•   Technology Enhanced Experiences in Hospitality Business HOS019AS2AE-3003 23.03.2026-15.05.2026  5   (MALTA2025K, ...) +-
    Learning objectives
    *Is able to identify realistic opportunities for applying different extended reality solutions in hospitality business
    *Is able to critically assess the impacts of extended reality solutions on customer experience
    *Is able to build a realistic business case for leveraging extended reality technology in hospitality settings
    Contents
    *Introduction to augmented reality (AR), virtual reality (VR), mixed reality (MR), extended reality (XR)
    *Extended reality solutions in hospitality business
    *Extended reality as part of the customer experience
    *Building a business case for leveraging extended reality technology in hospitality business
    Assessment criteria
    Assessment criteria - grade 1
    When the implementation type of the course is CONTACT, ONLINE or BLENDED it is required that the student is present during those teaching hours that are marked in the study schedule. If you are absent more than 25 %, your grade will be lowered by one. If you are absent more than 50 %, the course is failed.

    The student recognises different approaches to creating technology enhanced experiences in hospitality business. The student understands how immersive technologies impact customer experience and business. The student is able to build a basic business case for leveraging immersive technologies in hospitality.
    Assessment criteria - grade 3
    The student is able to analytically describe different approaches to creating technology enhanced experiences in hospitality business. The student is able to analyse how immersive technologies impact customer experience and business. The student is able to build a compelling business case for leveraging immersive technologies in hospitality.
    Assessment criteria - grade 5
    The student is able to analyse the overall developments and use cases of immersive technology in general and in relation to hospitality business. The student is able to critically analyse how immersive technologies impact customer experience and business. The student is able to build a strong and realistic business case for leveraging immersive technologies in hospitality in the short- and long-term future.

    Teaching methods and instruction

    This course explores the integration of augmented, virtual, and extended reality technologies in the hospitality industry, focusing on enhancing customer and employee experiences. Participants will gain hands-on experience through individual and group projects, such as creating digital twins and virtual guidance for destinations, while learning to build business cases for immersive technology solutions.

    The students will do two projects during the course. The first is a digital twin project. The second project is to create virtual guidance for a destination. The projects are done in small groups or individually, if the student so wishes.

    Learning material and recommended literature

    The material is distributed in Moodle. The students will need a computer and a mobile phone on the course.

    Working life connections

    The implementation contains visitor lectures from different companies.

    Campus

    Haaga Campus

    Exam dates and re-exam possibilities

    No exams

    Teaching language

    English

    Internationality

    Implementation's material and the examples used in exercises are international

    Timing

    23.03.2026 - 15.05.2026

    Learning assignments

    In the first assignment, the students will create a digital twin for their chosen organisation. The purpose of the digital twin is to enhance the pre-booking stage of the guest journey, allowing guests to immerse themselves in the space before they book. Assignment 1 Deliverables: Design thinking canvas Link to the first version of the digital twin Link to the revised version of the digital twin and user testing report In the second assignment, the students' task is to plan, develop and test a concept for immersive guidance at a destination or location of their own choosing. The aim of immersive guidance is to enhance the during-experience phase of the guest journey, allowing guests to deepen their visit by, e.g. learning something about the location, engaging in gamified activities, experiencing something new, etc.   Assignment 2 Deliverables: Design thinking canvas Link to the first version of the app Link to the revised version of the digital twin and user testing report

    Content scheduling

    Week 1 - Introduction and assignment 1 kick off
    Week 2 - Planning and Storyboarding, and content production
    Week 3 - Scene building and user testing
    Week 4 - Finalising and showcasing assignment 1
    Week 5 - Introduction and assignment 2 kick off
    Week 6 - Planning and Storyboarding, and content production
    Week 7 - Scene building and user testing
    Week 8 - Finalising and showcasing assignment 2

    Groups
    • MALTA2025K
    • REE4HA1
    • CONTACT
    • EXCH
    Teachers

    Jouko Loijas

    Seats

    15 - 40

    Further information

    The course consists of two assignments, Assignment 1 and Assignment 2
    Both assignments are project-based and done in groups
    Both assignments are mandatory and have to be completed in order to pass the course.
    Both assignments will give 50 points.
    Course is graded from 1 to 5: 90 points --> 5, 80 --> 4, 70 --> 3, 60 --> 2, 50 --> 1

    Degree Programme

    EXPER Hospitality and Tourism Experience Management

    R&D proportion

    0.00 cr

    Virtual proportion

    0.00 cr

    Evaluation scale

    H-5