Tourism Informatics
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Published By IGI Global

9781605668185, 9781605668192

2010 ◽  
pp. 194-208 ◽  
Author(s):  
Francesco Bellotti ◽  
Riccardo Berta ◽  
Alessandro De Gloria ◽  
Ludovica Primavera

Virtual reality environments are ever more going online. This trend, opened by videogames, will open new important opportunities to enhance cultural tourism, given the possibility of creating compelling virtual adventures set in the context of artistic and natural beauties. The authors are exploring these challenges in the context of the Travel in Europe (TiE) project, and developing tools to build enriched virtual environments where the player could explore faithfully reconstructed places and live there information-rich, contextualized experiences. The TiE architecture is based on a state-of-the-art commercial game engine, with massive multiplayer online games (MMOG) facilities that support access to multiple concurrent users, plus ad-hoc designed modules. The 3D model is completely geo-referenced. In each covered area, a few points-of-interest (POIs) are implemented. These buildings are rigorously reconstructed at a high level of detail. The textures for the rest of the palaces are built dynamically by the TiE system using a statistical template-based algorithm that exploits local characterizations of common architectonic elements. The TiE virtual world is enriched by geo-localized, contextualized MicroGames (mGs). mGs are simple, short games that focus the player’s attention on a particular item that is found during exploration of the 3D world. mGs are typically taken from well known simple game models, such as Puzzle, MemoryGame, and FindTheWrongDetails. The main concept that underpins mGs is that, they should be intuitive and easy to play, so that the player can focus on the contents rather than on learning how to play. Preliminary informal tests have suggested that the approach is valid and that the enriched 3D environment supports the contextualized promotion of artifacts, products and services, which is an important growing demand from institutions and enterprises that want to valorize the resources of a territory.


2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


2010 ◽  
pp. 1-22
Author(s):  
Nalin Sharda

Modern information and communication technology (ICT) systems can help us in building travel recommender systems and virtual tourism communities. Tourism ICT systems have come a long way from the early airline ticket booking systems. Travel recommender systems have emerged in recent years, facilitating the task of destination selection as well activities at the destination. A move from purely text-based recommender systems to visual recommender systems is being proposed, which can be facilitated by the use of the Web 2.0 technologies to create virtual travel communities. Delivering a good user experience is important to make these technologies widely accepted and used. This chapter presents an overview of the historical perspective of tourism ICT systems and their current state of development vis-à-vis travel recommender systems and tourism communities. User experience is an important aspect of any ICT system. How to define user experience and measure it through usability testing is also presented.


2010 ◽  
pp. 54-72
Author(s):  
Fabiana Lorenzi ◽  
Ana L.C. Bazzan ◽  
Mara Abel

This chapter presents a multiagent recommender system applied to the tourism domain. The multiagent approach is able to deal with distributed expert knowledge to support travel agents in recommending tourism packages. Agents work as experts cooperating and communicating with each other, exchanging information to make the best recommendation possible considering the travelers’ preferences. Each agent has a truth maintenance system component that helps the agents to assume information during the recommendation process as well as to keep the integrity of their knowledge bases. The authors have validated the system via simulations where agents collaborate to recommend travel packages to the user and specialize in some of the tasks available. The experiments show that specialization is useful for the efficacy of the system.


2010 ◽  
pp. 38-53
Author(s):  
Dietmar Jannach ◽  
Markus Zanker ◽  
Markus Jessenitschnig

In the domain of travel and tourism, recommender systems have proven to be valuable tools for supporting potential customers during the decision making process. In contrast to other domains, however, travel recommendation systems must not only include extensive knowledge about catalogued items but also require interactive elicitation of customer requirements. As a consequence, such systems often become highly-interactive and personalized Web applications, whose development can be costly and time-consuming. The authors see these factors as major obstacles to the widespread adoption of this type of recommender system in particular with respect to small and medium-sized companies and e-tourism platforms. The “Vibe virtual spa advisor” presented in this chapter is an example of a recommender system offering such high level interaction. It has been built with the help of AdVisor suite, an off-the-shelf knowledge-based and domain-independent framework for the rapid development of advisory applications. The chapter discusses how development costs can be reduced by using a framework that supports graphical domain modeling, domain-independent recommendation algorithms and semi-automated generation of production quality web applications. The authors also report on practical experiences and give an outlook on future work and opportunities in the domain of travel recommendation.


2010 ◽  
pp. 262-275
Author(s):  
Mohan Ponnada ◽  
Roopa Jakkilinki ◽  
Nalin Sharda

Tourism recommender systems (TRS) have become popular in recent years; however, most lack visual means of presenting the recommendations. This paper presents ways of developing visual travel recommender systems (V-TRS). The two popular travel recommender systems being used today are the Trip- Matcher™ and Me-Print™. Tour recommendation using image-based planning using SCORM (TRIPS) is a system that aims to make the presentation more visual. It uses SCORM and CORDRA standards. Sharable content object reference model (SCORM) is a standard that collates content from various Web sites, and content object repository discovery and registration/resolution architecture (CORDRA) aims to locate and reference SCORM repositories throughout the Internet. The information collected is stored in the form of an XML file. This XML file can be visualised by either converting it into a Flash movie or into a synchronized multimedia integration language (SMIL) presentation. A case study demonstrating the operation of current travel recommender systems also is presented. Further research in this area should aim to improve user interaction and provide more control functions within a V-TRS to make tour-planning simple, fun and more interactive.


2010 ◽  
pp. 115-129 ◽  
Author(s):  
Leanne White

This chapter undertakes a ‘snapshot’ or glimpse into social aspects of tourism informatics with specific reference to the travel photographs posted on the social networking site ‘Facebook’. This analysis will focus on the travel images (photographs) generated by 10 individuals (five male and five female) from the Facebook community. It must be emphasised that the study is deliberately narrow in its focus and does not attempt to make generalisations about how photos are used by other Facebook users. The aim of the study is to begin a dialogue about the use of travel photos on this popular social networking site. Examined in this chapter are a selection of visual images and written messages surrounding the tourism encounters of the particular Facebook members between September 2007 and September 2008. As Urry (1995) has argued, “the consumption of tourist services is important yet by no means easy to understand and explain” (p. 139). Tourism is experienced in a highly visual manner and there is a need for further research in this area. This chapter explores how the photographs taken, displayed and recorded on Facebook reinforce the travel experience for the tourist; and furthermore, how these images might influence the travel decisions of those who view the photos. Wider implications resulting from this type of research for the future development for tourism informatics (e-tourism) is also explored.


2010 ◽  
pp. 73-93 ◽  
Author(s):  
Francesco Ricci ◽  
Quang Nhat Nguyen ◽  
Olga Averjanova

Nowadays travel and tourism Web sites store and offer a large volume of travel related information and services. Furthermore, this huge amount of information can be easily accessed using mobile devices, such as a phone with mobile Internet connection capability. However, this information can easily overwhelm a user because of the large number of information items to be shown and the limited screen size in the mobile device. Recommender systems (RSs) are often used in conjunction with Web tools to effectively help users in accessing this overwhelming amount of information. These recommender systems can support the user in making a decision even when specific knowledge necessary to autonomously evaluate the offerings is not available. Recommender systems cope with the information overload problem by providing a user with personalized recommendations (i.e., a well chosen selection of the items contained in the repository), adapting this selection to the user’s needs and preferences in a particular usage context. In this chapter, the authors present a recommendation approach integrating a conversational preference acquisition technology based on “critiquing” with map visualization technologies to build a new map-based conversational mobile RS that can effectively and intuitively support travelers in finding their desired products and services. The results of the authors’ real-user study show that integrating map-based visualization and critiquing-based interaction in mobile RSs improves the system’s recommendation effectiveness, and increases the user satisfaction.


2010 ◽  
pp. 276-294 ◽  
Author(s):  
Roopa Jakkilinki ◽  
Nalin Sharda

This chapter provides an overview of tourism ontology and how it can be used for developing e-tourism applications. The Semantic Web is the next generation Web; it uses background knowledge captured as an ontology and stored in machine-processable and interpretable form. Ontologies form the core of the Semantic Web and can be used to develop intelligent applications. However, generating applications based on ontology still remains a challenging task. This chapter presents a framework that provides a systematic process for developing intelligent e-tourism applications by using a tourism ontology.


2010 ◽  
pp. 243-260 ◽  
Author(s):  
Doris Schmallegger ◽  
Dean Carson ◽  
Damien Jacobsen

Word-of-mouth is an important source of information for tourists making decisions about what destinations to visit. Word-of-mouth has a strong influence on shaping the image of a destination, particularly for remote destinations which are in part characterised by limited market penetration in terms of more formal marketing communications. There has been some research situating consumer generated content in Web 2.0 applications as word-of-mouth that has the potential to influence destination images for some destinations and among some markets. Less attention has been paid to consumer generated photographs although photographs and other non-text media are becoming increasingly pervasive on Web 2.0 websites. This chapter argues that photographs make a substantial contribution to word-of-mouth exchange online, and that there is a need for tools to help destinations interpret photographic content. Mapping photographs to Echtner and Ritchie’s (1993) destination image framework is one approach that shows some promise as it allows for comparison between the images projected by marketing bodies and consumers.


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