11 research outputs found

    Meaning of fun in hotel gamified applications

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    The hospitality industry faces significant challenges from the acceleration of travelers using mobile technology, especially in the Covid-19 aftermath. Consumer behaviour is changing in the service sector, creating new forms of mobilities and types of tourists. Users are taking advantage of the opportunity to access information easier and faster, anywhere causing new promotional strategies for hospitality businesses. However, it is recognized that the adoption of mobile applications does not guarantee competitive advantage. This research is inspired by the success of mobile games, and the importance of delivering fun. It explores hotel visitors’ meaning of ‘fun’ when using a mobile hotel gamified application. This is to give mobile gamified application developers an indication on the fun elements that would make such a technology engaging with the users. Visual materials were used applying game mechanics and aesthetics in a hotel application helping participants understand how the fun elements are incorporated so they can focus/target on the elements they find more attractive

    Increasing Quality of Learning Experience using Augmented Reality Educational Games

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    Adequate pedagogical approaches for integration of technology in the learning process create new opportunities for improving the quality of teaching and learning experiences, raising students’ interest and motivation for the classroom activities at the same time. Game-based learning implemented with different technologies can utilize students’ energy and enthusiasm for educational purposes. To increase the quality of experience of the learning process, elements of popular games (e.g., mobile games and augmented reality games) should be used in the educational context. This paper proposes methodological guideline that can be used for the integration of games in education. The methodological guideline defines the two steps process of creating educational games starting from students’ attitudes and needs, and then incorporates educational outcomes. As a case-study augmented reality educational games platform was designed to illustrate the possibilities and benefits of the proposed approach.publishedVersio

    Profili di personalità e motivazioni associati all’uso di mobile games di realtà aumentata

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    In questo lavoro ù descritta una revisione sistematica di 26 studi empirici che, negli ultimi 10 anni (2009-2019), hanno esplorato le motivazioni associate all’uso di giochi mobili di realtà aumentata (i.e., Pokùmon GO) e la personalità degli utenti. Considerato il crescente sviluppo tecnologico di giochi che coniugano l’Intelligenza Artificiale con la Realtà Aumentata, i risultati qualitativi presentati nel presente articolo possono configurarsi come utili criteri di segmentazione del mercato potenziale dei clienti di giochi basati su tecnologia mobile

    Digitaalinen transformaatio suomalaisen matkailutoimialan muutosvoimana. Kansallisten matkailustrategioiden sisÀllönanalyysi.

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    Tutkimuksen tarkoituksena on lisÀtÀ ymmÀrrystÀ siitÀ, millaisia vaikutuksia matkailun digitalisaatiolla ja digitaalisella transformaatiolla on Suomen matkailutoimialalle. Digitalisaatio nÀhdÀÀn Suomessa yhtenÀ merkittÀvimmistÀ matkailuun vaikuttavista muutosvoimista ja toimialan digitalisoiminen on asetettu kansalliseksi tavoitteeksi. Tutkimuksen kirjallisuuskatsauksen tavoitteena on hahmottaa mitÀ matkailutoimialan digitaalinen transformaatio kÀsitteenÀ ja ilmiönÀ tarkoittaa? Tapaustutkimuksen empiirisenÀ aineistona ovat kansalliset matkailustrategiat, joista teoriaohjaavan sisÀllönanalyysin avulla pyritÀÀn ymmÀrtÀmÀÀn, miten digitaalista transformaatiota ohjataan kansallisissa strategiadokumenteissa. LisÀksi arvioidaan strategioiden tavoitteita matkailuyrityksille toteuttaa digitaalista transformaatiota; millÀ tavoin digitaalisen markkinoinnin nÀkökulmat nÀkyvÀt strategioissa? Teoreettisina viitekehyksinÀ toimivat Vialin (2019) digitaalisen transformaatioprosessin viitekehys ja Kannanin ja Lin (2017) digitaalisen markkinoinnin malli. Digitalisaatiotavoitteita on kuvattu Suomen matkailustrategiassa, Suomen matkailun digitiekartassa ja Visit Finlandin strategiassa. Digitaalisen teknologioiden kÀytön aiheuttamat muutokset matkailijakÀyttÀytymisessÀ ja kilpailuympÀristössÀ edellyttÀvÀt matkailutoimialalta kansallisia strategisia vastauksia. Matkailutoimijat digitalisaatiostrategioiden ohjaamina hyödyntÀvÀt digitaalisia teknologioita muuttaakseen arvonluontipolkuja. Onnistuakseen niiden on toteutettava rakenteellisia muutoksia (mm. organisaatiorakenteessa, -kulttuurissa ja johtajuudessa) sekÀ voitettava muutosta haittaavia esteitÀ (mm. inertia ja vastustus). Vaikka strategiadokumenteissa on yhdenmukainen digitalisaatiotavoite tehdÀ Suomesta ÀlykÀs matkakohde, joka tarjoaa sujuvimman ostopolun haaveilusta matkalle, poikkeavat strategiset vastaukset toisistaan. Digitaalista transformaatiota mahdollistavan digitaalisen kulttuurin ja johtajuuden taustalla olevaan sosiokulttuuriseen prosessiin ei kiinnitetÀ huomiota Suomen matkailun digistrategiaa lukuun ottamatta. Strategiat tarjoavat prosessi- ja organisaatiotason ratkaisuja, mutta laajempi ekosysteeminÀkökulma sekÀ yhteiskunnan rakenteiden muuttaminen (esim. matkailun kestÀvyyden edistÀminen digitaalisten palveluiden avulla) jÀÀvÀt vÀhÀiselle huomiolle. Digitalisen markkinoinnin nÀkökulmasta strategioissa tavoitellaan yrityksen valmiuksien vahvistamistumista, kohderyhmille relevanteimpien jakelukanavien valintaa ja dataohjautuvampaa digimarkkinointia. YksittÀisen yrityksen markkinointiratkaisujen kehittÀmisen sijaan tulisi luoda arvoverkostojen avulla yhteistÀ asiakasarvoa ja ohjata toimijoita rakentamaan markkinointiaan matkakohteen matkailijoiden ja muiden yritysten kanssa yhdessÀ. Tutkimuksen tulokset auttavat matkailun toimintaympÀristön kehittÀmisestÀ vastaavia viranomaisia ja pÀÀttÀjiÀ aiempaa paremmin ymmÀrtÀmÀÀn digitaalisen transformaation onnistumiseen vaikuttavia tekijöitÀ sekÀ tunnistamaan, mitkÀ politiikat ja toimet voisivat olla tarkoituksenmukaisia transformaation edistÀmiseksi

    Event detection in high throughput social media

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    Event detection in high throughput social media

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    VR Storytelling

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    The question of cinematic VR production has been on the table for several years. This is due to the peculiarity of VR language which, even if it is de ned by an image that surrounds and immerses the viewer rather than placing them, as in the classic cinematic situation, in front of a screen, relies decisively on an audiovisual basis that cannot help but refer to cinematic practices of constructing visual and auditory experience. Despite this, it would be extremely reductive to consider VR as the mere transposition of elements of cinematic language. The VR medium is endowed with its own speci city, which inevitably impacts its forms of narration. We thus need to investigate the narrative forms it uses that are probably related to cinematic language, and draw their strength from the same basis, drink from the same well, but develop according to di erent trajectories, thus displaying di erent links and a nities

    Creating immersive, play-anywhere handheld augmented reality stories, through remote user testing

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    This thesis outlines new instances of Extended Reality (XR) stories as well as associated user studies with them, to create more immersive story experiences delivered at a user’s choice of location through a mobile phone. This extends prior work on Location Based Experiences (LBEs), which have typically been designed to offer a game or story at a pre-determined location. A play-anywhere experience offers potential to open up LBEs to a wider audience, as well as to those may prefer to take part individually or closer to home, such attitude shifts becoming increasingly more common. The current research adopted an in the wild approach combining practice, studies and theory, with most user data being collected remotely. Each story application developed is subsequently referred to as an app, with each app offering a bespoke story incorporating Augmented Reality (AR) features, to better bring users’ location inline with the narrative. Testing the apps across various locations matched their intended use, and resulted in new guidelines for both incorporating AR into such LBEs, as well as for conducting remote user studies. A final app offered a site-specific curated story, with all study participants taking part under similar conditions at the same location, the ability to observe them using the app providing additional insights. The story apps used available local map data alongside Handheld Augmented Reality (HAR), to overlay interactable virtual objects on top of the physical environment, and visible on the phone’s display. Guidelines from related methodologies were used to better allow for the variety of factors that might influence different users’ immersion and engagement. These included the implementation of the AR features, the story itself, real world activity, and personal preferences including onboarding requirements. The approach taken contributed a reverse methodology to a lot of related research, that would typically begin with laboratory testing before moving to public spaces. User studies with the five mobile apps contributed guidelines for such experiences, that could benefit both practitioners and researchers in related fields. In the later case, a need was identified to develop new research tools specifically suited to the subtleties of handheld play-anywhere LBEs, such issues explored within the apps tested. The guidelines identified for offering more effective XR LBEs were also implemented in the creation of a new open source Unity project, called Map Story Engine. This offers a tool to test new features, as well as providing a fully customisable template for practitioners to author their own play-anywhere HAR stories and games

    Knowledge on the Move: Studies on Mobile Social Education

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    This book draws on work undertaken by colleagues involved with the Erasmus+ project called SoMoveED, or Social Education on the Move. The broader aim of the project is to develop, implement, and disseminate innovation in the form of a model of mobile social education in higher education, of which this book makes up one small part.The project draws together institutions and organizations from ten European countries (Croatia, the Czech Republic, France, Italy, the Netherlands, Poland, Portugal, Romania, Turkey, and the United Kingdom), including eight universities, two non-governmental organizations and one social enterprise. Approximately 40 people are working on the project, including academic teachers and researchers, entrepreneurs, and social activists. The project’s main objective is to explore and develop ways in which the teaching process can be organized in motion, outside the university walls, with the participation of stakeholders from outside the academic community (citizens, representatives of institutions and organizations, activists, people at risk of marginalization). This model incorporates three important features into the educational process: (1) mobility; (2) participation; and (3) inclusion
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