5,797 research outputs found
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Location-based and contextual mobile learning. A STELLAR Small-Scale Study
This study starts from several inputs that the partners have collected from previous and current running research projects and a workshop organised at the STELLAR Alpine Rendevous 2010. In the study, several steps have been taken, firstly a literature review and analysis of existing systems; secondly, mobile learning experts have been involved in a concept mapping study to identify the main challenges that can be solved via mobile learning; and thirdly, an identification of educational patterns based on these examples has been done.
Out of this study the partners aim to develop an educational framework for contextual learning as a unifying approach in the field. Therefore one of our central research questions is: how can we investigate, theorise, model and support contextual learning
Augmented Reality in Tourism – Research and Applications Overview
Augmented reality is a complex interdisciplinary field utilizing IT technologies in diverse areas such as medicine, education, architecture, industry, tourism and others, augmenting the real-time, real-world view with additional superimposed information in chosen format(s). The aim of this paper is to present an overview of both research and application aspects of using augmented reality technologies in tourism domain. While most research, and especially applications, are dealing with and developing visual-based augmented reality systems, there is a relevant amount of research discussing the utilization of other human senses such as tactioception and audioception, both being discussed within this work. A comprehensive literature analysis within this paper resulted with the identification, compilation and categorization of the key factors having the most relevant impact on the success of utilization of augmented technology in tourism domain
Virtual Reality for Prototyping Service Journeys
The use of virtual elements for developing new service prototyping environments and more realistic simulations has been suggested as a way to optimise the service prototyping process. This work examines the application of virtual reality (VR) in prototyping service journeys and it hypothesises that VR can recreate service journeys in a highly immersive, agile, and inexpensive manner, thus allowing users to have a representative service experience and enabling service designers to extract high-quality user feedback. To that end, a new service prototyping method, called VR service walkthrough, is presented and evaluated through an empirical comparative study. A VR service walkthrough is a virtual simulation of a service journey, representing how the service unfolds over space and time. A comparative study between the VR service walkthrough method and an adapted service walkthrough method evaluates the application of both methods using a location-based audio tour guide service as a case study. Two user groups (each with 21 users) were used to evaluate both methods based on two factors: the user experience they offered and the subjective meaningfulness and quality of feedback they produced. Results show that the VR service walkthrough method gave a performance similar to that of the service walkthrough method. It was also able to communicate the service concept in an immersive way and foster constructive feedback.Virtual Reality for Prototyping Service JourneyspublishedVersio
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Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series
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Introduction to location-based mobile learning
[About the book]
The report follows on from a 2-day workshop funded by the STELLAR Network of Excellence as part of their 2009 Alpine Rendez-Vous workshop series and is edited by Elizabeth Brown with a foreword from Mike Sharples. Contributors have provided examples of innovative and exciting research projects and practical applications for mobile learning in a location-sensitive setting, including the sharing of good practice and the key findings that have resulted from this work. There is also a debate about whether location-based and contextual learning results in shallower learning strategies and a section detailing the future challenges for location-based learning
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Augmenting the field experience: a student-led comparison of techniques and technologies
In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project
Translating Tourist Requirements into Mobile AR Application Engineering Through QFD
Augmented reality (AR) has moved into the spotlight of technological developments to enhance tourist experiences, presenting a need to develop meaningful AR applications. However, few studies so far have focused on requirements for a user-centric AR application design. The study aims to propose a method on translating psychological and behavioral indicators of users into relevant technical design elements for the development of mobile AR tourism applications in the context of urban heritage tourism. The research was conducted in three phases to generate a Quality Function Deployment (QFD) model based on interviews, focus groups and questionnaires of international tourists and industry professionals. Key categories, content requirements, function requirements and user resistance were defined for the identification of requirements. The outcomes of the study outline tourist requirements based on behavioral and psychological indicators and propose a method for translating them into technical design elements for tourist mobile AR applications
Analysing recent augmented and virtual reality developments in tourism
Purpose
Virtual reality (VR) and augmented reality (AR) are two technological breakthroughs that stimulate reality perception. Both have been applied in tourism contexts to improve tourists’ experience. This paper aims to frame both AR and VR developments during the past 15 years from a scientific perspective.
Design/methodology/approach
This study adopts a text mining and topic modelling approach to analyse a total of 1,049 articles for VR and 406 for AR. The papers were selected from Scopus, with the title, abstract and keywords being extracted for the analysis. Formulated research hypotheses based on relevant publications are then evaluated to assess the current state of the broader scope of the large sets of literature.
Findings
Most of research using AR is based on mobile technology. Yet, wearable devices still show few publications, a gap that is expected to close in the near future. There is a lack of research adopting Big Data/machine learning approaches based on secondary data.
Originality/value
As both AR and VR technologies are becoming more mature, more applications to tourism emerge. Scholars need to keep pace and fill in the research gaps on both domains to move research forward.info:eu-repo/semantics/acceptedVersio
Research Avenues on use of Augmented Reality in Education
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
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