Porting a Virtual Reality Kayak Application Across Two Head-Mounted Displays: Presence, Usability, and Attitudes Toward Tourism
Keywords:
Virtual Reality, tourism, presence, inmersion, attitudes, attitudes towards tourismAbstract
Tourism is an important economic activity for Chile. The use of Virtual Reality (VR) technologies have a positive impact on the reception of messages towards points of interest in tourism, influencing peoples' attitudes towards tourism and intention to visit. Building on previous research on tourism, virtual reality, and attitudes, we present a porting of a VR activity of Kayaking on a lake in Chile, to two VR devices (HTC Vive and Meta Quest 3) using the Unity Editor. Differences in perceived presence and usability of the developed software are analyzed, along with attitudes towards kayaking and tourism. Results indicate that there are no significant differences in presence, usability or attitudes between participants that used the HTC Vive or the Meta Quest 3 device. Meanwhile, the scores of presence, usability, and attitudes toward kayaking and tourism are statistically higher than the theoretical midpoint of the scales, suggesting that the virtual reality experience is associated with positive evaluations of the simulated activity. The results are analyzed and discussed in relation to the characteristics of both VR devices, as well as the methodological utility of the results.
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