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Positives and negatives of VR in tourisms.

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Positives and negatives of VR in tourisms.

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Positives: I think integrating virtual reality into tourism would be beneficial, and it would create better experiences. Imagine students from India who wanted to experience the feel of the museum,, and they need to have a whole walkover throughout the museum without leaving the classroom. But now, due to this technical advancement, with the help of a VR headset, people can have an interactive experience right from their homes. To be honest, I love history, and if I had access to this technology back then, I would have integrated all the important historical events into game modes so that students could travel to that virtual world and experience stuff. For example, imagine students watching the German Berlin Blitz of 1942 right from their classroom reminiscing about history (BBC News, 2019). That is where virtual reality becomes positive in the lives of students and those who all want to do independent and nomadic travel. Negatives: While VR in tourism seems thrilling, it has some serious drawbacks. First, it cannot imitate the full sensory richness of being there, such as smelling street food or feeling the breeze at an archaeological site. Furthermore, VR has the potential to have a significant impact on local economies; if fewer people go physically, jobs in tourism-dependent industries such as local guides and small hotels may suffer. Finally, experiencing locations solely through VR may make us more detached and less aware of the real-world environmental and cultural challenges that true travel allows us to appreciate. (What Is Virtual Tourism and When Should You Make Use of It?, 2021) REFERENCES BBC News. (2019, June 5). In 360: 1943 Berlin Blitz - BBC News [Video]. YouTube. https://www.youtube.com/watch?v=thTVgI1rbM4

What is virtual tourism and when should you make use of it? (2021, March 4). Travelopment - Knowledge and Insights to Help You Change Tourism. https://travelopment.com/what-is-virtual-tourism-and-when-should-you-make-use-of-it/

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Will VR tourism be better than a museum ? - GamerMuscle Virtual Reality

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Will VR Become a Trend in Future Tourism?

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Will VR Become a Trend in Future Tourism?

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The tourism industry could undergo a substantial transformation because to virtual reality (VR). It may not completely replace physical travel, but because of its immersive and easily available experiences, it is certain to become a popular trend. From the comfort of their homes, users may explore tourist attractions, historical sites, museums, and even remote nature wonders thanks to virtual reality. Those who might have limited financial resources or physical constraints for travel will find this very appealing.

VR in Tourism Benefits: Accessibility: VR can open up tourism to everyone with a headset, no matter where they are in the world, how mobile they are, or how much money they have to spend. Exotic locations, historical sites, and museums can all be virtually explored.

1. Sustainability: With VR, virtual tourism reduces the carbon footprint associated with physical travel, including air travel, which is a significant contributor to global emissions.

2. Previews of Destinations: VR can serve as a tool for travelers to "try before they buy." By previewing locations or hotels in a fully immersive way, tourists can make better-informed decisions.

3. Education and Cultural Preservation: Museums and cultural institutions can use VR to allow people to experience exhibits or artifacts that might be too fragile to be handled or transported. This also preserves cultural heritage for future generations.

Disadvantages of VR in Tourism:

1. Lack of Physical Experience: VR may provide a visual and auditory experience, but it cannot replicate the full sensory experience of travel, such as touch, taste, and smell. Physical presence in a location is essential for some aspects of tourism.

2. Technology Restrictions: Virtual reality technology is still limited, even with recent developments. Extended usage of VR headgear can cause motion sickness or weariness in many users, and not everyone has access to high-quality VR gear.

Less Economic Impact: VR may lessen the benefits that tourism provides to a destination, such as local spending on restaurants, hotels, and attractions, if it partially replaces physical travel.

VR Museum Visits
Virtual reality museum visits can be a rewarding experience. Through virtual guides, you may visit art exhibits, historical objects, and more while learning in-depth knowledge. Additionally, it lets users explore well-known museums like the British Museum and the Louvre that they would not be able to visit in person.

3. Would I personally want to use virtual reality to visit a museum? Yes, it offers a convenient method to access information and culture from the comfort of your home, but for a more engaging, hands-on experience, I still prefer to come in person.

In conclusion, virtual reality (VR) has the potential to support the tourist sector and offer options for people who are unable to travel, even though it might not completely replace traditional travel. As technology advances, virtual reality (VR) is expected to grow and provide increasingly sophisticated and lifelike experiences.

Reference: https://www.virtualreality-news.net/

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Can VR/AR Tourism Replace Traditional Tourism?

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Can VR/AR Tourism Replace Traditional Tourism?

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Virtual Reality (VR) is indeed poised to become a significant trend in future tourism, offering both advantages and disadvantages.

Advantages of VR in Tourism:

1. Accessibility: VR can make travel experiences accessible to those who may not be able to travel physically due to health, financial, or mobility constraints. For instance, virtual museum tours can allow individuals to explore cultural heritage from anywhere in the world.

2. Cost Reduction: By providing virtual experiences, travel companies can reduce costs associated with physical travel, such as transportation, accommodation, and venue expenses. This can also mitigate risks related to adverse weather or health concerns [T1].

3. Enhanced Experiences: VR can create immersive experiences that enhance the way travelers engage with destinations. For example, virtual tours can include interactive elements, allowing users to explore exhibits in a more engaging manner than traditional methods .

4. Inspiration and Planning: The metaverse presents a significant opportunity for travel inspiration, with virtual spaces showcasing destinations and experiences, potentially driving future travel decisions.

Disadvantages of VR in Tourism:

1. Lack of Physical Experience: While VR can simulate experiences, it cannot fully replicate the sensory and emotional aspects of physical travel, such as the feel of a place, local interactions, and the atmosphere of a destination .

2. Technology Barriers: Not everyone has access to the necessary technology or the skills to use VR effectively, which could limit its adoption among certain demographics .

3. Potential Over-Reliance: There is a risk that travelers may become overly reliant on virtual experiences, potentially diminishing the value placed on actual travel and exploration .

Personal Preference:

As for the desire to travel to a museum through VR, it can be an appealing option, especially for those unable to visit in person. Virtual museum tours can provide educational value and allow for exploration of exhibits that might be geographically distant. However, for those who cherish the physical experience of being in a museum, VR may serve as a supplement rather than a replacement.

In summary, while VR has the potential to revolutionize tourism by making it more accessible and engaging, it also presents challenges that need to be addressed to ensure a balanced approach to travel experiences in the future.

reference :https://www.mckinsey.com/industries/travel-logistics-and-infrastructure/our-insights/tourism-in-the-metaverse-can-travel-go-virtual#/

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Imagine a future where your travel choices have no geographic constraints. Where you can join your friends in the front row of a concert by your favorite star-but the crowd is 300 million strong, your friends are on the other side of the world, and it's all happening at the Great Pyramid of Giza. Later you'll do some shopping at the virtual souk and take a digital Nile cruise, before teleporting back home in an instant.

Impossible? Or a tempting package trip that might soon be available from the comfort of your home? With the internet's rapid evolution, many see this vision of transformed travel on the horizon-in the metaverse. Others caution that this future might take a little longer to arrive, and that travelers resist "metaversification" of key parts of the tourism journey.

The metaverse is seen as the next evolution of the internet-a collective space where physical and digital worlds converge to deliver more immersive, interactive virtual- or augmented-reality (VR/AR) user experiences, often referred to together as extended reality (XR). The underlying technology for this exists and is proving relatively cheap and fast to implement. Driven largely by inspirational advertising and virtual events, the potential rewards for the travel industry are already substantial: more than $20 billion by 2030, by McKinsey estimates.

But does XR live up to all the hype-with appeal beyond a gamer demographic? A virtual trip can never replace the thrill of certain tangible, real-word experiences, and some traveler touchpoints have proved more ripe for disruption than others.

Despite these hesitations, the XR ecosystem is maturing at pace. Immersive VR/AR devices may well follow the steep adoption curves of laptops and smartphones. Widespread use could lead to a radical extension of the global economy from physical into virtual life, not least in tourism.

So how does a tourism player go about monetizing this virtual paradigm, which is still taking shape and many struggle to define? It's time for the sector to take a serious look at these complex opportunities-and figure out what best drives traction in the new XR universe.

Touring the metaverse: early trends

The metaverse could enrich the tourism experience in countless unprecedented, innovative ways-but which use cases have the most potential, and which are still deemed risky? Early adopters have already started experimenting, and several trends have emerged. Virtual elements can be layered onto an established business:

Other virtual platforms allow visitors to explore major global landmarks, incorporating rich edutainment and retail opportunities. Several such initiatives have been launched:

Instead of attempting to replicate real-world experiences, entirely novel environments can also be created, convening people in a single immersive space-as in multiplayer online games. (Indeed, many people currently associate the metaverse largely with games.) The travel industry can harness this utility too.

What areas of tourism show promise?

As innovative formats become more mainstream, new economic models are emerging. The travel experience of the future will not be exclusively online or offline. Instead, we'll most likely see a proliferation of hybrid offerings, with virtual events, edutainment, and inspiration combined with physical destinations.

One way to grapple with this complexity is to adopt a traveler-first mindset. By putting themselves in the shoes (or bedroom slippers) of their target tourist, travel companies can identify opportunities to embed relevant virtual elements.

Individual touchpoints, not end-to-end offerings

Virtual experiences that show promise are focused on a few specific, discrete steps in the end-to-end traveler journey (exhibit). Which touchpoints can be most effectively disrupted? Which hold the greatest possibilities for integration? Which steps can be elevated by an immersive element, allowing for exhilarating, fantastical or deluxe experiences not available in the physical world? Three touchpoints show great potential: travel inspiration, virtual events and visitor support.

Inspiration and planning: The metaverse creates a $13 billion opportunity for tourism inspiration, mostly driven by digital travel advertising. Virtual spaces-which can be used to showcase hotel amenities, airline classes, or an entire landmark-spark the desire to travel, give a holistic idea of a destination, help in traveler decision-making, showcase broader offerings, and raise awareness of unfamiliar locations. The case studies of AlUla and ZEPETO demonstrate how this can work. Qatar Airways offers another example: a recently launched VR experience called QVerse allows travelers to view cabin interiors, the business-class QSuite, and the VIP check-in area at Hamad International Airport.

Leisure and entertainment: Live streaming soared during the pandemic, followed by a wave of interest in virtual concerts-with significant increases in consumer demand, spend, and audience numbers. In 2020, the metaverse accounted for 0.1 percent of live-music revenues-a figure which rose more than tenfold by 2021. By 2030, we estimate that virtual events could account for up to 20 percent of revenues, driven in part by their capacity to accommodate huge audience numbers at reduced cost.

With top artists generating around $20 million per metaverse concert, this industry has an anticipated income potential of upwards of $800 million by 2025, according to McKinsey estimates (see sidebar, "Ariana Grande leads the way into the music future"). Taken together with XR MICE, this sector is a rich opportunity: an expected $7 billion by 2030.

Visitor support: Some destinations have been exploring the idea of virtual concierges to support travelers at every stage of the journey with real-time itineraries, information, troubleshooting, visa issues, and more. Qatar Airways, for example, provides a MetaHuman cabin crew for an interactive customer experience. Immersive use cases already account for over 1 percent of chatbot investment, and this is expected to increase. Still, it may be several years before this touchpoint gains real traction.

Then there are touchpoints where the disruption potential of the metaverse is still debatable, or where opportunities may take longer to mature:

Shopping: Multiple stores could be built in virtual destinations, adding a revenue stream with the sale of accessories, souvenirs and other items. These might be digital, or goods to be shipped in the real world. Iconic real-life stores might also operate as digital recreations.

Booking: Customers are already comfortable with online booking, so a shift to XR interactions with virtual travel agents could be seamless. However, this is a relatively small business opportunity, with uncertain added value: the new technology is not expected to change or boost the functionality of current booking processes in any fundamental way.

There is currently limited interest in adding virtual elements to aspects of travel that are necessarily physical, such as mobility, accommodation, the logistics of arrival and departure, and food and drink (F&B).

Similarly, arrival-and-departure use cases are largely limited to customers seeking XR versions of modes of transport, such as business-class flights or special railway routes, without intending to visit. (Such experiences may serve as "portals" to expanded immersive worlds, however.) The F&B industry will likely be among the last to enter the metaverse.

Post trip, the real potential lies in the capacity to inspire further travel. However, actual follow up, currently often achieved via surveys, is unlikely to be deeply impacted.

"No-regret" metaverse moves

Taking the above factors into account, there are certain no-regret functions that tourism-industry players can pursue to be at the forefront of disruption. These promising use cases have already gained traction, with fast-moving industry players stepping in early to bet on their viability.

They fall into two categories: virtual event centers, and recreations of memorable landmarks that inspire visits. As we've seen, event centers are already showing substantial revenue potential for organizers and destinations through business gatherings and entertainment, with ticket sales, attendance fees, and ancillary retail opportunities.

At XR landmarks, visitors can explore, socialize, shop, and learn-all while gaining awareness of lesser-known destinations. Young people and tourists may flock to these social spaces for immersive fun. There may be edutainment opportunities, including specialized archaeology, geology or architecture classes. These spaces can be built on established or upcoming platforms (such as Metapolis) and operate in collaboration with third-party vendors to increase retail opportunities.

Preparing for the future of travel

How can travel companies leverage the metaverse to create more compelling experiences for their customers? Certain challenges must be overcome: these include enabling interoperability between decentralized worlds, protecting data security, and making immersive devices more readily available.

However, it's prudent for travel players to think proactively about engaging with the metaverse-and perhaps seize a first-mover's advantage. Early control will help to sidestep thorny issues like third parties claiming virtual rights to a location.

Once travel players have plotted out potential traveler journeys (whether hybrid or fully digital), they can find the right collaborators to bring these experiences to life-such as virtual-universe and retail platforms, communications channels, and designers. As many tech players are still only starting to come to grips with immersive experiences, companies may be able to secure favorable partnership agreements and experiment with different executions.

Four steps for travel players contemplating the metaverse

Step 1: Create a strategy based on individual traveler touchpoints to be disrupted. Develop offers targeted at travelers of the future, considering demographic groups, travel purpose and likely journeys. Imagining specific future touchpoint needs and desires and how these can be satisfied or enhanced in a virtual world will ensure a targeted strategy.

Step 2: Identify the platform you want to play on. There are several options here, depending on factors like the strength of your brand and how much independence you require. With a very strong brand, you might be in a position to create your own platform. If your brand is less widely recognized-as with most tourism destinations-or the advantages of a dedicated platform are not clear, then it might be unwise to go it alone. It may be possible to integrate your experience with another organization's platform, with the added benefit that their established users can stumble across your product. Or partner with an existing platform, as Saudi Arabia's RCU have done with browser-based platform Decentraland and Korean tourism with the ZEPETO app.

Step 3: Choose the right talent. Developing any offer will likely require new skills-not just to make your immersive world look good, but to ensure that it's smooth and exhilarating to use. Excellent "game mechanics" motivate users to come back repeatedly for new experiences. In turn, this requires constant maintenance, operation and innovation, as with any great tourist attraction. Talent for these tasks can be either recruited or outsourced. Hiring a new, dedicated workforce might make sense for a large service that requires intensive modification and security monitoring. For simpler or once-off offerings developed to test the waters, outsourcing will ensure a smoother, faster process.

Step 4: Understand the agreement you have with your partner. Be sure to clarify safeguards related to IP and other potential challenges. Also ensure that virtual experiences cohere with your existing brand identity, as well as the values and cultural context of heritage assets.

The metaverse promises to shake up many sectors of the global economy. Virtual experiences have huge potential for the tourism and travel industries, with the prospect of hybrid and fully immersive digital destinations. But our research indicates that opportunities may, for now, be limited to a few key touchpoints-most prominently, travel inspiration, events, and edutainment. It may take longer for the metaverse to reveal its utility for end-to-end travel experiences, if it ever does.

Nonetheless, there are undeniably travel touchpoints where metaverse integration feels inevitable, profitable and "no regret." Players in the sector would do well to start planning their metaverse strategy now, focusing on specific touchpoints and destinations, while this rapidly developing arena matures.

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Tourism in the metaverse: Can travel go virtual?

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The travel industry is ripe for virtual disruption, and the metaverse presents a $20 billion opportunity-but some benefits are more assured than others.

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How Virtual Reality Could Help The Travel & Tourism?

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How Virtual Reality Could Help The Travel & Tourism?

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Yes, Virtual Reality (VR) is poised to become a significant trend in future tourism. With advancements in technology, more people are experiencing the benefits of VR travel, making it a viable alternative or supplement to traditional travel.

To add more to this discussion, this article highlights how VR is not just a futuristic concept but is already making significant strides in the travel industry.

Current Applications of VR in Tourism

This Forbes article outlines various ways VR is being utilized, such as virtual tours of landmarks, museums, and hotels, enabling potential travelers to experience destinations before committing to a trip. Companies are leveraging VR to enhance marketing strategies, allowing users to virtually "walk through" a destination, which can be particularly beneficial for those with mobility issues or limited travel budgets.

Advantages of VR in Travel

One of the key benefits discussed is accessibility. VR makes it possible for individuals to explore the world from the comfort of their homes, breaking down barriers for those who might not be able to travel physically. Furthermore, the cost-effectiveness of virtual travel allows users to save on expenses typically associated with traditional travel, such as flights and accommodations.

Limitations and Challenges

Despite its advantages, the article also addresses some limitations of VR in tourism. While virtual experiences can simulate many aspects of travel, they cannot fully replicate the sensory richness of being in a new environment. The lack of physical presence can diminish the emotional and cultural connections that come with real-life travel experiences. Additionally, the technology required for VR experiences can be expensive, posing a barrier for wider adoption.

The Future of VR in Tourism

Looking ahead, the article suggests that while VR may not replace traditional travel, it will likely coexist as a complementary experience. As VR technology continues to advance and become more affordable, it may play a crucial role in how we plan and experience travel in the future.

VR holds significant promise for the tourism industry, offering both innovative marketing opportunities and accessible travel experiences. While it may not replace the joy of physical exploration, it can enhance our understanding and appreciation of the world's wonders, making travel more inclusive and engaging for everyone.

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How Virtual Reality Could Help The Travel & Tourism Industry In The Aftermath Of The Coronavirus Outbreak

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When the COVID-19 pandemic eases and confidence in traveling resumes, virtual reality (VR) will offer a powerful marketing tool to help the travel & tourism industry get back on its feet.

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Virtual Reality: Revolutionizing the Future of Travel and Tourism

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Virtual Reality: Revolutionizing the Future of Travel and Tourism

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Absolutely, I think VR is on track to become a significant trend in future tourism! Imagine being able to explore a bustling street market in Thailand or stroll through the Louvre in Paris without leaving your living room. The convenience and accessibility of VR travel could be a game changer, especially for those who can’t afford to travel or have mobility issues.

One of the biggest advantages of VR in tourism is that it allows people to experience destinations in a way that traditional travel can't match. You can visit places that might be too far, too expensive, or even too crowded to enjoy in person. Plus, VR can enhance learning experiences in museums, where you can interact with exhibits or even take guided tours led by experts, all from the comfort of your home.

However, there are some downsides to consider. While VR can offer immersive experiences, it can’t fully replicate the feel of being in a place with the sights, sounds, and smells that come with real travel. There’s also the risk that people might choose VR over actual travel, which could impact local economies and cultural experiences.

As for museums, I would love the option to explore them through VR! It’s a great way to make art and history accessible to everyone, allowing people to engage with exhibits they might never have the chance to see in person. But at the same time, I think nothing can truly replace the thrill of standing in front of a masterpiece or feeling the energy of a live performance. So, while VR will definitely enhance the travel experience, I see it more as a complement to real-world exploration rather than a replacement.

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How virtual reality is being implemented in the travel industry - TravelDailyNews International

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One of the most crucial sectors to have adopted VR was the tourism industry, which has only begun using the full potential of this technology.

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What tourism is a common phenomenon in many tourist location all over the world which occurs when when tremendous amount of people visit the location at the same time and surrounding ecosystem doesn't have the capability to contains this huge amount of travelers. Virtual and augmented reality is among the most promising gent which may help us overcome our tourism. Yeah and VR technology provides people with the feel of real life experiences without the need to go to the actual place. One of the ideas can be virtual tourism which will play a role in education of actual visitors to the location by overcrowding instead of thousands of people visiting a old and fragile environment like historical fights, some may opt to go for a video or slideshow which will satisfy their $1.00 soul without harming the environment. The big data plays a big role here.

Source: https://www.deccanherald.com/opinion/aivr-solutions-to-address-overtourism-3220699

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It may seem odd to suggest a 1960s TV sci-fi series can help solve the problem of overcrowded holiday hotspots.

But while the ‘holodeck’ from Star Trek is still some way off, similar technologies are being successfully employed as a way to deal with overtourism.

Overtourism is a phenomenon common in many tourist attractions all over the world and occurs when the tremendous increase in the number of visitors causes a decline in the quality of the local environment.

People are naturally drawn to famous destinations wherever they may be and with ease of travel and better incomes, this number is increasing by leaps and bounds.

The result? Congestion and overcrowding at these sites which stress out local communities and endanger the natural and local resources as well as heritage assets.

Entire neighbourhoods of some European cities have been transformed into tourist zones. Locals are being locked out and face disruptions, a degradation in their quality of life.

National parks and other beauty spots suffer environmental deterioration with trails developed for tourists being damaged and natural habitats of wildlife invaded and trampled.

As a result, many popular tourist destinations are implementing restrictions on entry, higher entrance fees or even shutting down altogether to maintain their integrity and a sustainable future.

Such drastic measures are not always possible given the lure of tourism revenue and may not always be welcomed by the public.

Armchair experience

This is where the internet and new digital technologies can provide creative and viable solutions.

Virtual and augmented reality is among the most promising trends in overcoming overtourism. This technology gives a feel of real-life experience without the need to leave your own home.

A tour of the Louvre Museum in Paris or a walk with 360-degree views along the Great Wall of China can be experienced in an armchair thousands of kilometres away.

Such virtual experiences were first popularised during the Covid-19 pandemic as many tourist sites provided online tours with borders being closed.

This idea of ‘virtual tourism’ could play a role in the reduction of actual visitors to locations hit by overcrowding.

Instead of thousands of people visiting a fragile environment or a historical site, some could opt to watch a video or slideshow which can help satisfy their wanderlust without causing harm to the environment at the cultural site.

The role of big data

Smart tourism management is another innovation aimed at controlling tourist traffic more efficiently through the use of big data analyses and monitoring technologies.

Authorities can monitor the movement of tourists and estimate the periods when the numbers will be high or over capacity. They can then intervene to control numbers.

Sensors and cameras can also be installed in high-traffic tourist destinations which offer real-time data on the number of people present. This information can then be utilised to warn potential visitors through mobile applications or social networks of overcrowding while offering alternative destinations.

This data can also be used by authorities to improve their infrastructure, services, and transport networks. Mapping visitor behaviour patterns can help cities spread the load of visitors while maximising facilities.

The role of AI

Artificial intelligence can also help combat overtourism. AI can bring together all the digital tools mentioned above to help cities cope better with tourists.

This dynamic management can go a long way in enhancing the long-term sustainability of tourism spots.

AI can also advise individual tourists in real time on areas not congested or when nonpeak hours are. Through the personalisation of travel recommendations and real-time conditions, AI can help tourists plan their visits in order not to overload popular attractions.

Social media can be both a cause of overtourism and a tool for addressing the problem. While influencers on Instagram, Facebook, and TikTok popularise certain places the same platforms can be used also to move attention to alternative and unknown places.

By collaborating with influencers, local tourism boards and destination management organisations can market and promote these equally attractive sites that offer similar great experiences.

Digital media can also be used to promote responsible tourism, educating visitors about respecting local cultures, avoiding harming the natural environment, behaving in a proper way, and avoiding littering.

The Internet and the latest digital tools are providing new opportunities and approaches to the sustainable management of tourism. While technology alone cannot solve the issue of overtourism, it can provide the key enablers that, if well deployed, can revolutionise the tourism sector.

These technologies are not here to replace, and indeed they cannot replace actual, physical travel. But they can certainly help ensure that the wonders of the world remain accessible and preserved for generations to come.

(Nansy Kouroupi is an associate researcher and visiting lecturer at Les Roches Global Hospitality Education, Switzerland, and a doctoral researcher at the University of Thessaly, Greece.)

(This article was first published under Creative Commons by 360info.)

Disclaimer: The views expressed above are the author’s own. They do not necessarily reflect the views of DH.

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 What Is VR Tourism and What Are Its Benefits?

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 What Is VR Tourism and What Are Its Benefits?

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With VR one can experience far off destinations sites without driving to that place in real life. VR Tourism allow people to explore the world virtually from their own home. For travelers and immersive and interactive experience. Telling us around the world are showing a big interest in virtual according to market data forecast, the virtual to the market globally is expected to reach $847 billion by 2028. In 2022 the amount was around $385 billion. VR technology creates a virtual environment simulating actual tourist spots. Their technology also helps to create immersive experience for travelers who are unable to travel to specific locations due to physical disability, health issues, and financial constraints. It also can give a preview to people for a specific location before actually going to the place.

Source: https://www.makeuseof.com/what-is-vr-tourism-and-benefits/

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What Is VR Tourism and What Are Its Benefits?

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You can use VR to visit far-away places virtually and help improve your actual experience when you get there. Here's how.

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When I see this problem, I think of the murals in Dunhuang, China, which are fragile and will suffer irreversible damage from air oxidation. To protect the scenic spot and let more people know about it, the local tourism bureau created software to re-carve it through VR technology so that people can understand these murals.

Advantages:

Dunhuang murals show that fragile historical relics or places can be preserved and widely shared through virtual reality. This helps protect them from human interaction, air oxidation, or light damage and provides access for people worldwide. With virtual reality, these cultural relics can be digitally copied so that people can appreciate and understand them without further reducing the quality of the original.

Disadvantages:

Even with VR, the murals in Dunhuang can't be copied 100% accurately. Subtle differences in color, brushwork, and texture may be lost in translation, thus reducing the emotional impact and appreciation of the original works of art. Moreover, people's emotional and sensory experience when they are there is something that digital reproduction can't fully capture. A place's smell, sound, and tactile feedback do not exist in the virtual environment.

Do you want to visit the museum through VR?

I think it depends. I am very willing to use Will to visit scenic spots similar to Dunhuang murals to protect cultural relics. However, I also feel that virtual reality cannot completely replace the experience of walking through museums, feeling the atmosphere, and watching exhibits at close range.

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Dunhuang Grottoes: Chinese Buddhistic Art in Virtual Reality.

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Virtual Reality (VR) has the potential to become a significant trend in future tourism. As the technology continues to improve, it could transform how people experience destinations, offering immersive travel experiences from the comfort of their homes. Here’s an analysis of the advantages and disadvantages of VR in tourism:

Advantages of VR in Tourism:

1. Pre-Travel Exploration:

Virtual Tours: Travelers can explore destinations virtually before booking their trips, giving them a better sense of what to expect. This can be especially useful for checking hotels, resorts, landmarks, or even cruise ships.

Example: Several travel agencies and tourism boards already offer 360-degree VR experiences of cities, museums, or natural wonders, helping travelers make more informed decisions.

2. Accessibility for Everyone:

Travel for All: VR makes destinations accessible to people who may not be able to travel due to physical limitations, financial constraints, or time restrictions. For people who can’t afford or manage long-distance travel, VR provides a way to experience new places.

Example: Someone who is elderly or disabled might use VR to explore Machu Picchu or the Great Wall of China without leaving home.

3. Sustainable and Eco-Friendly:

Reduced Carbon Footprint: As more people experience VR tourism, fewer physical trips might be needed, reducing the carbon emissions associated with travel, such as flights and accommodations. This could contribute to more sustainable tourism practices.

Example: Virtual safaris or VR visits to endangered ecosystems can offer a rich experience without harming the environment.

4. Education and Cultural Awareness:

Interactive Learning: VR can be used as an educational tool, allowing travelers to learn about historical sites, cultures, and ecosystems in an engaging, immersive way. Interactive VR tours could enhance understanding and appreciation for global heritage.

Example: VR tours of ancient cities like Pompeii could provide detailed historical context while allowing users to explore at their own pace.

5. Personalized Experiences:

Customizable Travel: VR allows users to personalize their experiences, selecting different aspects of a destination or activity they want to focus on, such as historical landmarks, culinary tours, or nature hikes.

Example: A user could tailor a VR tour of Paris to focus on either food markets or museums, depending on their interests.

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The Travel Industry has been Experimenting with Virtual Reality in the Past. But is VR the Future of Travel?

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The Travel Industry has been Experimenting with Virtual Reality in the Past. But is VR the Future of Travel?

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Virtual Reality (VR) has been making strides in the travel industry, providing immersive experiences that allow travelers to explore destinations from home. Hotels and airlines have adopted VR for marketing and enhancing customer experiences, like Marriott's "VRoom Service" and Qantas’ VR tours. Destinations like Thailand and Wales have used VR to showcase cultural and scenic highlights, drawing potential visitors.

While VR provides an immersive preview, it doesn’t fully replace the actual travel experience. A future combining VR, AR, and Mixed Reality may offer richer, interactive travel experiences, blending physical and virtual worlds.

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The Travel Industry has been Experimenting with Virtual Reality in the Past. But is VR the Future of Travel?

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Explore how VR shapes the future of travel! From Marriott’s VRoom Service to Qantas’ virtual tours, discover the immersive journey VR offers in the Travel

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Will VR become a trend in future tourism? Absolutely! As VR technology continues to advance, it is likely to become a significant trend in tourism. It offers a unique way to explore destinations, historical sites, and cultural experiences without the need for physical travel.

Advantages:

Accessibility to everyone: VR can make travel experiences accessible to those who may not be able to travel due to physical, financial, or time constraints.

Friendly Environmental Impact: Reduces the carbon footprint associated with travel, contributing to more sustainable tourism practices.

Educational Value: Provides an interactive and engaging way to learn about different cultures, history, and geography.

Disadvantages:

Lack of Touch and Feel: VR cannot fully replicate the sensory experiences of actual travel, such as tasting local cuisine or feeling the ambiance of a place.

Lack of Access to Equipment: Requires access to VR equipment and a stable internet connection, which may not be available to everyone.

Impact on Tourism: There is a risk that people might prefer virtual experiences over real ones, potentially impacting the tourism industry.

Would I want to travel to a museum through VR? Yes, I would! It would be Awesome! VR museum tours can offer a fascinating way to explore exhibits from around the world, providing detailed information and interactive elements that enhance the learning experience. However, I would still cherish the opportunity to visit museums in person to fully appreciate the art and artifacts.

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As someone who loves to travel, I believe VR technology will become an important trend in the tourism industry, though I think it’s more likely to serve as a supplementary tool rather than replacing traditional travel as the primary method. VR brings certain conveniences to travelers, but it still has limitations when compared to the real-world travel experience.

Three main advantages of VR travel:

First, VR breaks the barriers of time and space. Through VR, we can instantly visit famous landmarks around the world, whether it’s nearby iconic sites in our cities, or even venture into remote locations like Antarctica. This is especially valuable for people with budget constraints or those unable to travel due to circumstances like pandemics or natural disasters.

Second, VR offers a more in-depth cultural and historical learning experience. For example, when virtually visiting an Art Museum, you’re not just viewing the exhibits. You also get interactive content like 3D models and background explanations that help you better understand the historical value of artifacts. With VR, you can even “enter” restricted areas that may be off-limits to the general public, like fragile murals or protected ancient sites.

Third, VR helps preserve cultural heritage. Large numbers of tourists can cause wear and tear on delicate sites. With VR, people can closely observe these precious landmarks without risking damage. Take Pompeii in Italy, for example. Some areas are closed to visitors for preservation purposes, but VR allows you to explore them up close in a virtual setting.

However, VR travel also has two significant downsides:

First, VR cannot replicate the multi-sensory experience of real travel. Traveling isn’t just about what you see, but also what you feel, smell, and the overall atmosphere. For example, visiting a geology museum in Japan and seeing real fossils and minerals, feeling their texture and weight—this is something VR simply can’t offer. Similarly, the scent of flowers in parks or the bustling street sounds by visiting landmarks physically are sensory experiences that no virtual technology can capture.

Second, VR lacks the human interaction and cultural exchange that are central to travel. One of the joys of traveling is meeting people and experiencing their way of life. This might involve chatting with a café owner in Italy or bargaining at a market in Turkey—interactions that cannot be replaced by VR. While VR can create an immersive visual and auditory experience, it falls short when it comes to real-world human connection.

My personal experience: I’d be happy to use VR to visit museums like the The Metropolitan Museum of Art, using it to preview exhibits, especially those that can’t be closely viewed due to preservation efforts. It helps me get a feel for the museum and plan my visit efficiently. However, for some museums, like war memorials museum, being there in person is essential to fully grasp the weight of history and the horrors of war—something that no virtual experience can replicate. Similarly, in a geology museum, seeing real fossils and touching Earth’s historical traces carry a sense of gravity and authenticity that VR simply can’t provide.

Links:

https://www.metmuseum.org/art/online-features/met-360-project

https://www.amnh.org/

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This award-winning series of six short videos invites viewers around the world to virtually visit The Met's art and architecture in a fresh, immersive way. Created using spherical 360° technology, it allows viewers to explore some of the Museum's iconic spaces as never before.

Viewed more than 11 million times, this series affords an access and a perspective typically unavailable to the public. Viewers can experience the magic of standing in an empty gallery after-hours, witnessing a bustling space in time-lapse, or floating high above The Met Cloisters for a bird's-eye view. We strung cables, removed protective covers from works of art, and rigged cameras up high, all to allow viewers to explore The Met as never before.

Get a behind-the-scenes look at how we created the videos in a Digital Underground article written by Director/Producer Nina Diamond.

Videos

You may view these videos on YouTube on multiple devices:

On your smartphone: Move your phone up, down, and behind you to see all directions.

On your desktop computer: Use the mouse to scroll in all directions. (Note: For an optimal user experience, use Chrome or Firefox as your browser.)

On Google Cardboard or a VR headset

Be sure to turn up the volume to hear the music, too.

Great Hall

Architect Richard Morris Hunt designed this majestic space in 1902. He never could have imagined that today the Museum's main entry greets more than six million visitors a year. Now you can experience its Neoclassical grandeur in a way no one ever has before.

Come explore not just behind the scenes, but everywhere in 360°. This video lets you soar past the colonnades, up toward the oculus in the ceiling, and cast a look down over the Grand Staircase and balcony. Aren't you curious who creates those colossal flower arrangements when you're still asleep?

The Met Cloisters

Take to the sky to explore the majestic vistas of The Met Cloisters. This branch of the Museum in northern Manhattan's Fort Tryon Park is dedicated to the art, architecture, and gardens of medieval Europe.

Explore 360° views over the city, across the Hudson River, and high above two richly landscaped gardens. Inside, spin around to admire the medieval cloisters that form the core of the historic building, and listen to the resonant chimes from the bell tower, more than 100 feet above ground.

The Temple of Dendur

Immerse yourself in this 360° video capturing dawn to dusk in the Temple of Dendur. Built around 15 B.C. when the Roman Emperor Augustus ruled Egypt, the temple was a 1968 gift from Egypt to the United States in recognition of support given to save its monuments threatened by the Nile.

The temple's setting in The Sackler Wing was designed to approximate the light and surroundings of its original location in Nubia, including a reflecting pool that evokes the Nile.

The Met Breuer

On March 18, 2016, The Metropolitan Museum of Art opened The Met Breuer, its new space was dedicated to modern and contemporary art.

Whether you're a recent or longtime fan of the building's classic modernist design, or have just been struck by its bold form at Madison Avenue and 75th Street-here's your chance to enjoy a 360° perspective on architect Marcel Breuer's landmark 1966 creation. Scan up the jagged facade to the trapezoidal window with clouds above, or hover inside the entrance lobby over the sunken garden courtyard.

After four years, the Museum has now permanently closed its Breuer location. The Frick Collection will take over the building during the upgrade and renovation of its museum space at 1 East 70th Street.

The Charles Engelhard Court

Come explore the crown jewel of The Met's American Wing in spherical 360° video. Float in mid-air among the sculptures, including cheek-to-cheek with the gilded sculpture of Diana on its tall pedestal. Try tipping your view over the upper balcony's edge to witness the crowd below in time-lapse-all using your mouse, track pad, or smartphone. You can even peek at the easels of two artists at work.

Flanked by stunning Tiffany stained-glass windows, The Charles Engelhard Court in The American Wing houses some of the Museum's most iconic sculptures, mosaics, and architectural elements.

Arms and Armor Galleries

Visit The Met's distinguished collection of arms and armor from Europe, the Middle East, Asia, and America. Experience the galleries from above and take a closer look at some of the key objects of sculptural and ornamental beauty-all in 360. This may be the only time you'll ever get to stand in the middle of a parade of armored soldiers on horseback. No matter where you turn-from the flags overhead to the weapons gleaming below-you'll find unprecedented access to these masterpieces of original design and traditional craftsmanship.

Production Credits

Director/Producer
Nina Diamond

Production
Total Cinema 360 | Koncept VR (The Temple of Dendur in 360°, The Great Hall in 360°, The Met Breuer in 360°)

Koncept VR (The Charles Engelhard Court in 360°, The Met Cloisters in 360°, The Arms and Armor Galleries in 360°)

Composers
Simon Fisher Turner (The Temple of Dendur in 360°, The Great Hall in 360°, The Met Breuer in 360°)

Austin Fisher (The Charles Engelhard Court in 360°, The Met Cloisters in 360°, The Arms and Armor Galleries in 360°)

Sound Engineer
James Aparicio (The Charles Engelhard Court in 360°, The Met Cloisters in 360°, The Arms and Armor Galleries in 360°)

Graphics
Natasha Mileshina

Special Thanks

Christina Alphonso, Massomeh Ansari, Seal Belair, Stephen Bluto, Olivia Boudet, Elaine Bradson, João Henrique Brandão, Libby Bressler, Kaelan Burkett, John Byck, Narsayah Chabilall, Marco Castro Cosio, Richard Carroll, Catherine Chesney, Jennie Choi, Skyla Choi, Jennifer Ciarleglio, Michael Cirigliano, Saul Cohen, Sheryl de la Pena, Cristina Del Valle, Michael Dominick, Tim Dowse, Kimberly Drew, Anne Dunleavy, Ariel Estrada, Kate Farrell, Sean Farrell, Dia Felix, Elizabeth Fiorentino, Jenny Foley, Alice Cooney Frelinghuysen, Scott Geffert, Christopher Gorman, Sarah Higby, Staci Hou, Edward Hunter, Alexandra Kozlakowski, Donald LaRocca, Caleb Leech, Chad Lemke, Griffith Mann, Theo Margelony , Heather Masciandaro, William Necker, Lauren Nemroff, Taylor Newby, Christopher Noey, Leila Osmany, Michael Ostergren, Barbara Padolsky, Kevin Park, Diana Patch, Matt Pezzolo, Josh Phagoo, Stuart Pyhrr, Luisa Ricardo-Herrera, Lisa Rifkind, Jose Rivero, Maruf Rizaev, Catharine Roehrig, Amy Romero, Tom Scally, Rebecca Schear, George Sferra, Sean Simpson, Bradley Strauchen-Scherer, Sree Sreenivasan, Pari Stave, Emily Sutter, Loic Tallon, Pierre Terjanian, Phil Tharel, Thayer Tolles, Nick Torres, Elyse Topalian, Maya Valladares, Van Vliet & Trap - Event Design, Elena Villaespesa Cantalapiedra, Sheena Wagstaff, Andrew Winslow, Sheralyn Younge, Sylvia Yount, Julie Zeftel, Seth Zimiles

Awards

2017 Webby Award, Best Culture & Lifestyle Video (Juried Award and People's Voice Award)

2017 Shorty Award, Best Cultural Institution

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The Met 360° Project presents a series of videos to offer new and dynamic access to some of the Museum's iconic spaces with a perspective typically unavailable to the public.

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The Future of Tourism: Exploring the Potential of Virtual Reality

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The Future of Tourism: Exploring the Potential of Virtual Reality

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Virtual reality (VR) has the potential to become a significant trend in future tourism, offering a range of unique advantages and challenges. Here's a breakdown:

Advantages of VR in Tourism:

1. Immersive Previews: Travelers can experience immersive, 360-degree previews of destinations before booking trips. This enhances decision-making and helps manage expectations by offering virtual "try-before-you-buy" experiences.

2. Accessibility: VR allows people who cannot travel due to financial, physical, or time constraints to experience places they otherwise wouldn’t be able to visit, providing a sense of global exploration from home.

3. Cultural Preservation: VR can virtually preserve endangered sites or historical landmarks. Users can visit these sites in their original state, safeguarding heritage for future generations.

4. Sustainability: By reducing the need for physical travel, VR tourism could contribute to lower carbon emissions, helping the environment and promoting sustainable tourism practices.

5. Personalized Experiences: Virtual tours can be customized, allowing users to explore locations at their own pace, focus on areas of interest, or interact with the environment for a more personal journey.

Disadvantages of VR in Tourism:

1. Lack of Physical Sensation: VR can replicate sights and sounds but cannot fully simulate the physical sensations of travel, such as smells, textures, weather, or the atmosphere of actually being present in a location.

2. Technology Barriers: The quality of the experience heavily depends on the VR equipment used. High-end VR systems are expensive, and not all consumers may have access to the technology, limiting its reach.

3. Impact on Real Travel: If virtual travel becomes too good or widespread, it could potentially reduce demand for real-world travel, impacting industries that rely on tourism, such as airlines, hotels, and local economies.

4. Over-reliance on Digital: While VR can offer stunning visual experiences, over-reliance on it might lead people to opt for virtual experiences over real ones, which could diminish the deeper personal connections and learning opportunities gained from in-person travel.

5. Limited Interactivity: Current VR technology still has limitations in terms of interacting with other people or elements within the virtual environment. This can make the experience feel less natural compared to real-world travel.

Conclusion:

While VR may not replace traditional tourism, it can complement it by enhancing the planning process, offering alternative forms of travel for those unable to physically visit places, and providing educational and entertainment experiences. As the technology evolves, VR could play a crucial role in shaping the future of tourism, but it will likely coexist with traditional travel methods rather than completely substitute them.

https://immersionvr.co.uk/about-360vr/vr-for-tourism/

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Virtual Tourism: Recreating the world in VR | Travancore Analytics

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Found on Google from travancoreanalytics.com

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VR is likely to play a complementary role in the tourism industry, enhancing planning, marketing, and certain immersive experiences. However, it is unlikely to fully replace traditional travel due to the irreplaceable sensory and emotional experiences of visiting a destination in person. It will likely become a niche but growing aspect of future tourism trends, driven by technological advancements and environmental concerns.

Advantages:

1) VR allows users to "visit" destinations from the comfort of their homes. This can give potential tourists a preview of their chosen location, helping them decide where to go.

2) Reduces the environmental impact of tourism by cutting down on actual travel. This can help lower carbon emissions, reduce overcrowding in popular destinations, and minimize ecological damage to sensitive environments.

Disadvantages:

1) VR cannot replicate the physical sensations of travel—smells, weather, or the tactile experience of interacting with a new place. Some people may find virtual experiences underwhelming compared to actual travel.

2) The immersive quality of VR depends on the technology's quality. Subpar graphics, poor resolution, or uncomfortable VR gear could diminish the user experience.

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What is virtual reality in travel?

Virtual reality refers to interactive images or videos which enable the viewer to explore the entire 360 degrees of a scene. Unlike a regular image of video, which is shot from a fixed view point, VR production captures every part of a location.

In the travel industry, virtual reality can be used to capture tourism destinations in a unique and immersive way.

This is achieved using specialist cameras, rigs, and software. The finished content can then be viewed on either a VR headset or a regular computer or mobile device.

Many people assume that VR content can only be viewed on a specialist VR headset but this is not the case. Although VR is more immersive when viewed in this way, it can also be viewed on any device, including mobiles.

Take a look at the tourism VR content below, produced by us at Immersion VR. You can click or swipe across the video in order to view an entire 360 degrees.

VR tourism video produced by Immersion VR

VR in tourism marketing

The most common way in which VR is utilised in the tourism industry is for marketing. Being able to capture tourism destinations in such a memorable and immersive way is a powerful marketing tool.

One of the greatest strengths of VR is allowing the user to experience the feeling of "being there". Whilst regular images and videos can work well for showing what a destination has to offer, they don't often elicit an emotional response.

VR in tourism has the ability to place the user at the heart of the scene and makes it easier for them to imagine themselves at the location.

360 VR tourism

When many people think of VR they think of it as CGI (computer generated imagery), which is how it is used in the gaming industry. However, there is a different form of virtual reality known as 360 VR, or 360VR video.

360 VR focuses on the real world rather than computer generated imagery. This makes it perfect for the tourism industry where it is important to show users a real location rather than a mockup or a simulation.

Immersion VR capturing VR tourism content

360VR content in tourism is captured in a similar way to regular image and video content. A 360 VR company, like us at Immersion VR, arrives at the location with specialist equipment in order to shoot the scene. The footage is then taken back to the studio where it is produced into VR content using specialist software.

This form of VR is the most widely used form of VR in tourism and it something that we specialise in here at Immersion VR. 360 VR is also commonly used in education, the real estate industry, and for online marketing in general.

VR technology in tourism

VR can be used in many different ways in the tourism industry. The technology is evolving at a rapid rate and the uses of VR within tourism is expanding along with the technology.

The main VR technologies that are used in the travel industry are VR video and VR photography.

VR tourism videos

A VR tourism video works much like a normal video. They can be viewed on social media or websites, but unlike a regular video, the user is able to explore the entire scene whilst the video is playing.

VR tourism videos are captured using specialist cameras known as omnidirectional cameras. These cameras film every angle of the destination at once. After filming, the footage is taken back to the studio where it is stitched together in order to produce a VR tourism video.

There are 2 types of VR tourism videos:

- Monoscopic VR tourism video

- Stereoscopic VR tourism video

Monoscopic VR videos for tourism can be viewed on regular devices including mobiles and computers. The viewer can click or drag across the screen in order to rotate the field of view, similar to turning your head to explore a scene.

Take a look at the VR tourism video below for an example of monoscopic footage. The video can be viewed on any device, inclusing mobile and desktop. Scroll or swipe across the video to explore the entire surroundings.

Monoscopic VR tourism video produced by Immersion VR

Stereoscopic VR videos for tourism are produced for VR headsets and they cannot be viewed on a regular device. Although they take more time to produce and are typically more expensive, they provide a more immersive travel experience. These videos feature head tracking so the user can move their head to explore the surroundings in a realistic way.

For more information about monoscopic and stereoscopic VR content, take a look at our in-depth article here.

VR tourism photography

VR tourism photography involves the production of 360 images of travel destinations. These images are generally designed to be viewed on regular devices such as mobiles and desktops.

Virtual tourism photography works much like a VR tourism video but with still images. The view is free to scroll or swipe across the image in order to view the entire scene.

Take a look at a sample of some of the 360 tourism images taken below.

The images are taken with state-of-the-art DSLR cameras on specialist rigs which allow for the capture of 360 degrees. Because DSLR cameras are used, it allows for higher resolution images when compared to VR tourism videos.

The 360 images can then be uploaded to social media and websites for user to view just as easily as regular images. Although these images are typically not as immersive as VR videos, they are quicker to produce and generally more cost effective.

Using 360 photography, it is also possible to produce hotel tours which enable the user to explore a hotel and its surroundings in an immersive and interactive way.

Applications of virtual reality in tourism

Applications of VR in tourism include:

- Virtual reality travel experiences

- VR tourism content for social media/websites

- Virtual hotel tours

Virtual reality travel experiences

Virtual reality travel experiences typically refer to VR tourism videos made for VR headsets. These virtual travel experiences aim to create a feeling that is as much like being in the real destination as is possible.

At the cutting edge of 360 VR, virtual reality travel experiences provide something truly unique and memorable to the user. The number of travel agencies and travel companies embracing this technology is continually growing and they promise a bright future within the industry.

VR headsets in the travel industry

VR headsets typically provide the most realistic virtual reality travel experience for the user. A VR headset uses specialist software which tracks the movement of the users head. This allows the user to explore the travel destination as they would in real life.

Currently, the number of people that own a VR headset is rising at a fast rate. This growth in headsets can largely be attributed to the gaming market, where the technology is being pushed hard.

Also, all the major online platforms including Google, Facebook, and Amazon are all investing heavily in VR headsets and VR content, promising a bright future for this space.

VR created for headsets is more expensive to produce as it requires the production of Stereoscopic content and spatial audio. However, for those travel companies looking to be at the forefront of the technology, the cost can be worth it to allow them to stand out from the crowd and provide an unrivalled experience to their clients.

VR for travel agencies

One of the most common uses of VR headsets in tourism is by the travel agencies themselves. They can offer prospective clients in-store virtual travel experiences that completely transform what it means to visit a travel agency.

Instead of showing visitors brochures and computer screens, travel agents can provide their clients with a virtual experience. This approach can also be used to great effect at trade shows and events, quickly gaining interest from the general public.

Utilising VR allows travel brands to stand out from the crowd and it provides the user with an experience they won't forget. Many travel companies have embraced VR technology and have used it to improve sales, as well as to gain brand exposure.

Virtual tours of hotels

Virtual hotel tours allow users to explore a hotel and its grounds in a much more immersive way than ever before. Just how virtual tours are transforming the real estate industry, they are also having a huge impact on the hotel industry.

Hotel interiors and exteriors can be captured in extreme detail using high resolution cameras and specialist equipment. The images are then merged together ( stitched) to form a complete 360 degree interactive tour in which the user can choose which room to explore.

VR hotel tours are usually monoscopic, which means they can be viewed on any device including mobile and desktop. The tours can then be uploaded to websites and social media for prospective clients to view at any time.

They can also be stereoscopic if the situation and budget allows. This can result in a more realistic and immersive experience.

Unlike regular images of hotels, these tours allow users to imagine themselves in the space. This kind of immersion helps to create unique brand engagement and a lasting impression with the user.

To find out more about virtual tours please take a look at our in-depth article here.

VR travel tours

As well as hotels, VR travel tours can also be created for a wide range of travel destinations and landmarks. VR tours of popular tourism destinations can be produced to give the user a taste of what it's like to be there.

Benefits of virtual reality in tourism

The benefits of virtual reality in tourism include:

- Allowing the user to imagine themselves at a travel destination

- Being able to showcase 360 degrees of a destination in high resolution

- Enabling the user to explore a scene at their own will

- Creating memorable and unique experiences for the user

- Creating unique brand engagement

- Allowing travel companies to stand out from the crowd

- Providing travel experiences to those that cannot travel

- Reducing impact of tourism on vulnerable destinations

VR tourism statistics

According to research carried out in Germany by Statista (see below), almost 50% of people would use VR as a tool for choosing their holiday destination (providing it was free). 13% of those surveyed were actually willing to pay for the VR.

Tourism VR stats - Source

Furthermore, research carried out by Tourism Australia found that almost 20% of consumers had used VR to select a holiday destination. Around 25% of consumers said they planned to use VR in the future to help them decide on a holiday destination.

Overall, the research by Tourism Australia found that VR had the ability to bring a destination to life and make consumers consider travelling to places they wouldn't have otherwise considered. In particular, consumers were most interested in the VR content that related to nature, wildlife, aquatic, and coastal offerings. - http://www.tourism.australia.com/content/dam/assets/document/1/6/y/7/t/2003897.pdf

The future of VR travel

At Immersion VR, we can't see tourism VR going anywhere. On the contrary, we have seen an increase in the use of VR for travel. We cannot predict how this space will develop or what new VR travel technologies will be developed. However, we can spot emerging trends within the industry.

VR travel trends

Common VR travel trends include the following:

- VR travel experiences by travel companies

- Virtual hotel tours by travel companies and hotels

- Technologies to make VR travel more realistic

- VR travel experiences for the elderly

- VR flight experiences

- Virtual experiences of landmark destinations

- Virtual booking interface

We are sure that this list will be growing in the near future so watch this space!

Virtual experiences of landmark destinations

Popular landmark destinations often suffer from the environmental problems associated with too many tourist visitors. By making VR experiences of these landmarks, the number of users can be controlled, reducing the environmental impact.

Take a look below at a VR travel experience of the Grand Canyon. Don't forget to drag or scroll across the video to explore the scene.

Virtual travel experience of the Grand Canyon - video by 360 Labs

With the number of VR headsets on the increase, these type of experiences are sure to become a common feature in many households across the world.

VR flight experiences

Passengers embark upon a replica of an aeroplane cabin while they are given the pre-flight safety demonstration and then served gourmet food. The goal is to provide them with a realistic experience of flying to a destination.

VR flight experiences are a relatively new addition to the VR travel space. A Tokyo based company called First Airlines has created the world's first virtual reality airline.

Virtual travel experience provided by First Airlines - Source

Upon "arrival" the passengers are then given a virtual tour of the destination with VR headsets. Whilst still in its early stages, this kind of experience has the potential to provide people with travel experiences that they would otherwise be unable to afford.

Virtual booking interface

A virtual booking interface is another very recent development within tourism VR. Users can book their holiday whilst wearing a VR headset. All of the booking process takes place within virtual reality.

Everything from choosing the hotel to paying for the holiday happens whilst the user is experiencing the VR. Whilst this has limited applications, we can see travel agencies and companies taking this approach to increase the number of conversions.

Cutting edge virtual booking interface produced by Amadeus

It seems to be the logical next step up from one-off travel experiences to taking care of the entire booking process. Whilst still in its infancy, we can see virtual booking interfaces becoming more common within the tourism industry.

Virtual reality travel for seniors

One of the areas in which virtual reality can replace travel is for those that cannot travel, in particular seniors. When people think of VR, they don't tend to think of the elderly. But being able to provide them with travel experiences that would otherwise not be possible can be extremely rewarding.

Seniors experiencing virtual travel with the help of Maplewood Senior Living - video by Mashable

In a blog post written by The Big Issue, they explain how a company called Viarama have been working on a VR tool to help people with Alzheimer's disease and dementia. They worked on providing senior citizens who are receiving end-of-life care with a one-of-a-kind experience.

Billy Agnew, chief executive of Viarama, said:

"In a hospice situation, we are going in there and letting people 'travel' the world. We are letting people travel to where they got married, or where they did their national service, and to places that they never thought they would be able to see." -
https://www.bigissue.com/latest/technology/how-virtual-reality-is-giving-the-elderly-remarkable-end-of-life-adventures/

Viarama achieves this by using HTC Vive headsets, Google Earth VR software, and powerful computers. But whilst the experience is virtual, the emotions it elicits are definitely real.

Billy Agnew went on to say:

"It's quite often hugely moving. The first time we worked in a hospice we had two doctors who were in to evaluate what we were doing, and both of the doctors broke down because it was so emotional." -
https://www.bigissue.com/latest/technology/how-virtual-reality-is-giving-the-elderly-remarkable-end-of-life-adventures/

Will virtual reality replace travel?

VR is great for creating moments of immersion but it cannot yet replace the complete immersion of being in a real space 24/7.

In fact, in a recent study carried out by European touring company Italy4Real, 81% of adults said that VR can't replace travel. 92% said that visiting a destination in VR did not equate to visiting it in real life. Furthermore, 77% cited sampling the local food as being important to them. -
https://www.mediapost.com/publications/article/302947/virtual-reality-not-seen-as-substitute-for-travel.html

Other downsides of VR include smells and the overall atmosphere created by people and animals. Whilst VR technology is progressing at a fast rate, it's pretty safe to say that virtual reality won't be replacing travel anytime soon.

77% of people cited local food as being important

VR in tourism is currently best used for marketing travel destinations and hotels. With the growth of VR, we think that virtual travel experiences will become a huge part of the tourism industry in the near future.

VR travel experts

At Immersion VR we have a wealth of experience in VR for travel with clients across the UK and overseas. We have shot on location in countries such as Oman, Scotland, Spain, Indonesia, and Mexico.

We can cater for any kind of tourism VR that you need, from virtual reality travel experiences to VR hotel tours.

Immersion VR capturing VR travel content on location in Oman

We take great pride in the quality of our work and we are unlike any VR travel company. With skills in so many areas of VR, we can advise and inform our clients every step of the way.

Our highly trained crew and attention to detail is what puts us amongst the best VR travel experts out there.

For more information on VR for travel and the services we offer please get in touch today.

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VR For Tourism - The Future Of The Travel Industry | Immersion VR

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In the travel industry, virtual reality can be used to capture tourism destinations in a unique and immersive way. This is achieved using specialist cameras, rigs, and software. The finished content can then be viewed on either a VR headset or a regular computer or mobile device.

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Virtual Reality (VR) is likely to become a significant trend in future tourism due to its ability to create immersive experiences that allow people to explore destinations from anywhere in the world. With VR, users can virtually visit museums, historical landmarks, and natural wonders, making it an attractive option for travelers and tourism providers alike.

Advantages of VR in Tourism

1. Accessibility: VR can make tourism accessible to people who may not be able to travel due to physical disabilities, financial constraints, or geographical limitations. This enables a broader audience to experience places they might never visit in person.

2. Pre-Travel Experiences: VR can serve as a tool for travelers to "preview" destinations before deciding on their trips. By exploring a city or museum in VR, they can determine if it’s somewhere they’d like to visit in person.

3. Conservation and Preservation: By reducing the number of in-person visits to sensitive sites, VR can help preserve fragile historical sites or ecosystems that might otherwise suffer from overtourism.

4. Enhanced Educational Experiences: VR provides a rich, interactive environment for learning. Virtual museum tours, for example, can offer information, visuals, and simulations that engage visitors in ways traditional tours may not be able to achieve.

Disadvantages of VR in Tourism

1. Lack of Physical Experience: While VR can simulate many visual and auditory elements, it lacks the physical sensations, smells, and overall ambiance that come with being physically present. This may limit the emotional connection that many seek when traveling.

2. Technical Limitations and Accessibility: Not everyone has access to VR technology, which can be costly and require specialized equipment. Furthermore, some users may experience motion sickness or discomfort while using VR devices.

3. Potential Decline in Physical Tourism: As VR becomes more popular, there may be a concern about a decrease in traditional tourism, which could impact local economies that rely on visitor spending.

4. Environmental Costs of Technology: VR relies on electronic devices, which require energy and resources to produce and operate. If not managed sustainably, an increase in VR tourism could lead to electronic waste and increased energy consumption.

Personal Perspective on VR Museum Tours

Personally, traveling to a museum through VR can be an appealing option for previewing an exhibition or exploring collections that are not easily accessible. VR museum tours can offer interactive elements and detailed information about artifacts, often with the ability to zoom in on items and view them from different angles. This can be especially valuable for museums with unique collections scattered worldwide, enabling users to explore these pieces without the need to travel extensively. While a VR tour may not entirely replace the experience of being there in person, it provides a compelling alternative that can complement physical visits and increase appreciation for cultural heritage.

In the future, as VR technology becomes more sophisticated and widespread, it will likely transform tourism, offering new and innovative ways to explore the world from the comfort of one’s home. However, the challenge will be to balance the convenience and accessibility of virtual travel with the preservation of traditional travel experiences that people cherish for their physical, cultural, and sensory aspects.

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VR For Tourism - The Future Of The Travel Industry | Immersion VR

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In the travel industry, virtual reality can be used to capture tourism destinations in a unique and immersive way. This is achieved using specialist cameras, rigs, and software. The finished content can then be viewed on either a VR headset or a regular computer or mobile device.

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The article highlights the safety and health concerns of using virtual reality (VR), including physical risks like falls, eye strain, and potential effects on myopia. It warns that prolonged exposure to VR may confuse the brain and cause issues like motion sickness. Experts recommend taking breaks, especially for children, as little research exists on its long-term effects. Additionally, VR content, especially violent or frightening experiences, can have psychological impacts, particularly on kids. Parents are advised to supervise VR usage closely, ensuring that children’s exposure is safe and limited.

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The very real health dangers of virtual reality | CNN

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Before you or your children wear out your shiny new VR gadgets, be sure you’re fully aware of the potential health risks of this exciting technology.

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Comparative Study on Future Travel Trends: Virtual Reality vs. Real-Life Travel

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Comparative Study on Future Travel Trends: Virtual Reality vs. Real-Life Travel

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Comparative Study on Future Travel Trends: Virtual Reality vs. Real-Life Travel

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1. Sensual Experience

Real-Life Travel: All five senses get utilized when you go someplace in touch. Taste local cuisine, smell the distinctive aromas of a region, feel the warmth of the sun, hear the noises of nature or the busy the city, and even You can feel the weight of history, for example, as you walk through the rooms of a museum and enjoy the size, texture, and atmosphere of the items as they were in their unique setting.

Virtual reality (VR) confines your view and hearing only. The experience may seem slightly lacking even if the images may be rather vivid as other sensations like touch, taste, and smell are absent. Though the physical sensation of stepping on historical grounds or the weight of an item in your hands is gone, you may visually interact with exhibits at a VR museum.

2. Emotional Linkage

Traveling in real life has emotional depth when one physically visits a new location, interacts with residents, and generates memories right away. Real travel is rich and very personal because of the erratic elements—spontaneous meetings or hidden treasures. For example, the peaceful respect experienced at a natural beauty or the vitality of strolling around Times Square is indescribable.

Virtual reality lacks the unpredictability and human encounters that produce significant memories even as it might provide an interesting window into a place. Locals cannot be contacted, the delight of finding a new restaurant cannot be felt, or the thrills of getting lost in an unfamiliar city experienced. In VR, emotional ties are more passive as you are just seeing rather than really interacting.

3. Convenience and Accessibility

Actual Travel: Going to faraway places costs money, time, and planning. For others, particularly those with restricted funds or mobility problems, lengthy flights, expensive lodging, and negotiating foreign surroundings may make travel difficult or impossible.

Virtual Reality: Numerous of these problems are taken care of by VR. From the comfort of your house, you may quickly explore locations free from concern about logistics, visas, or cost. You should go to the Louvre. A VR headset lets you be there in a few seconds. For individuals who cannot travel for physical, financial, or time restrictions, this makes it an excellent alternative.

4. Affordability and Environment

It can be expensive and bad for the environment to travel. For example, planes release carbon into the air, and over-tourism often destroys the environment at famous tourist spots. Physical tourism also brings money for nearby towns, therefore promoting their economic development.

Traveling through virtual reality is cheaper and better for the environment. While lowering your carbon footprint, you save the hefty expenses connected with flights, lodging, and activities. Nonetheless, it doesn't help local businesses or towns that count on tourist money. A VR museum visit will not help the local economy, personnel, or upkeep in the manner a real visit would.

5. Human and Cultural Interaction

Truly Traveling: Fully immersing yourself in a culture by trying local foods, learning about traditions, talking to locals, and doing real cultural activities is one of the best things about truly traveling. Some of the most deep and life-changing events can happen this way, which VR can't imitate.

Virtual reality (VR) may replicate certain cultural elements, such guided museum tours or a virtual market trip. These are, nonetheless, carefully chosen, regulated events devoid of the dynamic, often unplanned character of actual cultural exchanges. Though you can watch how a food is created, you cannot taste it or engage in a natural conversation with a street seller.

6. Danger and Safety

Traveling has hazards include health issues, political unrest, or natural calamities; during a worldwide crisis like a pandemic, physical travel may be dangerous or impossible.

Virtual reality is devoid of physical hazards. In real life, you may safely explore locations that would be too hazardous or difficult to access. VR provides a secure means of exploration for everything from a war-torn nation to a dangerous landscape to just a packed tourist spot during a pandemic.

Conclusion

Virtual reality tourism is a handy, cost-effective, and easy way to see faraway places that wouldn't be possible otherwise. Real-life travel offers a full, multisensory, and emotionally rich experience that is hard to beat. VR will, however, enhance rather than replace real-world travel for individuals who cannot go; it will provide a preview or alternative. VR is an interesting approach to virtually experience exhibitions for something like a museum visit, but it cannot adequately depict the authenticity and depth of a real-life visit.

Although VR offers benefits, I would still want actual travel for its richer and more genuine experiences; yet, I can see VR as a fantastic tool for seeing locations otherwise unreachable.

For more information, see this fundamental paper on Virtual Reality and its consequences for the travel industry:

Gutentag, D. A. 2010. Virtual reality: uses and ramifications for travel and tourism management, 31(5), 637–651 The possibilities for VR in tourism are discussed in this paper along with its advantages and constraints as a supplement to actual travel experiences.

https://www.researchgate.net/publication/223816155_Virtual_reality_Applications_and_implications_for_tourism

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Virtual Reality (VR) in tourism is already making waves and has strong potential to become a significant trend in the future. Here are some advantages and disadvantages of VR in tourism:

Advantages:

1. Enhanced Accessibility:

People with mobility issues, or those living far away, can experience destinations or cultural attractions without physical travel. This is especially beneficial for visiting places that are difficult to access or too expensive to visit in person.

2. Pre-visit Exploration:

Travelers can "test" destinations through immersive virtual tours before deciding where to go. This can boost confidence in making travel decisions and help narrow down choices.

3. Preserving Historical Sites:

VR can digitally recreate historical sites that may be in danger of deteriorating or are already restricted to visitors. It allows for the preservation of these locations in a way that’s both educational and immersive.

4. Environmental Impact:

By reducing physical travel, VR tourism could contribute to lowering the carbon footprint, which is significant given the environmental concerns surrounding air travel.

5. Cultural Education:

It offers an interactive, engaging way to learn about history, culture, and art, providing opportunities for deeper educational experiences through virtual museum visits or historical site tours.

Disadvantages:

1. Lack of Authentic Experience:

VR lacks the multisensory experiences that come with real-world travel—such as the smells, sounds, and tactile interactions that are essential parts of traveling. It’s more like an imitation than the real thing.

2. Technological Limitations:

Not everyone has access to high-quality VR equipment. There are still limitations in terms of image resolution, latency, and the immersive experience itself.

3. Detachment from Reality:

There's concern that VR might discourage actual travel, potentially harming the tourism economy, particularly in places that rely on visitors for their local businesses.

4. Expensive Setup:

While it can reduce some travel costs, VR headsets and systems can be expensive, and not all tourists would be willing or able to invest in the required technology.

5. Digital Overload:

VR tourism might lead to a sense of digital fatigue, as it adds to the increasing screen time people experience in their daily lives.

Would I want to visit a museum via VR?

While VR could offer an exciting, interactive way to explore museums, my preference would likely still lean toward the real thing. The atmosphere of an actual museum, the intricate details of artworks and exhibits, and the ability to explore at my own pace in a physical space are irreplaceable. However, VR would be a great tool for exploring museums that I may never get the chance to visit in person, providing a valuable cultural experience.

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The global tourism industry has experienced a significant impact due to the COVID-19 pandemic, with travel restrictions and safety concerns leading to a decline in tourism numbers. Virtual reality (VR) travel has gained popularity during the pandemic as a way for travelers to explore destinations and experience travel remotely. However, virtual reality (VR) travel has emerged as a popular alternative during this time, allowing travelers to explore destinations and experience travel remotely. VR technology has the potential to revolutionize the travel experience by providing virtual tours, immersive experiences, and access to destinations that may be inaccessible or overcrowded. It offers a safe and convenient way for travelers to satisfy their wanderlust while travel restrictions are in place.

The International Air Transport Association (IATA) predicts that travel will not return to pre-pandemic levels until 2024. In the meantime, VR in tourism marketing can help attract visitors, showcase destinations, and improve brand image. However, VR travel has its limitations, such as the lack of sensory experiences like touch and smell, and the inability to interact with local populations. A global survey found that VR travel will not replace real-life travel experiences, with the majority of respondents valuing the full sensory experience of traveling.

VR technology has had a significant impact on the tourism industry during the COVID-19 pandemic. It has provided a safe alternative for travelers to explore destinations and satisfy their wanderlust while travel restrictions are in place. VR enhances the travel experience by providing immersive virtual tours and experiences that allow users to feel like they are actually in the destination. It offers a way to engage with potential travelers and showcase destinations in an interactive and engaging way.

However, it's important to acknowledge that VR travel has limitations. While it can provide a sense of presence and immersion, it cannot fully replicate the complete sensory experience of real travel, such as feeling the warmth of the sun or the smell of a new place. VR also lacks the ability to interact with local populations and experience the cultural aspects of a destination. Despite these limitations, VR technology continues to evolve and improve, offering exciting possibilities for the future of travel.

There are several notable examples of virtual reality attractions and tours in the tourism industry.The Faroe Islands, for instance, has created virtual tours that allow users to explore the stunning landscapes and experience the unique culture of the islands. Bristol From Home offers virtual reality experiences that showcase the city's attractions, allowing users to virtually visit museums, galleries, and historical sites. Dubai 360 provides immersive virtual tours of iconic landmarks and attractions in Dubai, allowing users to explore the city from the comfort of their own homes. The Great Barrier Reef has also utilized VR technology to offer virtual diving experiences, allowing users to explore the underwater world and witness the beauty of the reef.

Virtual reality attractions and experiences in tourism can be categorized into two types: CGI-based VR and 360 VR. CGI-based VR utilizes computer-generated imagery to create virtual environments and experiences, while 360 VR captures real-world locations using 360-degree cameras. These virtual reality applications in tourism provide opportunities for virtual travel experiences, VR tourism content for social media and websites, and virtual hotel tours. The use of VR headsets provides the most realistic virtual travel experience, and the number of headset owners is increasing rapidly.

Virtual reality in tourism offers several benefits.It provides accessibility to destinations for people who may not be able to afford traditional travel or face physical limitations. VR technology also provides marketing opportunities for hotels and destinations to showcase their offerings and attract potential visitors. Additionally, VR aids in travel planning by allowing tourists to familiarize themselves with attractions and locate places on a map before their trip. During travel delays, VR can be used to provide engaging presentations and advertising on social media platforms.

However, it's important to recognize the limitations of VR in tourism. While it can provide immersive experiences, it cannot fully replace the complete sensory immersion of real travel experiences. VR lacks the ability to replicate the physical sensations of touch, smell, and taste that are an integral part of travel. Additionally, VR cannot replace the authentic interactions with local populations and the cultural experiences that travelers seek during their journeys. Despite these limitations, VR technology in tourism continues to evolve, offering new possibilities for the industry.

The future of VR in travel is promising and constantly evolving. VR technology is expected to grow exponentially, offering new and exciting possibilities for the tourism industry. Some future trends include virtual experiences of landmark destinations, VR flight experiences, virtual booking interfaces, and virtual reality travel tailored for seniors. The potential of VR in tourism is vast, with the ability to replace traditional travel catalogs, relieve congestion at popular sites, and offer unique and educational experiences.

Virtual reality has the power to transform the way tourists experience and interact with destinations. It provides an opportunity for travelers to explore new places, learn about different cultures, and have memorable experiences, all from the comfort of their homes. Embracing VR in travel can create unique and memorable experiences for both travelers and destinations, enhancing the overall tourism industry.

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The Virtual Voyage: Exploring the Potential of VR in Tourism and Travel

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The global tourism industry has experienced a significant impact due to the COVID-19 pandemic, with travel restrictions and safety concerns leading to a decline in tourism numbers. Virtual reality...

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Virtual reality therapy: The future of chronic pain management?

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Virtual reality therapy: The future of chronic pain management?

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This piece discusses the potential of digital therapeutics, particularly virtual reality (VR), in transforming chronic pain management. It explores how VR, combined with cognitive-behavioral therapy (CBT), can effectively address pain-related issues like Kinesiophobia and help patients re-engage in physical activities.

The features of VR in this context include several key aspects:

1. Gamified Therapy: The VR system guides patients through interactive CBT exercises using a game-like approach to make therapy more engaging.

2. Behavioral Focus: Instead of solely targeting pain relief, the VR therapy works to modify behaviors and perceptions associated with pain, promoting physical activity.

3. Personalized Sessions: The modules can be tailored to each patient’s needs, ensuring a personalized experience.

4. Safe, Home-Based Environment**: Patients can access the therapy from home, reducing the need for clinical visits and providing flexibility.

5. Accessible Technology**: The use of digital therapeutics overcomes geographical and logistical barriers, expanding treatment access to a wider patient population.

The results suggest a significant opportunity for VR to reshape pain management by making effective therapies more accessible and reducing dependency on traditional in-person treatments.

Reference:

Eccleston, C. (2024, October 7). Virtual reality therapy: The future of chronic pain management. Pharmaphorum. Retrieved from https://pharmaphorum.com/views-and-analysis/virtual-reality-therapy-the-future-of-chronic-pain-management

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Virtual reality therapy: The future of chronic pain management?

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Could virtual reality tools be effective in helping patients ‘unlearn’ their chronic pain? Professor Christopher Eccleston from the University of Bath’s Centre of Pain Research tells us how digital therapeutics are shaping the future of pain management. A digital software developed by Finnish drugmaker Orion is aiming to address chronic pain conditions using virtual reality (VR) devices that provide an immersive gamified therapeutic treatment program.

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Yes, I believe VR will be a trend in future travel, especially as technology advances. Virtual reality allows users to explore locations, museums, and sites without having to physically travel. It offers a unique experience that appeals to both tech-savvy users and those who may be unable to travel in person.
Advantages of VR in Tourism: VR provides better accessibility, allowing persons with mobility or financial constraints to explore new areas. It also promotes sustainability by lowering the environmental effect of travel, such as limiting the number of flights and minimizing overtourism in popular destinations. VR can be used as a pre-trip exploration tool, allowing passengers to preview hotels, sites, and cities before embarking on their journey.

Disadvantages of VR in Tourism: Despite its benefits, VR does not provide the same sensory and emotional experience as real-world travel. You cannot taste, smell, or physically engage with environments, which are essential components of immersive travel. Furthermore, VR may provide technological challenges, as not everyone has access to high-quality VR equipment, and others may feel discomfort, such as motion sickness. There's also the risk that VR discourages real-world travel, which might harm local economies that rely on tourism.

As for visiting a museum via VR, I'd be really intrigued, especially for museums or exhibitions that are difficult to reach. However, nothing cannot match the pleasure of witnessing artwork or historical relics in person. VR might provide a convenient and educational option, but I'd still prefer a physical visit to make a more meaningful connection.
References:

https://blog.emb.global/vr-tourism-is-revolutionizing-travel-experiences/

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I think there are too many physical activities involved in travelling as compared to just sightseeing, for this reasons, I don’t imagine VR ever becoming a trend in future tourism. VR takes away the experience of travel, and for me the whole point of travelling would be for the bad and good experiences, and the fact that I get to escape daily life just for a little bit. Doesn’t even sound right to say I travelled yet I stayed in the same room and never moved. With VR I think there is more to lose versus the convenience gained. The thrill of take off, the bumpy road trips, the breathe of different air, the cultural shocks, the souvenirs you get to bring home, etc. VR is not going to give you any of that. But to consider the positives, VR is great with providing an immersive experience. So if the purpose of your travel involves mostly sight seeing and observation, then I think VR will be great. If you want to skip the treacherous hike all the way to the top of Mount Fuji, just strap on your VR and enjoy the view. I think VR may have a place in future travel, I suppose it would just depend on the purpose of the travel. And in a museum, VR will definitely offer a better experience. You get to spend as much time viewing artefacts without the interruption of staff or other museum goers, and there won't be opening or closing times.

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Virtual Reality Travel: Reshaping the Tourism Experience 

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Virtual Reality Travel: Reshaping the Tourism Experience 

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Travel planning, travel experiences, and even our dreams are being transformed by Virtual Reality technology that is expanding quicker than a bean sprout.
VR travel is expected to take off in the future. As per various reports, the market is predicted by analysts to be worth an astounding $24 billion by 2027, so it's not just a dream. That amounts to a lot of online getaways!

Let's now discuss the positive aspects. VR travel is comparable to possessing superpowers. Without having to worry about running out of vacation days or spending a fortune on airline tickets, you can visit destinations you've always wanted to see. It's ideal for people with limited funds or health conditions that prevent them from traveling. You can also "try before you buy" by visiting hotels and other attractions before committing to a vacation.

But it's not all sunshine and rainbows, just like anything else. Virtual reality travel allows you to see, but not taste or feel chocolate melting on your tongue, much like when you watch a movie about it. There are no longer any of the authentic flavors, fragrances, or that ineffable sense of truly being somewhere new. The tech aspect of things is another. Virtual reality equipment can be expensive, and not everyone feels comfortable donning a headset that makes them appear like stars in a science fiction film.

Having an experience of a Museum through VR is fun to do and I would like to do that. But as a person who wants to experience everything in person, I don't think I will enjoy using VR. It might be the same feeling as watching a video on YouTube apart from advantages like avoiding long queues and heavy charges. Maybe in the future, with the advancement of technology, VR can give new experiences that real places cannot give.

While going through our presentation on the topic "Metaverse", finds this interesting article on how the metaverse can influence VR technology on tourism.

https://www.mckinsey.com/industries/travel-logistics-and-infrastructure/our-insights/tourism-in-the-metaverse-can-travel-go-virtual

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Imagine a future where your travel choices have no geographic constraints. Where you can join your friends in the front row of a concert by your favorite star-but the crowd is 300 million strong, your friends are on the other side of the world, and it's all happening at the Great Pyramid of Giza. Later you'll do some shopping at the virtual souk and take a digital Nile cruise, before teleporting back home in an instant.

Impossible? Or a tempting package trip that might soon be available from the comfort of your home? With the internet's rapid evolution, many see this vision of transformed travel on the horizon-in the metaverse. Others caution that this future might take a little longer to arrive, and that travelers resist "metaversification" of key parts of the tourism journey.

The metaverse is seen as the next evolution of the internet-a collective space where physical and digital worlds converge to deliver more immersive, interactive virtual- or augmented-reality (VR/AR) user experiences, often referred to together as extended reality (XR). The underlying technology for this exists and is proving relatively cheap and fast to implement. Driven largely by inspirational advertising and virtual events, the potential rewards for the travel industry are already substantial: more than $20 billion by 2030, by McKinsey estimates.

But does XR live up to all the hype-with appeal beyond a gamer demographic? A virtual trip can never replace the thrill of certain tangible, real-word experiences, and some traveler touchpoints have proved more ripe for disruption than others.

Despite these hesitations, the XR ecosystem is maturing at pace. Immersive VR/AR devices may well follow the steep adoption curves of laptops and smartphones. Widespread use could lead to a radical extension of the global economy from physical into virtual life, not least in tourism.

So how does a tourism player go about monetizing this virtual paradigm, which is still taking shape and many struggle to define? It's time for the sector to take a serious look at these complex opportunities-and figure out what best drives traction in the new XR universe.

Touring the metaverse: early trends

The metaverse could enrich the tourism experience in countless unprecedented, innovative ways-but which use cases have the most potential, and which are still deemed risky? Early adopters have already started experimenting, and several trends have emerged. Virtual elements can be layered onto an established business:

Other virtual platforms allow visitors to explore major global landmarks, incorporating rich edutainment and retail opportunities. Several such initiatives have been launched:

Instead of attempting to replicate real-world experiences, entirely novel environments can also be created, convening people in a single immersive space-as in multiplayer online games. (Indeed, many people currently associate the metaverse largely with games.) The travel industry can harness this utility too.

What areas of tourism show promise?

As innovative formats become more mainstream, new economic models are emerging. The travel experience of the future will not be exclusively online or offline. Instead, we'll most likely see a proliferation of hybrid offerings, with virtual events, edutainment, and inspiration combined with physical destinations.

One way to grapple with this complexity is to adopt a traveler-first mindset. By putting themselves in the shoes (or bedroom slippers) of their target tourist, travel companies can identify opportunities to embed relevant virtual elements.

Individual touchpoints, not end-to-end offerings

Virtual experiences that show promise are focused on a few specific, discrete steps in the end-to-end traveler journey (exhibit). Which touchpoints can be most effectively disrupted? Which hold the greatest possibilities for integration? Which steps can be elevated by an immersive element, allowing for exhilarating, fantastical or deluxe experiences not available in the physical world? Three touchpoints show great potential: travel inspiration, virtual events and visitor support.

Inspiration and planning: The metaverse creates a $13 billion opportunity for tourism inspiration, mostly driven by digital travel advertising. Virtual spaces-which can be used to showcase hotel amenities, airline classes, or an entire landmark-spark the desire to travel, give a holistic idea of a destination, help in traveler decision-making, showcase broader offerings, and raise awareness of unfamiliar locations. The case studies of AlUla and ZEPETO demonstrate how this can work. Qatar Airways offers another example: a recently launched VR experience called QVerse allows travelers to view cabin interiors, the business-class QSuite, and the VIP check-in area at Hamad International Airport.

Leisure and entertainment: Live streaming soared during the pandemic, followed by a wave of interest in virtual concerts-with significant increases in consumer demand, spend, and audience numbers. In 2020, the metaverse accounted for 0.1 percent of live-music revenues-a figure which rose more than tenfold by 2021. By 2030, we estimate that virtual events could account for up to 20 percent of revenues, driven in part by their capacity to accommodate huge audience numbers at reduced cost.

With top artists generating around $20 million per metaverse concert, this industry has an anticipated income potential of upwards of $800 million by 2025, according to McKinsey estimates (see sidebar, "Ariana Grande leads the way into the music future"). Taken together with XR MICE, this sector is a rich opportunity: an expected $7 billion by 2030.

Visitor support: Some destinations have been exploring the idea of virtual concierges to support travelers at every stage of the journey with real-time itineraries, information, troubleshooting, visa issues, and more. Qatar Airways, for example, provides a MetaHuman cabin crew for an interactive customer experience. Immersive use cases already account for over 1 percent of chatbot investment, and this is expected to increase. Still, it may be several years before this touchpoint gains real traction.

Then there are touchpoints where the disruption potential of the metaverse is still debatable, or where opportunities may take longer to mature:

Shopping: Multiple stores could be built in virtual destinations, adding a revenue stream with the sale of accessories, souvenirs and other items. These might be digital, or goods to be shipped in the real world. Iconic real-life stores might also operate as digital recreations.

Booking: Customers are already comfortable with online booking, so a shift to XR interactions with virtual travel agents could be seamless. However, this is a relatively small business opportunity, with uncertain added value: the new technology is not expected to change or boost the functionality of current booking processes in any fundamental way.

There is currently limited interest in adding virtual elements to aspects of travel that are necessarily physical, such as mobility, accommodation, the logistics of arrival and departure, and food and drink (F&B).

Similarly, arrival-and-departure use cases are largely limited to customers seeking XR versions of modes of transport, such as business-class flights or special railway routes, without intending to visit. (Such experiences may serve as "portals" to expanded immersive worlds, however.) The F&B industry will likely be among the last to enter the metaverse.

Post trip, the real potential lies in the capacity to inspire further travel. However, actual follow up, currently often achieved via surveys, is unlikely to be deeply impacted.

"No-regret" metaverse moves

Taking the above factors into account, there are certain no-regret functions that tourism-industry players can pursue to be at the forefront of disruption. These promising use cases have already gained traction, with fast-moving industry players stepping in early to bet on their viability.

They fall into two categories: virtual event centers, and recreations of memorable landmarks that inspire visits. As we've seen, event centers are already showing substantial revenue potential for organizers and destinations through business gatherings and entertainment, with ticket sales, attendance fees, and ancillary retail opportunities.

At XR landmarks, visitors can explore, socialize, shop, and learn-all while gaining awareness of lesser-known destinations. Young people and tourists may flock to these social spaces for immersive fun. There may be edutainment opportunities, including specialized archaeology, geology or architecture classes. These spaces can be built on established or upcoming platforms (such as Metapolis) and operate in collaboration with third-party vendors to increase retail opportunities.

Preparing for the future of travel

How can travel companies leverage the metaverse to create more compelling experiences for their customers? Certain challenges must be overcome: these include enabling interoperability between decentralized worlds, protecting data security, and making immersive devices more readily available.

However, it's prudent for travel players to think proactively about engaging with the metaverse-and perhaps seize a first-mover's advantage. Early control will help to sidestep thorny issues like third parties claiming virtual rights to a location.

Once travel players have plotted out potential traveler journeys (whether hybrid or fully digital), they can find the right collaborators to bring these experiences to life-such as virtual-universe and retail platforms, communications channels, and designers. As many tech players are still only starting to come to grips with immersive experiences, companies may be able to secure favorable partnership agreements and experiment with different executions.

Four steps for travel players contemplating the metaverse

Step 1: Create a strategy based on individual traveler touchpoints to be disrupted. Develop offers targeted at travelers of the future, considering demographic groups, travel purpose and likely journeys. Imagining specific future touchpoint needs and desires and how these can be satisfied or enhanced in a virtual world will ensure a targeted strategy.

Step 2: Identify the platform you want to play on. There are several options here, depending on factors like the strength of your brand and how much independence you require. With a very strong brand, you might be in a position to create your own platform. If your brand is less widely recognized-as with most tourism destinations-or the advantages of a dedicated platform are not clear, then it might be unwise to go it alone. It may be possible to integrate your experience with another organization's platform, with the added benefit that their established users can stumble across your product. Or partner with an existing platform, as Saudi Arabia's RCU have done with browser-based platform Decentraland and Korean tourism with the ZEPETO app.

Step 3: Choose the right talent. Developing any offer will likely require new skills-not just to make your immersive world look good, but to ensure that it's smooth and exhilarating to use. Excellent "game mechanics" motivate users to come back repeatedly for new experiences. In turn, this requires constant maintenance, operation and innovation, as with any great tourist attraction. Talent for these tasks can be either recruited or outsourced. Hiring a new, dedicated workforce might make sense for a large service that requires intensive modification and security monitoring. For simpler or once-off offerings developed to test the waters, outsourcing will ensure a smoother, faster process.

Step 4: Understand the agreement you have with your partner. Be sure to clarify safeguards related to IP and other potential challenges. Also ensure that virtual experiences cohere with your existing brand identity, as well as the values and cultural context of heritage assets.

The metaverse promises to shake up many sectors of the global economy. Virtual experiences have huge potential for the tourism and travel industries, with the prospect of hybrid and fully immersive digital destinations. But our research indicates that opportunities may, for now, be limited to a few key touchpoints-most prominently, travel inspiration, events, and edutainment. It may take longer for the metaverse to reveal its utility for end-to-end travel experiences, if it ever does.

Nonetheless, there are undeniably travel touchpoints where metaverse integration feels inevitable, profitable and "no regret." Players in the sector would do well to start planning their metaverse strategy now, focusing on specific touchpoints and destinations, while this rapidly developing arena matures.

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Tourism in the metaverse: Can travel go virtual?

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Imagine a future where your travel choices have no geographic constraints. Where you can join your friends in the front row of a concert by your favorite star-but the crowd is 300 million strong, your friends are on the other side of the world, and it's all happening at the Great Pyramid of Giza.

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Would I want to visit a museum through VR?

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Would I want to visit a museum through VR?

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Honestly, yes! I think it would be amazing to explore museums that are far away or have limited access. VR could bring exhibits right into my home, allowing me to get up close with artworks and artifacts that I might never get to see otherwise. But at the same time, I think it would complement, not replace, the real experience. There’s something special about physically being in a museum, walking through its halls, and standing in front of a masterpiece.

Virtual reality (VR) has a lot of potential to reshape the future of travel. It’s already making waves in how we experience the world without leaving home, and as the technology improves, it could become a major trend in tourism. But like anything, it has its pros and cons.

Advantages of VR in Travel:

1. Accessible to Everyone: VR opens up the world to people who might not be able to travel because of financial reasons, health issues, or even time constraints. Imagine being able to visit Paris or the Great Wall of China without having to leave your couch!

2. Cost-Effective: Traveling can be expensive, but with VR, you get to explore famous landmarks, museums, or scenic destinations without the hefty price tag of flights and hotels.

3. Eco-Friendly: With global travel comes environmental impact—flights, transportation, and over-tourism can be tough on the planet. VR offers an eco-friendly alternative, allowing people to experience the beauty of these places while reducing their carbon footprint.

4. Try Before You Buy: VR lets you preview places before you commit to a trip. You can check out a city or a resort virtually to see if it’s your vibe, which helps with planning and decision-making.

5. Preserving History and Culture: VR can give us access to historical sites that are either hard to get to or deteriorating with time. You can virtually walk through the Pyramids or ancient Rome in their original form—something that isn’t always possible in real life.

Disadvantages of VR in Travel:

1. Not the Real Thing: No matter how good VR gets, it’s still a simulation. It can’t replace the real feel of being in a new place—the smell of the ocean, the taste of local food, or the human connection you get from meeting new people.

2. Missing the Human Touch: Travel is about more than just seeing places; it's about experiencing the culture and people firsthand. VR can show you the sights, but it doesn’t quite capture the joy of stumbling upon a hidden gem, chatting with locals, or getting lost in a new city.

3. Tech Limits: Not everyone has access to high-quality VR equipment, and it’s still a bit expensive for most people. Plus, there are issues like motion sickness and headaches some users experience after long VR sessions.

4. Could It Reduce Real Travel?: There’s also a concern that as VR becomes more realistic, people might start choosing it over actual travel, which could hurt local economies that depend on tourism. Fewer visitors could mean fewer jobs for people in these places.

5. Risk of Isolation: With how immersive VR can be, there’s a chance that some people might become too absorbed in it, preferring virtual adventures over real-world connections. This could lead to feelings of isolation.

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"Revolutionizing Travel Experiences with Virtual Reality"

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"Revolutionizing Travel Experiences with Virtual Reality"

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Virtual reality (VR) is becoming a disruptive force in the travel sector as the metaverse keeps growing. Virtual reality (VR) is enabling people to go to places they've never been before, see events, and even enter immersive situations all from the comfort of their own homes.

Advantages of VR in Tourism:

• Unrestricted Access to Places: Virtual reality (VR) enables people to explore isolated or vulnerable regions, such as historical sites or undersea settings, that they might never be able to visit in person.

• Cost-Effective Travel: By removing the need for airfare, lodging, and admission fees, virtual tours offer reasonably priced access to popular destinations.

• Improved Accessibility: Virtual reality (VR) makes it possible for individuals with physical limitations or mobility concerns to visit other parts of the world without encountering obstacles.

• Pre-trip planning: By using virtual reality (VR), travellers can make better decisions by previewing locations, accommodations, and activities before making a reservation.

• Sustainability: Virtual reality travel lessens the need for actual travel, which lowers carbon emissions and improves the environmental impact of tourism.

Disadvantages of VR in Tourism:

Lack of Tangibility: Virtual reality (VR) can provide immersion, but it cannot replace the tactile and sensory experiences of being in a real place, such as engaging with locals, tasting the local cuisine, or sensing the warmth of the sun.

Why Limited Adoption: VR technology is still in its infancy and not everyone has access to VR equipment. The full potential of VR experiences and their mainstream acceptance can take some time.

Digital Fatigue: Excessive time spent in a virtual environment might cause fatigue, and it could not entirely satisfy the need for real-world interaction.

The Development of Virtual Cultural Tours and Museums

Picture yourself touring the Vatican or Louvre museums from the comfort of your living room. Virtual reality (VR) allows you to explore renowned museums virtually, view exhibitions in stunning detail, and learn about art and history through interactive features. The way we interact with culture and heritage may be completely changed by this.

Reference : https://www.mckinsey.com/industries/travel-logistics-and-infrastructure/our-insights/tourism-in-the-metaverse-can-travel-go-virtual

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Would I Want to Travel to a Museum Through VR?

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Would I Want to Travel to a Museum Through VR?

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While VR museum tours sound fascinating and are an excellent option for previewing or exploring distant museums, I would prefer a real visit if possible. The ambiance of a physical museum—being in the presence of actual artifacts, absorbing the surroundings, and enjoying the tactile experience—feels more rewarding. However, for places I can't reach, I would enjoy visiting through VR, as it offers a chance to see things I might never experience otherwise.

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Are you really sure to use VR tour in front of eiffel tower? 

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Even if VR can introduce immersive experiences 24/7 to all users, I strongly believe that it cannot replace to real tourism industry. Refer to few positives and negatives below.

Advantages:

Eco-friendly Travel: No carbon footprint and fuel

Accessibility for All: especially for disabled and developing nations

Time management: we can have experience Africa, Europe, North-pole in a day. Even in few hours.

Disadvantages:

Health Concerns: It can result in eye strains and unbalanced physical condition.

Emotional Disconnect: people become lose their attention if they visit repetitively with virtual machine.

Potential Decline in Physical Travel: If VR becomes too popular, it lead to a decrease  in physical tourism, which could impact local economies as a long term view.

Lack of sense of real feeling: I like the feeling when I prepared travel route. I can design my own itinerary, amend it after I find attraction from social media, and plan to drop by restaurant and photo spot. However, it cannot get it from the virtual world.

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Virtual Reality: Revolutionizing the Future of Travel

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Virtual Reality: Revolutionizing the Future of Travel

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Virtual reality (VR) has the potential to be a major trend in future tourism, particularly as technology advances. Here's an overview of the benefits and drawbacks of VR in the travel industry:

Advantages of VR in Travel:

Immersive Previews: Virtual reality allows consumers to preview destinations, hotels, and activities before booking. This enables tourists to make better informed selections, resulting in greater satisfaction with their real travel experiences.

Accessible Exploration: Virtual reality can give travel experiences for persons who cannot afford physical travel, have physical disabilities, or are subject to restrictions.

Eco-friendly: Virtual travel minimizes the carbon footprint of actual travel, such as planes and transportation.

Cultural Enrichment: Museums, historical places, and natural wonders can be virtually seen by a global audience. Some VR installations even enable real-time interactions with guides or experts.

Cost-effective: For people who are unable to travel regularly, virtual reality allows them to experience other cultures and sites without incurring the expenses associated with traditional travel.

Disadvantages of VR in Travel:

Lack of Physical Experience: While VR is engaging, it will never entirely recreate the physical and emotional experiences of actual travel, such as tasting local cuisine or feeling the climate of a location.

Limited Social Interaction: Interacting with locals and other travellers is an important part of travel, but a VR experience does not provide this opportunity.

Technology Barriers: High-quality VR equipment is expensive, and not everyone has access to the requisite hardware or internet bandwidth to enjoy optimal experiences.

Physical Side Effects: Following extended VR experiences, some users may experience motion sickness, eye strain, or pain.

Lack of spontaneity: VR tours are frequently edited and scripted, which eliminates the sense of surprise or spontaneous adventure that comes with real-world travel.

Would I Travel to a Museum Through VR?

Visiting a museum via VR may be an exciting experience, especially when it comes to rare items or remote locations. It would be an excellent way to experience displays without having to travel. However, the experience may lack the personal connection and atmosphere of really being in the museum. It would be an excellent educational tool, but I would not want it to replace in-person museum visits.

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Absolutely! VR (Virtual Reality) has the potential to transform how we experience travel. Imagine exploring iconic destinations or museums from your couch—it’s like having the world at your fingertips!

The Good Stuff:

1. Try Before You Travel: VR lets you check out hotels and landmarks virtually, helping you make better travel choices.

2. Accessible Adventures: For those who can’t travel physically, VR opens up opportunities to explore places they might never see otherwise.

3. Cultural Experiences: It can preserve and showcase cultures, making history come alive in a way that textbooks can’t.

4. Eco-Friendly: By exploring virtually, we can reduce the environmental impact of tourism, especially in sensitive areas.

5. Learning Made Fun: VR offers interactive learning experiences, allowing you to dive deep into history and culture.

The Not-So-Good Stuff:

1. Missing the Real Thing: You can’t replicate the smells, sounds, and sensations of being in a place.

2. Tech Limitations: VR isn’t perfect and sometimes can’t capture the magic of the real experience.

3. Impact on Local Economies: If everyone chooses VR over actual travel, it could hurt places that depend on tourism.

4. Solo Exploration: VR can feel lonely compared to the shared experiences of traveling with friends or family.

Would I Want to Visit a Museum in VR?

Definitely! Virtual museum tours sound amazing for exploring hard-to-reach places. But I’d still prefer the real thing for that authentic experience and connection with others.

In short, I see VR as a cool way to enhance travel, making it more accessible and educational.

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In a world where travel is now remembered, virtual tourism has risen to take its place. Promising to be both accessible and affordable, the new virtual tourism will give people the opportunity to explore the world from the comfort of one's living room.

Virtual tourism is fast becoming a global trend, and this was not merely in response to the COVID pandemic; it has been building up behind the scenes for some time. From being traditionally used mainly as a marketing tool, virtual tourism has gained increasing popularity amongst tourism industry stakeholders in recent times. Nowadays, in many areas of travel and tourism, we are witnessing virtual tourism activities with the development and use of the Internet, which has undoubtedly connected with the concept of smart tourism.

VR exposure would present artificially created environments that would appear just like real-world environments to the users. You could experience the sights, the sounds, and the sensations of far-off destinations with VR-without ever having to get on a plane.

Virtual reality tourism is an upcoming fad, with which touring of the world is made accessible and quite immersive by the tourists.

Advantages of VR in Tourism

1. Use Virtual Reality to Allow Self-Guided Tours

The VR technology and augmented reality devices can become your guide. Even though VR and AR are different technologies, their interaction enhances your tour. This especially has its own advantages when some people love traveling alone or value privacy more. VR tourism apps create self-guided tours that enable travelers to see the place at their own pace.

The other exploration kinds of VR travel apps, like a City Guide Tour, also can inform you about places, applying object recognition features. For example, if you are traveling in some unknown city, it may locate tourist attractions such as museums, parks, and galleries and give information on your screen about them.

2. Travel Destination Booking with VR

Traveling would get even more exciting with VR booking systems that plunge consumers right into the interactive virtual surroundings for designing their trip. These have been helpful in planning your vacation in a better way. The destinations, hotels, rooms, or plane seats can be selected through these AR and VR interfaces of booking, and even make the pay.

The use of virtual reality within travel agencies has not yet widely been applied, even though this has in some cases been introduced by different companies. A good example is the VR travel search and booking experience by Amadeus, allowing travellers to plan their entire trip virtually.

Disadvantages of VR in Tourism

Informational Risk VR in tourism is an open threat to misinformation. On the other hand, virtual tourism provides tourists with accessibility and convenience to visit any destination regardless of their location in the world. However, relying entirely on a virtual experience also threatens. The following are five risks which make the potential for misinformation a major factor to worry about in virtual tourism:

·        The potential for virtual tourists to experience a destination firsthand is never possible. This may lower their ability to understand the real environment and culture of the destination.

·        Limited perspective: Many virtual tours present only popular tourist attractions without showing the real face of any place, thus providing a biased view of the destination.

·        The dark side of virtual tourism: Misinformation, where the information provided in virtual tourism is based on users; information that might be wrong or deceitful in some nature. Such information may be easily spread if fact-checking is not properly done.

·         Manipulation of pictures: Virtual reality technology manipulates pictures. This leads to changing how a destination looks. This misleads tourists and creates false expectations.

·        Cultural misunderstanding: Using VR, tourists may not understand the culture of a destination with its peculiar nuances and customs, leading to misunderstandings or offensive behaviours.

Reference:

https://www.makeuseof.com/what-is-vr-tourism-and-benefits/

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Yes, Virtual Reality is going to be one of the major trends in tourism in the future. Already today, VR has begun to carve a niche for itself as a technology that potential travelers use for taking a virtual tour of destinations before booking or actually visiting them. This offers immersive previews and experiences of places anywhere in the world. As the technology advances, VR in tourism offers fully new means of engaging and attracting travelers.

Advantages of VR in Tourism:

1. Immersive Previews: These will virtually take travelers to destinations, hotels, or tourist attractions before booking. It helps in making informed decisions, reduces buyer's remorse, and improves the travel planning experience.

2. Accessibility: VR could facilitate travel experiences among people who cannot travel due to physical limitations, lack of time, or shortage of money. People can view distant or inaccessible locations without having to make a trip there.

3. Sustainability: It may contribute to reducing the ecological footprint by offering alternatives to travel, thus reducing carbon emissions and managing the pressure at popular sites due to over-tourism.

4. Cultural Preservation: The potential exists for digital preservation of historical sites or places that are in danger, making virtual exposure a reality even when those locations actually get destroyed or lost with time.

5. Personal experiences: This involve the capability of VR to enable users to create their experiences based on interests and specify the cultural, adventurous, or historical aspects in which they are interested.

Disadvantages of VR in Tourism:

1. Lacking an Adequate Stimulus: Even though VR presents fabulous graphics and sound effects, it still cannot replace the complete sensory feeling of traveling like smells, tastes, and feels.

2. Potential to Reduce Actual Travel: As VR technology improves, some people may simply take a virtual tour of places rather than going there in person, and that would negatively affect the tourism industry.

3. High Costs and Accessibility: Advanced VR set-ups are expensive and not everybody has equal access to such facilities, hence the limited reach for this technology.

4. Technology Dependence: The experience of VR is highly dependent on the quality of the technology. Poor rendering of VR experiences, or even technical glitches, can detract from the user experience and can thus harm the image of a destination.

5. Lack of Social Interaction: Among the major appeals of travel is the interaction with a local culture and people. VR can't fully replace these real-life human experiences, which for many are part of what tourism is.

VR as a Tourism Marketing Tool
• Virtual Promotion Tours: Virtual reality is one method already in use by many tourism firms, hotels, airlines, and agencies as a means of promoting their services by allowing prospects in far-flung locations to take an immersive sneak peek.
• Brand Building for Destination/Company: The judicious use of VR builds the brand of a destination/company into an experience more attractive to technology-savvy travelers.

VR in Education and Training in Tourism
• Tourist Guide Training: VR can also be used to train guides, hotel staff, and any other people in the tourism industry with a scenario-based training approach.
• Cultural and Historical Education: This could also be used as an educational tool for teaching travelers about history and culture regarding a destination before arrival, which would further enhance their actual experience.

Virtual Reality for Destination Planning
• Try Before You Buy: It allows travelers to experience, through VR, attractions, resorts, or even whole cities before they commit to a destination. This will help build an itinerary and lower the dissatisfaction that comes with a trip when a particular travel decision does not turn out as envisioned.
• Personal Travel Experiences: VR can be used to deliver more personal experiences for travels wherein while sitting at home, one can make decisions on what is to be explored during a trip. It helps one get a trip that exactly aligns with his preferences.

Challenges of Scaling VR in Tourism
•   Technological Constraints: At present, hardware requirements coupled with the creation cost of high-value contents are the critical constraining factors to the wide uptake of VR in tourism.
•   Infrastructure and Internet Requirements: Seamless VR experience requires high-speed internet and several large-scale technological infrastructures. Such infrastructure and access could not be the same for all users and every area.

Psychological and Ethical Considerations
• There is a danger of escapism or reliance on VR; individuals may become so enamored with VR experiences that they prefer virtual over real-life face-to-face interactions, impacting their mental health.
• Poorly designed virtual tourism experiences can lead to the tourist not seeing an accurate, or overly simplified version of the destination. This could lead to perpetuation of stereotypes or loss of cultural authenticity.

Potential Impact on the Tourism Industry
• New revenue streams: Virtual-only experiences can be made of experiences which individuals cannot see in person. This could be a new way in which tourism operators make money.
• Hybrid travel experiences: It is a combination of physical and virtual traveling, such as visiting some attractions in reality and others virtually. This would provide greater customizability of the travel package in the future.

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VR can play a pivotal part in sports, specially in team sports where you need more than two or three members to do a proper practise in realtime, hence its practically sometimes its not possible to create a atmosphere of a real game scenarios with few payers in a practise session. Further in some sports where games become too technical, its sometimes impossible to create a real-life game scenario for players, as it would needs all the players and technical staff to be present to have a real experience when practicing.

With the advancement of the technology, the players and coaches could bring the Virtual reality technology to the tables to assist them to create a real life cricket scenario for players to have a better and full experience at the games.

Further this technology could help to bring technical analysis based on data, which could be used to arrive at data driven solutions for each player. These data could be used to bring data analysis and prediction and patterns to understand each player to make informed decisions to improve their individual skills.

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VR headsets often offer the most realistic virtual reality travel experience to users. A VR headset employs specialized software that tracks the movement of the user's head. This allows the user to explore the travel destination just as they would in real life. Currently, the number of people who own VR headsets is rapidly increasing. This increase in headset sales can be credited largely to the gaming industry, where the technology is being heavily promoted.
Furthermore, all of the main internet platforms, like Google, Facebook, and Amazon, are spending extensively on VR headsets and VR content, indicating a potential future for this industry.

VR for travel with VR headset VR created for headsets is more expensive to produce as it requires the production of Stereoscopic content and spatial audio. However, for those travel companies looking to be at the forefront of the technology, the cost can be worth it to allow them to stand out from the crowd and provide an unrivaled experience to their clients.

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Why VR Can’t Replace the Real Magic of Travel

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Why VR Can’t Replace the Real Magic of Travel

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Human Beings are creatures of experience. We navigate the world through our senses, emotions, and interactions, which shape how we understand and connect to everything around us. While I think VR has great potential to change the landscape of Travel, I do not believe it could replace the experience of physically traveling. VR can take you to a virtual museum or explore a famous city from your living room, but it doesn’t feel the same. There’s something about being physically present in a place feeling the atmosphere, hearing the sounds around you, maybe even catching a smell from a nearby food stand or a fresh breeze that VR can’t capture.

Additionally traveling with others and the interaction and memories you make with your travel companions are something i do not envision VR to be able to fulfill. So All in all I do not see Future of tourism to be majorly effected by VR although maybe AR could have more potential in this matter.

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Exploring the World Through VR: The Future of Travel

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Exploring the World Through VR: The Future of Travel

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Imagine slipping on a VR headset and suddenly finding yourself walking through the stunning halls of the Louvre or standing in front of a breathtaking sunset in Santorini—all from your living room. Virtual Reality (VR) has the potential to change the way we think about travel, and it’s exciting to consider what the future holds.

Advantages of VR in Tourism

1. Accessibility for Everyone: VR opens up travel to people who might find it challenging to explore the world physically. Whether due to age, health issues, or financial limitations, VR can provide immersive experiences that anyone can enjoy.

2. Budget-Friendly Adventures: Forget about expensive flights and hotel stays! Virtual trips can save you money while still allowing you to discover new places and cultures.

3. Learn While You Explore: With VR, you can dive into the history and art of different locations. It’s like having a personal tour guide who brings the experience to life right before your eyes!

4. Preview Your Next Adventure: Thinking about a destination? With VR, you can take a virtual tour before booking that flight. It’s a great way to get a feel for a place and decide if it’s worth the visit.

5. Helping the Planet: By reducing the need for travel, VR can help lessen our environmental footprint. It’s a win-win for both travelers and the Earth!

Disadvantages of VR in Tourism

1. Missing the Real Deal: While VR can simulate stunning views, it can’t replicate the physical sensations of travel—like the taste of local cuisine or the sound of bustling streets.

2. Tech Hurdles: Not everyone has access to the latest VR gadgets, and tech glitches can sometimes ruin the fun.

3. A Solo Experience: VR is often a solitary journey. While it’s great for individual exploration, it might not capture the joy of sharing travel moments with friends and family.

4. Too Much Screen Time?: There’s a chance that VR could make people less eager to travel in person, which could hurt local economies that depend on tourism.

5. Content Quality Varies: The magic of VR relies on how well it’s made. If the content is low quality, the experience can feel lackluster.

Enjoying Museums Through VR

Visiting a museum through VR can be a fantastic experience. Imagine wandering through art galleries or exploring ancient artifacts without the crowds. Some famous museums, like the Louvre and the British Museum, already offer virtual tours that let you engage with their collections in a whole new way.

In short, while VR is an incredible tool that can enrich our understanding of the world and make travel more accessible, it doesn’t quite replace the magic of real-life adventures. There’s something special about feeling the sun on your face or tasting local delicacies that VR simply can’t provide. But it’s a wonderful addition to our travel toolkit!

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Breaking Barriers: The Role of Virtual Reality in Inclusive Tourism

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Breaking Barriers: The Role of Virtual Reality in Inclusive Tourism

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Individuals with disabilities or limited finances stand to benefit greatly from virtual reality (VR) tourism, allowing them with a unique way to explore the globe without the difficulties that typical tourism might bring. Those with physical and walking challenges, ongoing illnesses, or impairments can explore places of interest, cultural memorials, and natural wonders from the convenience of their own homes or place using virtual reality. This virtual experience may imitate everything and allowing viewers to interact with areas that they wouldn't normally be able to see in person.

Furthermore, virtual reality tourism offers a more affordable option than costly travel for those with limited funds. Considering travel-related rates like airfare, lodging, and tourist attractions on the rise, virtual reality (VR) provides an affordable means of experiencing different cultures and locations. Virtual reality (VR) may open up the opportunity for worldwide experiences by doing away with the need for travel logistics, enabling anybody to take in all that is wonderful of the globe.

Furthermore, by facilitating social engagement with people who have similar passions, VR may promote a feeling of community and connection by allowing users to take part in group experiences or guided virtual tours. The delights of travel are now available to many who may otherwise feel restricted to such adventures, thanks to technology that not only improves individual lives but also fosters inclusion. In the end, VR tourism has the potential to change how people experience financial or physical restrictions interact with the outside world by bridging the gap between their dreams and reality.

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Virtual reality (VR) - a significant trend in future tourism

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Virtual reality (VR) - a significant trend in future tourism

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I think Virtual reality (VR) has the potential to become a significant trend in future tourism, offering immersive experiences that can enhance how people explore and experience destinations.

Advantages of Virtual Tourism:

- Stimulates Actual Tourism: Virtual tourism serves as a marketing tool, allowing customers to preview destinations and encouraging real-world visits.

- Access to Inaccessible Areas: It enables exploration of places like Mount Everest or remote sites that may be difficult for many to physically visit.

- Cost-Effective: Virtual tourism is often free or low-cost, providing a valuable experience without the expense of traditional travel.

- Flexibility: It offers freedom in terms of time and location, allowing users to explore destinations like the Northern Lights or Mayan ruins from home.

- Environmental Benefits: Virtual tourism reduces CO2 emissions, garbage, and damage to natural ecosystems by minimizing physical travel.

- Enhanced Customer Experience: It helps travelers prepare in advance, creating more informed and enthusiastic customers and potentially benefiting local economies.

Disadvantages of Virtual Tourism:

- Limited Authenticity: Virtual tourism is a recreation of reality, shaped by the creator’s perspective, potentially missing relevant details.

- Economic Impact: It does not provide the same financial benefits to host destinations as traditional tourism, which supports local economies.

- Limited Access: Not everyone has access to the necessary digital devices or reliable internet, which limits its availability.

- Reduced Social Interaction: Virtual tourism lacks the personal connections and energy that come from meeting people during physical travel, which is a significant part of the travel experience.

My thought about travelling to a museum through VR:

Many museums use VR to offer virtual tours, allowing global access to their collections, provide online tours of its building, research stations, and even past exhibits. Virtual visitors can navigate room-by-room using an interactive map or arrows, with rooms made from stitched-together photographs for close-up views. These tours are compatible with any VR headset using a Web VR browser and can also be accessed on desktop computers and mobile devices. However, for me, the sensory aspects of physically being in a museum — the atmosphere, the scale of art or artifacts, and the sense of awe from standing in front of a historic piece — can’t fully be replicated through a headset. Therefore, while I'd enjoy VR as a supplementary experience, I’d still prefer to visit museums in person whenever possible.

References:

https://onix-systems.com/blog/using-virtual-reality-for-museums

https://travelopment.com/what-is-virtual-tourism-and-when-should-you-make-use-of-it/

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This article is inspired by the exciting virtual reality experiences Onix developed for the museums of Banská Štiavnica and Anija Mõis and the growing demand for VR in museums and other cultural institutions worldwide.

The development of applications like the aforementioned Onix's projects may cost around $10,000-$30,000. If you are interested in creating one for your museum or gallery or in utilizing VR as an art medium, here you can learn:

the primary use cases for virtual reality in museums and other cultural institutions, with examples

the benefits of these applications for the organizations, visitors, and artists

what you may expect and what you need to consider if you decide to leverage them.

"Virtual reality opens the doors of museums and galleries to boundless exploration, offering visitors immersive experiences that transcend the confines of physical space. We bring history, art, and culture to life through carefully crafted VR applications, enriching the visitor's journey and fostering deeper connections with the exhibits. At Onix, we believe in the transformative power of VR to revolutionize museum experiences, making them more accessible, engaging, and unforgettable for audiences worldwide." - Roman Piskun, Onix's Unity Department project manager Please contact us if you have questions or want to estimate your VR project cost.
Table of contents

The Advantages of Virtual Reality for Museums, Galleries, and the Public

Use Cases for Virtual Reality in Museums and Galleries

Some Challenges of Implementing VR in Museums and Galleries

The Advantages of Virtual Reality for Museums, Galleries, and the Public

VR experiences can be interactive or take the form of 360-degree videos. Cultural institutes use them in different ways for the benefit of museum-goers, fine art aficionados, students, school children, curators, and artists. Here are some examples.

Accessibility

Traditionally, art appreciation has been exclusive and often expensive. It requires some planning and organizational effort and often involves travel. The same can be said about visiting a major natural history or science museum.

Afterward, museum-goers would often encounter long queues, crowded rooms, and unsympathetic guides. Too often, they may have just a few seconds per exhibit and even fail to see what they'd anticipated most. Besides these difficulties for the public, this model actually contradicts the museums' aim to disseminate knowledge and art to as many people as possible.

Virtual reality can both alleviate these problems and take the museums' mission to a new level. The medium is praised for its ability to recreate spaces, remote destinations, or places that no longer exist, and to transport viewers there just by strapping on a VR headset.

Virtual museum tours make galleries and collections accessible virtually to all with unprecedented ease, especially when the digital content is available online across multiple VR platforms. This way, even people with mobility issues can access the world's best collections without leaving home.
Read also: Metaverse Tourism: Benefits, Examples, Onix Experts' Insights
Improved experiences

Immersive VR experiences dramatically enhance the museums' storytelling potential. VR can make exhibits interactive, put objects in context, show their true scale, and bring an extra dimension to museum exhibitions and collections. It changes the viewer's perspective and builds a genuine connection with them.

Best VR museum tours can provide the experience of self-guided exploration or a private viewing, standing in front of an exhibit as long as one pleases, without rope barriers and glass walls. Access to art and knowledge becomes both immediate and more affordable regardless of the viewer's background and location.
Example of a location created by Onix for the spatial.io platform
Publicity and promotion

Developing original and fresh virtual reality experiences, museums, galleries, and cultural events demonstrate their desire to innovate and reach a broader public. They can also grow their visitor numbers.

There's still considerable media interest and excitement about VR, so a new interactive multimedia museum experience may attract even people who usually are not interested in art or history. Those who have visited a gallery or museum in VR will likely want to see the exhibits in real life too.

Creativity

Artists are always in search of new means for artistic expression, expanding their audiences, and connecting with them. VR offers it all.

Multisensory virtual experiences provide a new way both to convey feelings and information and to absorb them. VR can transform the ephemeral qualities of light and atmosphere into art and create lasting records of temporary experiences.

With VR, artists can design truly engrossing original, and fantastic environments and simulations. Moreover, VR's neural and muscular interface allows viewers to become active participants rather than mere consumers.
Example of Onix's work for InnerVR, a VR-based meditation application
Use Cases for Virtual Reality in Museums and Galleries

Remote VR Museum Experiences

In the 19th century, people used stereoscopes for viewing three-dimensional depictions of wars, historical figures, or magnificent world's fairs. In the Timescope project for Somasoft, Onix has helped to bring this experience into a VR environment. Using images from the Library of Congress, we helped bring history to life.

Many museums use VR technologies to create virtual tours and programs that share their collections worldwide. The Smithsonian National Museum of Natural History in Washington DC created a set of online tours of the museum building, select areas at the satellite support and research stations, and even exhibits no longer on display.

Within most of the tours, virtual visitors can navigate room-by-room via an on-screen map or interactive arrows on the floor. The rooms' panoramas were stitched together from many still photographs so that visitors can enjoy a close-up view of an exhibit.

The virtual tours are suitable for any VR headset type, provided they use a Web VR-enabled browser. The experience is also accessible on desktop computers and mobile devices.

Museum-goers have long dreamt of the ability to pick up items and examine them closely. In 2017, the British Museum in London partnered with the VR content developer Boulevard to make that dream come true. They created "Two Million Years of History And Humanity," an Oculus Touch application that allowed users to view and compare 48 artifacts from the museum's collection.

The app was free to download for users around the world. Using Oculus Rift with Touch controllers, they could reach out, lift, rotate, and study unique exhibits including the Gilgamesh Tablet and a two-million-year-old stone-chopping tool.

It's possible to develop virtual experiences around particular artworks, too. Eye of the Owl - The Hieronymus Bosch VR experience by Pieter van Huystee is dedicated to "The Garden of Earthly Delights." Not everyone may have a chance to fly to Madrid and spend hours in one of the Prado's rooms to fully appreciate the painting's countless figures and scenarios.

The free VR game, however, allows you to explore it at leisure in otherwise impossible detail. The picture was digitized in ultra-high resolution so that you can both see the texture of the paint and view the figures in life-size. The multimedia experience includes a narration from the latest art history research, image-related sound effects, and animations.

Virtual reality technology not only enables people to experience a certain exhibit or tour virtually but also makes it possible to create an entirely new museum online. The Kremer Museum, launched in late 2017, is an iconic example. The trick is that this collection of Flemish and Dutch Golden Age paintings doesn't have a brick-and-mortar building. "

Our journey as collectors has always been about finding the highest quality artworks and simultaneously finding ways to share them with as many people as possible," the founder George Kremer said. A virtual reality museum seems like a perfect solution.

The museum space, though virtual, was designed by a world-class architect and ensures perfect lighting that art lovers and collectors appreciate so much. Each of the 74 paintings was photographed 2,500-3,500 times using the 'photogrammetry' technique to build ultra-high resolution visual models.

Virtual visitors can see the colors and brushwork up close, look at the back of the paintings, and explore their provenance.
Read also: Meetings in Virtual Reality: The Future of Work & Collaboration Screenshot of the Unreal Space VR app developed by Onix
Location-based Museum Virtual Reality Experiences

Museums leverage virtual reality on-premises to help visitors better understand their collections. VR exhibits can enhance, complement, or simply promote physical exhibitions.

For example, in 2020, Onix built a virtual tour for a museum at Banská Štiavnica in Slovakia. The completely preserved medieval town is a UNESCO World Heritage Site.

The historical VR project blends scanned museum exhibits with digital panoramas to give visitors the feeling of walking in the town centuries ago or witnessing the flooding of an ancient mine after an explosion.

In 2023, Onix's VR team created a quest VR game to enrich the permanent exhibition at Anija Mõis, one of Estonia's most beautiful country houses. The museum visitors can rent a VR headset and plunge into the game since we ensured it's accessible for kids and adults alike.

The visitors play various mini-games, each set in one of the manor's rooms, trying to score as many points as possible while learning the estate's history. 360° photo panoramas accurately recreate the rooms to ensure a player's complete immersion in the museum's slightly haunted atmosphere while they are trying to solve the mystery of the lady of the manor.

VR promotes scientific knowledge by combining emotion with discovery. The National Museum of Natural History in Paris opened its first permanent VR exhibition in 2018, dedicating to virtual reality a room on the 3rd floor of the Gallery of Evolution.

Five VR stations were equipped with the newest VR systems to support contemplative, interactive, seated, standing, or moving immersive experiences. Five participants can have the sessions simultaneously, viewing various life forms up close and to scale and explore the links between them. Their companions can see on a video screen what they are seeing.

The Museum offers a coherent experience, from the staff's greetings in the waiting area and to the exit door. To facilitate a total immersion, the comfortable, warm Cabinet of Virtual Reality is soundproofed and features a glittering mosaic ceiling.

A tactile mat on the floor limits and marks out the optimal experience area. Dynamic lighting accompanies visitors in their journey from the real world to virtual reality and back.

Museum virtual reality can take you to worlds you can't possibly visit or even imagine. Jurassic Flight at the Cincinnati Museum Center is an example. The dinosaur hall at the Museum of Natural History & Science has two V2 Birdly machines that provide a truly immersive full-body experience: flying with dinosaurs as one of them.

"Mona Lisa: Beyond the Glass," a part of the Louvre's landmark Leonardo da Vinci exhibition in 2019-2020, was a collaboration with Vive Arts. The museum's first-ever VR project was primarily intended to solve a long-time problem associated with the iconic picture. "Mona Lisa" is pretty small, tucked behind bulletproof glass, and permanently sieged by tourists craving for a selfie with it.

The VR experience must have enabled many visitors to access the masterpiece up close in a transformative way. They could explore details invisible to the naked eye, see what could surround the artist and the model, learn about his techniques, her identity, and the history of the painting, and even fly across the surreal landscape aboard Leonardo's visionary flying machine.

Virtual Reality Art

Artists have been experimenting with VR and creating pioneering new works. Technology is evolving to support them. For example, the already mentioned Vive Arts is a multimillion-dollar initiative aiming to transform the way we create and engage with art. Since its launch in November 2017, it has been instrumental in the development of many artists' and cultural institutes' works.

VR is known for simulating out-of-body experiences, but Sir Anish Kapoor made his first VR project a visceral odyssey. The journey starts in a hurricane-blown forest, proceeds through the human body, creating the disorientating sensation of falling into yourself, and ends in a realm resembling outer space. "Into Yourself, Fall" is thus a radical introspection that the viewer is experiencing physically.

This is an example of cinematic VR that is produced by playing linear material. By contrast, VR games are fully interactive, especially with the addition of physical interfaces that enable the viewer to interact with virtual objects.
Learn more: How VR is changing the entertainment and film industry
In May 2019, the 58th Venice Biennale featured "Rising," a climate-change-focused work. Marina Abramović, the artist, explained: "I was really interested in the idea of video games and how children are playing the games that are based on aggression, violence, and fear. I was thinking about how I could reach a young audience."

She also assumed that empathy evoked in the virtual world could drive people to real-world action.

"Rising" featured the artist's virtual avatar standing in a glass tank that water slowly fills. As the viewer approached, she would disappear, and the viewer finds themselves in the middle of the Arctic Sea, where polar ice caps are melting and splashing into the water.

Back in the room with the glass tank, they could make a difference by pledging to support the environment. If they didn't, they would watch Abramović drowning.

It was overwhelming even via a dedicated AR mobile app. With VR, when the brain believes what the viewer sees, and standing on a moving platform, the viewers would become panicky - exactly as potential victims of environmental catastrophes should feel.
Read also: Augmented reality (AR) app development cost
The artists' ongoing experiments with VR technology and growing public interest meet at a new type of gallery - VR art galleries. For example, the ArtScience Museum in Singapore equipped a dedicated space with VR headsets and controllers for world-famous artists, scientists, museums, and film festivals to present their VR artworks.

The market for VR art projects is emerging as well. For example, in 2017, Chinese artist Yu Hong and the Khora Contemporary production company collaborated on a work titled "She's Already Gone."

The artist hand-painted every detail within each episode of the virtual character's life from birth to death, with the history of China going backward in the background. According to Beijing-based gallery Long March Space, a Chinese private collector bought one of the eight editions for $100,000.

Besides the benefits, museums and galleries should be aware of the possible challenges of implementing VR technology.

Some Challenges of Implementing VR in Museums and Galleries

Expenses

An organization that decides to offer a VR museum experience is likely to incur several types of costs:

1. expenses associated with video shooting, VR app programming, etc.

2. the cost of hardware for location-based VR experiences

3. expenses associated with allocating and equipping a space dedicated to VR experiences

4. labor costs: hiring and training extra personnel, salaries, and benefits

5. space and equipment maintenance, sanitization, etc.

Developing a high-quality VR experience can be time-consuming and expensive. The cost depends on the technical requirements, the amount of immersive content required, and possible deadlines. For instance, the virtual recreation of the Banská Štiavnica museum took 1,000 hours.

Please contact Onix if you have any questions or wish to get a quote for your project.

The same is valid for hardware. The type of experience you want to provide will determine the type (and price) of the required equipment. A popular VR headset plus a pair of controllers will support a basic cinematic or interactive virtual museum experience.

However, if you envision a truly immersive full-body multisensory simulation, you may need to purchase or order a whole system to be manufactured, e.g., a custom chair allowing 360-degree turns. The price of such equipment would be multiplied by the number of visitors you wish to serve simultaneously.

The VR experience may require several staff members to facilitate it: manage queues and crowds, provide information and instructions, put headsets on visitors, sanitize them after every use, charge batteries, etc. Occasionally, even sensitivity training may be necessary.

Visitor experience nuances

First-time users will likely experience a learning curve, so museum employees must provide support and instructions. They should be there to turn on a headset or launch an application and solve any issues visitors may encounter due to errors or technology limitations.

For on-premises VR experiences, cultural institutions must allocate sufficient spaces where visitors may experience virtual reality without being watched by other visitors. The space must be free of obstacles or hazards for visitors wearing VR headsets or provide safe boundaries in the physical world for them during VR simulations.

Some visitors may feel uncomfortable during VR simulations or after simply donning a VR headset. VR experiences sometimes cause unpleasant symptoms, like dizziness, eyestrain, or headache.

Museums and galleries must develop restrictions, instructions, and warnings for visitors to consider before using VR experiences. For example, some VR experiences may not be suitable for children, pregnant women, people with psychosis, PTSD, a history of seizures, or other medical conditions.

Museums should also mark age-restricted and graphic content and warn visitors about imagery related to the Holocaust, violence, disasters, diseases, and other topics that can prompt an extreme or adverse emotional response.
Read also: VR Meditation App Development: Use Cases & Tips from Onix
Curatorial challenges

The adoption of VR technology in museum settings raises questions about curatorial choices. It may be challenging to strike a balance between virtual and physical experiences. For example, remote VR museum experiences must be realistic and impressive enough to promote a museum or gallery but not to the extent of replacing a tour of the physical premises.

On the premises, the technology must enhance the narrative and support educational objectives but not distract the visitors. Employees may need clarification about their role in the changing museum environments or worry about losing their jobs to 'virtual guides.'

Summing Up

Many exciting virtual reality exhibitions, tours, and artworks have demonstrated both the medium's capacity and growing popularity in the field.

It's possible to create a VR experience for museums, galleries, and other cultural institutes that will be effective both within and outside their walls. So can be an augmented reality museum experience.

If you have ideas for utilizing VR and AR for cultural, educational, entertainment, or any other purposes, please feel free to share them with Onix. We can make your dreams a reality - virtual or augmented.

FAQ

How can museums ensure the successful integration of VR experiences?

Here are several recommendations for organizations that wish to utilize virtual reality museum exhibits, gallery tours, or other VR experiences:

Understand the financial burden the cultural institution is taking on before implementing VR museum experiences. You will have to plan and allocate the budget, including the cost of VR app development, VR headsets and additional equipment acquisition, maintenance, labor costs, etc.

Align technology with the institution's mission and strategy. Isolated VR implementations (e.g., focused on a single artifact or short-term exhibition) may create buzz but fail to pay off. A VR app should cohesively complement the institution's narrative and enhance the visitor experience.

Consider and acknowledge the limitations of VR. The applications described above may not be suitable for your particular museum context. You need to assess whether VR can fulfill your specific needs and achieve goals most effectively.

Make the VR experience visitor-centered, accessible, and engaging, and adapt it to visitors' specific needs.

Train the employees to present VR experiences to visitors, help them put on and adjust the VR headsets and other gear, ask for feedback after the experience, maintain the equipment, etc.

What are the ways to use augmented reality for museums' and galleries' purposes?

An AR app can provide additional information about exhibits. When visitors point their smartphone at a brochure, plaque, QR code, or even an artifact or painting, they will view overlaid text, images, or video on the screen.

A museum or gallery can incorporate AR overlay information into their website to attract visitors and immerse them in exhibits before they visit the premises.

More sophisticated AR experiences can "bring to life" the exhibited artifacts, skeletons, and machinery or recreate entire ancient sites around a visitor.

Museums can use AR technology to develop full guided tours or educational games, e.g., in treasure hunts or quiz formats, to make a museum tour more interactive, informative, engaging, amusing, and memorable.

Different AR experiences enable cultural institutions to tailor the same tours, exhibits, and events to the needs of visitors of different ages and educational levels.

Augmented reality also enables artists to go beyond the limits of 2D and 3D objects. They can use AR to make their artwork "come out" of a canvas, bring a sculpture to life, or immerse the viewer into a unique artistic experience.

How much does museum virtual reality cost?

The cost depends on the technical requirements for the VR experience, the type and amount of content, whether custom equipment is required, possible deadlines, and other factors. For instance, Onix's Banská Štiavnica museum project took 1,000 hours and cost $30,000. The VR game for Anija Manor took 250 hours to make and cost $10,000.

Can Onix develop a VR or AR application for a museum or gallery?

Yes. Onix's team possesses the programming expertise, artistic skills, and experience necessary to create cinematic and gaming experiences for Android, iOS, and many headsets or turn original video content into exceptional VR experiences.

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Virtual Reality in Museums: How VR Improves Museum Experiences

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Museum virtual reality enables people to visit the world's greatest collections without leaving their couch. What does it promise to museums and artists?

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My thought: VR is a great way to explore, but nothing beats the real experience

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My thought: VR is a great way to explore, but nothing beats the real experience

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I think VR could become a big part of tourism in the future, especially as the technology improves. One of the best things about VR travel is that it makes places easier to visit for people who may not be able to travel due to money, health, or time. For example, VR could let someone explore a museum or a distant place without leaving home. It can also feel more real than just watching videos or looking at pictures, giving a better sense of being there.

But there are some downsides. While VR can show you what a place looks like, it can't replace the real feeling of traveling. You miss out on the smells, sounds, meeting new people, and the excitement of planning your trip. For many, the joy of researching destinations, packing bags, and the adventure of getting there are all part of the experience. These are things VR just can't offer.

Personally, I think I’d somewhat enjoy visiting a museum through VR for the convenience, but I see it as more of a preview. Nothing compares to actually being there in person, feeling the atmosphere, and going through the whole journey of preparation and exploration.

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Experiencing a 360-degree view of my favorite travel destination right from the comfort of my couch!

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Experiencing a 360-degree view of my favorite travel destination right from the comfort of my couch!

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When I think of VR, a lot of people associate it with CGI (computer-generated imagery), especially in the gaming industry. However, in my opinion, there’s another form of virtual reality that’s often overlooked, and that’s 360 VR, or 360VR video.

Instead of focusing on computer-generated environments, 360 VR captures the real world. I personally believe this makes it an ideal tool for the tourism industry, where it’s crucial to showcase actual locations rather than relying on mockups or simulations.ChatGPT

In my experience, 360VR content in tourism is captured in a similar way to regular image and video content. For example, when we at Immersion VR arrive at a location, we bring specialist equipment to shoot the scene. From there, the footage is taken back to our studio, where we produce it into VR content using dedicated software.

In my opinion, this form of VR is the most widely used in the tourism industry, and it's something we specialize in here at Immersion VR. Have a look at this video to understand how Newzealand is using VR in tourism : https://www.youtube.com/watch?v=ZWfU9ayqMMc

A 360-degree virtual reality tour of Wellington City within Te Papa, New Zealand's national museum.
situated along Wellington's shoreline, the capital city of New Zealand.
Discover more about our native bush, which is free of predators, and get a peek inside Te Papa. You can also learn some Maori.

Reference : https://immersionvr.co.uk/about-360vr/vr-for-tourism/

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Wellington 360 VR Experience | Te Papa Museum of New Zealand

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Virtual Reality in Tourism: A Future Trend with Pros and Cons

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Virtual Reality in Tourism: A Future Trend with Pros and Cons

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Yes, I really do believe that VR is going to be one of the major trends in tourism in the future. The more advanced technology gets, the more VR traveling will allow seeing places and cultural attractions, even museums, from literally any part of the world in a very new way.

Advantages of VR in Tourism:

Accessibility: VR provides an opportunity to view destinations and attractions that could not have been accessed for various reasons, including physical, financial, and time constraints.

Sustainability: This could mean anything from positive impacts associated with so-called eco-friendly tourism by lowering carbon dioxide associated with tourist transportation.

Improved Pre-Trip Planning: As VR lets tourists explore destinations before they travel, it helps them make more informed decisions about their trips.

Cultural Preservation: VR has the potential to digitally preserve historical sites and museums for access by future generations when physical locations get damaged or decay.

Disadvantages of VR in Tourism:

Limited Physical Experience: Although VR visually and auditorily creates an illusion of simulation, it lacks the sensory depth physical travel to a place brings about-its atmosphere, food, or people.

Limitation in Technology: Not everyone has access to VR devices with quality features, and at times, disturbances occur regarding technical glitches.

Over-Reliance on Virtual Travel: If VR becomes too popular, it will cut down actual tourism and thus negatively affect the local economies dependent on visitor spending.

Regarding whether I’d want to visit a museum through VR, I see it as a fascinating option. While nothing replaces the feeling of being physically present in a museum, VR can offer a valuable alternative for exploring exhibitions, especially when travel is not possible. It can also be a great tool for educational purposes, allowing for detailed exploration of artifacts and historical sites in ways that are often restricted in real life.

In conclusion, VR holds immense potential in shaping the future of tourism, but it should be viewed as a supplement rather than a replacement for real-world experiences.

REFERENCES:

1. https://www.knowledgenile.com/blogs/the-rise-of-virtual-reality-in-tourism-benefits-and-examples

2. https://www.researchgate.net/profile/Ahmad-Alkhodre/publication/362504120_Virtual_Tourism_and_Digital_Heritage_An_Analysis_of_VRAR_Technologies_and_Applications/links/639e1e86e42faa7e75cec376/Virtual-Tourism-and-Digital-Heritage-An-Analysis-of-VR-AR-Technologies-and-Applications.pdf

3. https://www.sciencedirect.com/science/article/pii/S2667096822000283

4. https://www.researchgate.net/publication/327418788_Future_tourism_trends_Virtual_Reality_based_tourism_utilizing_Distributed_Ledger_Technologies

5. https://immersionvr.co.uk/about-360vr/vr-for-tourism/

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4 Well Thought Examples of Virtual Reality in Tourism

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4 Well Thought Examples of Virtual Reality in Tourism

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Technology has been driving progress in the tourism sector for quite a while now. We’ve seen everything ranging from IoT sensors to sophisticated software implemented throughout the entire landscape.

Technology helps companies remain competitive in an increasingly saturated tourism market. The latest addition to the tourism tech stack is virtual reality or simply VR.

Real-life examples

Thomas Cook Airlines: 360-degree VR tour

The problem

Thomas Cook Airlines in Manhattan operate in a very saturated market, offering helicopter flights over Manhattan. Since their bookings were dwindling, they decided to leverage VR.

The solution

The company aligned with a VR studio and created a VR tour using the actual 360-degree recordings of their helicopter flight.

The result

The result was outstanding. The bookings went up by a whopping 180% as VR helped the company stand out from the crowd and offer something unique to the travelers visiting the Big Apple.

Visit Wales: VR videos of dolphins

The problem

After noticing that their wildlife attractions were not getting the projected bookings, Visit Wales, a UK-based company, decided to use VR to bring wildlife attractions to potential visitors.

The solution

The travel company hired VR professionals to create VR videos of dolphins and kingfishers. The purpose of the videos was to get more people interested in booking wildlife attraction tours.

The result

The result was incredible. After publishing the VR videos, Visit Wales recorded a 60% increase in bookings.

Marriott: travel destinations VR headsets

The problem

In 2015, VR was a hot subject, with only a couple of names in the tourism sector willing to test it. Marriott is one of the pioneers of VR adoption. Two hotels, the

New York Marriott and the London Marriott Park Lane, decided to enable their guests to use VR headsets in their rooms. The experiment lasted 24 hours.

The solution

They decided to equip guests with Samsung Gear VR headsets to enable them to travel to three unique destinations without even having to leave their rooms.

The result

Considering that the experiment lasted only 24 hours, the results were outstanding. The guests’ satisfaction rates went above 100%.

First Airlines – VR immersive travel experience

The problem

At last, let’s explore the unique use of VR tech in travel. First Airlines is a Tokyo-based company. However, it’s not a travel company but an entertainment company that offers virtual travel experiences. The company saw an opportunity to engage people unable to travel via plane and turned to VR.

The solution

First Airlines made a real-size maquette of an airplane and used VR to provide immersive travel experiences to travel enthusiasts short of either money or time.

By using real-life recordings, it offers full onboard service with flight attendants. Their “airplane” can accommodate 12 passengers at a time.

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Virtual Reality in Tourism: A Transformative Travel Experience

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Virtual Reality in Tourism: A Transformative Travel Experience

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Virtual Reality (VR) is transforming the travel industry, providing immersive experiences and exciting opportunities for travelers and businesses alike. Popular VR tourism platforms include Google Earth VR, Oculus Travel, and VR travel agencies, which offer a range of destinations and activities to explore.

The benefits of VR in tourism are numerous, including enhanced pre-trip planning, immersive destination exploration, environmental sustainability, cost-effective travel experiences, and overcoming physical limitations. For instance, VR enables travelers to explore destinations and accommodations before making travel plans, reducing the need for physical travel and promoting sustainability.

Additionally, VR provides cost-effective travel experiences, making it possible for travelers to explore exotic destinations without breaking the bank.

However, limitations of VR in tourism include the lack of physical sensory experiences, technological and cost barriers, and limited availability of VR content for all destinations.

https://www.taangastudios.com/ar-vr-development

https://www.taangastudios.com/

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Virtual Reality in Tourism: A Journey Beyond Boundaries

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Explore the transformative power of Virtual Reality in tourism, from immersive experiences to expert insights.

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While I have enjoyed VR experiences in the past, I still prefer to travel and visit art museums in person. VR can be exciting and immersive, but it doesn't fully replicate the real-world experience. I believe that visiting an art museum in person is essential for fully appreciating the artwork to experience the authenticity.

If VR becomes more popular among artists and travelers, it could have significant implications for physical museums and local economies. I wonder how VR would impact tourism, local businesses, and the preservation of cultural heritage?

Surprisely, I came across this Virtual Journeys New Zealand website where it offers various 360 virtual tour packages. It highlights the immersive experience of the virtual tours and the positive aspects of traveling with Virtual Journeys, such as guaranteed good weather, no crowds, and no waiting times, however, I could not find the explicit information about feedback from customer experience.

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Virtual Journeys provides travellers with inspirational, safe and affordable digital tour experiences to New Zealand; Virtual Vacations any time, from anywhere.

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Yeah, I think once technology gets advanced enough, it’s absolutely possible. When we reach a point where we can simulate all the human senses—like sight, touch, and even the feeling of acceleration—so well that it feels completely real, and if we can simulate the laws of physics with perfect accuracy and zero lag, then for sure, VR will let us visit not just places on Earth but anywhere in the universe.

For example, imagine we send a satellite or probe to another planet, really far away, and it scans everything in incredible detail. With that data, you could visit that planet in VR, and it would feel just as real as if you actually went there. You wouldn’t even notice a difference, even if it took you years to physically get there. Plus, in VR, you wouldn’t need a space suit or life support unless you wanted to experience what it would be like.

It’s not just space either—you could explore places on Earth that are hard or impossible to visit in person, like the Titanic wreck or extreme environments.

The big advantage here is that you’d be able to experience everything—sights, sounds, tastes, feelings—without any of the risks or costs of actually traveling. And because it would be so much safer, faster, and cheaper, I think VR could eventually replace physical travel as the main way people explore the world.

Of course, there will still be people who prefer to physically travel, but I imagine the vast majority will choose VR for convenience and safety. That’s what I believe anyway.

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VR could be the future of travel. VR tourism is expected to transform the travel industry, providing immersive experiences that overcome the constraints of physical travel. VR is emerging as a practical way to explore the world, allowing users to visit distant destinations, historical monuments, and even fantasy worlds from their homes as technology evolves. The greatest advantage of VR tourism is that this technology can make travel more accessible and inclusive.

For example, Google Earth VR is a platform that allows you to have a virtual globetrotting adventure. Users can explore renowned landmarks, remote locations, and the marvels of our planet without leaving home. Through VR advancement you can experience the busy streets of New York, walk into Machu Picchu, and visit the Eiffel Tower just sitting on your comfort sofa. Physically travel can be difficult for someone with disabilities, health problems, or financial limitations. Virtual reality eliminates these obstacles, allowing people to experience and enjoy the beautiful world.

However, there are also some disadvantages to using VR in tourism. For example, an initial investment in equipment and software is necessary for creating high-quality virtual tours. To fully integrate VR into tourism, users and businesses must have the required technology, such as VR headsets and a stable internet connection. The equipment cost can be significantly expensive based on the technology you choose. Even though VR technology has become more accessible recently, there are still existing challenges such as initial expenses and technological literacy that need to be addressed.

Reference-

https://www.linkedin.com/pulse/future-virtual-reality-tourism-2025-moneyadviceofficial-81t1f

https://www.taangastudios.com/post/virtual-reality-in-tourism

https://www.cloudpano.com/blog/what-are-the-advantages-and-disadvantages-of-virtual-tours

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Is VR the future of travel? – DW – 08/28/2023

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A virtual reality experience is cheaper, more environmentally friendly, and less dangerous, but can it replace a real vacation? At the moment, this new technology is only used in vacation preparation.

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I want to use VR discovery prior to physically travel to a museum.

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I want to use VR discovery prior to physically travel to a museum.

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There are so many museums in the world, and whether you are traveling with children or adults, museums are almost a must-visit place.

Traveling with children: Parents can learn about the various museums in the destination in advance through VR and identify which one is more suitable for children to visit. Due to the travel time limited, it could be better detected which exhibitions in the museum are more worth seeing. If parents with teenager, you both can explore through VR and make decisions together. It is also a pre-trip preparation for the trip.

For adults who are keen on museum travel, VR is a rare gift. Through VR, you can explore and understand in advance, so that you can be more immersive when you visit the museum. After the trip, you can also review the gains of the museum trip through VR.

I personally thinking that Museums should actively promote the application of VR. For tourists, time is precious, and VR can be used to expand the time spent exploring museums. Museum VR Alliance, Knowledge Quiz Reward Pass are also the ways for attracting more people entering museum.

https://www.marinabaysands.com/museum/exhibitions/vr-gallery.html

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In the future, virtual reality (VR) is probably going to play a bigger role in travel, especially when it comes to museum visits. It has a number of benefits, but there could be some disadvantages as well.

Advantages:

1. Virtual reality (VR) makes museums and other cultural venues accessible to individuals who might not be able to travel because of financial, physical, or other limitations by enabling them to be experienced from anywhere in the globe. This makes cultural events more accessible to all.

2. Virtual tours can work as engaging previews that stimulate curiosity and motivate in-person visits. Virtual reality can encourage visitors to visit exhibits in person by providing a taste of the experience.

Disadvantages:

1. VR can be quite immersive, but it might not be able to replicate the nuances and state of mind of being in a real museum. It is challenging to simulate the social connections and tactile impressions of an in-person visit.

2. Present VR technology might not always offer the best images or the smoothest possible user experience. For certain users, problems like motion sickness or headset discomfort might ruin the experience.

3. There is worry that if virtual reality experiences improve too much, fewer people may visit museums in person. The local tourism economy and museum earnings may be impacted by this.

Virtual reality museum visits have many benefits, but they might not completely replace the in-person experience of viewing artwork. They do, however, offer a useful supplementary service, particularly for individuals who are unable to attend in person or for pre-visit museum viewing. Still now I have not faced the chance to see museum through Vr but I want to experience that moment.

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It might be a trend but should not applied for all kinds of tourism

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It might be a trend but should not applied for all kinds of tourism

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Every technology has its advantages and disadvantages, and the same applies to VR's application in travelling. Whether it is an advantage or disadvantage depends on how we leverage the technology. For example, if VR is used in reviewing the destination before we decide, this helps a lot. By doing this, the tourist can have the nearest overview of the destination before deciding if that destination is worth paying for. This technology also can create a lot of benefits applied to historical travelling while the tourist cannot physically witness the event; in this case, the VR with proper set-up would help the tourists to live in the atmosphere of the event with the most real feelings. The other side of the VR used in tourism could be:

Depending on the experience reviewing the destination before deciding, this may lead to the cancellation of the visit.

Creating the habit of virtual travelling and devaluating the true value of physical travelling.

Particularly in the case of visiting a museum using VR, the author's original intent of creating the art should be deeply considered as a lot of artworks were not created to use VR to be looked at.

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The Virtual Reality Travel Industry is Booming

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The Virtual Reality Travel Industry is Booming

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Yes, Virtual Reality can play a big role in future tourism. With increasing development in technology, VR would give fully immersive and interactive experiences where users feel that they have "traveled" to faraway places to peruse the tourism destinations, including historical sites and museums, without actually leaving home. Considering convenience and development in technologies, the VR effect seems to contribute more significantly to the tourism industry.

Benefits of VR in Tourism:

1. Ease of Comfort and Access:

• VR creates an opportunity to visit places that one may not have the time, money, or physical capacity to travel to.
• Individuals with disabilities, or even those who are advanced in age and may struggle traveling around the world, can now have experiences through VR that might otherwise be hard for them.

2. Environmental Benefits: With VR, tourism can contribute less to carbon emission. People would not have to fly to places or drive miles, which would reduce emissions of gases.

3. Cost-Effective: There is a great difference in cost when it comes to traveling virtually in VR compared to natural traveling. You will not need to book flights, pay for a hotel room, or buy food, yet you can see the destination.

4. Pre-Travel Planning: VR can be great for travelers to see destinations in advance without the need to commit to traveling there. Say, you walk through a hotel room virtually, a city, or even a landmark before making your booking.

5. Enhanced Cultural and Educational Experience: VR has the ability to bring history, cultural sites, and museums alive with immersive and interactive learning experiences. It enables users to virtually "walk" through ancient ruins, witness reconstructions of bygone eras, or visit exhibitions from around the world.

Disadvantages of VR in Tourism:

1. Lack of Physical Presence: It could never replace such senses as eating the local food, feeling the climate of the place, or communicating with its residents. There is a huge difference between seeing and being there.

2. Tech Limitations and Access: High-quality VR experiences require expensive equipment, which not everyone will be able to afford. Moreover, a number of people suffer from vertigo or other unpleasant feelings when using VR headsets.

3. Potential Decline in Traditional Tourism: If it gains too much momentum, then VR will eventually reduce physical tourism and thereby affect local economies dependent on tourist revenues in those places where travel and hospitality industries contribute to the core of the economies.

4. Limited Social Interaction: Traveling is also about people-to-people interaction-new faces, mixing with the local people, and being a part of the new culture. VR limits this interaction, which is very spontaneous when physically traveling.

Would I Want to Travel to a Museum Through VR?

Yes, I think that would be quite interesting and enriching to visit a museum through virtual reality. Why? Well,

1. Immersive Learning: Museums can offer guided tours through VR, show exhibits in 3D, and even provide access to interactive learning tools beyond what may be feasible in real life, such as being able to virtually "handle" ancient artifacts or view reconstructions of historical events.

2. Access to Global Exhibits: Through VR, I can visit museums halfway across the world, which allows me to see those exhibits or collections I would normally never get a chance to.

But in as much as VR does enjoy a number of advantages, I would still prefer personally visiting a museum, if and when possible. I mean, there's just something off-puttingly peculiar about the atmosphere inside a physical space, having to see the artwork or artifact up close and being connected with history and culture.

Though VR will never fully replace the experience of physically traveling, it does create new opportunities in virtual tourism, especially for those who can't travel much and seek some affordable and ecologically friendly alternatives. Most likely, it is going to be one more trend that supplements the tourism business in general and answers the needs of pre-travel exploration and educational purposes. In any case, physical travel will remain a priority for the majority when it comes to full-fledged sensual and cultural experiences.

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The Virtual Reality Travel Industry is Booming - Worth

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The promise of traveling in virtual worlds is becoming a reality, that doesn’t mean it can’t still be lonely.

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VR Travel: An Immersive Alternative to Real-World Exploration

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VR Travel: An Immersive Alternative to Real-World Exploration

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As a new travel method that breaks the boundaries of time and space, VR tourism offers a more economical, efficient, and convenient way to capture the world's beauty, providing people with an unprecedented travel experience.

VR tourism has many unique advantages, with the most notable being its ability to transcend spatial limitations. It allows people to explore various destinations from the comfort of their homes, including places that are difficult or impossible to reach in reality. From the towering heights of Mount Everest to the mysterious depths of the ocean, and even the vast expanses of outer space, VR technology opens up endless travel possibilities.

Moreover, VR tourism is highly cost-effective and efficient. In contrast to traditional travel, which requires significant expenses, long travel times, and complicated planning, VR simply requires a headset, offering an immersive travel experience in a short period. This method is particularly well-suited to the fast-paced modern lifestyle, allowing those with tight schedules to 'depart' at any moment, enjoying brief moments of tranquility and relaxation amidst their busy workdays.

However, the essence of VR tourism is not true travel, but rather an immersive travel simulation. True travel involves physical movement from point A to point B. It also includes sightseeing, entertainment, and emotional experiences. People have shared expectations of travel, such as experiencing different cultures, tasting local cuisine, or perhaps even having a romantic encounter. The stories that unfold during a journey are something that the digital world, as it currently stands, cannot provide.

VR travel experiences are often similar, while real travel holds unique and exciting surprises. It completely depends on personal choice. As for me, I would always prioritize physically traveling to any place I can reach even a museum, and only consider VR travel as a secondary option. For example, the Waikato Museum and Whangarei Art Museum I recently visited. Because my dream has always been to travel the world, and I am now embarking on that adventure.

As for the future of VR tourism, its widespread adoption will ultimately depend on the continued evolution of technology and how well it can bridge the gap between virtual experiences and the rich, irreplaceable essence of real-world travel. Only time will tell if it can truly transform the way we explore the world.