2024
Autores
Sousa, N; Alén, E; Losada, N; Melo, M;
Publicação
TOURISM AND HOSPITALITY MANAGEMENT-CROATIA
Abstract
Purpose - This study investigates the barriers to the adoption of Virtual Reality (VR) in the tourism industry. Although VR has great potential to enhance the tourist experience, the adoption of this technology is still limited in the tourism sector. Building on the fundamental principles of the Technology -Organization -Environment (TOE) theory and its contribution to perceptions of technology adoption, this study aims to fill the knowledge gap regarding the specific barriers to VR adoption by tourism enterprises. Methodology - To achieve this objective, interviews were conducted with managers of tourism companies, and the data was analysed using qualitative methodology through MAXQDA 20 software. Conclusions - The results reveal that the main barriers identified by managers mainly include lack of knowledge about VR, particularly in the tourism sector. The perceived lack of usefulness, limited experience with the technology, and reluctance to invest in technological equipment also emerge as barriers to VR adoption. Originality of research - This study can help companies in the tourism sector to develop more effective strategies to overcome these barriers, thereby improving the tourist experience and increasing their competitiveness in the market using VR equipment.
2021
Autores
Silva R.; Duque D.; Melo M.; Moura J.M.;
Publicação
ICGI 2021 - 2021 International Conference on Graphics and Interaction, Proceedings
Abstract
This paper presents a literature review of the importance of virtual technology for rehabilitation for people with ASD (Autism Spectrum Disorder). ASD is diagnosed as a neurological disability characterized by a range of physical and mental disorders and whose first symptoms appear during early childhood. People with autism deal with issues with social communication, behavior, and attention skills. As a sensitive disturbance, adapted technology allows to re-learn skills stimulating procedures about how to proceed, communicate or behave without difficulties in unexpected environments. The use of technology in educational contexts, home or at school, helps prevent and teach younger people with ASD. Considering different technologies as more appropriate methods, Virtual Reality (VR) applications and personalized environments provide better simulation and comfortable environments. As the main advantage of VR, complete immersion and interactive experience promotes constant learning for people with autism. This systematic review details the benefits of VR studies and compares the benefits of different interactive technologies according to the deficits of several individuals. The use of technology versus the traditional path on therapies helps obtain better and faster results over time. Finally, it explains how VR can be recognized as a tool to help develop cognitive, verbal and nonverbal skills and recognizes technology as a good ally to face fears or reactions by ASD people.
2022
Autores
Sousa, N; Alén, E; Losada, N; Melo, M;
Publicação
Journal of Tourism and Development
Abstract
Virtual Reality (VR) can infiuence users' perception of a given location through experiences in immersive environments. In the tourism context, the use of this technology is crucial in the promotion of products and destinations by improving the perception of tourism content and generating impactful information. However, it is difficult to find comprehensive reviews of studies on VR in tourism. To overcome such limitation, this study is a desk-based, descriptive and retrospective research that combines bibliometric analysis techniques to 37 papers from the Web of Science and Scopus databases, between 1999 and 2020. We aim to provide an overview of the scientific production in the tourism sector associated with VR, identify empirical infiuences of the conceptual framework and suggest new paths. The results allow us to conclude that the use of VR for promotional purposes in tourism is infrequent. The most recurrent studies present software proposals for VR and reviews about technological concepts, marketing and destination image. There is little empirical evidence about the implications and applications of VR. Therefore, we consider imperative more research that explore the applicability of VR in tourism promotion. © 2022, Universidade de Aveiro. All rights reserved.
2024
Autores
Coelho, H; Monteiro, P; Goncalves, G; Melo, M; Bessa, M;
Publicação
IEEE ACCESS
Abstract
Over the years, various immersive virtual training environments (iVTEs) have been developed, allowing companies to start transitioning to Virtual Reality (VR) technologies to train their personnel. This transition forces companies to start using game engines as a foundation to develop such iVTEs, which also requires a multidisciplinary team. When developing such training environments, challenges on how to present tasks to users arise. The way these tasks are presented can dictate the efficacy of the VR training application. This paper presents three different task presentation methodologies (avatar animation, videos, and instruction manual) and assesses them using 36 participants, divided into those three groups. Usability, sense of presence, satisfaction, cybersickness, and technology acceptance variables were studied and results indicated that only the total number of actions performed had differences between groups where the instruction manual reported the higher number of actions (usability) when compared to the other conditions. Therefore it was concluded that the instruction manual proved to be where users kept losing focus and making more actions. It was also concluded that all conditions had a similar sense of presence, satisfaction, cybersickness, and acceptance scores.
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