/methodology/approach Data collected from 280 Pokémon Go players were used to address research questions. Partial least squares method was employed to assess the relationships in the model and multigroup analysis was conducted based on survey participants’ demographics and their gaming experience. Findings Content gratification (i.e. catching Pokémon), process gratification (i.e. entertainment), game knowledge and achievement drive players’ continuance use intention. However, social and technology gratifications do not influence players’ continuance use intention. Multigroup analysis suggests that mobile AR game developers should capitalize on the fact that different types of gratifications prompt continuance use intention of different user segments in terms of demographics and experience in general mobile games and Pokémon Go. Originality/value The user behavior of mobile AR games has been studied at the early stage of the games, with less attention to variable continuance use intentions across different user segments. This paper attempts to fill the gap by extending the U&G theory to continuance use intention of mobile AR games at the maturity stage and further investigating the importance of player heterogeneity in continuance use intention with mobile AR games. The findings of this study contribute to the literature on U&G, continuance use intention and mobile AR games.


2019 ◽  
Vol 30 (4) ◽  
pp. 484-506 ◽  
Author(s):  
Dimitrios Buhalis ◽  
Tracy Harwood ◽  
Vanja Bogicevic ◽  
Giampaolo Viglia ◽  
Srikanth Beldona ◽  
...  

Purpose Technological disruptions such as the Internet of Things and autonomous devices, enhanced analytical capabilities (artificial intelligence) and rich media (virtual and augmented reality) are creating smart environments that are transforming industry structures, processes and practices. The purpose of this paper is to explore critical technological advancements using a value co-creation lens to provide insights into service innovations that impact ecosystems. The paper provides examples from tourism and hospitality industries as an information dependent service management context. Design/methodology/approach The research synthesizes prevailing theories of co-creation, service ecosystems, networks and technology disruption with emerging technological developments. Findings Findings highlight the need for research into service innovations in the tourism and hospitality sector at both macro-market and micro-firm levels, emanating from the rapid and radical nature of technological advancements. Specifically, the paper identifies three areas of likely future disruption in service experiences that may benefit from immediate attention: extra-sensory experiences, hyper-personalized experiences and beyond-automation experiences. Research limitations/implications Tourism and hospitality services prevail under varying levels of infrastructure, organization and cultural constraints. This paper provides an overview of potential disruptions and developments and does not delve into individual destination types and settings. This will require future work that conceptualizes and examines how stakeholders may adapt within specific contexts. Social implications Technological disruptions impact all facets of life. A comprehensive picture of developments here provides policymakers with nuanced perspectives to better prepare for impending change. Originality/value Guest experiences in tourism and hospitality by definition take place in hostile environments that are outside the safety and familiarity of one’s own surroundings. The emergence of smart environments will redefine how customers navigate their experiences. At a conceptual level, this requires a complete rethink of how stakeholders should leverage technologies, engage and reengineer services to remain competitive. The paper illustrates how technology disrupts industry structures and stimulates value co-creation at the micro and macro-societal level.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Sara Dolnicar

Purpose Plate waste is uneaten food left behind on the plate after a meal. Plate waste – like all food waste – burdens the environment. Plate waste – in contrast to other types of food waste – is absolutely unnecessary and almost entirely preventable. This study aims to synthesize past research on plate waste and outline a future research agenda. Design/methodology/approach Past research into plate waste is discussed, and the need for specific directions of future research is pointed out. A systematics of measures for the prevention of plate waste is offered which uses the following as criteria: the suitability of measures to the hospitality context; and whether the measure has been scientifically proven to be effective. Findings Plate waste research has a very short history. To date, efforts have been focusing on quantifying the extent of the problem. More theoretical work is needed to identify drivers of place waste and develop and experimentally test theory-based practical interventions to reduce the amount of plate waste generated. Originality/value The key contribution of this perspective paper is to synthesize prior work on plate waste and offer a future research agenda.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Davide Calvaresi ◽  
Ahmed Ibrahim ◽  
Jean-Paul Calbimonte ◽  
Emmanuel Fragniere ◽  
Roland Schegg ◽  
...  

PurposeThe tourism and hospitality sectors are experiencing radical innovation boosted by the advancements in Information and Communication Technologies. Increasingly sophisticated chatbots are introducing novel approaches, re-shaping the dynamics among tourists and service providers, and fostering a remarkable behavioral change in the overall sector. Therefore, the objective of this paper is two-folded: (1) to highlight the academic and industrial standing points with respect to the current chatbots designed/deployed in the tourism sector and (2) to develop a proof-of-concept embodying the most prominent opportunities in the tourism sector.Design/methodology/approachThis work elaborates on the outcomes of a Systematic Literature Review (SLR) and a Focus Group (FG) composed of experts from the tourism industry. Moreover, it presents a proof-of-concept relying on the outcomes obtained from both SLR and FG. Eventually, the proof-of-concept has been tested with experts and practitioners of the tourism sector.FindingsAmong the findings elicited by this paper, we can mention the quick evolution of chatbot-based solutions, the need for continuous investments, upskilling, system innovation to tackle the eTourism challenges and the shift toward new dimensions (i.e. tourist-to-tourist-to-chatbot and personalized multi-stakeholder systems). In particular, we focus on the need for chatbot-based activity and thematic aggregation for next-generation tourists and service providers.Originality/valueBoth academic- and industrial-centered findings have been structured and discussed to foster the practitioners' future research. Moreover, the proof-of-concept presented in the paper is the first of its kind, which raised considerable interest from both technical and business-planning perspectives.


TEM Journal ◽  
2020 ◽  
pp. 820-825
Author(s):  
Failasuf Fadli ◽  
Siti Irene Astuti D. ◽  
Rukiyati Rukiyati

The development of global technology is very fast. The invention of new technology penetrated the education sector as well. New technology-based learning media have been widely used by several teachers in various schools in the world. At present, new technological media in learning media such as augmented reality, virtual reality, must be responded to by the teacher. The focus of this research is on the phenomenon of teachers who are slow to respond to new technological developments. These teachers experience stress, anxiety, and give up on using technology-based learning media. Therefore, teacher resilience in responding to contemporary media is very much needed.


2020 ◽  
Author(s):  
Jia Xue ◽  
Wenzhao Zhang ◽  
Yaxi Zhao ◽  
Ran Hu ◽  
Bolun Zhang ◽  
...  

BACKGROUND To provide participants with a more real and immersive intervening experience, virtual reality, and/or augmented reality technologies have been integrated into some bystander intervention training programs and studies measuring bystander behaviors. OBJECTIVE The study focuses on whether virtual reality and/or augmented reality can be used as a tool to enhance training bystanders. We review the evidence from empirical studies that use virtual reality (VR) and/or augmented reality (AR) as a tool for examining bystander behaviors in the domain of interpersonal violence research. METHODS Two librarians searched for articles in databases, including APA PsycInfo (Ovid), Criminal Justice Abstracts (EBSCO), Medline (Ovid), Applied Social Sciences Index & Abstracts (ProQuest), Sociological Abstracts (ProQuest), and Scopus till April 15, 2020. Studies focusing on bystander behaviors in conflict situations were included. All study types (except reviews) written in English in any disciplines were included. RESULTS The search resulted in 12,972 articles from six databases, and the articles were imported into Covidence. Eleven studies met the inclusion and exclusion criteria. All 11 articles examined the use of VR as a tool for studying bystander behaviors. Most of the studies were conducted in US young adults. Types of interpersonal violence were school bullying, dating violence, sexual violence/assault, and soccer-associated violence. Virtual reality technology was used as an observational measure and bystander intervention program. We evaluate the different use of VR for bystander behaviors and a lack of empirical evidence of AR as a tool. We also discuss the empirical evidence regarding the design, effectiveness, and limitations of implementing VR as a tool in the reviewed studies. CONCLUSIONS Reviewed results have implications and recommendations for future research in designing and implementing VR/AR technology in the area. Future studies in this area may further contribute to the use of VR as an observational measure and explore the potential use of AR for the study of bystander behaviors.


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