e-Tourism: Governmental Planning and Management Mechanism

  • Aldrin G. AcostaEmail author
  • Víctor H. AndaluzEmail author
  • Jessica S. OrtizEmail author
  • Franklin M. SilvaEmail author
  • Julio C. TapiaEmail author
  • Christian P. CarvajalEmail author
  • Washington X. QuevedoEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10850)


This article proposes the development of a virtual application as a planning and government management tool, focused on the digitization of objects, monuments-buildings, and real environments using 2D and 3D virtualization techniques. The application considers two modes of use: PLANNER for use by managers and planners of offices and technical units linked to tourism; and TOURIST created for travelers, hikers or tourists in general. The first allows recreating new scenes incorporating objects that make it attractive to the tourist recourse, and thus achieve a projected image of the vision of development proposed by the planner; and the second designed to recreate touristic environments and program circuits, provoking a tourist avatar through HTC VIVE, Oculus Rift and GearVR Headsets to make the application available to the largest market segment of virtual reality viewers. In addition, the app allows the interaction of several users in the same scenario to exchange information and experiences of the place.


Audiovisual stimulation Wearable devices Virtual reality Unity3D 



The authors would like to thanks to the Corporación Ecuatoriana para el Desarrollo de la Investigación y Academia – CEDIA for the financing given to research, development, and innovation, through the Grupos de Trabajo, GT, especially to the GT-eTURISMO; also to Universidad de las Fuerzas Armadas ESPE, Universidad Técnica de Ambato, Escuela Superior Politécnica de Chimborazo, Universidad Nacional de Chimborazo, and Grupo de Investigación en Automatización, Robótica y Sistemas Inteligentes, GI-ARSI, for the support to develop this work.


  1. 1.
    Law, R., Buhalis, D., Cobanoglu, C.: Progress on information and communication technologies in hospitality and tourism. Int. J. Contemp. Hospitality Manag. 26(5), 727–750 (2016)CrossRefGoogle Scholar
  2. 2.
    Wang, X., Li, X.R., Zhen, F., Zhang, J.: How smart is your tourist attraction? Measuring tourist preferences of smart tourism attractions via a FCEM-AHP and IPA approach. Tour. Manag. 54, 309–320 (2016)CrossRefGoogle Scholar
  3. 3.
    Guerra, J.P., Pinto, M.M., Beato, C.: Virtual reality-shows a new vision for tourism and heritage. Eur. Sci. J. ESJ, 11(9) (2015)Google Scholar
  4. 4.
    Leiva, J.L., Guevara, A., Rossi, C., Aguayo, A.: Augmented reality and group recommendation systems: a new perspective on tourism destination systems (2014)Google Scholar
  5. 5.
    Requena, J.V., Sellens, J.T., Masllorens, J.L., Tamajón, L.G.: Information and communication technologies, innovation and tourism: towards the networked company (2007)Google Scholar
  6. 6.
    Castro, J.C., et al.: Virtual reality on e-Tourism. In: Kim, K.J., Kim, H., Baek, N. (eds.) ICITS 2017. LNEE, vol. 450, pp. 86–97. Springer, Singapore (2018). Scholar
  7. 7.
    Acosta, A., et al.: Tourism marketing through virtual environment experience. In: International Conference on Education Technology and Computers, pp. 262–267 (2018)Google Scholar
  8. 8.
    Ukpabi, D.C., Karjaluoto, H.: Consumers’ acceptance of information and communications technology in tourism: a review. Telematics Inform. 34(5), 618–644 (2017)CrossRefGoogle Scholar
  9. 9.
    Gretzel, U., Sigala, M., Xiang, Z., Koo, C.: Smart tourism: foundations and developments. Electron. Markets 25(3), 179–188 (2015)CrossRefGoogle Scholar
  10. 10.
    Huang, Y.C., Backman, K.F., Backman, S.J., Chang, L.L.: Exploring the implications of virtual reality technology in tourism marketing: an integrated research framework. Int. J. Tourism Res. 18(2), 116–128 (2016)CrossRefGoogle Scholar
  11. 11.
    Sorrentino, F., Spano, L.D., Scateni, R.: Superavatar children and mobile tourist guides become friends using superpowered avatars. In: Interactive Mobile Communication Technologies and Learning (IMCL), pp. 222–226 (2015)Google Scholar
  12. 12.
    Geszten, D., Hámornik, B.P., Hercegfi, K.: User experience in a collaborative 3D virtual environment: a framework for analyzing user interviews. In: IEEE International, pp. 207–210 (2015)Google Scholar
  13. 13.
    Jung, T., tom Dieck, M.C., Lee, H., Chung, N.: Effects of virtual reality and augmented reality on visitor experiences in museum. In: Information and Communication Technologies in Tourism 2016, pp. 621–635 (2016)CrossRefGoogle Scholar
  14. 14.
    McGrath, J.L., Taekman, J.M., Dev, P., Danforth, D.R., Mohan, D., Kman, N., Bond, W.F.: Using virtual reality simulation environments to assess competence for emergency medicine learners. Acad. Emerg. Med. 25(2), 186–195 (2018)CrossRefGoogle Scholar
  15. 15.
    Stevens, J.A., Kincaid, J.P.: The relationship between presence and performance in virtual simulation training. Open J. Model. Simul. 3(2), 41 (2015)CrossRefGoogle Scholar
  16. 16.
    Quevedo, W.X., Sánchez, J.S., Arteaga, O., Álvarez, M., Zambrano, V.D., Sánchez, C.R., Andaluz, V.H.: Virtual reality system for training in automotive mechanics. In: International Conference on Augmented Reality, Virtual Reality and Computer Graphics, pp. 185–198 (2017)Google Scholar
  17. 17.
    Ortiz, J.S., et al.: Realism in audiovisual stimuli for phobias treatments through virtual environments. In: De Paolis, L.T., Bourdot, P., Mongelli, A. (eds.) AVR 2017. LNCS, vol. 10325, pp. 188–201. Springer, Cham (2017). Scholar

Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  1. 1.Universidad de las Fuerzas Armadas ESPESangolquíEcuador

Personalised recommendations