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Article
Computer Science, Interdisciplinary Applications
Theresia Dwi Hastuti et al.
Summary: The purpose of this research was to explore the possibility of Lasem Batik SMEs adopting metaverse technology as a marketing medium to enhance sales. It was found that the majority of participants perceive the metaverse as a virtual 3D space and hope to gain benefits from market expansion by using it. Lasem Batik SMEs show great interest in expanding their marketing channels and learning new knowledge and techniques related to the metaverse. Overall, 75% of participants are ready to use the metaverse, while 25% still require guidance. Local communities, universities, and large corporations provide significant support for the use of the metaverse.
Article
Hospitality, Leisure, Sport & Tourism
Chulmo Koo et al.
Summary: This research note suggests four propositions of metaverse tourism, including the enhancement of core technologies, changes in tourists' expectations, consideration of tourists' multi-identification profiles, and the new business model of a creative economy. The note suggests that tourism researchers should understand the metaverse tourism ecosystem and investigate the metaverse tourism experience to create precise research ideas.
CURRENT ISSUES IN TOURISM
(2023)
Article
Environmental Studies
Dimitrios Buhalis et al.
Summary: Metaverse is the next disruptive technology that combines the physical and digital universe, allowing seamless traversing between them. It offers digital immersion for users to experience ancient encounters, space exploration, and dangerous natural phenomena. This concept has been evident in gaming ecosystems, and is expected to revolutionize travel and tourism management and marketing. Through digital twins, Metaverse empowers destination awareness, planning, interaction, and engagement, transforming consumer behavior.
TOURISM MANAGEMENT
(2023)
Article
Computer Science, Information Systems
Guillermo Molina et al.
Summary: This paper presents a comparative study of the integration of natural hand interaction in a CAVE system and an HMD system. The results show that the HMD system has a performance, preference and usability advantage over the CAVE system in terms of the integration of natural hand interaction. However, the results also demonstrate that the CAVE system can be successfully used in combination with an optical hand tracking device.
MULTIMEDIA TOOLS AND APPLICATIONS
(2022)
Article
Green & Sustainable Science & Technology
Meijing Zhou et al.
Summary: This research validates the relationship between tourist engagement, perceived value, tourist satisfaction, and destination loyalty. Tourist engagement has a direct positive impact on destination loyalty, while the indirect influence is through generating functional value and emotional value to promote tourist satisfaction.
Article
Hospitality, Leisure, Sport & Tourism
Miguel Orden-Mejia et al.
Summary: This study examines the impact of informativeness, empathy, and interactivity of destination chatbots on tourist satisfaction, finding that these attributes influence and predict tourist satisfaction, while accessibility does not.
CURRENT ISSUES IN TOURISM
(2022)
Article
Computer Science, Information Systems
Xiao Zhang et al.
Summary: This paper explores the use of the metaverse concept in cultural heritage applications and proposes a framework and methodology for the construction of a cultural heritage metaverse. The dimensional structures of the cultural heritage metaverse are analyzed to better understand this concept. A detailed case study is presented to illustrate the process of constructing a cultural heritage metaverse with complex and dynamic characteristics.
Article
Multidisciplinary Sciences
Robin Colin Alexander Barrett et al.
Summary: This study compares performance on a category learning task under different conditions. The results show that participants in the VR condition had more fixation counts, while those in the 2D condition had faster reaction times and shorter fixation durations.
Article
Information Science & Library Science
Yogesh K. Dwivedi et al.
Summary: The metaverse has the potential to revolutionize the way we work, leisure, and interact socially by extending the physical world using augmented and virtual reality technologies. Although there are currently limitations in technology and infrastructure, researchers are increasingly studying the transformative impact of the metaverse on various sectors, including marketing, education, and healthcare, as well as potential societal issues.
INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT
(2022)
Proceedings Paper
Business
Corina Pelau et al.
Summary: Artificial intelligence (AI) has become increasingly important in recent years, driven by the rise of personal AI assistants and external service robots. This paper provides a comparative literature review on the challenges and research topics related to personal AI assistants and external service robots. The results show that the relationship between consumers and external service robots is characterized by interaction, enjoyment, and engagement, while a parasocial friendship relation is expected to form between consumers and personal AI assistants.
PROCEEDINGS OF THE INTERNATIONAL CONFERENCE ON BUSINESS EXCELLENCE
(2022)
Review
Chemistry, Multidisciplinary
Savvas Varitimiadis et al.
Summary: Currently, museums are developing chatbots to enhance visitor experiences with more intelligent features. New technologies such as machine learning and AI are being utilized to create smarter chatbot systems that can provide a richer knowledge base for users.
APPLIED SCIENCES-BASEL
(2021)
Review
Education, Scientific Disciplines
Bokyung Kye et al.
Summary: The metaverse is categorized into augmented reality, lifelogging, mirror world, and virtual reality, with potential for educational applications. It offers new social communication spaces, greater freedom for creation and sharing, and new experiences through virtualization. However, it also has limitations such as weaker social connections, privacy concerns, potential for criminal activities, and challenges for students transitioning back to the real world.
JOURNAL OF EDUCATIONAL EVALUATION FOR HEALTH PROFESSIONS
(2021)
Article
Computer Science, Information Systems
Yu-Teng Jang et al.
Summary: This study investigated the integration of gamification and VR-enhanced web services in tourism e-commerce to influence consumer behavior. The results showed that enjoyment and activation in gamification positively affected media richness, which in turn positively affected the usefulness and ease of use of VR technology with gamification. User's perceived value was positively impacted by various factors, including usefulness, ease of use, interactivity, and immersion, ultimately influencing adoption intention.
MULTIMEDIA TOOLS AND APPLICATIONS
(2021)
Article
Computer Science, Cybernetics
Thomas Franke et al.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION
(2019)
Review
Hospitality, Leisure, Sport & Tourism
Ryan Yung et al.
CURRENT ISSUES IN TOURISM
(2019)
Proceedings Paper
Computer Science, Cybernetics
Jonas Blattgerste et al.
10TH ACM INTERNATIONAL CONFERENCE ON PERVASIVE TECHNOLOGIES RELATED TO ASSISTIVE ENVIRONMENTS (PETRA 2017)
(2017)
Article
Hospitality, Leisure, Sport & Tourism
Kuo-Chien Chang
ASIA PACIFIC JOURNAL OF TOURISM RESEARCH
(2014)
Article
Hospitality, Leisure, Sport & Tourism
Joaquin Alegre et al.
ANNALS OF TOURISM RESEARCH
(2010)
Article
Hospitality, Leisure, Sport & Tourism
Billy Bai et al.
INTERNATIONAL JOURNAL OF HOSPITALITY MANAGEMENT
(2008)
Article
Computer Science, Cybernetics
BG Witmer et al.
PRESENCE-TELEOPERATORS AND VIRTUAL ENVIRONMENTS
(2005)