Austria 360 : An Exploratory Study of User Experience on Tourism Virtual Reality Application
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Austria 360°: An Exploratory Study of User Experience on Tourism Virtual Reality Application Bachelor Thesis for Obtaining the Degree Bachelor of Business Administration in Tourism and Hospitality Management Submitted to Daniel Leung Dennis Pregesbauer 1311011 Vienna,17 June 2016
Affidavit I hereby affirm that this Bachelor’s Thesis represents my own written work and that I have used no sources and aids other than those indicated. All passages quoted from publications or paraphrased from these sources are properly cited and attributed. The thesis was not submitted in the same or in a substantially similar version, not even partially, to another examination board and was not published elsewhere. Date Signature 2
Abstract This thesis was aimed at gaining an insight into the fast developing world of virtual reality. As the technology we are using in our daily and professional lives are changing so rapidly, it affects the operation and best practices in various industries and particularly the tourism industry because the exploitation of virtual reality in the tourism industry is constantly growing. For this thesis, looking into the historical development of virtual reality as well as the differences for the provider and user of this technology are key points. Moreover, overseeing some case studies of big player in the tourism and hospitality industry will also be included in this thesis. The empirical part of this thesis primarily purports to tackle the question of "how users like and dislike the experience of Austria 360°?” - the virtual reality app developed by the Austrian National Tourist Office (ANTO) for triggering users’ travel inspiration. To achieve this objective, the post-use survey responses collected by the ANTO at the ITB 2016 were used. Using the methods of descriptive analysis, multiple correspondence analysis and sentiment analysis, this study is excepted to provide the ANTO with insights of users’ satisfaction with Austria 360°, difference in users’ perceptions and satisfaction with Austria 360° across gender, age group, nationality and region. This study is also expected to help the ANTO in understanding what they could and should improve their virtual reality app in terms of information quality, system quality and user experience. 3
Table of Contents 1 INTRODUCTION ................................................................................... 7 1.1 History of Virtual Reality ....................................................................... 7 1.2 Virtual experience & Technology-enhanced experience (users’ perspective) ..................................................................................................... 8 1.3 Virtual experience & Technology-enhanced experience (providers’ perspective) ..................................................................................................... 9 1.4 Application of Virtual Reality in Tourism and Hospitality ...................... 11 1.5 The application of Austria 360° ............................................................ 13 1.6 Research question and Research objectives ......................................... 13 2 LITERATURE REVIEW .......................................................................... 14 2.1 Difference between Virtual Reality and Augmented Reality .................. 14 2.1 Industry cases of VR applications in Tourism and Hospitality ................ 15 2.1.1 Case 1: Hilton Hotels & Resorts .......................................................... 15 2.1.2 Case 2: Destination Canada ................................................................ 16 2.1.3 Case 3: Rock Tourism .......................................................................... 17 2.1.4 Case 4: Visit Albuquerque ................................................................... 19 2.1.5 Case 5: Future Outlook for Virtual Reality .......................................... 20 2.2 Introduction to TAM model ................................................................. 21 3 The virtual reality experience of Austria 360° ..................................... 22 4 Research methodology ...................................................................... 24 4.1.1 Presentation of Austria 360° ............................................................... 24 4.1.2 Data collection .................................................................................... 25 4.1.3 Data analysis ....................................................................................... 26 5 Research findings .............................................................................. 28 5.1 Descriptive analysis method ................................................................... 28 5.2 Multiple correspondence analysis .......................................................... 33 5.3 Sentiment Analysis .................................................................................. 38 6 Conclusion ......................................................................................... 40 7 Bibliography ...................................................................................... 43 8 Appendices........................................................................................ 48 8.1 Appendix 1 Sentiment Analysis (Full Table) .......................................... 48 4
List of Tables Table 1 Variables for evaluation ................................................................................. 27 Table 3 Case Processing Summary 1 ........................................................................... 29 Table 4 Chi Square Test for Gender and Rating .......................................................... 30 Table 5 Chi Square Test for Age and Rating ................................................................ 31 Table 6 Chi Square Test for Nationality*Rating .......................................................... 31 Table 7 Chi Square Test for Region*Rating ................................................................. 32 Table 8 Case Processing Summary 2 ........................................................................... 33 Table 9 Sentiment Analysis Feedback ......................................................................... 39 List of Figures Figure 1 Example of the Experience-Feedback-Sheet at ITB 2016 ............................. 25 Figure 2 Plot for Gender and Rating ........................................................................... 34 Figure 3 Plot for Age and Rating ................................................................................. 35 Figure 4 Plot for Nationality and Rating...................................................................... 37 Figure 5 Plot for Region and Rating ............................................................................ 38 5
List of Abbreviations ANTO = Austrian National Tourist Office DMO = Destination Management Organization HMD = Head Mounted Displays ITB = Internationale Tourismus Börse MICE = Meeting, Incentive, Congress, Events TAM = Technology Acceptance Model TRI = Technology Readiness Model VFR = Visiting Friends and Relatives VR = Virtual Reality 6
1 INTRODUCTION 1.1 History of Virtual Reality In recent years the world has benefited from the overall development of information technologies, in all different kind of areas beginning with the ease of online booking for vacations and more. A factor for that was the stormy development of more powerful microprocessors and faster computers to the market. All those machines are equipped with better technologies and to more affordable prices. Therefore, using computer for different activities became a habit for our society (Mazuryk & Gervautz 1996). Back in 1965, Gordon E. Moore, former director at Fairchild Semiconductor and co-founder of Intel Cooperation, forecasted that the density of components for information technologies integrated would continue to double every two years as the price will fall too and have a great impact on different industries in general. This observation was called “Moore’s Law” (Computer History Museum 2016; Schaller 1997). With the stance of today’s information technology and the fast development of this sector, people all over the globe are influenced in many aspects of their daily lives. Not only that progress is changing the way we live and the way we work, borders to other dimensions are also crossed slowly (Mazuryk & Gervautz 1996). The technology, which is meant by that is called virtual reality. There are several approaches to define virtual reality. In this thesis, virtual reality is defined as a technology; which allows a user to interact, experience, feel or touch a computer simulated environment – also called virtual environment – whether that environment is a replication of the real world or an imaginary one in the past, present or future (Guttentag 2010; Mandal 2013). Started off in the 1960s, when Morton Heilig approached and tried to encounter the world of virtual reality with building a multi-sensory simulator called “Sensorama”. Although it had all the qualities of virtual reality, it was not interactive at all. To redress this, Ivan Sutherland later introduced the “Ultimate Display”, an artificial world constructed, where people could interact with the machine and this technology came a long way until today (Mazuryk & Gervautz 1996). Since then, virtual reality made a myriad development and slowly applies in the tourism industry. 7
1.2 Virtual experience & Technology-enhanced experience (users’ perspective) In pace with the rapid development of information technologies, tourism is globally changing in different facets and specifically the evolution of virtual experiences. The steady progress of new inventions and expansions fundamentally transforms the way how tourist’s experience are created (Baggio, Sigala, Inversini & Pesonen 2014). The terminus experience can be explained as “a continuous process of doing and undergoing a process that provides meaning to the individual” (Boswijk, Thijssen & Peeled 2007, p. 28). If we talk about it in touristic aspect, we can describe it as “the culmination of a given experience” formed by tourists “when they are visiting and spending time in a given tourists’ location” (Boswijk, Thijssen & Peeled 2007, p. 28; Zátori 2013). As mentioned above, information technologies are changing the tourist experience via acting as creator and initiator of tourist experiences (Williams & Hobson 1995). But this is good, as different studies found out that vacationer are striving for more exclusive and unforgettable experiences – for this case in the tourism sector virtual reality would be a perfect example for an inspirational tool (Baggio, Sigala , Inversini & Pesonen 2014). Considering virtual reality in the tourism sector, we have to be aware that one individual – the user or tourist – has to have the acceptance and willingness to interact with a synthetic experience in a touristic aspect (Guttentag 2010). The reason is due to the fact that virtual reality is an interactive and immerse world (Mazuryk & Gervautz 1996). The virtual setting can provide a virtual landscape with almost unlimited interactions for the users, as long as the technology is available and offered to them (Guttentag 2010). In the past, a mixture of the best of both, a physical park with virtual reality rides was common in the theme park context. One example would be the Star Tours Ride in Disney World Orlando, America, which is a 3D motion simulated space flight from the movie of Star Wars (Star Tours 2016; Williams & Hobson 1995). But as technology is continuously evolving, the market is slowly conquered by the VOID, or called also a virtual theme park. Situated in the federal state of Utah, America, this invention should revolutionize the way of virtual 8
reality. For this virtual experience, the user has to wear equipment which consist of three body parts – a helmet, a pair of virtual glasses and an interactive jacket - which are all fully interactive with the surrounding of the room. So depending on which type of virtual environment the user is choosing, it has different effects on all of the five senses of the human body (Gruber 2015). This is just one representation of the different levels of immersion, when it comes to the technology of virtual reality. A more detailed explanation of the various levels will follow later on in this thesis. Some people will argue, virtual reality can serve as a substitute of having a trip to a destination physically. There are, however, still some irreplaceable reasons why people do travel in real life. First, to those whose travel purposes are visiting friends, family and relatives (VFR), relaxation as well as business travels for networking connections, virtual reality may not be able to accurately simulate every aspect of these real-life experiences. On the one hand, the world of virtual environments could offer lower costs, no queues, no transportation issues with traveling to the destination, greater safety, no language barriers and so on and still guarantee the experience. On the other hand, it is a replicated environment and an experience, whereas virtual reality tourism should not be seen as a substitute for the tourism industry but more than a tool which could provide tourists a more realistic expectation, what to anticipate on their vacation (Guttentag 2010). 1.3 Virtual experience & Technology-enhanced experience (providers’ perspective) Seeing the world of virtual reality from a user’s perspective is not the only important viewpoint. The provider’s one should also be explored, as no experience can be brought to the user, if no provider offers the virtual environment and technology. Especially as there are certain levels of immersion. Before talking about the three different levels, the expression immersion has to be defined more clearly. The term immersion is used in the context with virtual reality to describe the sensation of being inside a particular environment, in this case a virtual one, where the interaction in this world allows the user to discover and experience almost 9
everything in their imagination (Virtual Reality Society 2016). As the virtual environment passes on the impression of the immersion, a user’s willingness to interact or not depends heavily on the resolution, quality and consistency of the technology. In general, virtual reality systems are classified into three levels of immersion (Mazuryk & Gervautz 1996). The first level is called non-immersive or desktop virtual reality systems. This kind of system has the lowest level of immersion. A desktop virtual reality system can be described as, using the computer for a virtual environment through one or more computer screens without any other sensory output than the screens. Followed by the first level, the second level refers to the semi-immersive or fish tank virtual reality systems, which are improved versions of the desktop virtual reality. This system supports head coupled perspective tracking and therefore gives users the feeling of “of being there”, thanks to motion parallax effects. However, they use conventional screens from the computer but do not support sensory output. Last but not least, the third level is the immersive systems. There are two ways to use this technology and both interact with head mounted displays (HMD). In brief, the user can use either a computer screen as primary medium for the interaction or a smartphone in combination with either Oculus Rift Glasses – referring here only to this provider of virtual reality as it is later on important for the empirical study of this thesis – or a cardboard for entering the virtual environment. Sometimes this system can also be used in combination with a physical room, which is fully interactive as the computer generated environment corresponds to the user’s position and orientation – an example would be the virtual theme park, the VOID. Either one option gives you the feeling of totally being there. They are considered as the ultimate version of virtual reality systems and at this point the latest technology there is, as the user totally immerses in a virtual environment with the help of a HMD (Guttentag 2010; Mandal 2013; Mazuryk & Gervautz 1996; Mulder & Van Liere 2003). 10
1.4 Application of Virtual Reality in Tourism and Hospitality With this background knowledge in mind, looking at the potential of virtual reality in the tourism field as a tool from a provider’s viewpoint is essential. In the case of virtual reality from a user’s perspective, virtual reality can possibly be an instrument for experiencing new exciting things. In the field of the bringer, it can work in fields like planning and management; the Meeting, Incentive, Conferencing, Exhibitions (MICE) sector as well as marketing. Using synthetic environments for tourism planning can be helpful in cases like, building a new road through a cultural heritage site as the artificial environment allows you to perceive it in an unlimited number of perspectives and so plan it accordingly. In the past, a lot of people have never thought about attending a meeting or congress in a virtual way. Instead of traveling to a congress which might be on the other side of the globe, virtual events can benefit both exhibitors and attendees. During the event, delivering the content from a conference in a virtual way, the provider truly benefits as broadening the brand community and raising the awareness for the brand, while getting more insight from the attendees as they can track them, about their online behavior and what kind of meetings they are attending. From the attendee perspective, saving the time as well as the money for booking the trip to the event is a positive aspect for them (Guttentag 2010; Pearlman & Gates 2010). Another key point and also the most important one for this thesis is virtual reality in terms of marketing. Different from the other two examples, virtual reality in combination with marketing has the chance to provide an extensive experience already in advance before purchasing the tourism product. As suggested before, virtual reality can operate as a tool for experiencing a destination beforehand. In terms of the provider’s point of view, it might achieve two outcomes, first persuasive powers for marketing a destination and second working as an inspirational tool for future travel planning (Guttentag 2010; Huang, Backman, Backman & Moore 2013; Tussyadiah, Wang & Jia 2016;). There are two important studies, which take a closer look at the virtual reality in this aspect. A study conducted by Tussyadiah, Wang and Jia (2016) researches the influential power of virtual reality imagery and videos in tourism, based towards popular sightseeing destinations. Split up into three different phases for this analysis, the participants had the possibility to explore metropolises like 11
Paris, Tokyo, Berlin and many more with different virtual reality frameworks. Two semi-immersive technologies of virtual reality were used in the above study, which were the Oculus Rift Glasses – a HMD system technology patented by Samsung – as well as the cardboards – boxes made out of stiff and thick paper which can be used in combination with a smartphone to recreate virtual environments (Kickstarter 2016; Merriam Webster 2016;). The conclusion of that study suggests that the destination has to be created in a recognizable way for the user in order to boost the persuasive power of virtual reality. In the terms of the video content, the researchers also recognize the importance of offering appealing and enjoyable images and videos, as some users urged about getting lost in the virtual environment. Furthermore, the provision of additional information, for instance an audio guide in the virtual environment, would strengthen the overall performance of the Virtual reality experience (Tussyadiah, Wang & Jia 2016). Another study conducted by a research team from Africa, is also helpful. The focus of that research was to evaluate the behavioral intention of virtual tourists in a cybernetic basecamp in Maasai, Kenya, using the platform Second Life. In as much as the crucial point was to provide information about the Maasai tribe, identically it was to raise awareness about the destination and promote it from a destination marketing organization point of view. In order to achieve a good outcome, the research focused on six different levels – perceived usefulness, enjoyment, emotions, involvement, the flow of the setting and behavioral intentions – in the virtual environment including beginner and advanced users in Second Life. Using a computer-generated setting in the travel decision making, the final outcome of this study indicates that virtual reality experience can increase the user’s intention about visiting a destination in real life in the near future. Nevertheless, using such a device as an inspirational tool from a destination management organization (DMO) point of view, certain criteria like an enjoyable experience and positive reactions, while interacting with the virtual environment are necessities. For the most part, DMOs should consider looking more into detail at this developing technology, whilst it can provide an enhancing experience, as well as an awareness for a future trip to the destination for the user (Huang, Backman, Backman & Moore 2013). 12
1.5 The application of Austria 360° The Austrian National Tourist Office (ANTO) is responsible to encourage tourists for a holiday in Austria. Operating since 1955, the central aim besides brining tourists to Austria, is to assure and magnify the country’s competitiveness in cooperation with all the important tourism players in Austria. Furthermore, the ANTO is developing the brand “Vacation in Austria” as an emotional element for tourists while their stay. Last but not least, they are also establishing their brand on potential international markets with innovative and modern marketing campaigns. For these kind of activities, the ANTO is funded by the Federal Ministry of Science, Research and Economy as well as the Austrian Federal Economic Chamber and additionally receives contributions for marketing services from the Austrian tourism trade partnership – included in this group are mainly provincial tourist boards (The Austrian National Tourist Office 1995). One of the latest innovative projects developed by the ANTO, is the virtual reality application – or shortly app – Austria 360°. This application will solely work on smartphones with an Android operating system, downloaded from the Google Play Store or the Oculus App Store. As a matter of fact, that the technological development in this field is advancing so fast, the ANTO had the idea to introduce this app to the owner of smartphones to visit Austria in a virtual way. After having downloaded the app the users can use the semi-immersive level of virtual reality technology – in this case an Oculus Rift device if available – to view the different 360° videos of Austria. To put it in another way, the app can be used in terms of marketing to promote Austria as a vacation destination. 1.6 Research question and Research objectives For the purpose of investigating the aspect of the usage experience with the smartphone application Austria 360° in combination with the virtual reality glasses from Oculus, the current research addresses the user’s likes and dislikes about it. To be specific, the objectives of this study are threefold: (1) to examine the overall users’ satisfaction with Austria 360°; (2) to examine the users’ usage experience 13
across three demographic variables which are gender, age group and nationality; (3) to provide the ANTO with more insights on how to improve the Austria 360° from information quality, system quality and the user experience perspectives. 2 LITERATURE REVIEW 2.1 Difference between Virtual Reality and Augmented Reality Augmented reality and virtual reality are types of innovative technologies, which are often mentioned over the past years. Even though people sometimes used these two terminologies interchangeably, it is important to define and differentiate them as they refer to two different types of technologies. According to Milgram, Takemura, Utsumi and Kishino (1994) who agreed and stated to consider both concepts, augmented and virtual reality as one. Yet, in this thesis, the standpoint of Burdea and Coiffet (2003) is employed and they claim augmented reality is not “virtual reality in its strictest sense”. Another viewpoint which can be consulted here is the following one, defined by Azuma and Milgram (1997;1994), augmented reality allows a user to interact with virtual computer graphic objects overlaid upon the real world. To be more precise, Azuma (1997) stated that augmented reality generally constrains these three characteristics: (1) Combining reality and virtuality, (2) interactive in real time with (3) objects in 3D. In contrast to virtual reality, users of augmented reality are not fully immersed in the virtual environment and only use for instance, a smartphone to portray different computer graphics over the real world. Meaning that the virtual environment works in a different way of interaction. In brief, the participants interact in the real world with computer objects when they use augmented reality, whereas the users are totally absorbed in a synthetic world when they use virtual reality. The participant can freely navigate and move around to explore the virtual environment. While using a HMD like Oculus Rift Glasses, the user is totally immersed in the respective world and are not interacting with the real world anymore. Also really important, the boundaries of imagination, creation or physical reality are set no limits, as the virtual environment can be created as the participants want it (Guttentag 2010; Mazuryk & Gervautz 1996; Milgram & Kishino 14
1994). Considering all the content mentioned above, one can summarize that virtual reality is a fully immersive computer generated or interactive environment compared to augmented reality, as it can be described as an augmented natural environment combined with virtual objects (Guttentag 2010; Milgram, Takemura, Utsumi & Kishino 1995). 2.1 Industry cases of VR applications in Tourism and Hospitality 2.1.1 Case 1: Hilton Hotels & Resorts Hilton Hotels & Resorts is a big player in the tourism industry and was one of the most recent companies who joined the trend of using 360° videos for marketing purposes. Compared to virtual reality applications, they used 360° videos which were recorded with the same technology as virtual reality experiences are made. Users can watch the videos via their smartphones or tablets, but there is no interaction between users and devices. In other words, they are not virtual reality applications but only utilize the handhelds for showing users the 360° videos which are interactive ones as the user can direct the viewpoint by moving the device. The main aim of implementing this campaign was to increase the direct bookings with this 360° video experience. With the help of Opera Mediaworks and OMD, the advertising agency of Hilton, they developed those kind of 360° videos at one of their resorts in Barbados. Using such a magnificent destination and putting it together with the latest innovations of technology, they made some stunning videos. Besides broadcasting the campaign on different social networks and other smartphone apps, the 360° experience was always shown as pre-rolls on YouTube or as other kind of video advertisements on different platforms. Although this promotion is designed to increase the direct bookings, there are several disadvantages for that kind of advertisement. First, making the user to watch a commercial before the 360° video is a risky technique. Since more pre-rolls are shown before presenting the actual video the user wants to see, most of the people are skipping the advertisement – as it is possible to skip it after 5 seconds on 15
YouTube – and so most of the consumers didn’t even get to see the 360° virtual experience. Thus, it is hard to say, if the advertisement was as effective as expected. Probably, if people were really interested in the destination of Barbados and watched the whole advertisement and afterwards interacted with the 360° video, it may possibly impose a positive effect on the booking rate of Hilton Resorts. Nevertheless, it is always hard to analyze those kind of campaigns right during their launch. After the advertisement is ending, which is excepted to be the end of 2016 according to the Hilton brand, the promotion agency OMD will definitely have a closer look at the numbers and interaction rates with the 360° video and then Hilton group can analyze if their direct bookings increased during the promotion of this virtual interaction (Ting 2016; King 2016). 2.1.2 Case 2: Destination Canada Will the future of traveling be using a drone and a virtual reality glass to experience the destinations a traveler wants to see? As the technology becomes more advanced and continue to be progressing, the above phenomenon might happen in the coming future. For example, using a drone to explore the Mount Everest would be really nice, as there is no threat of getting lost in the mountains or maybe even suffer major injuries. Destination Canada, the tourism board of Canada, did realize this concept for creating several virtual reality videos. Using drones installed with a GoPro camera, they generated some breathtaking videos at Nimmo Bay, which is a location for hiking, fishing and other adventures in Canada. Once done, the video can be viewed with an Oculus Rift Glasses or on YouTube, so that users have the opportunity to jump right into the landscape of Nimmo Bay and experience it in the virtual way. But again, there are some downsides to this virtual tourism experience. The high dropout rate while watching the video is the first problem, as the awareness of watching 360° videos is still not so high with users. So maybe as a result, when comparing the actual views of the videos with the production costs might raise some questions, as if it is valuable enough to produce such videos for only a small amount 16
of viewers, as this technology is still really new and so pretty expensive. Moreover, the fun of experiencing something on its own while getting involved with locals is the allure of traveling and a virtual reality cannot yet be accomplished by this technology. Nevertheless, the videos are pretty impressive and when the targeted viewers enjoy the videos and might think about going there in the long term, the aim of the videos is accomplished (Burks 2015; The Canadian Press 2015). 2.1.3 Case 3: Rock Tourism Imagine walking along the beach, smelling the sea at one of the beautiful Marriott Resorts in Hawaii or walking around the pool area at one of the many Thomas Cook destinations around the world while being at work or home. You think that is not possible, well then you haven’t heard about the ‘Travel brilliantly’ marketing campaign by Marriott or didn’t receive a brochure with a Google cardboard from the travel agency Thomas Cook. Both of them are two big players in the tourism industry. But in general, they are always ahead of the competitors when it comes to the newest developments for the tourism industry. Right now, the trend is to use virtual reality in all its different aspects. For instance, Marriott started to support the five senses of the human body with the help of 4D virtual reality tele-porter capsule. Producing 360° videos from their resort destinations is not something unusual in the tourism industry right now, but building a whole pod which is totally interactive is new. In cooperation between Marriott Brand and the agency Relevant, who call themselves the first experience agency, they build those kind of ‘Travel Brilliantly’ tele-porter capsules using the latest technology of virtual reality, motion sensors and a rumbling platform. The participants have to use an Oculus Rift glass for seeing the virtual environment, in that case a sandy beach in Hawaii and step afterwards in the fully immerse container. While watching the 360° video, the motion sensors simulates a walk on the beach by moving the rumbling platform. Overall the campaign was a successful one. People participated in this virtual experience generally shared good reviews on their website. 17
The travel agency Thomas Cook had a different approach to integrate virtual reality. As almost every person owns a smartphone now, Thomas Cook produced the 360° videos in some of their top destinations and included Google cardboards for the receiver of the brochures. Mailing around 5,000 different copies, the recipients have the possibility to use their smartphone in combination with a programed app and the included cardboard to dive into the virtual reality videos. When being lucky to be one of the recipients of the brochure, they would have the possibility to see some stunning destinations of the travel agency Thomas Cook. Comparing the two different campaigns, one could say, they are completely different but having the same aim, raising the awareness of virtual reality as a tool in the tourism industry. While the Marriott promotion was an amazing idea to include the other senses as well, one could argue that it is only a one-time opportunity for people who experienced it. As it is not available on a regular basis. Moreover, only making the videos available on Oculus Rift Glasses – so only people who actually bought the device which is a really small number – and not video platforms, who support the 360° video technology after the campaign, is a big downside. In contrast, the Thomas Cook initiative with the cardboards and brochures was a good idea, as it is available to users who don’t have the Oculus Rift device. Although it is easier for the recipients to experience the 360° videos as they get a cardboard, the downside of tis campaign was that only a small number of people received such a brochure. As the prices of those kind of cardboards are still very high for the provider they only produced a small sample. On top of that fact, making the recipient download another app on their smartphone might not be a smart move, as smartphone users always or most of the time struggle with storage problems on their phones. All in all, both campaigns have their positive and negative sides, but once again it shows the effect of virtual reality in the tourism industry and how effective this technology can be already used or will be used in the future (Allen 2015; Munshower 2015; Parker 2015). 18
2.1.4 Case 4: Visit Albuquerque Finding new ways to attract people to a certain destination is not as easy as it sounds. Providing potential future tourists an overview of what people are able to do at a certain destination is always a good way though. The Albuquerque Visitors and Convention Bureau, or newly renamed Visit Albuquerque, started their new campaign ‘Visit Albuquerque Viewfinder’. Announced at their last annual meeting, the DMO wants to showcase the local people and places of Albuquerque via a 360° immersive video. Seeing the future potential of virtual reality, Visit Albuquerque thought about expanding their tourism marketing also to this kind of marketing. Compared to the already explained big players like Hilton or Marriott above, this project is something completely new and never has been done before. Not using virtual reality glasses or cardboards to see the landscape and people of Albuquerque, this 360° videos will be watched with the help of a ‘normal’ viewfinder. The marketing team behind Visit Albuquerque wanted to show something new and fancy but in a traditional way what most tourists would associate with traveling. Working together with a start-up from San Francisco Owlized, the user has the opportunity to interact with the videos over a technically modified viewfinder. Shooting all different kind of outdoor virtual reality videos and activities in Albuquerque, these 360° videos will be afterwards included into these viewfinders. Through the technological advancement, the viewfinders are so customized, as the people turning the viewfinder in a certain direction the respective 360° video will adapt to the viewpoint. Sounds pretty amazing and especially in the time of digital marketing, the DMO hopes to attract some new tourists to the destination. To show the different videos, Visit Albuquerque will be touring throughout the United States at different trade shows as well as offering some small booths with a viewfinder in malls, airports and plazas in different cities. Not only that Visit Albuquerque has a completely new name, also using the technology of 360° videos in combination with viewfinders has never been done before. Thinking about the whole campaign of ‘Visit Albuquerque Viewfinder’, one has to say it is a really nice way of putting something traditionally used by tourists – the viewfinder – in combination with one of the latest technological developments, the 19
360° videos. Although the modified viewfinders are not that easy to manufacture for the DMO, as well as transporting them to the different trade shows and other spots they want to show the videos the campaign is going to be expensive. Still, the overall value of this campaign will definitely have its positive impacts on the destination of Albuquerque (Cardillio 2016; Dyer 2016). 2.1.5 Case 5: Future Outlook for Virtual Reality Talking all about the different aspects what virtual reality is possible to accomplish, one aspect should also be mentioned, the future development. There are various studies which predict and foresee the virtual reality industry to be big by the year 2020. The company Digi-Capital, who focuses on virtual reality in terms of gaming, foretells in its most recent study that the augmented and virtual reality business be a 120$ billion market by 2020. While this market is constantly developing now, until 2020 there will be more different services available in terms of virtual reality. Examples are the selling of hardware, which includes all different kind of gadgets for virtual reality; enterprise solutions, which are focusing onto different virtual reality solutions like Holo Lenses for meetings and advertising sales as well as producing advertisements like the company Blippar is doing, who use augmented reality with an offline good to make extra content available to the buyer. Nevertheless, the development is still ongoing there are certain aspects about the future of virtual reality which are uncertain. Kelly Andresen, vice president and head of branded content at Gannett said that still one of the biggest challenges is consumer awareness for the products of virtual reality. As more and more marketers and publisher are rushing into the virtual reality market and so of course increasing the overall value of the market, raising the consciousness for the consumers is still a problem and letting them adopt to the virtual reality hardware is ongoing. Thinking about the whole development and some of the aspects were virtual reality is going is pretty astonishing as well as uncertain. Although the development of virtual reality is increasing fast, the real question is will it be a 120$ billion market by 2020? Possible of course, but still as mentioned by Kelly Andresen, raising the 20
awareness for this technology is still one major issue when talking about virtual reality in general and before not fixing the thinking about virtual reality we will not see the maybe bright or not so bright future of virtual reality. (Chen 2016; Crook 2015; Digi-Capital 2016). 2.2 Introduction to TAM model Not only that adopting to new technologies in our daily lives is constantly changing as mentioned in the beginning, also organizations are embracing new ways how technologies are effecting the various work developments (Godoe & Johansen 2012). For this reason, introducing the technology acceptance model (TAM) when talking about virtual reality in a tourism context is possible. The theoretical frameworks focus on certain aspects when talking about the users’ acceptance for information technologies (Godoe & Johansen 2012). Davis (1989) proposed the TAM model to forecast an individual’s acceptance of information technology. More precisely, this model suggests that one’s attitude toward the acceptance of new technology is influenced by two factors which are the perceived usefulness and perceived ease of use. For instance, this model can be used to foresee how information technologies will help people to perform better in their jobs as well as with the other aspect of how easy are information technologies to use in terms of computer usage in specific situations. An example for two of those paradigms can be how a destination management organization uses information technologies to promote their respective country. In this case, the variable of perceived usefulness would be the promotion of the destination, how effective it would be in terms of attracting more tourists to the country. While the ease of use variable would be, what information technology medium would fit best to promote the destination, for example a social network like Facebook to communicate the promotion. Unfortunately, this theoretical framework collides with the technology readiness index (TRI). It refers to how ready are people to embrace the use of new technologies in general in their lives. In short, it can be said TAM focuses on a particular information system while TRI is towards the general technology. As a result, both of these frameworks somehow were integrated to one model respecting 21
each other, the TRAM model (Godoe & Johansen 2012; Chung, Han & Joun 2015; Huang, Backman, Backman & Moore 2013; Legris, Ingham & Collerette 2003). Although these constructs focus only on the attitude of pre-used information technologies, the aspect of attitudes towards technologies in post-use are missing. For this reason, the proposed integrated model of user satisfaction and technology acceptance by Wixom and Todd (2005) will be used as a model for this thesis. Wixom and Todd (2005) proposes to build the bridge between these two concepts by using it theoretically as the attitude of the pre-used technologies will have an effect on the post use aspect of information technologies. Thus the empirical part of the thesis would miss how the users of the 360° videos liked or disliked them when only using the TRAM model. In connection with knowing these frameworks and the development of the technology in general, the ANTO came up with the idea for the virtual reality app called Austria 360°. Using the advanced technology and magnificent landscape of Austria, they had a booth at the ITB to present it to the visitors. 3 The virtual reality experience of Austria 360° For the virtual reality app from the ANTO, users only have one possibility to use it. Combining the Oculus Rift Glasses – also called virtual reality glasses or VR – with a Samsung smartphone, gives the user the opportunity to experience the virtual environment with the HMD device (Samsung 2015). In terms of using the app, this is the only way, as it was only developed and programed for this interface. Nevertheless, the videos are not only working on this device, it is also possible to experience it with other applications. For instance, users can already interact with the 360° videos on laptops, PCs or smartphones. Here to add, when using a smartphone for viewing the videos a Google cardboard can be used to enhance the virtual experience. Moreover, the videos also work on platforms like YouTube or Facebook– as both social platforms support the 360° video technology just without a HMD application. But for this thesis considering only the Oculus Rift Glasses in 22
combination with the virtual reality app, with its respective findings and data is necessary. In cooperation with three different agencies, the ANTO produced 20 different videos all situated in Austria. For these virtual environments, different events and landscapes like a sunrise at the Bregenzer Forrest or hiking at the Sölktäler Valley were filmed. Not only that panoramas are included in the virtual reality app, also activities like free tour skiing in the Lienzer Dolomites or downhill skiing in the Stubai Glacial were recorded. As all those different videos include various activities, filming those virtual environments for the app, the agencies and ANTO used different virtual reality recording systems. Taking the provided example of the sunrise in Bregenzer Forrest, this was filmed with a static camera system to record a time lapse video. For other videos like hiking at the Sölktäler Valley, one of the agencies used their unmanned aerial vehicle (UAV) or commonly referred to it as drone to record the activity. One remarkable aspect when filming with a drone, is the fact that the user totally immerses with the virtual environment and feels like being there as well as seeing it from a higher perspective, as the drone flies a few meters above the surface. Last but not least, using a helmet with a range of 6 to 12 Go Pros installed on the helmet, was another technique to record the various 360° videos. From a provider’s perspective a variety of different aspects have to be overlooked while producing these kind of videos. Some examples are, organizing the rights to film at certain destinations, as well as planning in advance to not be filming while the destination is crowded by tourist to provide a good surrounding for filming without disturbances and really portray the feeling of being there for the viewers of the video. Mentioned some of the obstacles a provider or the ANTO had to overcome, focusing on a use case how the participants actually interact with the videos and the virtual reality glasses will be described in the following paragraph. Explained in the beginning, in combination with the virtual reality glasses and a Samsung Smartphone, the user has the opportunity to immerse into the virtual reality environments of Austria. The 360° app will be released to the Google Play Store and Oculus App Store – at the moment still under review for acceptance to be 23
officially introduced in the two App Stores – so users can download the app on their phones. Once downloaded, the user has to attach the smartphone to the Oculus Rift Glass. Followed by accessing the branded ANTO interface of the app, including the logo and slogan of the ANTO “arrive and revive”, the user has the selection of the 20 different videos. Although the number of videos is already determined, not all of them are finished in production as certain videos can only be filmed, responding to the season. Right now, most of the videos represent skiing or hiking activities in Austria. Navigating with the touchpad on the right hand side of the virtual reality glasses, the user will see a small red curser to navigate between the different videos. Once found the right 360° video only by clicking it, the respective video will be downloaded and the user can fully immerse in the video. All videos can be downloaded and are automatically stored on the smartphone. By turning the head to the left, right or up and down, the user can see the different sceneries in the corresponding virtual environment he selected. Adding a Bluetooth headphone to the Oculus Rift Glasses will enhance the virtual experience, as in some of the videos sounds – like bird singing or the lapping of rivers – are included. For instance, if the user selected the Sölktäler Valley video, he will see the hiking route to a small river in-between the mountains of the Sölktäler Valley. While looking to his left, right, up or down, he will see the surrounding of the Sölktäler Valley and feels like being there. In each of the videos the users will always have a different aspect of viewing the virtual environment, as each video was recorded in a different way. All in all, one could say immersing with the virtual environments of Austria in the app is a thrilling experience and might change the user’s intention of visiting Austria in real life. 4 Research methodology 4.1.1 Presentation of Austria 360° The virtual reality app Austria 360° was first introduced to a public audience at the ITB (Internationale Tourismus-Börse) in Berlin this year in March 2016. During the five days, from the 8th to 12th March, the visitors of the ITB had the chance to 24
interact with the Oculus Rift Glasses at the ANTO booth. Presented under this year’s marketing campaign called #austriantime, the visitors were presented a collection of three videos from the pool of 360° videos. The videos shown at the ITB were the hiking tour through the Sölktäler Valley, the sunrise in the Bregenzer Forrest and a tour around the Hohe Tauern National Park. A team of ANTO employees helped the visitors to interact with the videos and also explained how the Oculus Rift Glasses are working and how the videos were filmed. After the participant viewed the video, they had the voluntary option to fill out a feedback sheet and indicate either they liked or disliked them. 4.1.2 Data collection To solicit feedback about post-use experience of the virtual reality app by the visitors, the ANTO developed an experience feedback sheet for the ITB. On a voluntary basis, the participants could give their opinion about the virtual experience after they watched one, two or all of the three videos. Figure 1 Example of the Experience-Feedback-Sheet at ITB 2016 In terms of the target respondents they cannot be defined in certain groups, as the visitors of the ITB were individuals from the press, media agencies and private 25
people. So defining exactly which individual gave what kind of feedback was quite hard. As mentioned above, the feedback was on a voluntary basis and so there are a lot of people who did not indicate all the respective information. Nevertheless, how the collected information was clustered will be explained later on in this thesis. Illustrated underneath, is an example of a plain experience feedback sheet from the ANTO for the ITB. The individuals participating could rank their experience on a scale from smiley dark green (representing very good), smiley light green (representing good), smiley orange (representing average), smiley light red (representing not necessary) and smiley dark red (representing not satisfied). Whilst indicating the overall experience of the video, the respondents also had the opportunity to write an open-ended comment on the experience, in the gray comment bubble. In the last part of the survey, the participants were asked to indicate their gender, age as well as their nationality. Knowing the process of data collection for the given feedback at the ITB 2016 in terms of the Austria 360° app, the next sub-section will describe how the data were analyzed. 4.1.3 Data analysis For the following part, will deal with the analysis methods more closely. The two data analysis methods, which are the descriptive analysis and multiple correspondence analysis, were used to analyzed the received data from the user of the Austria 360° app. As the data is quantitative, the two mentioned methods are believed to be appropriate. In addition to the two selected methods, a sentiment analysis was used to analyze the open-ended comments. As the descriptive analysis is a method, which alters data into a more understandable and descriptive form, using this method for the vast amount of quantitative data is possible (Van den Berg 2014). This method is especially useful for investigating the frequency of answers. As the provided experience feedback sheet at the ITB consists of different parts, which have to be filled out by the participants this method makes it easier to cluster them. Therefore, we are going to use the Pearson Chi-Square Test to investigate if there is an association between two 26
variables – with the support of hypotheses (StarTrek 2016). In this example we will use the variable of rating – represented by the smileys – as the dependent variable and the demographic variables like gender, age group, nationality and region as the independent variables. The reason for this analysis is to examine if there is a relation between the rating given by those who interacted with the 360° videos and respondents’ demographic profile. While, explained above, the descriptive analysis helps to put the data in a more descriptive form, the multiple correspondence analysis allows the user to find a relationship between different variables over several categories (Abdi, Williams & Valentin 2013). As we have a wide range of different participants in terms of age group, gender, nationality and region, multiple correspondence analysis can visual their relationship in a multi-dimensional figure and also provide us with a correspondence analysis plot to see the relationships between the variables better. The table underneath provides an overview, of how the different participants are clustered in their variables. Variable Data collected by the experience feedback sheet Gender Male Female Age till 29 years 33 till 44 years 45+ years Nationality Germany Austria Switzerland United Kingdom France United States Romania Croatia Estonia Luxembourg Greece Georgia Sri Lanka Israel Russia Poland Netherlands Lithuania Australia Armenia Region Central Europe Western Europe Southeastern Europe Northern Europe Eastern Europe Southern Europe North America West Asia Southeastern Asia Oceania Rating Satisfaction very good good average not necessary not satisfied Table 1 Variables for evaluation Knowing the numerous variables from the experience feedback sheet and the methods which are going to be used, it will help to (1) examine the overall users’ satisfaction with Austria 360°; (2) to examine the users’ usage experience across three demographic variables which are gender, age group and nationality; and last 27
but not least (3) to provide the ANTO with more insights on how to improve the Austria 360° from information quality, system quality and the user experience perspectives. 5 Research findings Given the information, of how the data was collected and knowing the different participants were clustered and divided into certain groups by gender, age group, nationality and region, taking a closer look at the outcomes from the provided feedback about the 360° videos from the ANTO at the ITB 2016 is possible. The total number of contributors for the feedback is 113. Out of that sample, not all the participants indicated the necessary variables for a representative presentation of all the data. As some variables like the age or gender were missing in some experience feedback sheets, the data set only included those complete responses and consequently the actual number of valid samples is 78. To add here, all the collected data from the experience feedback sheet were analyzed with the help of the Statistical Package for Social Science 22. The following sub-sections of the thesis are going to present these findings. Each of the selected methods will be supported by a case processing summary table, with the indication of valid and missing cases for each one of the methods. 5.1 Descriptive analysis method Knowing the framework of variables which were used and thinking about a method how to analyze the data properly is necessary. The reason for that, is due to the fact that the Tourism-Forecasting department of the ANTO already analyzed the collected data but they did not consider the missing data and took all responses (i.e., 113) as given. They formed a final percentage out of all the given data for the rating scale from (1) very good to (5) not necessary. The final result for this analysis was very good, as 70.2% of the participants indicated it was (1) very good experience with the 360° videos. Nevertheless, the outcome found by the ANTO was very 28
satisfying in terms of presenting them to the top management, only considering the data from the rating scale for the analysis for this thesis is not enough though. Therefore, forming the collected data into groups of two variables as the table underneath displays and forming hypothesis for the Pearson Chi-Square Test is necessary. Valid Missing Total N Percent N Percent N Percent Gender * Rating 71 91.0% 7 9.0% 78 100.0% Age * Rating 48 61.5% 30 38.5% 78 100.0% Nationality * Rating 73 93.6% 5 6.4% 78 100.0% Region * Rating 73 93.6% 5 6.4% 78 100.0% Table 2 Case Processing Summary 1 Represented here in the following paragraph are the different hypothesis for the variables. As this research has the aim to find out, if the user’s satisfaction with Austria 360° can be examined over the demographic variables listed in the table above, the following hypotheses were formed: Gender * Rating H1a: There is no relationship between gender and rating H1b: There is a relationship between gender and rating. Age * Rating H2a: There is no relationship between age and rating. H2b: There is a relationship between age and rating. Nationality * Rating H3a: There is no relationship between nationality and rating. H3b: There is a relationship between nationality and rating. Region * Rating H4a: There is no relationship between region and rating. H4b: There is a relationship between region and rating. 29
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