The self-organizing m ap (SOM) is a method that represents statistical data sets in an ordered fashion, as a natural groundwork on which t h e distributions of the individual indicators in the set can be displayed and analyzed. As a case study that instructs how to use the SOM to compare states of economic systems, the standard of living of different countries is analyzed using the SO M. B a s e d o n a g r eat number (39) of welfare indicators the SOM illustrates rather reened relationships between the c o u n tries two-dimensionally. This method is directly applicable to the nancial grading o f c o m panies, too.
In this paper we describe an e-Tourism environment that takes a community-driven approach to foster a lively society of travelers who exchange travel experiences, recommend tourism destinations or just listen to catch some interesting gossip. Moreover, business transactions such as booking a trip or getting assistance from travel advisors or community members are constituent parts of this environment. All these happen in an integrated, game-like e-Business application where each e-Tourist is impersonated as an avatar. More precisely, we apply 3D Electronic Institutions, a framework developed and employed in the area of multi-agent systems, to the tourism domain. The system interface is realized by means of a 3D game engine that provides sophisticated 3D visualization and enables humans to interact with the environment. We present "itchy feet", a prototype implementing this 3D e-Tourism environment to showcase first visual impressions. This new environment is a perfect research playground for examining heterogeneous societies comprising humans and software agents, and their relationship in e-Tourism. environment by walking through the building and sees a number of other participants in the virtual world. At this stage, Elaine can choose between entering the travel agency, visiting the office of the travel advisory service or engage in a conversation with one of the various other e-Tourists. Since Elaine had requested her software agent to gather information on potential destinations, she already has a pretty good idea of where she wants to spent her next vacation. She enters the travel agency. Immediately, Fiona, one of the keen travel agents, cordially greets Elaine and engages her in a conversation. In course of their conversation Fiona learns about Elaine's wishes and preferences. At certain points of the conversation, the travel agent suggests accommodations to Elaine and adapts recommendations according to her feedback. Elaine shows interest in a particular offer. Fiona encourages Elaine to make a virtual trip and visit her destination as well as her potential accommodation. She is teleported to a 3D representation of this accommodation and sees the featured scenic views and facilities such as heated spa and sauna. The 3D visualization conveys a natural and realistic impression that has finally convinced Elaine to book the suggested offer. After Elaine has paid, she leaves the travel agency and exits the e-Tourism environment. At about the same time, Sebastien, a backpacker currently traveling Bali and not completely sure regarding the visit of a particular destination, drops by a local Internet Cafe. He joins the virtual world and becomes an e-Tourist in order to clarify his questions and concerns. Embodied as an avatar, Sebastien navigates through the virtual world passing by the travel agency heading towards the travel advisory service. He steps through the entrance and finds himself surrounded by numerous other avatars, some gathered together in small groups others involved in dialogs. The environment off...
In recent years a technological and sociological paradigm shift has taken place in the Internet that is often referred to as Web 2.0. Companies and individuals have started to adapt existing Web sites to the new standards and principles and created new types of Web services and communities. The tourism domain is no exception to this trend-new tourism communities emerged and long-established ones integrated new features to keep up with this trend. In this paper we are evaluating eight tourism communities with respect to Web 2.0. Each community is evaluated based on a criteria catalogue that draws ideas from online community studies. The findings are discussed in the context of the tourist life cycle that is structured in a pre-trip, on-site and after-trip phase. The value for the traveller is highlighted for each phase and potential problems are discussed.
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