The Influence of Technology Readiness on Satisfaction and Destination Loyalty toward Augmented Reality Technologies (original) (raw)

Augmented Reality Technology Adoption in Tourism Using Structural Equation Model

International Journal of Professional Business Review

Purpose: Less attention has been given to the barriers that prevent consumers from using augmented reality in tourism (ART). Therefore, this research objective to propose a model that examines a study adopting innovativeness (i.e., service innovation and technology innovation) to use ART as the mediating role of attitude and word of mouth (WOM) in Thailand’s tourism industry. Theoretical framework: To identify individual characteristics that influence the use of augmented reality in tourism (ART), despite the technology's growing popularity in the country. We propose a conceptual model derived from studies on innovativeness, attitude, WOM and intention to use (ART). Design/Methodology/Approach: A total of 551 responses were considered for research analyses. Both confirmatory and exploratory factor analyses (CFA and EFA) were employed during the preliminary stages of the development of the measurement model. The significant impact that innovativeness has on ART in Thailand ...

A Theoretical Model of Mobile Augmented Reality Acceptance in Urban Heritage Tourism

Latest mobile technologies have revolutionised the way people experience their environment. Recent research explored the opportunities of using augmented reality (AR) in order to enhance the user experience however, there is only limited research on users’ acceptance of AR in the tourism context. The technology acceptance model is the predominant theory for researching technology acceptance. Previous researchers used the approach of proposing external dimensions based on secondary literature; however missed the opportunity to integrate context specific dimensions. This paper therefore aims to propose an AR acceptance model in the context of urban heritage tourism. Five focus groups, with young British female tourists visiting Dublin and experiencing a mobile AR application, were conducted. The data were analysed using thematic analysis and revealed seven dimensions that should be incorporated into AR acceptance research including information quality, system quality, costs of use, recommendations, personal innovativeness and risk as well as facilitating conditions.

The Augmented Reality Effect on Destination Satisfaction Towards Revolutionizing Heritage Tourism in Sri Lanka

Sri Lanka Journal of marketing, 2024

This study explores the impact of augmented reality (AR) on tourist destination satisfaction (DS) in Sri Lanka's heritage tourism, focusing on historical sites in Polonnaruwa. The research aims to improve the visitor experience and address inadequate funding for site rebuild, focusing on the mediating role of immersive experience and perceived value. Furthermore, the researcher surveyed 256 visitors to cultural and historical destinations as part of a quantitative research approach using IBM SPSS Statistics 25 and Smart PLS 4. The results show that AR and DS are significantly and positively related, with perceived value and immersive experience as mediators. According to the study, historical landmarks should include AR technology, and tourist staff members should get AR training. Moreover, future studies could investigate the long-term impacts of AR on visitors' attitudes, loyalty, and behaviour, as well as the cultural characteristics that influence how AR perceives heritage tourism.

Combining the Technology Acceptance Model and Uses and Gratifications Theory to examine the usage behavior of an Augmented Reality Tour-sharing Application

Symmetry

An intelligent tour service system including an augmented reality (AR) tour-sharing Application (APP) and a query-answering server was developed in this study to promote tourist attractions involving local Hakka culture in Thailand. Subsequently, use of this APP to navigate Hakka culture tourist attractions in Thailand was observed. The novel random neural networks (RNNs) were proposed to obtain query-answering services, and the practical experimental results showed that the accuracy of RNNs was 99.51%. This study also integrated the Technology Acceptance Model with Uses and Gratifications Theory to predict the gratification, usage intention, and user attitudes toward marketed attractions of the AR tour-sharing APP. A questionnaire survey was conducted, and 446 valid questionnaires were returned. The following results were obtained: (a) self-presentation and perceived usefulness (PU) directly influenced gratification; (b) perceived entertainment indirectly influenced gratification through perceived ease of use and PU, and information sharing indirectly influenced gratification through PU; and (c) gratification was significantly and positively related to usage intention and attitude toward attractions. Based on these results, suggestions that new technology marketing can be used to promote causes other than Hakka tourist attractions established in Thailand can be contrived. For example, the tour-sharing APP developed in this study could be applied to emphasize the characteristics of Thai Hakka culture; users' fondness for self-presentation and information sharing can be used for word-of-mouth marketing to attract additional visitors. In addition, this research provides a reference for enterprises and marketers regarding the use of AR tour-sharing APPs to market tourist attractions, and also for future related studies.

Impact of Experiential Value of Augmented Reality: The Context of Heritage Tourism

Sustainability, 2021

The use of information boards tends to be regulated in many heritage sites to preserve these cultural heritage places. Although augmented reality (AR) has become a major approach for reducing negative experiences due to restrictions, limited studies have been conducted to understand the effect of AR experiential value on destination-related behavior. Accordingly, the current work aims to investigate how the multidimensional components of AR experiential value (i.e., visual appeal, entertainment, enjoyment, and escapism) affect supportive behavior through AR satisfaction and experiential authenticity. Partial least squares structural equation modeling is performed to test the relationships. Results show that visual appeal, entertainment, and enjoyment exert significant positive effects on destination authenticity and AR satisfaction, ultimately increasing the supportive behavior of an individual. By contrast, escapism does not exhibit a substantial influence on experiential authentic...

ARAM: A Technology Acceptance Model to Ascertain the Behavioural Intention to Use Augmented Reality

Journal of Imaging

The expansion of augmented reality across society, its availability in mobile platforms and the novelty character it embodies by appearing in a growing number of areas, have raised new questions related to people’s predisposition to use this technology in their daily life. Acceptance models, which have been updated following technological breakthroughs and society changes, are known to be great tools for predicting the intention to use a new technological system. This paper proposes a new acceptance model aiming to ascertain the intention to use augmented reality technology in heritage sites—the Augmented Reality Acceptance Model (ARAM). ARAM relies on the use of the Unified Theory of Acceptance and Use of Technology model (UTAUT) model’s constructs, namely performance expectancy, effort expectancy, social influence, and facilitating conditions, to which the new and adapted constructs of trust expectancy, technological innovation, computer anxiety and hedonic motivation are added. T...

Potential Tourists' Opinions on Augmented Reality Applications in Tourism Industry Research Article

Romaya Journal, 2022

The aim of this study is to reveal how augmented reality (AR) applications affect the preferences of potential tourists before purchase. In this respect, 30 volunteer participants were interviewed between February 1 and February 22, 2022. The obtained data were analyzed with the MAXQDA 2022 package program. According to the findings obtained from the research, it was observed that the sample group had basic information about augmented reality applications. It has been concluded that using of AR applications in tourism can positively or negatively affect the potential tourists' opinions making touristic purchase plan.

The Determinants of Recommendations to Use Augmented Reality Technologies - The Case of a Korean Theme Park

The increased availability of smartphone and mobile gadgets has transformed the tourism industry and will continue to enhance the ways in which tourists access information while traveling. Augmented reality has grown in popularity because of its enhanced mobile capabilities. In tourism research, few attempts have been made to assess user satisfaction with augmented reality applications and the behavioral intention to recommended them. This study uses a quality model to test users’ satisfaction and intention to recommend marker-based augmented reality applications. By applying process theory, this study also investigates the differences in these constructs between high- and low-innovativeness groups visiting a theme park in Jeju Island, South Korea. Questionnaires administered to 241 theme park visitors revealed that content, personalized service, and system quality affect users’ satisfaction and intention to recommend augmented reality applications. In addition, personal innovativeness was found to reinforce the relationships among content quality, personalized service quality, system quality, and satisfaction with augmented reality.

Applying UTAUT Model for an Acceptance Study Alluding the Use of Augmented Reality in Archaeological Sites

Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, 2019

Looking forward to enhance visitors' experience among cultural heritage sites, the use of new technologies within these spaces has seen a fast growth among the last decades. Regarding the increasing technological developments, the importance of understanding the acceptance of technology and the intention to use it in cultural heritage sites, also arises. The existing variety of acceptance models found in literature relatively to the use of technology, and the uncertainty about selecting a suitable model, sparked this research. Accordingly, the current study aims to select, evaluate and analyse an acceptance model, targeted to understand the behavioural intention to use augmented reality technology in archaeological sites. The findings of this research revealed UTAUT as a suitable model. However, regarding the collected data, some moderators' impact presented in the original study may change significantly. In addition, more constructs can be considered for wider understandings.