The Potential Impact of Virtual Reality on Backpacking

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Added on  2023/06/05

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This article discusses the potential impact of virtual reality on the backpacking industry. It explores how VR can enhance customer-centric marketing, change the planning and booking process, and provide more realistic impressions of destinations. The article also discusses the limitations of VR and how it may not be able to simulate all five senses. The potential benefits of VR for individuals with physical restrictions are also discussed.

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THE POTENTIAL IMPACT OF VIRTUAL REALITY ON BACKPACKING
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Description of Technology and industry
Although it’s not yet popular in the market today, Virtual reality is the current big thing
in the world today. Virtual reality is a way of creating computer generated environment that
immerses the user into a virtual world. When users put on virtual reality headsets it takes them to
a simulated set-up making them completely unaware of their actual surrounding (Finkelstein et
al, 2011) .The main aim of virtual reality is simulating the vision. Virtual reality headsets aims at
perfecting their approach to creating immersive 3D environment. In every headset a screen is
placed up before the eyes thus disposing of any connection with this present reality. Self-adjust
focal points are put between the screen and the eyes that is balanced in light of individual eye
development and situating. Visuals on the screen are then projected from a mobile phone or
HDMI cable connected to a PC (Witt, 2016).
Besides virtual reality taking over the gaming industry, it also has an impact in various
sectors like business, agriculture, healthcare, education and backpacking (Ludlow, 2015).
Backpacking is a minimal effort autonomous travel which is portrayed by the utilization of
rucksack that can be effectively conveyed for a long separation or significant lot of time. It
additionally include utilization of open transport, shoddy lodgings and longer length on trips
contrasted with regular occupations.
Ways Virtual Reality may impact Backpacking
In backpacking the VR will enable backpackers to download backpacking destinations
VR content to their device (Johnson, Mahajan, Ordu, Sherugar & Walker 2016). This will enable
them to tour their destination virtually before they can decide to go to the places. They can do
this from the comfort of their couch. This will lead to increase in trips in backpacking industry
since the backpackers will try the destinations before travelling.
Virtual reality in backpacking will be a way to enhance customer-centric marketing
which is crucial to success of the industry (Johnston, Olivas, Steele, Smith, & Bailey, 2018). VR
has become a popular method to promote destination image formation since it is can provide far-
reaching sensory information to potential backpackers.
By use of virtual reality the backpackers can book everything from hotel rooms or
hostels, restaurant tables to tents they can use in the trip. In hotel booking for example, a
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backpacker can look around and explore it from different angles, check the window view, the
furniture quality and more prior booking (Alfadil, 2017).). This will provide more realistic
impression and a more clear idea on how the chosen hotel room will look like and also engage
the users throughout the booking process. In comparison to the static content provided for hotel
booking VR content is way better as it provides more information (Zenner, & Krüger,
2017).)Virtual reality will be a great help to backpackers search for places they want to visit and
get their ultimate destination. With VR they will be able to use more than 300 photos or videos
to view their camping site or destination.
Regulation and ethics
Although virtual reality will by far enhance customer-centric marketing in backpacking,
there are factors that will either contribute to marketing blooming or declining. One of the factor
is the price of Virtual Reality hardware and software resources. Most VR resources are too
expensive for backpackers. Due to the high expense involved in using Virtual reality most
backpackers will tend to shy away from using the technology hence marketing using VR will be
so minimal or not possible at all(Larsen et al 2018).
Another setback of virtual reality is that it’s not able to simulate all the five senses of an
individual. For example a VR cannot simulate the smell of the ocean spray and splash of sea
water on someone’s face accurately. With this reason backpackers may prefer to go and
experiment the real world instead of using virtual reality.
Also more backpackers are used to their traditional ways of identifying and booking a
destination. Making them rigid to change. This is because most backpackers may not be willing
to explore the new marketing VR strategies.
Virtual reality experience will influence backpacking travel decision making on
destinations thus making it a powerful marketing tool. Virtual presence will positively affects
post VR attitude change towards backpacking destinations, indicating the persuasiveness of VR.
Although most people speculate that with virtual reality, backpacking will likely decline because
most people are of the notion that if they can see through the VR why should they pay to go?
However instead, VR will encourage more people to go backpacking. The reason for this is
because Partial form of VR of the destination only makes you want to experience more than what
virtual reality can offer like feeling the wind pond on your face(Ronchi et al, 2015).
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Some more benefits of virtual reality in backpacking include; it empowers individuals
with physical restrictions who urgently needs to encounter hiking or see the view from best of
Mount Everest conceivable. Or on the other hand possibly somebody whose life's fantasy is to go
hiking however financial constrains is a limiting factor.
Process and changes that will come about as a result of virtual reality in
backpacking
Processes that would change due to Virtual reality includes planning and booking.
Before planning for sites to visit or go, camping destination should be decided (Simeone,
Velloso, & Gellersen, 2015,). Once someone has some few locations in mind they should be
ready to choose. Headset are then stick and they will have the capacity to inquiry or peruse
through mainstream areas and experience them as though they were there. They’ll saunter down
the mountain tops and water falls and in less than ten minutes they’ll be ready to make an
effective choice. After making their decisive choice they are now able plan for their trip. All
stages of backpacking purchase process are affected by virtual reality in both the dreaming and
the research stage. VR provides more motive and is immersive.
Navigation will also come in hand with the VR. Using a map function in virtual reality it
will show you everything you want from finding a coffee shop to finding your way back(Abari,
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Bharadi , Duffield & Katabi,2016 ). It can also help in finding hidden gem of a local restaurants
and walk down new streets to explore without the worry of getting lost. Virtual reality will also
change the way backpackers stores their experiences for example currently they take pictures of
themselves on the trips. In the near future all they have to do is download the adventure apps
from their previously visited attraction sites and relive the experience though virtual reality. This
will make their experience more real and personalized. In this case you can virtually visit that
popular place that you enjoyed visiting.
Some components that will be changed by virtual reality are, destinations and activities
ranging from sightseeing, learning, mountain climbing and art and craft appreciation (Larsen et
al 2018). For people who want to have different experiences, escape from the routine of
everyday life, or seek some novelty in the real world, VR applications offer an environment in
which such experiences can be had in a simulated world.
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References
Alfadil, M. M. (2017). Virtual Reality Game Classroom Implementation: Teacher Perspectives
and Student Learning Outcomes.
Abari, O., Bharadia, D., Duffield, A., & Katabi, D. (2016, November). Cutting the cord in virtual
reality. In Proceedings of the 15th ACM Workshop on Hot Topics in Networks (pp. 162-
168). ACM.
Finkelstein, S., Nickel, A., Lapps, Z., Barnes, T., Wartell, Z., & Suma, E. A.
(2011).Astrojumper: Motivating exercise with an immersive virtual reality exergame.
Presence: Teleoperators and Virtual Environments, 20(1), 78-92.
Johnson, C. S. (2016, July). Will o’the Wisp: Augmented Reality Navigation for Hikers. In
International Conference on Human-Computer Interaction (pp. 365-371). Springer,
Cham.
Johnston, E. 2018). Exploring Pedagogical Foundations of Existing Virtual Reality Educational
Applications: A Content Analysis Study. Journal of Educational Technology Systems,
46(4), 414-439.
Ludlow, B. L. (2015). Virtual reality: Emerging applications and future directions. Rural Special
Education Quarterly, 34(3), 3-10.
Larsen, E., Umminger, F., Ye, X., Rimon, N., Stafford, J. R., & Lou, X. (2018). U.S. Patent
Application No. 10/073,516.
Ronchi, E., Kinateder, M., Müller, M., Jost, M., Nehfischer, M., Pauli, P., & Mühlberger, A.
(2015). Evacuation travel paths in virtual reality experiments for tunnel safety analysis.
Fire Safety Journal, 71, 257-267.
Simeone, A. L., Velloso, E., & Gellersen, H. (2015, April). Substitutional reality: Using the
physical environment to design virtual reality experiences. In Proceedings of the 33rd
Annual ACM Conference on Human Factors in Computing Systems (pp. 3307-3316).
ACM
Witt, J. K., Linkenauger, S. A., & Wickens, C. (2016). Action-specific effects in perception and
their potential applications. Journal of applied research in memory and cognition, 5(1),
69-76.
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Zenner, A., & Krüger, A. (2017). Shifty: A Weight-Shifting Dynamic Passive Haptic Proxy to
Enhance Object Perception in Virtual Reality. IEEE Transactions on Visualization and
Computer Graphics, 23(4), 1285-1294.
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