There is a trend for destination marketers to create a 360-degree virtual video to promote their tourist spots. This study examines how the response factors to a 360-degree virtual tour develop a ...sense of presence and form a destination image. Data were collected from 375 individuals after they had been sightseeing with a 360-degree virtual video of Dinghu Mountain in China. The results of the survey indicate that the viewers' mental imagery and engagement in response to the video influence the formation of a sense of presence, a cognitive image, and an affective image of the destination. Although the immersion in response influences the formation of a sense of presence and a cognitive image, it does not show a significant effect on the affective image. Moreover, the sense of presence, the cognitive image, and the affective image developed through the 360-degree virtual tour affect the viewers' feelings towards the destination. This study contributes to an understanding of the mechanism of the formation of the destination image from the psychological responses to this ‘visiting’ experience. It also provides destination marketers with valuable information regarding the design of 360-degree virtual tours for target marketing.
•Immersion, mental imagery, and engagement are response factors of 360 tours.•These three factors influence the generation of a sense of presence.•These three factors influence the formation of the cognitive destination image.•Only mental imagery and engagement influence affective destination image.•Presence, cognitive image, and affective image influence overall destination image.
This study integrates Kaplan and Kaplan’s framework on informational variables (mystery, complexity, legibility, and coherence) with construal level theory to examine how managers can use the visual ...design of virtual servicescapes to achieve a sense of telepresence (the subjective experience of being in a computer-mediated environment, even when one is physically elsewhere). Three studies using mixed methods and diverse samples show that informational variables vary in their capacity to evoke telepresence and thus in their impact on consumer behavioral intention. Study 1, a content analysis, uses expert judges and a global pool of virtual servicescapes to provide initial evidence that informational variables impact telepresence. Study 2, a commercial survey, shows that telepresence mediates effects of mystery and complexity (sensorially richer variables) on consumer intentions to approach. Study 3 uses a consumer sample to replicate the mediating role of telepresence and to show that a person’s visual processing style moderates effects of mystery and complexity. The effects are robust in the presence of an alternative process path through aesthetics and occur regardless of consumers’ familiarity with the servicescape, category knowledge, and involvement. Managerial implications focus on how to increase mystery and complexity for higher telepresence.
A chatbot is an application that can respond and reply to questions from the questioner, without any human being involved. In general, chatbots are used to simplify and improve public services, so ...that users can get information quickly and directly, without time constraints. This research objective is to create promotional media in the form of chatbots in the 3D Virtual Tour to answer questions and provide general information about an object while providing more attractive visuals for users. The method used to run the chatbot is Full-Text Search. Full-Text Search is an efficient and powerful search method that is built into MySQL by default, which works by matching words between keywords and patterns in the database. This study succeeded in applying the Full-Text Search method as a search technique for chatbot patterns in the 3D Virtual Tour application at Buddhi Dharma University as a promotional medium. Evaluation using the User Acceptance Test (UAT) method yielded a value of 83.45% in a very satisfying category for users.
A variety of evidence demonstrates that memory is a reconstructive process prone to errors and distortions. However, the complex relationship between memory encoding, strength of memory reactivation, ...and the likelihood of reporting true or false memories has yet to be ascertained. We address this issue in a setting that mimics a real-life experience: We asked participants to take a virtual museum tour in which they freely explored artworks included in the exhibit, while we measured the participants' spontaneous viewing time of each explored artwork. In a following memory reactivation phase, participants were presented again with explored artworks (reactivated targets), followed by novel artworks not belonging to the same exhibit (activated lures). For each of these objects, participants provided a reliving rating that indexed the strength of memory reactivation. In the final memory recognition phase, participants underwent an old/new memory task, involving reactivated vs. baseline (i.e., non-reactivated) targets, and activated and baseline lures. The results showed that those targets that were spontaneously viewed for a longer amount of time were more frequently correctly recognized. This pattern was particularly true for reactivated targets associated with greater memory strength (a higher reliving rating). Paradoxically, however, lures that were presented after targets associated with higher reliving ratings in the reactivation phase were more often erroneously recognized as artworks encountered during the tour. This latter finding indicates that memory intrusions, irrespective of the viewing time, are more likely to take place and be incorporated into true memories when the strength of target memory is higher.
The development of digital technology and virtual reality has also given birth to virtual tourism innovations that impact improving the community's economy through training. This program is carried ...out to create virtual tourist villages, mainly based on virtual batik tourism so that batik artisans have more time to promote their products and the tourist aspect. The virtual tour-based batik village aims to make the batik artisan community more active in utilizing digital application platforms to market their products and produce practical marketing applications. This digital application makes it easier for buyers to find out the promotions being carried out by Bekasi batik by utilizing gadgets and taking advantage of the digital world. The training method uses a case study approach, discussion, and lecture and ends with a training evaluation. The results of the study are based on the review of the user experience of Bekasi city batik artisans; out of 50 respondents, it is found that 55% strongly agree that training materials and virtual tour systems that are socialized are easy to access, can develop digital village web-based virtual tours as well as a forum for urban batik promotion Bekasi. In the aspect of the desired goals of the Bekasi city batik artisans participants, out of 50 respondents, the result was that 65% strongly agreed that the learning objectives of the training and virtual tour system met the expectations of the respondents. It is the hope of the training participants that the problem of marketing the virtual tour system will be a solution to expand the marketing of batik in the City of Bekasi.
We present a method for producing documentary-style content using real-time scientific visualization. We introduce molecumentaries, i.e., molecular documentaries featuring structural models from ...molecular biology, created through adaptable methods instead of the rigid traditional production pipeline. Our work is motivated by the rapid evolution of scientific visualization and it potential in science dissemination. Without some form of explanation or guidance, however, novices and lay-persons often find it difficult to gain insights from the visualization itself. We integrate such knowledge using the verbal channel and provide it along an engaging visual presentation. To realize the synthesis of a molecumentary, we provide technical solutions along two major production steps: (1) preparing a story structure and (2) turning the story into a concrete narrative. In the first step, we compile information about the model from heterogeneous sources into a story graph. We combine local knowledge with external sources to complete the story graph and enrich the final result. In the second step, we synthesize a narrative, i.e., story elements presented in sequence, using the story graph. We then traverse the story graph and generate a virtual tour, using automated camera and visualization transitions. We turn texts written by domain experts into verbal representations using text-to-speech functionality and provide them as a commentary. Using the described framework, we synthesize fly-throughs with descriptions: automatic ones that mimic a manually authored documentary or semi-automatic ones which guide the documentary narrative solely through curated textual input.
Heritage structures serve as invaluable records of cultural achievement that should be preserved for future generations. To ensure the successful preservation of these structures, there must be an ...affordable and effective way to conduct conservation. The objective of this work is to outline an efficient workflow for the structural analysis of preservation projects through a case study on the Morris Island Lighthouse in Charleston, South Carolina. Thorough documentation of the cultural significance and structural condition of the lighthouse was completed through archival research, photogrammetry and crack mapping. Structural Health Monitoring and Distinct Element Modelling were used to analyse past structural damage and the present condition. The behaviour of masonry and crack propagation was evaluated under gravity, wind, wave and seismic loading. The results of these analyses were summarized in a virtual tour and informational modelling environment, which allows the results to be accessed and associated with their physical location on the structure. The benefits and limitations of this process are discussed, and a standardized workflow for efficient structural analysis of cultural heritage is proposed. This article is part of the theme issue 'Environmental loading of heritage structures'.
Abstract Museums have the mission of promoting and safeguarding objects of historical value and have undergone several modifications over time to take the focus off the object and give more ...importance to information and the visitor. Currently they encompass different types of experiences, either through digital and interactive elements, or through new approaches, such as storytelling, which has acted as a protagonist of these transformations. In this sense, the museum in the digital mode, known as virtual museum, plays an important role in this sharing of information and experiences. However, by having different modalities for navigation and interaction, especially in formats that simulate the physical visit, like virtual tours, they present some problems that have been identified in the literature, such as, solitary visit, lack of script to follow and little interaction with the exhibited objects. This literature review was conducted between 2013-2021 and 14 papers were selected for analysis. The results support the understanding of the role of narratives and the way museums use them in the virtual space and highlights the gaps of knowledge on the use of storytelling in this context.
Difficulty in finding the destination around a campus is a common problem
faced by students, staffs and
visitors of a university. Outdated signboards, confusing building architecture and layout, and ...bad
weathers are just some of the hindrance to find location for people who are unfamiliar with the campus
area. To solve the probl
em, virtual campus tour is chosen because it can also be embedded into a
university website, or use as a stand
-
alone app. The virtual campus tour
app
can help users in visualizing
their journey around campus because it was developed using collections of pa
noramic video footage,
which allows user to watch in 360
-
degree view of selected campus area. Administrative building,
academic blocks and residential college are some of the destinations included in the tour.
A heuristic
evaluation of system usability was
conducted with five
university
lecturers
who
have
vast experience in
the computer science field
.
The purpose is to identify usability problems in the user interface of the app,
by judging its compliance with standard usability principles.
Comments from ex
perts were used to make
refinement before it could be further tested with potential users.