1,156 research outputs found
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
Designing for Mixed Reality Urban Exploration
This paper introduces a design framework for mixed reality urban exploration (MRUE), based on a concrete implementation in a historical city. The framework integrates different modalities, such as virtual reality (VR), augmented reality (AR), and haptics-audio interfaces, as well as advanced features such as personalized recommendations, social exploration, and itinerary management. It permits to address a number of concerns regarding information overload, safety, and quality of the experience, which are not sufficiently tackled in traditional non-integrated approaches. This study presents an integrated mobile platform built on top of this framework and reflects on the lessons learned.Peer reviewe
Designing for Mixed Reality Urban Exploration
This paper introduces a design framework for mixed reality urban exploration (MRUE), based on a concrete implementation in a historical city. The framework integrates different modalities, such as virtual reality (VR), augmented reality (AR), and haptics-audio interfaces, as well as advanced features such as personalized recommendations, social exploration, and itinerary management. It permits to address a number of concerns regarding information overload, safety, and quality of the experience, which are not sufficiently tackled in traditional non-integrated approaches. This study presents an integrated mobile platform built on top of this framework and reflects on the lessons learned
Virtual technologies in supporting sustainable consumption : From a single-sensory stimulus to a multi-sensory experience
Virtual technologies will change the way we consume in the digital environment in the future. Such technologies can provide consumers with a multi-sensory experience in contrast to the single-sensory stimulus in the conventional online environment. As human senses play a key role in consumption choices, we argue that virtual technologies provide greater opportunities to influence consumer decisions than the present digital environment. Consequently, we suggest that virtual technologies can potentially be used to nudge consumers towards sustainable consumption. We discuss technology-assisted sensory marketing, present the cognitive and emotive aspects of virtual reality, and propose applications of virtual reality technologies to encourage sustainable consumption. Our opinion paper concludes that virtual technologies are likely to change many aspects of human life and can have significant positive effects on the environment and climate change.© 2021 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).This work has been supported by KAUTE Foundation under Grant No. 20190003 and No. 20200531; OP Ryhmän Tutkimussäätiö ounder Grant No. 20200040, Academy of Finland under Grant No. 311346, Academy of Finland SRC CULT Programme under Grant No. 327241 (Digiconsumers) and Academy of Finland Flagship Programme under Grant No. 337653 (Forest-Human-MachineInterplay (UNITE)).fi=vertaisarvioimaton|en=nonPeerReviewed
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Audio masking effect on inter-component skews in olfaction-enhanced multimedia presentations
Media-rich content plays a vital role in consumer applications today, as these applications try to find new and interesting ways to engage their users. Video, audio, and the more traditional forms of media content continue to dominate with respect to the use of media content to enhance the user experience. Tactile interactivity has also now become widely popular in modern computing applications, while our olfactory and gustatory senses continue to have a limited role. However, in recent times, there have been significant advancements regarding the use of olfactory media content (i.e., smell), and there are a variety of devices now available to enable its computer-controlled emission. This paper explores the impact of the audio stream on user perception of olfactory-enhanced video content in the presence of skews between the olfactory and video media. This research uses the results from two experimental studies of user-perceived quality of olfactory-enhanced multimedia, where audio was present and absent, respectively. Specifically, the paper shows that the user Quality of Experience (QoE) is generally higher in the absence of audio for nearly perfect synchronized olfactory-enhanced multimedia presentations (i.e., an olfactory media skew of between {−10,+10s}); however, for greater olfactory media skews (ranging between {−30s;−10s} and {+10s, +30s}) user QoE is higher when the audio stream is present. It can be concluded that the presence of the audio has the ability to mask larger synchronization skews between the other media components in olfaction-enhanced multimedia presentations
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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