Abstract
Considered to be an emerging topic in tourism research, traveling to familiar places benefits both the travelers and destinations. However, the current development of familiar tourism is severely affected by the epidemic. Recognizing the potential of virtual reality (VR), this research aims to explore VR’s relevance in the application of visiting familiar places and the empirical features of VR beyond on-site familiar tourism. We first reviewed the literature and developed an experience framework. Secondly, we conducted an exploratory activity in which participants (N = 16) used Google Earth VR to travel to their familiar places with two conditions (free exploration and task-oriented travel). In the activity, we employed think-aloud protocols, a scale, and semi-structured interviews. With our framework, we categorized findings into five dimensions and indicated the similarities and differences between familiar tourism in VR and that in actual places. Particularly, three empirical features (the sense of distance, multi-view space, and montage time) were recognized and formed VR’s opportunity to outperform on-site travel. We conclude by discussing the impacts of VR on familiar tourism and providing implications, including designing the timeline, sounds, tasks, and virtual guides. These suggestions inspire designers to acknowledge VR limitations and identify directions for future tourism applications. As a beginning of empirical investigation on VR familiar tourism, this study opens up a new field of discussion around VR tourism experience. We invite the Human-Computer Interaction (HCI) community to collectively probe into the VR experience and design of visiting familiar places. Efforts in this area will stretch beyond the current understandings of various forms of tourism and contribute to crafting rich travel experience by immersive technologies.
Acknowledgments
We thank all the participants for their precious time and the way in which they honestly and actively shared feedback with us during the exploratory activity.
Disclosure statement
The authors report that they have no affiliations with or involvement in any organization or entity with any financial interest or non-financial interest in the subject matter or materials discussed in this article.
Additional information
Notes on contributors
Peng-Kai Hung
Peng-Kai Hung received his MA from the Department of Design, National Taiwan University of Science and Technology. He will continue his doctoral work concentrating on applied qualitative approaches. His research interests include VR applications for tourism, interaction design, and pervasive game design.
Rung-Huei Liang
Rong-Huei Liang received his PhD in 1997 from the Department of Computer Science and Information Engineering at National Taiwan University. He is now an Associate Professor in the Department of Design, National Taiwan University of Science and Technology. His research focuses on interaction design, virtual reality, and tangible interfaces.
Shih-Yu Ma
Shih-Yu Ma is a master student of the Department of Design at National Taiwan University of Science and Technology. His research focuses on human-computer interaction, virtual reality, augmented reality, and software engineering.
Bo-Wen Kong
Bo-Wen Kong is a doctoral student of the Department of Design at National Taiwan University of Science and Technology. Her research interests center around qualitative research of human-computer interaction, virtual reality, and design fiction.