Tony Jung
Datos Biográficos
| ID | 121076 |
|---|---|
| NOMBRE | Tony Jung |
| NOMBRES | Tony |
| APELLIDO | Jung |
| FIRMA | JUNG T |
| AFILIACIONES | Manchester Metropolitan University |
| ORCID | 0000-0002-8594-6641 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 29 |
| TOTAL DE CITAS | 298 |
| TOTAL COMO AUTOR | 29 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2005 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 8 |
Gamification in digital museum experiences
This study examines digital gamified museum experiences through the lens of affordance theory using a mixed-methods design. Two research questions guided the work: (1) which affordances, visitor experiences and outcomes characterise a gamified digital museum interaction, and (2) how these affordances shape different experience dimensions and related outcomes. Interviews with visitors engaging with a projection-mapping interactive table – depictin…
Virtual Reality’s Impact on Tourist Attitudes in Islamic Religious Tourism
This study explores the integration of immersive technologies, specifically virtual reality (VR), to enhance tourist experiences in the rapidly expanding religious tourism sector. Despite VR’s potential, limited research has examined its impact on religious tourism. This study addresses this gap by investigating the role of emotional attachment in influencing VR presence during pre‐, on‐site, and postexperiences of VR‐mediated religious tourism. …
Close to digital heritage? Proximity moderator effects in virtual reality heritage experience
This paper aims to advance immersive technology and cultural heritage research by investigating how and to what extent geographical, social and cognitive proximity moderate the effects of VR-based information systems on both heritage immersive experience (immersion and sense of presence) and users’ satisfaction and then, drive continuance intention using VR. Although research on digital experiences and innovation in cultural heritage has increase…
When XR meets the Metaverse
Effects of meta-human characteristics on user acceptance
Despite the potential of meta-humans in the virtual space, research on how consumers react to meta-humans is scarce.This study investigates the effects of meta-human characteristics on user acceptance.280 responses from the online survey were analysed using structural equation modelling.Findings revealed that meta-humans outshine digital humans in terms of performance and user acceptance.Users encountering digital humans are affected by the uncan…
The effects of Experience-Technology Fit (ETF) on consumption behavior
Purpose Traditionally, Task–Technology Fit (TTF) theory has been applied to examine the usefulness of technology in the work environment. Can the same approach (based on experience rather than tasks) be applied to non-work, cultural heritage environments? This is the question the authors ask in this study. This study proposes a new variation of TTF based on the experience economy model, namely Experience–Technology Fit (ETF), for the non-work env…
Metaverse for service industries
Although the metaverse is still in the early stages of development and implementation, it has the potential to revolutionize the way how businesses can interact with customers through both the virtual and real world. In particular, service industries are already exploring the opportunity to utilize the metaverse to provide more immersive, interactive and engaging customer experiences. However, the holistic overview of the future applications, opp…
The influence of virtual reality on the experience of religious cultural heritage content
Purpose The purpose of this study is to expand the experience economy model and to determine if this model provides a better understanding of the process of growing intention to continue using religious cultural heritage content delivered digitally and intention to visit religious cultural heritage sites. In particular, it examines the influence of spiritual experience on the evaluation of religious cultural heritage content, comparing delivery v…
Experiencing immersive virtual reality in museums
Esports matrix
Emotions as core building blocks of an experience
Purpose This paper aims to stimulate the discussion in the fields of hospitality, tourism and leisure on what exactly constitutes “an experience” and how to measure it; the authors unpack the experience construct into its core constituent elements, namely, emotions. Design/methodology/approach The paper reviews insights from psychology and cognitive neuroscience that define experiences as a fine-grained temporal succession of emotions that occur …
Augmented Reality Smart Glasses (ARSG) visitor adoption in cultural tourism
A number of organizations in cultural tourism have started to explore the use of augmented reality (AR) to enhance visitor experience. While many studies have been conducted to identify adoption criteria of mobile AR applications, research exploring the adoption of augmented reality smart glasses (ARSG) is still limited. This paper contributes to the technology adoption literature by investigating attributes of visitor adoption of ARSG in cultura…
An experiential view to children learning in museums with Augmented Reality
Museums facilitate schoolchildren’s experiential learning, and when combined with Augmented Reality (AR) applications, schoolchildren can benefit from interactive, engaging learning experiences. Experiential learning is, therefore, situated in a context relevant to schoolchildren’s learning experience with digital technologies such as AR in museums, hence, it seems appropriate to employ Kolb’s (1984. Experiential Learning: Experience as the sourc…
Embodiment of Wearable Augmented Reality Technology in Tourism Experiences
The increasing use of wearable devices for tourism purposes sets the stage for a critical discussion on technological mediation in tourism experiences. This article provides a theoretical reflection on the phenomenon of embodiment relation in technological mediation and then assesses the embodiment of wearable augmented reality technology in a tourism attraction. The findings suggest that technology embodiment is a multidimensional construct cons…
A theoretical model of mobile augmented reality acceptance in urban heritage tourism
Latest mobile technologies have revolutionized the way people experience their environment. Recent research explored the opportunities of using augmented reality (AR) in order to enhance 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 extern…
Virtual reality, presence, and attitude change
The rapid development of virtual reality (VR) technology offers opportunities for a widespread consumption of VR tourism content. It also presents challenges to better understand the effectiveness of VR experience in inducing more favorable attitude toward tourism destinations and shaping visitation intention. Based on two studies, one conducted in Hong Kong with 202 participants and another in the United Kingdom with 724 participants, this resea…
Tourists’ virtual reality adoption
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 themat…
Exploring Consumer Behavior in Virtual Reality Tourism Using an Extended Stimulus-Organism-Response Model
Although virtual reality (VR) is an emerging technology in tourism, little research has been conducted on what factors make consumers visit destinations presented by VR. To address this gap in the literature, this study developed a theoretical framework including authentic experience, cognitive and affective responses, attachment, and visit intention with VR tourism using a stimulus-organism-response (SOR) theory. The results revealed significant…
Augmented reality, virtual reality and 3D printing for the co-creation of value for the visitor experience at cultural heritage places
Purpose This paper aims to propose a value co-creation framework through examining the opportunities of implementing augmented reality, virtual reality and 3D printing into the visitor experience at cultural heritage places. Design/methodology/approach This study proposes the conceptual model of value co-creation using a case-study approach by presenting some cases of a cultural heritage place in the UK. Findings The findings of this study sugges…
Value of augmented reality at cultural heritage sites
User experience model for augmented reality applications in urban heritage tourism
While Augmented Reality (AR) is increasingly being implemented across a number of industry sectors, an open issue remains over the emotional as well as experiential impacts of this new technology within urban cultural heritage tourism. Therefore, the purpose of this study is to create a tourist experience model for AR tourism applications in the context of urban heritage tourism. The data were collected through five focus groups with a total of 4…
Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum
The role of stakeholder collaboration in culture-led urban regeneration
The determinants of recommendations to use augmented reality technologies
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 …
Factors affecting British revisit intention to Crete, Greece
Determinants (i.e., destination image, tourist motivation, and perceived quality), satisfaction, perceived value, complaints are related to the intention to revisit a tourist destination. These three determinants also relate to tourist satisfaction through the moderating role of tourist expenditure (TE) for future re-visitation. The sampling targets to test these assumptions were British tourists on holiday in Crete, Greece. We used a component-b…
Exploring Consumer Behavior in Virtual Reality Tourism Using an Extended Stimulus-Organism-Response Model
Although virtual reality (VR) is an emerging technology in tourism, little research has been conducted on what factors make consumers visit destinations presented by VR. To address this gap in the literature, this study developed a theoretical framework including authentic experience, cognitive and affective responses, attachment, and visit intention with VR tourism using a stimulus-organism-response (SOR) theory. The results revealed significant…
Virtual reality, presence, and attitude change
The rapid development of virtual reality (VR) technology offers opportunities for a widespread consumption of VR tourism content. It also presents challenges to better understand the effectiveness of VR experience in inducing more favorable attitude toward tourism destinations and shaping visitation intention. Based on two studies, one conducted in Hong Kong with 202 participants and another in the United Kingdom with 724 participants, this resea…
Family Antecedents and Consequences of Trajectories of Depressive Symptoms from Adolescence to Young Adulthood
Using prospective data from 485 adolescents over a 10-year period, the present study identifies distinct segments of depressive symptom trajectories-a nonsignificant slope during adolescence and a significant negative slope during the transition to adulthood. The study hypothesized that different age-graded life experiences would differentially influence these depressive symptom growth parameters. The findings show that early stressful experience…
The determinants of recommendations to use augmented reality technologies
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 …
Esports matrix
User experience model for augmented reality applications in urban heritage tourism
While Augmented Reality (AR) is increasingly being implemented across a number of industry sectors, an open issue remains over the emotional as well as experiential impacts of this new technology within urban cultural heritage tourism. Therefore, the purpose of this study is to create a tourist experience model for AR tourism applications in the context of urban heritage tourism. The data were collected through five focus groups with a total of 4…
The role of stakeholder collaboration in culture-led urban regeneration
Augmented Reality Smart Glasses (ARSG) visitor adoption in cultural tourism
A number of organizations in cultural tourism have started to explore the use of augmented reality (AR) to enhance visitor experience. While many studies have been conducted to identify adoption criteria of mobile AR applications, research exploring the adoption of augmented reality smart glasses (ARSG) is still limited. This paper contributes to the technology adoption literature by investigating attributes of visitor adoption of ARSG in cultura…
An experiential view to children learning in museums with Augmented Reality
Museums facilitate schoolchildren’s experiential learning, and when combined with Augmented Reality (AR) applications, schoolchildren can benefit from interactive, engaging learning experiences. Experiential learning is, therefore, situated in a context relevant to schoolchildren’s learning experience with digital technologies such as AR in museums, hence, it seems appropriate to employ Kolb’s (1984. Experiential Learning: Experience as the sourc…
Tourists’ virtual reality adoption
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 themat…
Factors affecting British revisit intention to Crete, Greece
Determinants (i.e., destination image, tourist motivation, and perceived quality), satisfaction, perceived value, complaints are related to the intention to revisit a tourist destination. These three determinants also relate to tourist satisfaction through the moderating role of tourist expenditure (TE) for future re-visitation. The sampling targets to test these assumptions were British tourists on holiday in Crete, Greece. We used a component-b…
The influence of virtual reality on the experience of religious cultural heritage content
Purpose The purpose of this study is to expand the experience economy model and to determine if this model provides a better understanding of the process of growing intention to continue using religious cultural heritage content delivered digitally and intention to visit religious cultural heritage sites. In particular, it examines the influence of spiritual experience on the evaluation of religious cultural heritage content, comparing delivery v…
Gender-Related Quality of Parent-Child Interactions and Early Adolescent Problem Behaviors
This article reports two exploratory studies testing a model guided by a social interactional perspective, positing an inverse relation between the quality of parent-child interactions and adolescent problem behaviors. It addresses mixed findings in the literature related to gender differences. Study 1 uses cross-sectional survey data from midwestern parents with either a boy ( n = 377) or a girl ( n = 335) between 11 and 13 years of age. Study 2…
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Gender-Related Quality of Parent-Child Interactions and Early Adolescent Problem Behaviors
This article reports two exploratory studies testing a model guided by a social interactional perspective, positing an inverse relation between the quality of parent-child interactions and adolescent problem behaviors. It addresses mixed findings in the literature related to gender differences. Study 1 uses cross-sectional survey data from midwestern parents with either a boy ( n = 377) or a girl ( n = 335) between 11 and 13 years of age. Study 2…
An Introduction to Latent Class Growth Analysis and Growth Mixture Modeling
In recent years, there has been a growing interest among researchers in the use of latent class and growth mixture modeling techniques for applications in the social and psychological sciences, in part due to advances in and availability of computer software designed for this purpose (e.g., Mplus and SAS Proc Traj). Latent growth modeling approaches, such as latent class growth analysis (LCGA) and growth mixture modeling (GMM), have been increasi…
Family Antecedents and Consequences of Trajectories of Depressive Symptoms from Adolescence to Young Adulthood
Using prospective data from 485 adolescents over a 10-year period, the present study identifies distinct segments of depressive symptom trajectories-a nonsignificant slope during adolescence and a significant negative slope during the transition to adulthood. The study hypothesized that different age-graded life experiences would differentially influence these depressive symptom growth parameters. The findings show that early stressful experience…
The role of stakeholder collaboration in culture-led urban regeneration
The determinants of recommendations to use augmented reality technologies
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 …
Factors affecting British revisit intention to Crete, Greece
Determinants (i.e., destination image, tourist motivation, and perceived quality), satisfaction, perceived value, complaints are related to the intention to revisit a tourist destination. These three determinants also relate to tourist satisfaction through the moderating role of tourist expenditure (TE) for future re-visitation. The sampling targets to test these assumptions were British tourists on holiday in Crete, Greece. We used a component-b…
Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum
Augmented reality, virtual reality and 3D printing for the co-creation of value for the visitor experience at cultural heritage places
Purpose This paper aims to propose a value co-creation framework through examining the opportunities of implementing augmented reality, virtual reality and 3D printing into the visitor experience at cultural heritage places. Design/methodology/approach This study proposes the conceptual model of value co-creation using a case-study approach by presenting some cases of a cultural heritage place in the UK. Findings The findings of this study sugges…
Value of augmented reality at cultural heritage sites
User experience model for augmented reality applications in urban heritage tourism
While Augmented Reality (AR) is increasingly being implemented across a number of industry sectors, an open issue remains over the emotional as well as experiential impacts of this new technology within urban cultural heritage tourism. Therefore, the purpose of this study is to create a tourist experience model for AR tourism applications in the context of urban heritage tourism. The data were collected through five focus groups with a total of 4…
Embodiment of Wearable Augmented Reality Technology in Tourism Experiences
The increasing use of wearable devices for tourism purposes sets the stage for a critical discussion on technological mediation in tourism experiences. This article provides a theoretical reflection on the phenomenon of embodiment relation in technological mediation and then assesses the embodiment of wearable augmented reality technology in a tourism attraction. The findings suggest that technology embodiment is a multidimensional construct cons…
A theoretical model of mobile augmented reality acceptance in urban heritage tourism
Latest mobile technologies have revolutionized the way people experience their environment. Recent research explored the opportunities of using augmented reality (AR) in order to enhance 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 extern…
Virtual reality, presence, and attitude change
The rapid development of virtual reality (VR) technology offers opportunities for a widespread consumption of VR tourism content. It also presents challenges to better understand the effectiveness of VR experience in inducing more favorable attitude toward tourism destinations and shaping visitation intention. Based on two studies, one conducted in Hong Kong with 202 participants and another in the United Kingdom with 724 participants, this resea…
Tourists’ virtual reality adoption
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 themat…
Exploring Consumer Behavior in Virtual Reality Tourism Using an Extended Stimulus-Organism-Response Model
Although virtual reality (VR) is an emerging technology in tourism, little research has been conducted on what factors make consumers visit destinations presented by VR. To address this gap in the literature, this study developed a theoretical framework including authentic experience, cognitive and affective responses, attachment, and visit intention with VR tourism using a stimulus-organism-response (SOR) theory. The results revealed significant…
Emotions as core building blocks of an experience
Purpose This paper aims to stimulate the discussion in the fields of hospitality, tourism and leisure on what exactly constitutes “an experience” and how to measure it; the authors unpack the experience construct into its core constituent elements, namely, emotions. Design/methodology/approach The paper reviews insights from psychology and cognitive neuroscience that define experiences as a fine-grained temporal succession of emotions that occur …
Augmented Reality Smart Glasses (ARSG) visitor adoption in cultural tourism
A number of organizations in cultural tourism have started to explore the use of augmented reality (AR) to enhance visitor experience. While many studies have been conducted to identify adoption criteria of mobile AR applications, research exploring the adoption of augmented reality smart glasses (ARSG) is still limited. This paper contributes to the technology adoption literature by investigating attributes of visitor adoption of ARSG in cultura…
An experiential view to children learning in museums with Augmented Reality
Museums facilitate schoolchildren’s experiential learning, and when combined with Augmented Reality (AR) applications, schoolchildren can benefit from interactive, engaging learning experiences. Experiential learning is, therefore, situated in a context relevant to schoolchildren’s learning experience with digital technologies such as AR in museums, hence, it seems appropriate to employ Kolb’s (1984. Experiential Learning: Experience as the sourc…
Experiencing immersive virtual reality in museums
Esports matrix
The influence of virtual reality on the experience of religious cultural heritage content
Purpose The purpose of this study is to expand the experience economy model and to determine if this model provides a better understanding of the process of growing intention to continue using religious cultural heritage content delivered digitally and intention to visit religious cultural heritage sites. In particular, it examines the influence of spiritual experience on the evaluation of religious cultural heritage content, comparing delivery v…
The effects of Experience-Technology Fit (ETF) on consumption behavior
Purpose Traditionally, Task–Technology Fit (TTF) theory has been applied to examine the usefulness of technology in the work environment. Can the same approach (based on experience rather than tasks) be applied to non-work, cultural heritage environments? This is the question the authors ask in this study. This study proposes a new variation of TTF based on the experience economy model, namely Experience–Technology Fit (ETF), for the non-work env…
Metaverse for service industries
Although the metaverse is still in the early stages of development and implementation, it has the potential to revolutionize the way how businesses can interact with customers through both the virtual and real world. In particular, service industries are already exploring the opportunity to utilize the metaverse to provide more immersive, interactive and engaging customer experiences. However, the holistic overview of the future applications, opp…
Virtual Reality’s Impact on Tourist Attitudes in Islamic Religious Tourism
This study explores the integration of immersive technologies, specifically virtual reality (VR), to enhance tourist experiences in the rapidly expanding religious tourism sector. Despite VR’s potential, limited research has examined its impact on religious tourism. This study addresses this gap by investigating the role of emotional attachment in influencing VR presence during pre‐, on‐site, and postexperiences of VR‐mediated religious tourism. …
Computer Science (22 obras) · Psychology (17 obras) · Tourism (17 obras) · Sociology (16 obras) · Human–computer interaction (14 obras) · Business (13 obras) · Virtual Reality Applications and Impacts (12 obras) · Geography (10 obras) · Augmented reality (9 obras) · Political science (9 obras)