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Journal : Bulletin of Social Informatics Theory and Application

Evaluation and analysis of virtual tour application acceptance in Cau Belayu Tabanan Village using Technology Acceptance Model (TAM) Sarja, Ni Ketut Pradani Gayatri; Widana , I Putu Krisna Arta; Sarja, Ni Luh Ayu Kartika Yuniastari
Bulletin of Social Informatics Theory and Application Vol. 8 No. 1 (2024)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v8i1.594

Abstract

Tourism villages are required to be innovative and creative in promoting their village if it want to survive in the midst of the COVID-19 pandemic situation. Utilise one part of virtual reality, namely virtual tours, can be used to promoting tourism villages, one of them is the Cau Belayu Tourism Village. Virtual tour is a new technology, therefore it is necessary to analyze the virtual tour that was developed with the aim of measuring the level of usefulness and level of user acceptance of the Virtual Tour of Cau Belayu Tourism Village. The purpose of this research is to evaluate and analyze the level of user acceptance of the Cau Belayu Tourism Village Virtual Tour so that in its implementation it can attract tourists to visit the village and increase the tendency of tourists to visit tourist villages directly. This research uses the Acceptance Model (TAM) evaluation model which has been proven to be effective in evaluating the level of acceptance of other technologies, therefore it is also used to evaluate the developed virtual tour. Several constructs used as test variables from the TAM model are used, namely Perceived Ease of Use (PEOU), Perceived Enjoyment (ENJ), Perceived Usefulness (PU), and Tendency to visit Actual Sites (TenAS). The results of hypothesis testing show that the four hypotheses are proven, namely H1: PEOU has a positive effect on PU with a significance value of 0.0030 < 0.05, H2: PEOU has a positive effect on ENJ with a significance value of 0.0030 < 0.05, H3: PU increased TenAs with a significance value of 0.007 < 0.05 and H4: ENJ increased TenAs with a significance value of 0.00 < 0.05.
Gamification development in virtual tour Cau Belayu tourism Village Sarja, Ni Luh Ayu Kartika Yuniastari; Sarja, Ni Ketut Pradani Gayatri; Widana, I Putu Krisna Arta
Bulletin of Social Informatics Theory and Application Vol. 7 No. 2 (2023)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v7i2.650

Abstract

The use of digital marketing is not only specifically for business processes but can also be utilized in the tourism sector. Tourist information, especially tourist villages, can be easily searched via the internet and social media. There is no need to use conventional promotional media, print brochures or advertisements in the mass media, which will cost a lot, especially for tourism village managers. Virtual tour is an example of digital promotional media that is currently developing because it can display real tourist destinations without having to come to the location in person. However, virtual tours only display static images or videos and do not interact with users or tourists other than information, this causes the virtual tour to not have a significant effect on tourist interest to visit in person. There is a need for further development of virtual tours to make it more attractive to tourists to visit, one way is by combining it with other technologies, namely gamification. This research develops a gamification application on a virtual tour for Cau Belayu Tabanan Tourism Village. By applying gamification to the virtual tourist village tour, it is hoped that tourists will be able to experience a more enjoyable and significant impact on tourist interest in visiting the Cau Belayu Tabanan tourist village directly. The research method used refers to the MDLC (Multimedia Development Life Cycle). The research method consists of the stages of concept, design, material collecting, assembly, testing and distribution. The results of this study are in the form of a gamification application in the virtual tour of the Cau Belayu Tabanan Tourism Village which has the main features, namely games, gamescores and game finishes.