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21 Research products, page 1 of 3

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  • Open Access English
    Authors: 
    Fielder, Sabrina Starr;
    Publisher: eScholarship, University of California
    Country: United States

    Remote collaboration has become increasingly necessary in recent years, especially during the COVID-19 pandemic. Many coworkers and collaborators have moved in-person meetings to video conferencing (VC) interfaces such as Zoom. While not yet as common as video conferencing platforms, social virtual reality (VR) tools are becoming an increasingly viable option for how we choose to work remotely. Unlike other remote collaboration interfaces, VR affords near-complete immersion in a virtual environment while allowing users to construct virtual representations of themselves in the form of avatars. Remote teams may choose to use VR applications over traditional VC interfaces to feel more connected with one another, or enter office-like virtual spaces to foster a work-like environment. However, there is a surprising lack of research investigating how avatar presentation affects group collaboration, on both the individual and group level, with the added variable of environment. The present research investigates how creative brainstorming in virtual group settings is affected by avatar styles, environment, and an interplay between these two main elements of social VR platforms. We show that when given the choice, participants overwhelmingly prefer to embody fanciful-styled avatars as opposed to humanoid in both creative and business-style environments during a brainstorming task. Choosing such avatars led participants to report increased comfort and ease in engaging with their partner, as well as more potent feelings of creativity. Such results demonstrate that creative freedom in avatar choice matters more than using environment or situational context as a proxy in decision making. We expect that the findings of our research will catalyze reflection for developers and designers of social VR applications, namely those offering business or productivity-styled platforms, on what avatars their users truly want to embody and what should be offered to them.

  • Open Access English
    Authors: 
    Jiang, Chao;
    Country: Finland

    The trend of digitalization is unstoppably spreading in all industries and aspects of our life including education. Remote education was picked by most universities and institutions after the outbreak of Covid-19, however, the evaluation of students’ performance in the virtual learning environments (VLEs) became a challenge to the teacher. This research was carried out to investigate the feasibility of solving the problem with tools from Learning Analytics (LA). Network attributes, centrality, and positional analysis under Social Network Analysis (SNA) were selected as parameters for evaluation of students’ behaviours in discussion forum. Graph, and matrix were studied as media to present and communicate the result of analysis, techniques such as hierarchical clustering, Multidimensional Scaling, and Blockmodeling were tested for visualization of results.

  • Other research product . 2022
    Open Access English
    Authors: 
    Jofré, Nicolás; Rodríguez, Graciela; Alvarado, Yoselie; Fernández, Jacqueline; Guerrero, Roberto A.;
    Country: Argentina

    Since the start of the COVID-19 pandemic, the severity and prevalence of symptoms of psychological distress, fatigue, brain fog, and other conditions have increased considerably, including among people who have not been infected with SARS-CoV-2. Many studies summarize the effect of the pandemic on the availability of mental health services and how this has changed during the pandemic. Concerned that potential increases in mental health conditions, had already prompted 90% of countries surveyed to include mental health and psychosocial support in their post COVID-19 response plans, but major gaps and concerns remain. In this paper we developed a de-stress proposal through a digital zen garden by using an augmented reality sandbox. The system provides patients with flexible interaction and easy control of the scenario, while making real time data recording. An objective evaluation method is proposed to review the effectiveness of the therapy. According to the evaluation results of patients’ training, the system is a low cost entertainment tool that augments patients’ motivation, and helps to increase the effectiveness of therapy. XX Workshop Computación Gráfica, Imágenes y Visualización (WCGIV) Red de Universidades con Carreras en Informática

  • Open Access English
    Authors: 
    García-Rosell, José-Carlos;
    Country: Finland

    During the COVID-19 pandemic and succeeding lockdowns of 2020 and 2021, several services and activities shifted from physical to virtual environments. For example, lectures, conferences and work-related meetings among many other social practices which took place face-to-face in the past started to be organized in virtual spaces. The same phenomenon could be observed in tourism, an industry heavily impacted by pandemic-related travel restrictions and lockdowns. In particular, sharing economy platforms played an important role in introducing the concept of online experience, which refer to live, interactive video sessions offering access to meeting expert hosts, online interactions and an opportunity to interact with people around the world. These online experiences can be wine tasting sessions, nature walks, guided city tours to composing lyrics or cooking an exotic dinner. As a new concept, online experiences represent an extension of our understanding of virtual tourism which before the pandemic was simply limited to the idea of using virtual reality, augmented reality and mixed reality in a tourism and hospitality context. In view of the new advancements in virtual tourism, this thesis aims to contribute to a theoretical and practical understanding of tourism consumption in virtual spaces. To that end, the unpublished article included in the thesis explores value formation in the context of online experiences offered by tourism-based sharing economy platforms. More precisely, the article looks into how consumers and service providers interact and enact practices that may lead to the co-creation or co-destruction of value in an online experience context. In doing so, the article draws upon the theoretical discussions of interactive value formation and practice theory which have been taking place in marketing and tourism studies. Methodologically, the article used data collected during an action research study conducted between 2020 and 2022. The empirical data consists of observation, semi-structure interviews, focus group interviews, and reflection papers written by consumers. The data is analysed with the help of content analysis. By identifying four online experience-related value formation practices, this research draws attention to practices that need to be supported in order to both facilitate value creation and avoid value destruction in online experiences. Finally, the thesis sheds light on the implications of virtual tourism for sustainability in tourism.

  • Open Access English
    Authors: 
    Gomes, Guilherme Daniel; Flynn, Ronan; Murray, Niall;
    Publisher: IEEE

    Due to COVID-19, crowdsourcing has gained momentum as an alternative methodology for continuing research and for Quality of Experience (QoE) assessment. Employing this approach, we remotely evaluated the user perceived QoE of two different visual rendering formats as part of an Autonomous Vehicles (AVs) simulation. The aim was to investigate the participant’s QoE when testing AV technology in distinct visual rendering qualities (lowpoly vs high-poly) of an online streamed 360° car riding experience. In addition, a scoring model based on the expected reliability of each level of the remote assessment was designed. Findings suggest that the consumer’s preferences towards the adoption of AV technology is highly determined by the system and human effects on Influence Factors (IFs). Moreover, the adequacy of reliability into a mathematical model is highlighted as a potential turning point for QoE assessment, by carrying out the evaluation tasks from the laboratory environment into the internet, particularly relevant in pandemic times. yes

  • Other research product . 2022
    Open Access English
    Authors: 
    Tuomi, Matias;
    Country: Finland

    The adaptation of virtual training has steadily grown since the start of the century and saw a rapid spike in usage following the global pandemic in 2020. For many companies and organizations, it can still be unfamiliar and intimidating, even after being forced to adapt it due to COVID-19. This thesis aims to explore, study, and analyze different forms of virtual training, how effective they are from both learning and business perspectives and provide recommendations based on the findings. Additionally, the purpose of this research is to bring awareness to different forms of virtual training and how they can be utilized by different organizations. A comprehensive literature review was conducted to investigate the virtual training market, explore the history of virtual training and the different solutions currently available. Virtual training can take many forms, with different forms having different requirements for the equipment, the instructors, and the learners. Depending on the form virtual training takes, it can bring several benefits to the organization that has adapted it, such as lower overall costs, increased effectiveness, possibility to simulate situations that could not be simulated in a real world setting and better learner engagement

  • Open Access English
    Authors: 
    Alvarado, Yoselie; Rodríguez, Graciela; Jofré, Nicolás; Fernández, Jacqueline; Guerrero, Roberto A.;
    Country: Argentina

    Some time ago Virtual Reality and Augmented Reality were exclusively devoted to the gaming industry. Nowadays, both technologies are experiencing a deep interest from various spheres, including healthcare sector. The new infectious disease COVID-19 has had a catastrophic effect on the world’s demographics. Many patients with mild or severe COVID- 19 do not recover completely and present with a wide variety of chronic symptoms after infection, often of a neurological, cognitive or psychiatric nature. The most common signs of cognitive disorder can be summarized as mental fog, memory problems and concentration problems. The aim of this study was to analyze the opportunities for Virtual and Augmented Reality in the cognitive interventions related to mentioned disorders by searching for articles in scientific databases. We conclude that as these technologies and devices become cheaper and accessible worldwide, can at least be regarded as a rehabilitation therapy as effective as traditional training, and to some extent better than it. Workshop: WCGIV - Computación Gráfica, Imágenes y Visualización Red de Universidades con Carreras en Informática

  • Open Access English
    Authors: 
    Kolomainen, Maija;
    Country: Finland

    VR and its technological progress have increased rapidly after the COVID-19 outbreak, which showed the importance of technology in the global world. There are people who use VR for personal and entertainment use, however, because VR technologies are still widely utilized by big companies and manufactories their availability and reputation as “factory machines” prevent average people from consuming VR products and have an optimistic view of the technology. The goal of the product-based thesis was to promote and grow awareness of Virtual Reality (VR) and Virtual Reality Arcades (VR arcades) among Finnish consumers. The product of this thesis will be a website that will work as a guidebook introducing VR and VR arcades with quality content and attractive website design, which goal was to inspire and motivate Finnish consumers to use VR and VR arcade products and services. The product website was created on the Wix website builder platform, and which content is written in Finnish. The theoretical framework focuses on content marketing strategies, fundamentals of website building, and website design methods as well as discussing the topics related to VR, XR, and VR arcades. These topics were applied in creating the content for the product website and the methods were utilized to plan and craft the website itself to accomplish the desired goal of this product-based thesis. The commissioner for this thesis is Pikseli Virtuaalipuisto, a Finnish location-based VR arcade company that was first established in 2017 and was the first VR arcade opened in the Nordics. One of the key messages Pikseli relays is to make VR accessible for everyone, which aligns with this thesis’ goal. Two interviews were conducted with the members of the commissioning company to add credibility and quality to the product website’s content. The product website also has a separate page for Pikseli that works as a sponsor page promoting the company as a safe and accessible place where people can experience VR alone or together with friends. The qualitative feedback on the product website was positive. The feedback was collected from the commissioner and from a small reference group. The website design, visuality, and navigation worked perfectly and the content was interesting and accessible. Two out of three randomly picked feedbacks have shown interest in VR and Pikseli Virtuaalipuisto, and they have also mentioned that they plan to discuss these topics with their friends and family members. The conclusion of the product website is that an attractive and accessible website can help to promote VR and VR arcades more effectively. Making big factory technology like VR more approachable and welcoming is possible through quality content with good visuals and approachable language. Further surveys and research are needed to help to understand the needs and fears of average consumers toward VR. Investing in better SEO and social media channels would also improve online visibility and wider consumer reach.

  • Open Access English
    Authors: 
    Romanovska, Evelina;
    Country: Finland

    The SARS-CoV-2 pandemic affected ticket purchasing trends both offline and online in a negative way worldwide. How people attend events has changed, and businesses need to adapt a swift transition to post-covid event trends. This thesis aims to understand and identify the current business event trends, when it comes to participants’ needs. The theoretical framework consists of consumer theories, and trends that are being borrowed into the business conventions for entertainment purposes. The thesis explored factors affecting ticket purchasing behaviour. In addition, the gamification trends were explored, how the supporting community within gaming industry can affect audience participation behavior if applied and adapted into the business events. Qualitative data collection method was chosen as it can provide detailed, rich data via interviews. The target participants were company leaders and decision-makers of various fields from Finland and Hungary. Thematic analysis method was chosen to analyse the data collected. In total 11 interviews were conducted through Zoom and Teams sessions which were recorded. The participants were asked questions about three topics which were ticket-purchasing, health safety, and their event experience. The results have showed lower attendance rates and ticket purchasing during the covid-19 pandemic, although not all of the data could be attributed to that reason. The health safety concerned most of the participants, even though all of the participants expect the event health safety restrictions to cease within a few years. Some participants consciously avoided business events if the restrictions were present. Additionally, many participants expressed ideas that could improve the quality of business conventions, with a focus on the virtual events. Those ideas would require separate testing to know how that would affect customer satisfaction and ticket-sales rates. The majority expressed an interest towards attending events with virtual reality programme, to explore how it can work in the current technology level. The majority expressed that it could improve the social limitations of online meetings and seminars. The thesis project was started in spring 2021 and concluded in November 2021.

  • Open Access English
    Authors: 
    Jenkins, Jasmin Maria;
    Country: Finland

    The aim of this thesis is to identify the features that are needed when adding online event elements into a traditional event. Finding solutions on how to develop traditional events into concepts that is heldable even when there would be restrictions as well as welcome new customer bases. With the developments event organizers should be able to welcome customers who are not able to join the traditional event due to transportation-, health- and/or incarcerated barriers. The results of this research will help event organizers to improve their product into a more flexible option for the customer as well as minimize the risk of needing to cancel the event in such cases as COVID-19. The commissioner of the thesis is Wine & Fashion Pori which is a fashion show event held yearly in Pori, Finland. Ida Aaltonen who is the organizer of the event has faced difficulties to hold the event due to restrictions that the Finnish government has elaborated due to Covid-19 pandemic. The results and recommendations of the thesis are done to develop traditional event concepts into a more flexible concept for event attendances. This thesis is a mixture of qualitative- and quantitative research. The data was gathered from interviews using qualitative analysis as well as survey using quantitative analysis. Theory of this thesis includes traditional events and online events.

Advanced search in Research products
Research products
arrow_drop_down
Searching FieldsTerms
Any field
arrow_drop_down
includes
arrow_drop_down
Include:
The following results are related to COVID-19. Are you interested to view more results? Visit OpenAIRE - Explore.
21 Research products, page 1 of 3
  • Open Access English
    Authors: 
    Fielder, Sabrina Starr;
    Publisher: eScholarship, University of California
    Country: United States

    Remote collaboration has become increasingly necessary in recent years, especially during the COVID-19 pandemic. Many coworkers and collaborators have moved in-person meetings to video conferencing (VC) interfaces such as Zoom. While not yet as common as video conferencing platforms, social virtual reality (VR) tools are becoming an increasingly viable option for how we choose to work remotely. Unlike other remote collaboration interfaces, VR affords near-complete immersion in a virtual environment while allowing users to construct virtual representations of themselves in the form of avatars. Remote teams may choose to use VR applications over traditional VC interfaces to feel more connected with one another, or enter office-like virtual spaces to foster a work-like environment. However, there is a surprising lack of research investigating how avatar presentation affects group collaboration, on both the individual and group level, with the added variable of environment. The present research investigates how creative brainstorming in virtual group settings is affected by avatar styles, environment, and an interplay between these two main elements of social VR platforms. We show that when given the choice, participants overwhelmingly prefer to embody fanciful-styled avatars as opposed to humanoid in both creative and business-style environments during a brainstorming task. Choosing such avatars led participants to report increased comfort and ease in engaging with their partner, as well as more potent feelings of creativity. Such results demonstrate that creative freedom in avatar choice matters more than using environment or situational context as a proxy in decision making. We expect that the findings of our research will catalyze reflection for developers and designers of social VR applications, namely those offering business or productivity-styled platforms, on what avatars their users truly want to embody and what should be offered to them.

  • Open Access English
    Authors: 
    Jiang, Chao;
    Country: Finland

    The trend of digitalization is unstoppably spreading in all industries and aspects of our life including education. Remote education was picked by most universities and institutions after the outbreak of Covid-19, however, the evaluation of students’ performance in the virtual learning environments (VLEs) became a challenge to the teacher. This research was carried out to investigate the feasibility of solving the problem with tools from Learning Analytics (LA). Network attributes, centrality, and positional analysis under Social Network Analysis (SNA) were selected as parameters for evaluation of students’ behaviours in discussion forum. Graph, and matrix were studied as media to present and communicate the result of analysis, techniques such as hierarchical clustering, Multidimensional Scaling, and Blockmodeling were tested for visualization of results.

  • Other research product . 2022
    Open Access English
    Authors: 
    Jofré, Nicolás; Rodríguez, Graciela; Alvarado, Yoselie; Fernández, Jacqueline; Guerrero, Roberto A.;
    Country: Argentina

    Since the start of the COVID-19 pandemic, the severity and prevalence of symptoms of psychological distress, fatigue, brain fog, and other conditions have increased considerably, including among people who have not been infected with SARS-CoV-2. Many studies summarize the effect of the pandemic on the availability of mental health services and how this has changed during the pandemic. Concerned that potential increases in mental health conditions, had already prompted 90% of countries surveyed to include mental health and psychosocial support in their post COVID-19 response plans, but major gaps and concerns remain. In this paper we developed a de-stress proposal through a digital zen garden by using an augmented reality sandbox. The system provides patients with flexible interaction and easy control of the scenario, while making real time data recording. An objective evaluation method is proposed to review the effectiveness of the therapy. According to the evaluation results of patients’ training, the system is a low cost entertainment tool that augments patients’ motivation, and helps to increase the effectiveness of therapy. XX Workshop Computación Gráfica, Imágenes y Visualización (WCGIV) Red de Universidades con Carreras en Informática

  • Open Access English
    Authors: 
    García-Rosell, José-Carlos;
    Country: Finland

    During the COVID-19 pandemic and succeeding lockdowns of 2020 and 2021, several services and activities shifted from physical to virtual environments. For example, lectures, conferences and work-related meetings among many other social practices which took place face-to-face in the past started to be organized in virtual spaces. The same phenomenon could be observed in tourism, an industry heavily impacted by pandemic-related travel restrictions and lockdowns. In particular, sharing economy platforms played an important role in introducing the concept of online experience, which refer to live, interactive video sessions offering access to meeting expert hosts, online interactions and an opportunity to interact with people around the world. These online experiences can be wine tasting sessions, nature walks, guided city tours to composing lyrics or cooking an exotic dinner. As a new concept, online experiences represent an extension of our understanding of virtual tourism which before the pandemic was simply limited to the idea of using virtual reality, augmented reality and mixed reality in a tourism and hospitality context. In view of the new advancements in virtual tourism, this thesis aims to contribute to a theoretical and practical understanding of tourism consumption in virtual spaces. To that end, the unpublished article included in the thesis explores value formation in the context of online experiences offered by tourism-based sharing economy platforms. More precisely, the article looks into how consumers and service providers interact and enact practices that may lead to the co-creation or co-destruction of value in an online experience context. In doing so, the article draws upon the theoretical discussions of interactive value formation and practice theory which have been taking place in marketing and tourism studies. Methodologically, the article used data collected during an action research study conducted between 2020 and 2022. The empirical data consists of observation, semi-structure interviews, focus group interviews, and reflection papers written by consumers. The data is analysed with the help of content analysis. By identifying four online experience-related value formation practices, this research draws attention to practices that need to be supported in order to both facilitate value creation and avoid value destruction in online experiences. Finally, the thesis sheds light on the implications of virtual tourism for sustainability in tourism.

  • Open Access English
    Authors: 
    Gomes, Guilherme Daniel; Flynn, Ronan; Murray, Niall;
    Publisher: IEEE

    Due to COVID-19, crowdsourcing has gained momentum as an alternative methodology for continuing research and for Quality of Experience (QoE) assessment. Employing this approach, we remotely evaluated the user perceived QoE of two different visual rendering formats as part of an Autonomous Vehicles (AVs) simulation. The aim was to investigate the participant’s QoE when testing AV technology in distinct visual rendering qualities (lowpoly vs high-poly) of an online streamed 360° car riding experience. In addition, a scoring model based on the expected reliability of each level of the remote assessment was designed. Findings suggest that the consumer’s preferences towards the adoption of AV technology is highly determined by the system and human effects on Influence Factors (IFs). Moreover, the adequacy of reliability into a mathematical model is highlighted as a potential turning point for QoE assessment, by carrying out the evaluation tasks from the laboratory environment into the internet, particularly relevant in pandemic times. yes

  • Other research product . 2022
    Open Access English
    Authors: 
    Tuomi, Matias;
    Country: Finland

    The adaptation of virtual training has steadily grown since the start of the century and saw a rapid spike in usage following the global pandemic in 2020. For many companies and organizations, it can still be unfamiliar and intimidating, even after being forced to adapt it due to COVID-19. This thesis aims to explore, study, and analyze different forms of virtual training, how effective they are from both learning and business perspectives and provide recommendations based on the findings. Additionally, the purpose of this research is to bring awareness to different forms of virtual training and how they can be utilized by different organizations. A comprehensive literature review was conducted to investigate the virtual training market, explore the history of virtual training and the different solutions currently available. Virtual training can take many forms, with different forms having different requirements for the equipment, the instructors, and the learners. Depending on the form virtual training takes, it can bring several benefits to the organization that has adapted it, such as lower overall costs, increased effectiveness, possibility to simulate situations that could not be simulated in a real world setting and better learner engagement

  • Open Access English
    Authors: 
    Alvarado, Yoselie; Rodríguez, Graciela; Jofré, Nicolás; Fernández, Jacqueline; Guerrero, Roberto A.;
    Country: Argentina

    Some time ago Virtual Reality and Augmented Reality were exclusively devoted to the gaming industry. Nowadays, both technologies are experiencing a deep interest from various spheres, including healthcare sector. The new infectious disease COVID-19 has had a catastrophic effect on the world’s demographics. Many patients with mild or severe COVID- 19 do not recover completely and present with a wide variety of chronic symptoms after infection, often of a neurological, cognitive or psychiatric nature. The most common signs of cognitive disorder can be summarized as mental fog, memory problems and concentration problems. The aim of this study was to analyze the opportunities for Virtual and Augmented Reality in the cognitive interventions related to mentioned disorders by searching for articles in scientific databases. We conclude that as these technologies and devices become cheaper and accessible worldwide, can at least be regarded as a rehabilitation therapy as effective as traditional training, and to some extent better than it. Workshop: WCGIV - Computación Gráfica, Imágenes y Visualización Red de Universidades con Carreras en Informática

  • Open Access English
    Authors: 
    Kolomainen, Maija;
    Country: Finland

    VR and its technological progress have increased rapidly after the COVID-19 outbreak, which showed the importance of technology in the global world. There are people who use VR for personal and entertainment use, however, because VR technologies are still widely utilized by big companies and manufactories their availability and reputation as “factory machines” prevent average people from consuming VR products and have an optimistic view of the technology. The goal of the product-based thesis was to promote and grow awareness of Virtual Reality (VR) and Virtual Reality Arcades (VR arcades) among Finnish consumers. The product of this thesis will be a website that will work as a guidebook introducing VR and VR arcades with quality content and attractive website design, which goal was to inspire and motivate Finnish consumers to use VR and VR arcade products and services. The product website was created on the Wix website builder platform, and which content is written in Finnish. The theoretical framework focuses on content marketing strategies, fundamentals of website building, and website design methods as well as discussing the topics related to VR, XR, and VR arcades. These topics were applied in creating the content for the product website and the methods were utilized to plan and craft the website itself to accomplish the desired goal of this product-based thesis. The commissioner for this thesis is Pikseli Virtuaalipuisto, a Finnish location-based VR arcade company that was first established in 2017 and was the first VR arcade opened in the Nordics. One of the key messages Pikseli relays is to make VR accessible for everyone, which aligns with this thesis’ goal. Two interviews were conducted with the members of the commissioning company to add credibility and quality to the product website’s content. The product website also has a separate page for Pikseli that works as a sponsor page promoting the company as a safe and accessible place where people can experience VR alone or together with friends. The qualitative feedback on the product website was positive. The feedback was collected from the commissioner and from a small reference group. The website design, visuality, and navigation worked perfectly and the content was interesting and accessible. Two out of three randomly picked feedbacks have shown interest in VR and Pikseli Virtuaalipuisto, and they have also mentioned that they plan to discuss these topics with their friends and family members. The conclusion of the product website is that an attractive and accessible website can help to promote VR and VR arcades more effectively. Making big factory technology like VR more approachable and welcoming is possible through quality content with good visuals and approachable language. Further surveys and research are needed to help to understand the needs and fears of average consumers toward VR. Investing in better SEO and social media channels would also improve online visibility and wider consumer reach.

  • Open Access English
    Authors: 
    Romanovska, Evelina;
    Country: Finland

    The SARS-CoV-2 pandemic affected ticket purchasing trends both offline and online in a negative way worldwide. How people attend events has changed, and businesses need to adapt a swift transition to post-covid event trends. This thesis aims to understand and identify the current business event trends, when it comes to participants’ needs. The theoretical framework consists of consumer theories, and trends that are being borrowed into the business conventions for entertainment purposes. The thesis explored factors affecting ticket purchasing behaviour. In addition, the gamification trends were explored, how the supporting community within gaming industry can affect audience participation behavior if applied and adapted into the business events. Qualitative data collection method was chosen as it can provide detailed, rich data via interviews. The target participants were company leaders and decision-makers of various fields from Finland and Hungary. Thematic analysis method was chosen to analyse the data collected. In total 11 interviews were conducted through Zoom and Teams sessions which were recorded. The participants were asked questions about three topics which were ticket-purchasing, health safety, and their event experience. The results have showed lower attendance rates and ticket purchasing during the covid-19 pandemic, although not all of the data could be attributed to that reason. The health safety concerned most of the participants, even though all of the participants expect the event health safety restrictions to cease within a few years. Some participants consciously avoided business events if the restrictions were present. Additionally, many participants expressed ideas that could improve the quality of business conventions, with a focus on the virtual events. Those ideas would require separate testing to know how that would affect customer satisfaction and ticket-sales rates. The majority expressed an interest towards attending events with virtual reality programme, to explore how it can work in the current technology level. The majority expressed that it could improve the social limitations of online meetings and seminars. The thesis project was started in spring 2021 and concluded in November 2021.

  • Open Access English
    Authors: 
    Jenkins, Jasmin Maria;
    Country: Finland

    The aim of this thesis is to identify the features that are needed when adding online event elements into a traditional event. Finding solutions on how to develop traditional events into concepts that is heldable even when there would be restrictions as well as welcome new customer bases. With the developments event organizers should be able to welcome customers who are not able to join the traditional event due to transportation-, health- and/or incarcerated barriers. The results of this research will help event organizers to improve their product into a more flexible option for the customer as well as minimize the risk of needing to cancel the event in such cases as COVID-19. The commissioner of the thesis is Wine & Fashion Pori which is a fashion show event held yearly in Pori, Finland. Ida Aaltonen who is the organizer of the event has faced difficulties to hold the event due to restrictions that the Finnish government has elaborated due to Covid-19 pandemic. The results and recommendations of the thesis are done to develop traditional event concepts into a more flexible concept for event attendances. This thesis is a mixture of qualitative- and quantitative research. The data was gathered from interviews using qualitative analysis as well as survey using quantitative analysis. Theory of this thesis includes traditional events and online events.