## 1 Introduction
### Motivation  
Typically, tourist information desks provide guidance to travelers interested in exploring a destination. However, over the past decade, various virtual services have revolutionized this experience. VR systems present a unique opportunity for individuals to 'travel' without leaving their homes, virtually experiencing a place. These technologies enable users to virtually tour various locales, saving both time and money without the constraints of operating hours or time restrictions.  
As VR headsets become more affordable and accessible, the same information can now be accessed via a desktop or a web browser. It is crucial to contrast these experiences to understand the advantages and constraints inherent to each method.  
Offering a virtual tour and working with digital replicas can incentivize travel. These tools can spark interest, foster a more accessible connection with audiences, and promote a deeper understanding of a place and its history, thus enhancing the allure of the real world.  
While PC navigation primarily employs a mouse and keyboard, VR systems rely on VR controllers or direct hand gestures. Accessibility is generally higher on a PC given the ubiquity of a keyboard and mouse, whereas VR can be limited by the requirement of specific controllers and the potential for motion sickness.  
PC usability also tends to be higher, as users are more familiar with the format and can execute complex tasks with a keyboard and mouse. However, VR applications can offer a more immersive and realistic experience, particularly when used for a tourism information service enhanced by 3D maps of the city and its environment. The article proposes that integrating a professional-assisted information service in the Metaverse could boost user experience, though considerations must be made for the service schedule to accommodate the expectations of international visitors across various time zones.  
A study conducted by [10] confirmed that a user's sense of presence positively impacted immersion. Additionally, the perceived value influenced their intention towards adoption. Integrating web services can steer consumer behavior in the tourism e-commerce context. The research also highlighted that VR's contribution to the tourism industry was notable, with elements of enjoyment and activation in gamification having a significant positive impact on media richness. These aspects can contribute to enhancing the richness of the information delivered.  
A comparative examination of the incorporation of intuitive hand interaction in two immersive VR systems indicates a favorable effect on VR applications. This research contrasts a Cave Audio Visual Experience (CAVE) system with a Head-Mounted Display (HMD) system. Findings suggest that the HMD outperforms the CAVE in terms of efficiency, user preference, and usability, particularly regarding the inclusion of natural hand interaction [11].  
Another study contrasts performance across three different conditions: one presented with three-dimensional (3D) stimuli in an immersive HTC Vive VR system, another presented with identical 3D stimuli on a flat-screen desktop computer, and a third presented with a two-dimensional projection of the stimuli on a desktop computer. The results indicate that participants in the VR condition exhibited higher fixation counts compared to the 3D and 2D conditions. Furthermore, reaction times in the 2D condition were significantly quicker, and fixation durations were shorter compared to the VR and 3D conditions [12].