In this article, we calculate the economic impact of pilgrimage to Santiago de Compostela in the NUTS 2 region Galicia (Spain) in 2010. This economic impact is relevant to policymakers and other stakeholders dealing with religious tourism in Galicia. The analysis is based on the Input-Output model. Location Quotient formulas are used to derive the regional Input-Output table from the national Input-Output table of Spain. Both the Simple Location Quotient formula and Flegg's Location Quotient formula are applied. Furthermore, a sensitivity analysis is carried out. We found that pilgrimage expenditures in 2010 created between 59.750 million and 99.575 million in Gross Value Added and between 1, 362 and 2, 162 jobs. Most of the impact is generated within the 'Retail and Travel Services' industry, but also the 'Industry and Manufacturing', 'Services' and 'Financial and Real Estate Services' industries benefit from pilgrimage expenditures. This research indicates that in even in the most conservative scenario, the impact of pilgrimage is significant on the local economy of Galicia.
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Municipalities increasingly seek to include citizens in decision-making processes regarding local issues, such as urban planning. This paper presents a case study on using Virtual Reality (VR) in a process of civic participation in the redesign of a public park. The municipality included citizens in intensive co-design activities to create three designs for the park and engaged the neighbourhood community in co-decision, in the form of a ballot. Through the civic participatory process, we studied the effectiveness of using VR technology to engage the community in participating in the co-decision process. The three designs were presented using highly realistic 360˚ visualisations and the effects on engagement were compared between various devices: VR headsets, smartphones, tablets, and computers. Viewing the designs in 2D paper plans was also included in the comparison. The study included over 1300 respondents that participated in the ballot. A statistical analysis of the collected data shows that participants viewing the 360˚ rendered images with VR technology expressed a significantly higher engagement in the co-decision process than those using their computer at home or viewing 2D paper plans. The paper describes the complete participatory design process and the impact of the e-governance used on the target group as well as on the actors organizing the e-governance process. We discuss how the use of new technology and active presence of a voting-support team inspired citizens to participate in the co-creation process and how the investment in this procedure helped the local authorities to generate support for the plans and strengthen its relationship with the community. The use of realistic visualisations that can be easily assessed by citizens through user-friendly technology, enabled a large and diverse audience to participate. This resulted in greater visibility of municipal efforts to enhance the living environment of citizens and is therefore an important step in increased civic engagement in municipal policy-making and implementation.
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People tend to be hesitant toward algorithmic tools, and this aversion potentially affects how innovations in artificial intelligence (AI) are effectively implemented. Explanatory mechanisms for aversion are based on individual or structural issues but often lack reflection on real-world contexts. Our study addresses this gap through a mixed-method approach, analyzing seven cases of AI deployment and their public reception on social media and in news articles. Using the Contextual Integrity framework, we argue that most often it is not the AI technology that is perceived as problematic, but that processes related to transparency, consent, and lack of influence by individuals raise aversion. Future research into aversion should acknowledge that technologies cannot be extricated from their contexts if they aim to understand public perceptions of AI innovation.
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