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The Effects of Presence Induced by Smartphone Applications on Tourism: Application to Cultural Heritage Attractions
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ENTER 2014 Research Track Slide Number 1
KeumSil Lee and HyungRyong Lee, KeumSil Lee and HyungRyong Lee, Sejong University, Korea Sejong University, Korea Sunny HamSunny Ham, , Kachon University, KoreaKachon University, Korea
ENTER 2014 Research Track Slide Number 2
AgendaI. Introduction 1. Significance
2. Purpose of Study
II. Theoretical Background1. Presence2. Touristic Experience3. Tourist Satisfaction
III. Research Design 1. Research Model2. Hypothesis
IV. Methodology 1. Sample and Data Collection2. Research Instrument3. Data Analysis
V. Results1. Profiles of Participants2. Measurement Models3. Structural Model
Ⅵ. Conclusion & Implications 1. Conclusions and Implications2. Limitation and future Research
Q & A
ENTER 2014 Research Track Slide Number 3
I.I. IntroductionIntroduction
1. Significance 1) Smartphone applications to tourism1) Smartphone applications to tourism
2) Cultural heritage attractions2) Cultural heritage attractions• Interpretation media: one obvious application area of the mobile devices[brown
& Chalmers, 2003], especially smartphone based systems.• Panoramas, videos, interpretation manuscripts, background music, narration,
games, AR-based path finding, and SNS connection services (e.g. Facebook, Twitter, Kakaotalk).
• Smartphone based cultural heritage applications in Korea • Korea: Korea Tourism Organization (KTO), 2011• Cultural experience: an important factor in expansion of the demand of cultural
heritage tourism and enhancing tourist satisfaction [Richards, 2001; Stamboulis & Skayannis, 2003].
• A new platform: enhance a tourist‘s interests in cultural heritage sites.• Redesigning tourism resources into sustainable tourism prouducts.
ENTER 2014 Research Track Slide Number 4
I.I. IntroductionIntroduction
3) Augmented Reality3) Augmented Reality• Technologies that enhance the sense of reality allowing the
coexistence of digital information and real environments [Azuma, 1997].
• Camera & sensors: virtual information (e.g. photos, sounds, videos, etc.) in way of 3D or 4D directly onto real world [Chia, Kanga and Wang, 2013].
• Tourists experience both reality and virtual realms.• Overcome physical constraints existing at heritage sites.
1. Significance
ENTER 2014 Research Track Slide Number 5
4) Presence 4) Presence • Status of one’s subjective recognition of being in virtual realms beyond
realistic physical spaces.• Involve psychological and cognitive process.• Research on presence: Scholars have questioned about which medium Research on presence: Scholars have questioned about which medium
or technology realistically represent physical and social environment as or technology realistically represent physical and social environment as they are [Lombard & Ditton, 1997; Kim & Biocca, 1997;Schubert at al., they are [Lombard & Ditton, 1997; Kim & Biocca, 1997;Schubert at al., 2001]. 2001].
• Central to theorizing advanced Human Computer Interfaces (HCI) [Lee, Central to theorizing advanced Human Computer Interfaces (HCI) [Lee, 2004]. 2004].
• Presence Research: engineering, education, industrial design.Presence Research: engineering, education, industrial design.• Object Presence: users feel a subjective experience of virtual objects in
their real environment.• Social presence: a feeling of being with other people in virtual spaces.
I.I. IntroductionIntroduction
1. Significance
ENTER 2014 Research Track Slide Number 6
Presence has become central to theorizing advanced HCI. There is a need to research the impact of presence on tourism.
I.I. IntroductionIntroduction
ENTER 2014 Research Track Slide Number 7
2. Purpose of study
When smartphone applications are applied to When smartphone applications are applied to cultural heritage attractions, cultural heritage attractions,
To Investigate the relationships between To Investigate the relationships between the presence induced by the use of the presence induced by the use of
smartphone applications, touristic smartphone applications, touristic experience, experience, and tourist satisfaction. and tourist satisfaction.
I.I. IntroductionIntroduction
ENTER 2014 Research Track Slide Number 8
1. Presence
II.II. Theoretical backgroundTheoretical background
[Azuma, 1997] [Stevens and Jerrams-Smith,
2002]
• Object presence• ‘a subjective experience of virtual objects in their
real environment’
[Durlach and Slater, 2000][Short et al., 1976]
• Social presence• ‘a feeling of being with other people in virtual
spaces’
Previous studies for Presence
Presence• “the status of one’s subjective recognition of being in virtual realms beyond realistic physical space”(Sheridan, 1992; Witmer and Singer,1998).• Its definition has been still indefinite(Lee, 2004).
Presence has become central to theorizing advanced HCI, such as virtual reality Presence has become central to theorizing advanced HCI, such as virtual reality devices, and tourism field as well. There is a need to research the impact of devices, and tourism field as well. There is a need to research the impact of presence on tourismpresence on tourism
ENTER 2014 Research Track Slide Number 9
2. Touristic Experience
II.II. Theoretical backgroundTheoretical background
[Gretzel and Jamal, 2009]
• Use of Smartphone• New dimensions of touristic experience should be
applied.
[Kang and Gretzel, 2012]
• i-pod tour at national park• Aesthetic experience is not suitable in mobile technology
environment due to its passive characteristics.• Social presence → touristic experience → behavioral
intentions
Previous studies for Touristic Experience
Experience economy (Pine and Gilmore, 1999)• 4 realms of experience – entertainment, educational, escapist, and aesthetic experiences.
Use of mobile devices enhances touristic experiences. Use of mobile devices enhances touristic experiences.
ENTER 2014 Research Track Slide Number 10
3. Tourist Satisfaction
II.II. Theoretical backgroundTheoretical background
[Oh et al., 2007] • A primary antecedents of purchase-related attitudes.
[Pine and Gilmore, 1999]
• Increase the level of customer experience for goods and services higher
Previous studies for Tourist satisfaction
Tourist satisfaction(Oliver, 1997)• The psychological status induced immediately from consumption experience.
Tourist satisfaction is affected by touristic experience, which improves Tourist satisfaction is affected by touristic experience, which improves tourists satisfaction level.tourists satisfaction level.
ENTER 2014 Research Track Slide Number 11
1. Research Model
H7 H1
H8
H9
H2
H3
ObjectPresence
SocialPresence
H4
H5
H6
Educational
Entertainment
Escape
III.III. Research designResearch design
Tourist Satisfaction
ENTER 2014 Research Track Slide Number 12
H1 Object presence induced by smartphone application will make a positive impact on tourists’ educational experiences
H2 Object presence induced by smartphone application will make a positive impact on tourists’ entertainment experiences
H3 Object presence induced by smartphone application will make a positive impact on tourists’ escape experiences
H4 Social presence induced by smartphone application will make a positive impact on tourists’ educational experiences
H5 Social presence induced by smartphone application will make a positive impact on tourists’ entertainment experiences
H6 Social presence induced by smartphone application will make a positive impact on tourists’ escape experiences
H7 Educational experience offered by smartphone application will make a positive impact on tourist’ satisfaction
H8 Entertainment experience offered by smartphone application will make a positive Impact on tourist’ satisfaction
H9 Escape experience offered by smartphone application will make a positive impact on tourist’ satisfaction
2. Hyphothesis
III.III. Research designResearch design
ENTER 2014 Research Track Slide Number 13
1. Sample and Data Collection
Population• Tourists who had experienced using
smartphone application at cultural heritage sites
Sample
• Tourists who had experienced using smartphone application ‘Changdeokgung Palace Story’ at Changdeok gung in Seoul, Korea
Survey
• Self-administered the questionaire both paper and online
• Distributed 460 questionnaire, collected 222 data analyzed
CollectionPeriod • From April 22 to 13 May 2012
IV.IV. MethodologyMethodology
Figure1 “Changdeokgung Palce Story’
ENTER 2014 Research Track Slide Number 14
Changdeokgung Palace StoryChangdeokgung Palace Story Changdeokgung reflects the history of Josheon Dynasty for about
500 years 23 state-designated cultural properties UNESCO’s World Cultural Heritage in 1997 in Korea.
ENTER 2014 Research Track Slide Number 15
Smartphone application’s
presence
• Tourist’s subjective experience induced by a particular virtual object existing in a tourist’s environment.
• A feeling of being with other human or characters in virtual space when smartphone application mediated.
• Stevens et al.( 2002), Schubert et al.(2001), Kim and Biocca(1997), Kang and Gretzel(2012)
Touristic experiences
• Emotional phenomenon induced by the combination of cognitive interaction processes and emotional feeling which results from one’s encountering various physical and abstract objects or phenomena at cultural heritage sites.
• Pine and Gilmore(1999), Oh et al.(2007), Kang and Gretzel(2012), Gretzel and Jamal(2009)
Tourist satisfaction
• The summary psychological stage arising immediately on the tourism destination from consumption experience
• Oliver(1997), Oh et al.(2007)
2. Research Instrument
IV.IV. MethodologyMethodology
ENTER 2014 Research Track Slide Number 16
• SPSS 18.0 for Windows
• AMOS 18.0.
• Descriptive analyses
• Reliability test, Exploratory factor analysis, and
confirmatory factor analysis
• Structural Equation Modeling (SEM)
3. Data Analysis
IV.IV. MethodologyMethodology
ENTER 2014 Research Track Slide Number 17
Gender• Female (60.8%)• Male(39.2%)
Age• 20s(88.7%)• 30s(9.9%)• Others(1.4%)
Education• University(86.0%)• Others(14%)
1. Profile of participants
V.V. ResultsResults
N=222
ENTER 2014 Research Track Slide Number 18
Construct Indicators Factor loading
communality
Eigen value
% of Variance
Cronbach’α (if deleted)
Object presence 4.667 58.343% .823
-The smartphone application came to me and created a new world for me, and the world suddenly disappeared when the smartphone apps ended. .799 .647 (.821)
-During a tour, I felt I was in the world the smartphone application created. .809 .702 (.768)
-During a tour, my body was in real world but my mind was inside the world created by smartphone application .723 .730 (.739)
-During a tour, the smartphone application generated world was more real for me. .639 .650 (.773)
-During a tour, I never forgot I was in the middle of smartphone application generated world. deleted
Social Presence 1.142 14.281% .904
-I felt I talked to someone close by me during a tour. .852 .764 (.883)
-During a tour, I felt I had involved with someone .853 .786 (.868)
-I felt someone talked to me during a tour. .820 .733 (.889)
-I felt close to the others during a tour. .847 .798 (.861)
KMO=.882, Bartlett's Test of Sphericity = 1030.084 (df =28, sig.=.000), Cumulative %= 72.624% , Factor rotation: Varimax
2. Measurement Models: Presence
V.V. ResultsResults
ENTER 2014 Research Track Slide Number 19
Construct Indicators Factor loading Communality
Eigenvalue
% of Variance Cronbach’α (if deleted)
Education 2.223 22.227% .806-I learnt a lot during a tour .838 .732 (.744)
-The experience made me more knowledgeable .857 .761 (.741)
-It stimulated my curiosity to learn new things .600 .546 (.785)
-It was a real learning experience .714 .589 (.760)Entertainment 4.064 40.637% .923
-This activities during a tour were amusing .856 .831 (.907)
-These activities were captivating .912 .876 (.898)-Activities in this tour were fun .911 .891 (.863)Escape 1.234 12.338% .846
-I felt I played a different character here .845 .718 (.843)
-I felt like I was living in a different time or place .874 .777 (.768)-The experience here let me imagine being someone else .889 .800 (.739)
-I completely forgot about my daily routine deleted
KMO=.779, Bartlett's Test of Sphericity =1239.531(df= 45, p=.000), Factor rotation: Varimax, Cumulative %= 75.202%
V.V. ResultsResults
2. Measurement Models: Touristic experience
ENTER 2014 Research Track Slide Number 20
Observe Std. S.E. C.R.a AVEb CCRc
Object Presence .909 .975
-The smartphone application came to me and created a new world for me, and the world suddenly disappeared when the smartphone apps ended .585 .093 8.452***
-During a tour, I felt I was in the world the smartphone application created .723 .090 10.633*** -During a tour, my body was in real world but my mind was inside the world created by smartphone application .839 .098 12.288*** -During a tour, the smartphone application generated world was more real for me .779 Fixed fixed Social Presence .941 .984-I felt I talked to someone close by me during a tour. .811 .061 15.316*** -During a tour, I felt involved with someone of my presence .851 .061 16.661*** -I felt someone responded my talk during a tour. .811 .059 15.316*** -I perceived someone with me during a tour. .882 Fixed fixed Educational experience .958 .989-I learnt a lot during a tour .758 .100 9.765*** -The experience made me more knowledgeable .756 .099 9.748*** -It stimulated my curiosity to learn new things .659 .106 8.664*** -It was a real learning experience .706 Fixed Fixed Escape experience .925 .973-I felt I played a different character here .703 .069 11.165*** -I felt like I was living in a different time or place .827 .074 13.14*** -The experience here let me imagine being someone else .885 Fixed Fixed Tourist satisfaction .978 .992-I am happy with my decision to visit .851 .065 16.811*** -My experience here exceeded my exceptions .961 .056 20.657*** -Overall I am satisfied with my visit .861 fixed fixed x2=466.042(df=174, p=.000), normed-x2=2.678, RMR=.057, NFI=.863, TLI=.890, CFI=.909, RMSEA=.080a.CR(Critical Ratio=z-value) b. CR(Critical Ratio=z-value) c. CCR(Composite Construct Reliability)
2. Measurement Models: CFA
V.V. ResultsResults
ENTER 2014 Research Track Slide Number 21
Structural PathStandardized
Path coefficients
S.E. C.R. Assessment
H1: Object presence → Educational -.097 .092 -.718 rejected
H2: Object presence → Entertainment -.149 .120 -1.201 rejected
H3: Object presence → Escape .111 .143 .958 rejected
H4: Social presence → Educational .234 .069 1.752 rejected
H5: Social presence → Entertainment .330 .089 2.722** supported
H6: Social presence → Escape .434 .107 3.809*** supported
H7: Educational → Tourist Satisfaction .418 .119 5.193*** supported
H8: Entertainment → Tourist Satisfaction .522 .071 7.586*** supported
H9: Escape → Tourist Satisfaction -.044 .037 -.946 rejectedx2=422.330(df=176, p<.001), normed-x2=2.400NFI=.876, TLI=.908, CFI=.923, RMR=.058, RMSEA=.080 * p<.05, ** p<.01, *** p<.001
V.V. ResultsResults
3. Summary of Structural Model
ENTER 2014 Research Track Slide Number 22
V.V. ResultsResults
3. Summary of Structural Model
H7 H1
H8
H9
H2
H3
ObjectPresence
SocialPresence
H4
H5
H6
Educational
Entertainment
Escape
Tourist Satisfaction
Supported
Not supported
ENTER 2014 Research Track Slide Number 23
VI.VI. Conclusion and ImplicationConclusion and Implication
1. Conclusion and implications1> Social presence has positive effects on entertainment
and escape experiences. Correspond with previous study results from Kang & Gretzel(2012). Social presence had positively significant effect on escape experience and
on entertainment in the order.
2> However, object presence has no significant effects on tourist experiences.
AR technology based on smartphone application hardly affect on touristic experience such as educational, entertainment, escape.
As a experimental technique, AR menu based on smartphone application consider its benefits against cost.
ENTER 2014 Research Track Slide Number 24
VI.VI. Conclusion and ImplicationConclusion and Implication
1. Conclusion and implications
3> Tourist experience through the utilization of smartphone applications affected tourist satisfaction positively.
The effect of entertainment experience on tourist satisfaction was the greatest, whilst educational experience made a positive effect on tourism satisfaction.
A number of entertainment functions (games, puzzle, foot printing, AR-based photo) included in the smartphone app may enhance the edutainment experience of cultural resources which might be dull and difficult to deal with otherwise.
ENTER 2014 Research Track Slide Number 25
VI.VI. Conclusion and ImplicationConclusion and Implication
2. Limitation and Future research
1
Sample obtained by survey instrument is biased on 20s.• At that point in time, among the tourists who visited
Changduk palace, young people could utilize a smartphone application easily. So The sample was limited on 20s.
2A need to reflect external variables such as weather and communication environment of heritage sites that might affect on other variables of the study.
3
The study findings may not be generalized to all smartphone tourism applications and tourists of smartphone applications.
• Hope that such limitations could suggest.
ENTER 2014 Research Track Slide Number 26
Q & AQ & A