TL;DR: In this article, the authors conceptualized the notion of Web-based virtual tour and examined the effects of Web based virtual tour on tourism marketing, highlighting the properties of the virtual tour.
Abstract: Destination marketers are increasingly providing opportunities for Web-based virtual tours in their destination promotion efforts. However, it appears that the concept of “virtual tour” remains undefined and little attention has been paid to the potential impact of virtual tours both from the industry and academic perspectives. The purpose of this study is to conceptualize the notion of Web-based virtual tour and examine the effects of Web-based virtual tour on tourism marketing. Propositions are developed throughout the paper to highlight the properties of the virtual tour. Implications are discussed as to how tourism organizations could better market their destinations by utilizing the Web-based virtual tour.
TL;DR: A virtual reality tour-guiding platform is constructed and a technology acceptance model based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model is established, implying the importance of interaction between people and devices within a digital tour environment.
Abstract: Technology innovation in the tourism industry serves as a vehicle to meet the increasing need for remarkable tourist experiences. This study aims to construct a virtual reality tour-guiding platform and then establish a technology acceptance model based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model. 391 students from a technological university in Taiwan participated in the study. Results indicated their learning effectiveness and technology acceptance within the education system. Interaction was an exogenous variable that has an indirect effect on technology use, implying the importance of interaction between people and devices within a digital tour environment.
TL;DR: In this paper, the authors presented a method to provide a user with an interactive virtual representation of a geographic location expressed to the user through a three-dimensional or a two-dimensional representation and combination thereof generated by a system controlled by an operator.
Abstract: A method of the present invention provides a user with an interactive virtual representation of a geographic location expressed to the user through a three-dimensional or a two dimensional representations and combination thereof generated by a system controlled by an operator. The method creates an interactive virtual tour of the geographic location by correlating a two-dimensional map with a three-dimensional representation of an interactive model to allow the user to synchronously navigate through the two-dimensional map and the interactive model in different directions.
TL;DR: A virtual museum named Virtual Collections was created, and a virtual tour that recreates a retrospective exhibition was also built as an interactive recording for documentation of the event.
TL;DR: A set of design guidelines for the implementation of 360° immersive video virtual tours is proposed and a testbed application has been created as an immersive interactive virtual tour at the historical centre of the city of Rethymno in Crete, Greece, which has undergone user trials.
Abstract: Three hundred sixty–degree (360°) immersive video applications for Head Mounted Display (HMD) devices offer great potential in providing engaging forms of experiential media solutions especially in Cultural Heritage education. Design challenges emerge though by this new kind of immersive media due to the 2D form of resources used for their construction, the lack of depth, the limited interaction and the need to address the sense of presence. In addition, the use of Virtual Reality (VR) headsets often causes nausea, or motion sickness effects imposing further implications in moderate motion design tasks. This paper introduces a methodological categorisation of tasks and techniques for the design of 360° immersive video applications. Following the design approach presented, a testbed application has been created as an immersive interactive virtual tour at the historical centre of the city of Rethymno in Crete, Greece, which has undergone user trials. Based on the analysis of the results of this study, a set of design guidelines for the implementation of 360° immersive video virtual tours is proposed.