The potential of ICT-enhanced visitor learning experience is increasing with the advancement of new and emerging technologies in art gallery settings. However, studies on the visitor learning experience using wearable devices, and in particular those investigating the effects of wearable augmented reality on the learning experience within cultural heritage tourism attractions are limited. Using the Generic Learning Outcomes framework, this study aims to assess how the wearable augmented reality application enhances visitor's learning experiences. Forty-four volunteers who were visiting an art gallery were divided into two groups, an experimental group and a control group. Following their visit to the gallery, the volunteers, who had and had not used wearable computing equipment, were interviewed, and the data were analysed using thematic analysis. Findings revealed that the wearable augmented reality application helps visitors to see connections between paintings and personalise their learning experience. However, there are some drawbacks such as lack of visitor-visitor engagement and the social acceptability.
Art galleries are increasingly asked to provide evidence of their efforts towards facilitating visitors' learning experience. Augmented reality (AR) and wearable computing has the potential to create a realistic learning environment. Using Google Glass allows art gallery visitors to receive augmented information while looking at paintings. The Generic Learning Outcomes (GLO) framework was specifically designed to investigate visitors' learning experience in museums and art galleries however, research on art galleries visitors' learning experience through wearable computing and AR applications is scarce. This study aims to assess how Google Glass enhances visitors' learning outcomes within the art gallery environment. Twenty-two visitors participated in a test of the Google Glass Museum Zoom application. Visitors were interviewed and the data were analysed using thematic analysis and revealed that Google Glass helps visitors to see connections and enhance the knowledge and understanding of paintings.
Virtual reality (VR) transforms the way destinations market their tourism offerings. To fully understand the opportunities of a technology, initial research is required assessing user adoption. However, empirical research and particularly exploratory qualitative research on VR adoption in tourism context is limited. Therefore, this study uses an exploratory interview approach with 35 participants near Lake District National Park, UK. Using thematic analysis, this study explores factors that influence VR adoption as well as the influencing factors on tourists' behavioural intentions. This study adds to academia by qualitatively exploring the adoption of a scarcely researched technology within the tourism context. the VR experience were influenced by the novelty of the experience itself rather than the VR content. As such when it comes to "intention to use" the study might paint a skewed picture. Second, the qualitative nature of this study enabled to identify new and contextspecific factors of VR adoption. However, findings are therefore not generalisable and need to be tested on a bigger sample. Third, testing the model in another context would help to understand its power in explaining adoption behaviours across multiple settings.
The digital creation of virtual environments has opened many doors for the creation of new experiences, offering the trend of ever immersive, engaging and multi-sensory virtual reality (VR) experiences. However, studies on VR within the science festival context are limited. Therefore, with a focus on usability and gratifications, this study aims to explore the antecedents of the behavioral intention to use VR at science festivals. Before participating in a questionnaire, 447 users experienced a VR application and data were analyzed using structural equation modelling. Findings reveal that usability influences gratification factors which influence users’ behavioral intention to engage with science.
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