Book ChapterDOI
Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum
Timothy Jung,M. Claudia tom Dieck,Hyunae Lee,Namho Chung +3 more
- pp 621-635
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TLDR
The results of this study revealed that social presence in mixed (VR & AR) environments is a strong predictor of four realms of experience economy, which consequently induce the tourists’ intention to revisit Geevor museum.Abstract:
This study aims to investigate the impact of Virtual Reality (VR) and Augmented Reality (AR) on the overall visitor experience in the context of museum. In tourism research, few attempts have been made to examine factors which enhance visitor experience using new and emerging technologies such as VR & AR respectively, however research on visitor experience in the mixed environment by combining both VR & AR is scarce. In particular, this study examined the impact of social presence on visitor experience in the mixed (VR & AR) environment by applying social presence theory and experience economy theory. Questionnaires administered to 163 museum visitors revealed that social presence in mixed (VR & AR) environments is a strong predictor of four realms of experience economy. Furthermore, all aspects of experience economy, except for esthetic experience, have a significant influence on visitor experience, which consequently induce the tourists’ intention to revisit Geevor museum. The results of this study provide theoretical and managerial implications for adoption of VR & AR technologies in museum.read more
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Journal ArticleDOI
The impact of virtual, augmented and mixed reality technologies on the customer experience
TL;DR: A new taxonomy of technologies is proposed, namely the “EPI Cube”, which allows academics and managers to classify all technologies, current and potential, which might support or empower customer experiences, but can also produce new experiences along the customer journey.
Journal ArticleDOI
Exploring Consumer Behavior in Virtual Reality Tourism Using an Extended Stimulus-Organism-Response Model:
TL;DR: In this paper, the authors conducted a study on what factors make consumers visit destinations presented by virtual reality (VR) and found that VR is an emerging technology in tourism, but little research has been conducted on the factors that drive people to VR.
Journal ArticleDOI
The Role of Augmented Reality for Experience-Influenced Environments: The Case of Cultural Heritage Tourism in Korea
TL;DR: In cultural heritage sites around the globe, augmented reality is being utilized as a tool to provide visitors with better experiences while preserving the integrity of the sites as discussed by the authors, however, lit...
Journal ArticleDOI
With or without you? Interaction and immersion in a virtual reality experience
TL;DR: In this paper, a collaborative research between a team of digital technology developers and academic researchers investigates how social interaction affects visitors' experience during a virtual reality (VR) underwater seascape exploration.
Journal ArticleDOI
A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors
Myung Ja Kim,C. Michael Hall +1 more
TL;DR: A conceptually comprehensive model on the effect of consumers’ hedonic behaviors on continued use, with the moderating role of visitor or non-visitor at the destination portrayed in VR tourism is developed and investigated.
References
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Journal Article
Welcome to the Experience Economy
B J Pine nd,James H. Gilmore +1 more
TL;DR: The authors offer five design principles that drive the creation of memorable experiences that engage all five senses to heighten the experience and thus make it more memorable.
Book
Defining virtual reality: dimensions determining telepresence
TL;DR: This paper attempts to cast a new, variable-based definition of virtual reality that can be used to classify virtual reality in relation to other media, based on concepts of "presence" and "telepresence".