Fotis Liarokapis and Emily Conradi
The aim of this work is to explore the use of lightweight but effective user interfaces for mobile navigation and wayfinding in urban environments.
Abstract
Purpose
The aim of this work is to explore the use of lightweight but effective user interfaces for mobile navigation and wayfinding in urban environments.
Design/methodology/approach
Two interactive mobile interfaces were designed and implemented following a user‐centred approach. The first interface makes use of 2D digital technology such as different representations of 2D maps and textual information. To enhance the user experience during navigation, location aware searches may be performed indicating information about the surroundings. The second interface makes use of virtual reality (VR) and computer graphics to present 3D maps and textual information. The VR maps are also interactive and contain hyperlinks positioned in 3D space which link to either web pages or other multimedia content.
Findings
Both interfaces allow users to visualise and interact with different levels of representation of urban maps. Initial evaluation has been performed to test the usability of the 2D interface, and limitations of the 2D technology were recorded. To overcome these limitations and explore the potentials of alternative technologies a VR interface was prototyped and a pilot evaluation was conducted.
Practical implications
This paper provides two prototype interfaces with some initial evaluation that may be useful for future navigation and wayfinding systems.
Originality/value
As more and more people make use of mobile technologies and advanced interfaces to enhance access to location‐based services, this paper offers two prototype interfaces for personal digital assistants that provide solutions to urban navigation and wayfinding.
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David Mountain and Fotis Liarokapis
The motivation for this research is the emergence of mobile information systems where information is disseminated to mobile individuals via handheld devices. A key distinction…
Abstract
Purpose
The motivation for this research is the emergence of mobile information systems where information is disseminated to mobile individuals via handheld devices. A key distinction between mobile and desktop computing is the significance of the relationship between the spatial location of an individual and the spatial location associated with information accessed by that individual. Given a set of spatially referenced documents retrieved from a mobile information system, this set can be presented using alternative interfaces of which two presently dominate: textual lists and graphical two‐dimensional maps. The purpose of this paper is to explore how mixed reality interfaces can be used for the presentation of information on mobile devices.
Design/methodology/approach
A review of relevant literature is followed by a proposed classification of four alternative interfaces. Each interface is the result of a rapid prototyping approach to software development. Some brief evaluation is described, based upon thinking aloud and cognitive walk‐through techniques with expert users.
Findings
The most suitable interface for mobile information systems is likely to be user‐ and task‐dependent; however, mixed reality interfaces offer promise in allowing mobile users to make associations between spatially referenced information and the physical world.
Research limitations/implications
Evaluation of these interfaces is limited to a small number of expert evaluators, and does not include a full‐scale evaluation with a large number of end users.
Originality/value
The application of mixed reality interfaces to the task of displaying spatially referenced information for mobile individuals.
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Keywords
This study proposed a research model for verifying the structural relationships among users' perceived spatial presence (VR affordance), situational interest (affective factor…
Abstract
Purpose
This study proposed a research model for verifying the structural relationships among users' perceived spatial presence (VR affordance), situational interest (affective factor) and behavioral attitudes (outcome) toward online virtual museum navigation. What role of situational interest plays in the relationships between spatial presence and outcomes was further examined.
Design/methodology/approach
There were 141 adults invited to participate in the research trials on the navigation of the online virtual museum which was established by 3D space capture techniques. This study conducted a series of PLS-SEM to analyze the participants' quantitative responses to the surveys of spatial presence, situational interest and attitudes.
Findings
The testing of reliability and validity for the measurement model of this study was satisfied. The significance of users' perceived situational interest: attention demand, instant enjoyment and exploration intention when navigating the online virtual museum with perceptions of spatial presence were identified. The mediation of situational interest in the relationships between spatial presence and behavioral attitudes were also verified.
Practical implications
For the practical design of desktop-based online virtual museums, it is suggested that more engaging strategies such as narrative storytelling and gamified interaction could be integrated to enhance users' situational interest including attention demand, instant enjoyment and exploration intention.
Originality/value
Through the examination of situational interest from multiple constructs, the research model of this study advanced the conceptual framework for understanding the consequences of VR affordance in online virtual museum navigation. The theoretical contribution to verifying the mediated role of situational interest was made.
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Ing Grace Phang and Yuting Zylvia Kong
Adopting the unified theory of the acceptance and use of technology 2 (UTAUT2) and the theory of substitutability, this study examines both the technical and sensory factors…
Abstract
Purpose
Adopting the unified theory of the acceptance and use of technology 2 (UTAUT2) and the theory of substitutability, this study examines both the technical and sensory factors influencing Malaysians' intention to adopt virtual tours (IA) and subsequent intention to visit an actual heritage site (IV) in the heritage traveling decision-making process.
Design/methodology/approach
This study collected a total of 278 valid survey responses via purposive sampling. The data were analyzed using SPSS26 and SmartPLS4 software.
Findings
The findings support the significant positive effect of IA on IV, which supplements evidence to subdue misapprehensions that virtual tours (VTs) are competitors or substitutes for in-person visitations. Perceived substitutability was found to have an indirect impact on IV through IA, further proving the mediating role of IA in influencing IV. Technical and sensory factors, namely performance expectancy, hedonic motivation, habit and perceived substitutability of IA, were shown to be critical in influencing IA; however, effort expectancy, social influence and facilitating conditions were not.
Practical implications
This study offers sustainable and practical implications to the tourism industry as well as potential visitors, who can utilize VTs to determine whether targeted tourism destinations are worthy of investing their resources. The findings suggest that the virtual tour experience contributes to tourists' IV by successfully piquing tourists' interest to physically visit heritage sites in the future. The virtual tour could be utilized to generate demand in times of temporary replacement or closure. Destination marketing organizations and destination management companies should consider the technical and sensory aspects of VTs, specifically prioritizing the hedonic motivation factor.
Originality/value
This study integrates the UTAUT2 and theory of substitutability to shed light on the adoption of technological alternatives in the heritage tourism context. Importantly, this study serves as the pioneer effort in examining the interplay of perceived substitutability in the relationship between IA and IV.
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Yong Huang, Xiangfeng He, Zhiguang Lian and Zhirong Yang
This study explores the deep integration of digital technology and cultural heritage to promote the preservation and inheritance of cultural heritage. Focusing on Digital Cultural…
Abstract
Purpose
This study explores the deep integration of digital technology and cultural heritage to promote the preservation and inheritance of cultural heritage. Focusing on Digital Cultural Heritage (DCH), this research investigates its key role in activating theoretical research and practical applications in cultural heritage.
Design/methodology/approach
This study conducted an extensive bibliometric analysis utilizing VOSviewer and Bibliometrix visualization software to meticulously examine DCH research. Insights were gleaned from a dataset comprising 2,997 DCH-related publications harvested from the Web of Science database.
Findings
The bibliometric analysis reveals several notable findings: driven by active contributions from Italy, China, Spain, and the USA, the number of DCH publications shows a linear upward trend. Consiglio Nazionale delle Ricerche in Italy emerges as a prominent institution, while the Journal of Cultural Heritage stands out as the most influential journal in the DCH field. Scholars such as Remondino, Guidi, Barazzetti, and Carrozzino have significantly impacted DCH research. Furthermore, an in-depth analysis of keyword co-occurrence networks elucidates six major research trajectories in the DCH field, covering various aspects from cultural heritage digitization to digital humanities.
Practical implications
The study emphasizes the value of global knowledge exchange, interdisciplinary collaboration, innovative technology applications, and digital content provision practices in advancing DCH research.
Originality/value
By delving into the multifaceted landscape of DCH research, this study brings forth original insights into the escalating trends, pivotal contributors, and burgeoning research directions.