Application of Virtual Reality in the Tourism Industry – a Literature Review
DOI:
https://doi.org/10.33032/acr.5252Kulcsszavak:
Virtual tourism, Virtual reality, Multi-sensory experience, Technological advancementAbsztrakt
As we navigate the technological landscape of the 21st century, the emergence of Virtual Tourism (VT) stands as a groundbreaking paradigm in the tourism industry. This article delves into the conceptualization of VT as a distinct type of tourism, addressing prevailing doubts surrounding its technological advancements. Drawing from the varied understanding of VT, ranging from 360-degree videos to immersive Virtual Reality (VR) experiences, we propose the development of a fully immersive multi-sensory setup. This setup aims to engage and stimulate as many human senses as possible to create a close-to-realistic VT encounter.
The proposed multi-sensory setup includes the utilization of Head-Mounted Displays (HMDs) for visual and auditory immersion, sensors for smell and taste, gloves embedded with sensors for touch, and temperature-controlled rooms for climate simulation. While the initial investment in such technology may seem substantial, the potential user base for an almost realistic VT experience could outweigh the costs. To validate these propositions, we advocate for an experiment involving a diverse and extensive participant sample. This experiment should encompass individuals from different demographics, health conditions, and perspectives to comprehensively evaluate the acceptance and effectiveness of the multi-sensory VT setup.
Hivatkozások
Ahn, S. J., Bailenson, J. & Park, D., 2014. Short- and long-term effects of embodied experiences in immersive virtual environments on environmental locus of control and behavior. Computers in Human Behavior, Volume 39, pp. 235-245. https://doi.org/10.1016/j.chb.2014.07.025
Bai, C., Dallasega, P., Orzes, G. & Sarkis, J., 2020. Industry 4.0 technologies assessment: A sustainability perspective. International Journal of Production Economics, November.Volume 229. https://doi.org/10.1016/j.ijpe.2020.107776
Banos, R. M. et al., 2005. Immersion and Emotion: Their Impact on the Sense of Presence. Cyberpsychology & behavior: the impact of the Internet, multimedia and virtual reality on behavior and society, 7(6), pp. 734-741. https://doi.org/10.1089/cpb.2004.7.734
Beck, J., Rainoldi, M. & Egger, R., 2019. Virtual Reality in Tourism: A State-of-the-Art Review. Tourism Review, Volume 74, p. 586–612. http://dx.doi.org/10.1108/TR-03-2017-0049
Botella, C. et al., 2017. Recent progress in virtual reality exposure therapy for phobias: a systematic review. Current Psychiatry Reports, 19(42). https://doi.org/10.1007/s11920-017-0788-4
Bujdosó, Z.; Szűcs, Cs (2012): A new way of gastronomic tourism:beer tourism. Acta Turistica 6 (1), 5-20.
Burdea, G. & Coiffet, P., 2003. Virtual reality technology. 2nd ed. Hoboken: Wiley Interscience.
Caciora, T. et al., 2021. The Use of Virtual Reality to Promote Sustainable Tourism: A Case Study of Wooden Churches Historical Monuments from Romania. Remote Sense, 13(9). https://doi.org/10.3390/rs13091758
Calogiuri, G. et al., 2018. Experiencing nature through immersive virtual environments: environmental perceptions, physical engagement, and affective responses during a simulated nature walk. Frontiers of Psychology, Volume 8. https://doi.org/10.3389/fpsyg.2017.02321
Carmigniani, J. & Furht, B., 2011. Augmented Reality: An Overview. In: Handbook of Augmented Reality. Florida: s.n., pp. 3-46.
Catalano, C. E., Mortara, M., Spagnuolo, M. & B. Falcidieno, B., 2011. Semantics and 3D media: Current issues and perspectives. Computers & Graphics, 35(4), pp. 869-877. https://doi.org/10.1016/j.cag.2011.03.040
Choi, S., Jung, K. & Noh, S. D., 2015. Virtual reality applications in manufacturing industries: Past research, present findings, and future directions. Concurrent Engineering, 23(1), pp. 40-63. http://dx.doi.org/10.1177/1063293X14568814
Clements-Croome, D., 2013. Sustainable Healthy Intelligent Buildings for People. In: D. Clements-Croome, ed. Intelligent Buildings. London: ICE Publishing, pp. 1-24.
Cummings, J. J. & Bailenson, J. N., 2016. How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence. Media Psychology, 19(2), pp. 272-309. https://doi.org/10.1080/15213269.2015.1015740
Damiani, L. et al., 2018. Augmented and Virtual Reality Applica-tions in Industrial Systems R.: A Qualitative Review towards the Industry 4.0 Era.. IFAC-PapersOnLine, 51(11), p. 624–630. https://doi.org/10.1016/j.ifacol.2018.08.388
De, D., 2022. FedLens: federated learning-based privacy-preserving mobile crowdsensing for virtual tourism. Innovations in Systems and Software Engineering .
Dormehl, L., 2017. 8 virtual reality milestones that took it from sci-fi to your living room. [Online] Available at: https://www.digitaltrends.com/cool-tech/history-of-virtual-reality/ [Accessed 10 November 2021].
Du, R., Li, D. & Varshney, A., 2019. Project Geollery.com: Reconstructing A Live Mirrored World With Geotagged Social Media. s.l., ACM Digital Library, pp. 1-9.
Esmaeili, H., Thwaites, H. & Woods, P. C., 2017. Workflows and Challenges Involved in Creation of Realistic Immersive Virtual Museum, Heritage, and Tourism Experiences. s.l., IEEE, pp. 465-472.
Esmaeili, H., Thwaites, H. & Woods, P. C., 2017. Workflows and Challenges Involved in Creation of Realistic Immersive Virtual Museum, Heritage, and Tourism Experiences A Comprehensive Reference for 3D Asset Capturing. Jaipur, IEEE, pp. 465-472.
Flavián, C., Ibáñez-Sánchez, S. & Orús, C., 2019. Integrating virtual reality devices into the body: Effects of technological embodiment on customer engagement and behavioral intentions toward the destination. Journal of Travel & Tourism Marketing, 36(7), pp. 847-863. https://doi.org/10.1080/10548408.2019.1618781
Galagoda, R. U., Jayasinghe, G. Y., Halwatura, R. U. & Rupasinghe, H. T., 2018. The impact of urban green infrastructure as a sustainable approach towards tropical micro-climatic changes and human thermal comfort. Urban Forestry & Urban Greening, Volume 34, pp. 1-9. https://doi.org/10.1016/j.ufug.2018.05.008
Gera, E., 2018. The Neuroscience of Mind-Control Gaming. [Online]
Available at: https://variety.com/2018/gaming/features/brain-computer-interface-neurable-1203036143/ [Accessed 29 April 2021].
Glannon, W., 2016. Ethical issues in neuroprosthetics. Journal of Neural Engineering, pp. 1-22. https://doi.org/10.1088/1741-2560/13/2/021002
Google Cardboard, n.d. Cardboard. [Online] Available at: https://arvr.google.com/cardboard/?msclkid=0fb30f01cfa011ec907d45a34612baee [Accessed 10 May 2022].
Greenwald, W., 2022. PC. [Online] Available at: https://www.pcmag.com/picks/the-best-vr-headsets?msclkid=67179c5ccfa111ec8d5fa8ee57ece9ea [Accessed 5 May 2022].
Guarno, B., 2024. Elon Musk’s Neuralink Has Implanted Its First Chip in a Human Brain. What’s Next?. [Online] Available at: https://www.scientificamerican.com/article/elon-musks-neuralink-has-implanted-its-first-chip-in-a-human-brain-whats-next/ [Accessed 6 February 2024].
Gupta, K., 2020. The 8 Biggest VR Gaming Companies Worth Tracking. [Online] Available at: https://www.affinityvr.com/the-8-biggest-vr-gaming-companies/ [Accessed 1 May 2022].
Gursoy, D., Malodia, S. & Dhir, A., 2022. The metaverse in the hospitality and tourism industry: an overview of current trends and future research directions. Journal of Hospitality Marketing & Management, 31(5). https://doi.org/10.1080/19368623.2022.2072504
Gutierrez, M., Vexo, F. & Thalmann, D., 2008. Stepping into virtual reality. Springer. https://doi.org/10.1007/978-1-84800-117-6
Guttentag, D., 2010. Virtual reality: Applications and implications for tourism. Tourism Management, Volume 31, pp. 637-651. https://doi.org/10.1016/j.tourman.2009.07.003
Gyurkó, Á., Zoltán Bujdosó, Al Fauzi Rahmat, Lóránt Dénes Dávid (2024): Characterisa-tion of Hungary’s Regional Tourism and Economic Performance between 2004 and 2022 in the Light of EU Funding. Geographica Pannonica 28(1): 20-33. https://doi.org/10.5937/gp28-48906
Heilig, M., 1984. Morton Heilig's Sensorama (Interview).mov [Interview] 1984.
Heizenrader, 2019. The 3 Types of Virtual Reality. [Online] Available at: https://heizenrader.com/the-3-types-of-virtual-reality/#:~:text=Non%2Dimmersive%20virtual%20reality%20systems,a%20non%2Dimmersive%20VR%20experience [Accessed 3 January 2024].
HistoryofInformation.com, 2024. The Sensorama: One of the First Functioning Efforts in Virtual Reality. [Online] Available at: https://historyofinformation.com/detail.php?id=2785 [Accessed 2 February 2022].
Homocianu, D. & Airinei, D., 2017. Improving a Cloud Based Generator of Portable, Auto-Guided and Interactive Virtual Routes. s.l., s.n.
Huang, T.-L. & Liu, B. S., 2021. Augmented reality is human-like: How the humanizing experience inspires destination brand love. Technological Forecasting and Social Change, Volume 170. https://doi.org/10.1016/j.techfore.2021.120853
Huang, T.-L., Tsiotsou, R. H. & Liu, B. S., 2023. Delineating the role of mood maintenance in augmenting reality (AR) service experiences: An application in tourism. Volume 189. https://doi.org/10.1016/j.techfore.2023.122385
Iachini, T. et al., 2019. The experience of virtual reality: Are individual differences in mental imagery associated with sense of presence?. Cognitive Pressing, Volume 20, pp. 291-298. https://doi.org/10.1007/s10339-018-0897-y
Ilkhanizadeh, S., Golabi, M., Hesami, S. & Rjoub, H., 2020. The Potential Use of Drones for Tourism in Crises: A Facility Location Analysis Perspective. Journal of Risk and Financial Management, 13(10). https://doi.org/10.3390/jrfm13100246
Isdale, J., Fencot, C., Heim, M. & Daly, L., 2002. Content Design for Virtual Environments. In Handbook for Virtual Environments: Design, Implementation, and Applications. Stanney, K. M. ed. Mahwah: Lawrence Erlbaum Associates:.
Iwata, H., Yano, H., Uemura, T. & Moriya, T., 2004. Food simulator: A haptic interface for biting. s.l., IEEE, pp. 51-57. https://doi.org/10.1109/VR.2004.1310055
Ji, T. et al., 2015. Simulation and experimental study on the influence of environmental parameters on human thermal comfort in sports. China Sport Science, Volume 35, pp. 67-72.
Jung, T., Dieck, M. C. T., Lee, H. & Chung, N., 2016. Effects of virtual reality and augmented reality on visitor experiences in museum. Cham, Springer. http://dx.doi.org/10.1007/978-3-319-28231-2_45
Kaplan, L., 2013. Mapping Ararat: Augmented Reality, Virtual Tourism, and Grand Island’s Jewish Ghosts. The New Centennial Review, 13(2), pp. 239-264. https://doi.org/10.1353/ncr.2013.0018
Kaptelinin, V. & Nardi, B. A., 2006. Acting with Technology: Activity Theory and Interaction Design. First Monday, 12(4). http://dx.doi.org/10.5210/fm.v12i4.1772
Kavanagh, S., Luxton-Reilly, A., Wuensche, B. & Plimmer, B., 2017. A Systematic Review of Virtual Reality in Education. Themes in Science and Technology Education, 10(2), pp. 85-119.
Laurel, B., 2013. Computers as Theatre (2nd Edition). s.l.:Addison-Wesley Professional.
Li, S. et al., 2017. Brain-based computer interfaces in virtual reality. New York, IEEE. https://doi.org/10.1109/CSCloud.2017.51
Li, Y. et al., 2016. Extraction and Simplification of Building Façade Pieces from Mobile Laser Scanner Point Clouds for 3D Street View Services. International Journal of Geo-Information, 5(213). https://doi.org/10.3390/ijgi5120231
Loureiro, S. M. C., Guerreiro, J. & Ali, F., 2020. 20 years of research on virtual reality and augmented reality in tourism context: A text-mining approach. Tourism Management, Volume 77. https://doi.org/10.1016/j.tourman.2019.104028
Luckey, P., 2012. Exclusive interview with Palmer Luckey, creator of the Oculus Rift [Interview] (28 August 2012).
Luo, L. et al., 2018. Google Earth as a Powerful Tool for Archaeological and Cultural Heritage Applications: A Review. Remote Sensing, 10(10). https://doi.org/10.3390/rs10101558
Mennecke, B. E., Terando, W. D., Janvrin, D. .. & Dilla, W. N., 2007. It's just a game, or is it? Real money, real income, and real taxes in virtual worlds. Communications of the Association for Information Systems, pp. 134-141. http://dx.doi.org/10.17705/1CAIS.02015
Meta, 2022. Meta Quest 2. [Online] Available at: https://store.facebook.com/quest/products/quest-2 [Accessed 1 May 2022].
Mura, P. & Lovelock, B., 2009. A not so Little Italy? Tourist and Resident Perceptions of Authenticity in Leichhardt, Sydney. Tourism Culture & Communication, 9(1), pp. 29-48. http://dx.doi.org/10.3727/109830409787556620
Mura, P., Tavakoli, R. & Sharif, S., 2016. ‘Authentic but not too much’: exploring perceptions of authenticity of virtual tourism. Information Technology & Tourism , Volume 17, pp. 145-159. https://link.springer.com/article/10.1007/s40558-016-0059-y
Naimark, M., 1978. Aspen Moviemap. [Online] Available at: http://www.naimark.net/projects/aspen.html [Accessed 10 October 2021].
Nguyen, V. T., Jung, K. & Dang, T., 2019. DroneVR: A Web Virtual Reality Simulator for Drone Operator. San-Diego, IEEE, pp. 257-262. https://doi.org/10.1109/AIVR46125.2019.00060
Parrish, K., 2016. Oculus Touch is now available – here’s what you should know before you buy. [Online] Available at: https://www.digitaltrends.com/computing/oculus-touch-controller-price-release-date-game-com [Accessed 30 April 2022].
Pfurtscheller, G., Brunner, C., Schlögl, A. & Lopes da Silva, F., 2006. Mu rhythm (de)synchronization and EEG single-trial classification of different motor imagery tasks. Neuroimage, 31(1), pp. 153-159. https://doi.org/10.1016/j.neuroimage.2005.12.003
Philbeck, T. & Davis, N., 2018. The Fourth Industrial Revolution. Journal of International Affairs Editorial Board, Volume 72, pp. 17-22.
Polishchuk, E. et al., 2023. The Theoretical Background of Virtual Reality and Its Implications for the Tourism Industry. Sustainability, 15(13). https://doi.org/10.3390/su151310534
Prodinger, B. & Neuhofer, B., 2023. Never-Ending Tourism: Tourism Experience Scenarios for 2030. Johannesburg, Springer, pp. 288-299. https://doi.org/10.1007/978-3-031-25752-0_31
Qian, S. J., Chang, Z. Q., Liu, X. M. & Wang, Y. Q., 2019. Three-dimensional landscape modeling of Quancheng Square in Jinan city. Beijing, IOP Publishing, pp. 1-6.
Rao, A. S. R. S. & Krantz, S. G., 2020. Data Science for Virtual Tourism Using Cutting-Edge Visualizations: Information Geometry and Conformal Mapping. Patterns, 1(5). https://doi.org/10.1016/j.patter.2020.100067
Rosenblum, L. D., 2011. See What I'm Saying: The Extraordinary Powers of Our Five Senses. s.l.:W. W. Norton & Company.
Schellen, L. et al., 2013. The use of a thermophysiological model in the built environment to predict thermal sensation: coupling with the indoor environment and thermal sensation. Building and Environment, Volume 59, pp. 10-22. https://doi.org/10.1016/j.buildenv.2012.07.010
Slater, M. & Usoh, M., 1993. Representations systems, perceptual position, and presence in immersive virtual environments. Presence: Teleoperators & Virtual Environments, 2(3), pp. 221-233. http://dx.doi.org/10.1162/pres.1993.2.3.221
Song, B. D. & Ko, Y. D., 2017. Quantitative approaches for economic use of emerging technology in the tourism industry: unmanned aerial vehicle systems. Asia Pacific Journal of Tourism Research, 22(12), pp. 1207-1220. https://doi.org/10.1080/10941665.2017.1378689
Styliadis, A. D. et al., 2009. Metadata-based heritage sites modeling with e-learning functionality. Journal of Cultural Heritage, 10(2), pp. 296-312. https://doi.org/10.1016/j.culher.2008.08.014
Suksawasdi, M. L. V., 2022. Accuracy of Digital Photogrammetric Survey from Aerial Images for Architectural Documentation in a Monuments: A Case Study of Wat Sing Sam Khok, Thailand. s.l., Springer. http://dx.doi.org/10.1007/978-981-16-6932-3_45
Sultan, C., 2022. Popular types of Virtual Reality. [Online] Available at: https://rextheme.com/types-of-virtual-reality/ [Accessed 20 December 2022].
Su, Z. & Chen, L., 2022. [Retracted] Application Research of Virtual Reality Animation Technology in Agricultural Literature Creation Image Internet of Things. Mobile Information Systems, Volume 2022. https://doi.org/10.1155/2023/9850217
Talafubieke, M., Mai, S. & Xialifuhan, N., 2021. Evaluation of the Virtual Economic Effect of Tourism Product Emotional Marketing Based on Virtual Reality. Frontiers in Psychology, Volume 12. https://doi.org/10.3389/fpsyg.2021.759268
Tatzgern, M. et al., 2015. Exploring real world points of interest: Design and evaluation of object centric exploration techniques for augmented reality. Pervasive and Mobile Computing, Volume 18, pp. 55-70. https://doi.org/10.1016/j.pmcj.2014.08.010
Tavakoli, R. & Mura, P., 2015. 'Journeys in Second Life' - Iranian Muslim women's behaviour in virtual tourist destinations. Tourism Management, Volume 46, pp. 398-407. https://doi.org/10.1016/j.tourman.2014.07.015
Terando, W. D., Mennecke, B. E., Janvin, D. J. & Dilla, W. M., 2007. It's Just a Game, Or Is It? Real Money, Real Income, and Real Taxes in Virtual Worlds. Scholarship and Professional Work - Business. 53, Volume 20, pp. 134-141.
Turi, J., 2014. The sights and scents of the Sensorama Simulator. [Online] Available at: https://www.engadget.com/2014-02-16-morton-heiligs-sensorama-simulator.html?guccounter=1&guce_referrer=aHR0cHM6Ly93d3cuYmlu [Accessed 1 May 2022].
Udovicic, G., Topic, A. & Russo, M., 2016. Wearable technologies for smart environments: A review with emphasis on BCI. Split, IEEE, pp. 1-9. https://doi.org/10.1109/SOFTCOM.2016.7772186
Vince, J., 2004. Introduction to virtual reality. Springer. https://doi.org/10.1007/978-0-85729-386-2
Virtual Reality Society, 2017. Virtual Reality Society. [Online] Available at: https://www.vrs.org.uk/virtual-reality/beginning.html [Accessed 16 June 2021].
VRS, 2017. Applications Of Virtual Reality. [Online] Available at: https://www.vrs.org.uk/virtual-reality-applications/ [Accessed 05 July 2021].
Witmer, B. G. & Singer, M. J., 1998. Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments, 7(3), p. 225–240. http://dx.doi.org/10.1145/985921.985934
Wong, I. A., Lin, S. K., Lin, Z. & Xiong, X., 2022. Welcome to stay-at-home travel and virtual attention restoration. Journal of Hospitality and Tourism Management, Volume 51. https://doi.org/10.1016/j.jhtm.2022.03.016
Wu, Y. & Zhou, Z., 2023. [Retracted] Intelligent City 3D Modeling Model Based on Multisource Data Point Cloud Algorithm. Journal of Function Spaces, Volume 2023. http://dx.doi.org/10.1155/2022/6135829
Yiakoumettis, C., Doulamis, N., Miaoulis, G. & Ghazanfarpour, D., 2014. Active learning of user’s preferences estimation towards a personalized 3D navigation of geo-referenced scenes. Geoinformatica, Volume 18, p. 27–62. http://dx.doi.org/10.1007/s10707-013-0176-0
Yoon, S., Laffey, J. & Oh, H., 2008. Understanding usability and user experience of web-based 3D graphics technology. International Journal of Human–Computer Interaction, pp. 288-306. https://doi.org/10.1080/10447310801920516
Yue, W. & Fang, C., 2017. The Design and Implementation of Mount Lu 3D Virtual Tourism System. s.l., Atlantis Press, pp. 38-41. https://doi.org/10.2991/icmse-17.2017.7
Yung, R. & Khoo-Lattimore, C., 2019. New realities: A systematic literature review on virtual reality and augmented. Current Issues in Tourism, 22(17), p. 2056–2081. https://doi.org/10.1080/13683500.2017.1417359
Zaifri, M. et al., 2023. From Earlier Exploration to Advanced Applications: Bibliometric and Systematic Review of Augmented Reality in the Tourism Industry (2002–2022. Multimodal Technologies and Interaction, 7(64). https://doi.org/10.3390/mti7070064
Zhenrao, C., Chaoyang, F., Qian, Z. & Fulong, C., 2021. Joint development of cultural heritage protection and tourism: the case of Mount Lushan cultural landscape heritage site. Heritage Science, 9(86). https://doi.org/10.1186/s40494-021-00558-5
Letöltések
Megjelent
Folyóirat szám
Rovat
License
Copyright (c) 2024 Polishchuk Elizaveta
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.