2,318 research outputs found

    Moderating Role of Long-term Orientation on Augmented Reality Adoption

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    Recently, the tourism and hospitality industry is providing tourists with an enhanced experience via various cutting-edge technologies such as augmented reality (AR). In addition, there has been an increased interest on the effects of cultural traits on human behaviours. The aim of this paper is to examine how Long- and Short-term orientation moderates the relationship between experience economy provided by AR applications and users’ perceived value. Data were collected from 145 participants at Deoksugung Palace in Seoul, South Korea and 119 participants at An Post Museum, Dublin, Ireland. We found that South Korean tourists, who are representatives of long-term orientation culture in this study, put a high value on educational factors of AR applications, whereas Irish tourists, who are representative of short-term orientation culture, regard escapist experiences of AR applications highly

    Research Avenues on use of Augmented Reality in Education

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    The use of Innovative technology in education enhances the grasping ability of the student to gain knowledge proactively and provides a platform for a constructive process of learning and understanding. Augmented Reality (AR) plays an essential role in active learning and critical thinking in the current information age because technology enables students to interact with the virtual world with an immersive experience. Moreover, the integration of AR in education has attracted researcher’s attention towards AR due to its immersive, naturalistic experience. Augmented reality plays a vital role in Medical Science, the Aviation industry, the Advertising industry, the Printing Industry, Maintenance, Tourism, Education, the Automobile industry and many more upcoming industries. The use of AR is going to be spread in the coming days. This paper comprises an overview and the study of augmented reality in different sectors. On emphasising the uses of AR in the education field, to give a real-life interactive experience to the user on his mobile. The review narrates the ability of AR, and applications of AR in the field of education such as science education, Industrial training, and biomedical education. The review summarises the potential of technology integration

    Conceptual model of mobile augmented reality for cultural heritage site towards enjoyable informal learning (Marchsteil)

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    A mobile augmented reality (AR) is one of the emerging technologies that may provide interactive content to tourists at cultural heritage sites. Past studies show enjoyable informal learning experience is highly needed for tourists to broaden knowledge for tourists. Although many mobile AR applications have been developed to expose cultural heritage site information, they are still lacking in providing such experience due to lack of comprehensive models which taking into consideration the elements of enjoyable informal learning experience in the development of such applications. Therefore, this study proposes a comprehensive conceptual model of mobile AR where it considers the components of enjoyable informal learning experience at cultural heritage site. This study followed design science research methodology. The proposed conceptual model is reviewed and validated through expert review and focus group discussion The review was analysed based on frequency of the responses on each component. As a proof-of-concept, the prototype (named as AR@Melaka) was developed and then evaluated on its enjoyable informal learning aspects to 200 tourists of a renowned cultural heritage site. From user perspective, it is proven that AR@Melaka provides enjoyable informal learning. In conclusion, these findings proved that the conceptual model is useful for assisting tourists in learning at cultural heritage site in an enjoyable way. This study contributes a conceptual model to serve as guidelines for developing a mobile augmented reality that considers an enjoyable informal learning component

    User experience on enjoyable informal learning via mobile AR: Development and evaluation

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    Mobile augmented reality is recommended to be implemented at cultural heritage sites to enhance visitor’s experience.Visitors enable to learn informally about the cultural items, values, and history of the sites while enjoying their visit. However, at our initial study, it is found that such mobile augmented reality has not been implemented atcultural heritage sites in South-East Asia region including Malaysia. Therefore, this study proposed a mobile augmented reality application, named as AR@Melaka, has been successfully developed to help visitor to have enjoyable informal learning in Melaka heritage sites.This paper describes the design and development of AR@Melaka including designing the user interfaces and creating content.In addition, the evaluation results of AR@Melaka are also presented.There were 200respondents involved, and majority of them agreed having an experience ofafter using the application.In summary this study shows the importance of enjoyable informal learning experience for visitors at cultural heritage sites

    Conceptual model of mobile augmented reality for cultural heritage site towards enjoyable informal learning aspect

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    Conceptual model of mobile augmented reality (AR) for cultural heritage site based on enjoyable informal learning aspect is proposed to help technical or content developers to develop mobile AR application specifically for cultural heritage site that include enjoyable learning aspect.The conceptual model provides appropriate content, navigation and user interface design, interactivity, features, hardware, and process for providing informal learning in enjoyable way at cultural heritage site using mobile AR. The conceptual model consists of three structures, six components, and twenty nine elements.The usage of conceptual model is flexible which can be implemented according to developer’s needs and preferences

    Social and Semantic Contexts in Tourist Mobile Applications

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    The ongoing growth of the World Wide Web along with the increase possibility of access information through a variety of devices in mobility, has defi nitely changed the way users acquire, create, and personalize information, pushing innovative strategies for annotating and organizing it. In this scenario, Social Annotation Systems have quickly gained a huge popularity, introducing millions of metadata on di fferent Web resources following a bottom-up approach, generating free and democratic mechanisms of classi cation, namely folksonomies. Moving away from hierarchical classi cation schemas, folksonomies represent also a meaningful mean for identifying similarities among users, resources and tags. At any rate, they suff er from several limitations, such as the lack of specialized tools devoted to manage, modify, customize and visualize them as well as the lack of an explicit semantic, making di fficult for users to bene fit from them eff ectively. Despite appealing promises of Semantic Web technologies, which were intended to explicitly formalize the knowledge within a particular domain in a top-down manner, in order to perform intelligent integration and reasoning on it, they are still far from reach their objectives, due to di fficulties in knowledge acquisition and annotation bottleneck. The main contribution of this dissertation consists in modeling a novel conceptual framework that exploits both social and semantic contextual dimensions, focusing on the domain of tourism and cultural heritage. The primary aim of our assessment is to evaluate the overall user satisfaction and the perceived quality in use thanks to two concrete case studies. Firstly, we concentrate our attention on contextual information and navigation, and on authoring tool; secondly, we provide a semantic mapping of tags of the system folksonomy, contrasted and compared to the expert users' classi cation, allowing a bridge between social and semantic knowledge according to its constantly mutual growth. The performed user evaluations analyses results are promising, reporting a high level of agreement on the perceived quality in use of both the applications and of the speci c analyzed features, demonstrating that a social-semantic contextual model improves the general users' satisfactio

    Hidden Cities

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    This groundbreaking collection explores the convergence of the spatial and digital turns through a suite of smartphone apps (Hidden Cities) that present research-led itineraries in early modern cities as public history. The Hidden Cities apps have expanded from an initial case example of Renaissance Florence to a further five historic European cities. This collection considers how the medium structures new methodologies for site-based historical research, while also providing a platform for public history experiences that go beyond typical heritage priorities. It also presents guidelines for user experience design that reconciles the interests of researchers and end users. A central section of the volume presents the underpinning original scholarship that shapes the locative app trails, illustrating how historical research can be translated into public-facing work. The final section examines how history, delivered in the format of geolocated apps, offers new opportunities for collaboration and innovation: from the creation of museums without walls, connecting objects in collections to their original settings, to informing decision-making in city tourism management. Hidden Cities is a valuable resource for upper-level undergraduates, postgraduates, and scholars across a variety of disciplines including urban history, public history, museum studies, art and architecture, and digital humanities
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