2,021 research outputs found

    Mobile Indoor Augmented Reality. Exploring applications in hospitality environments.

    Get PDF
    Augmented reality (AR) is been increasingly used in mobile devices. Most of the available applications are set to work outdoors, mainly due to the availability of a reliable positioning system. Nevertheless, indoor (smart) spaces offer a lot of opportunities of creating new service concepts. In particular, in this paper we explore the applicability of mobile AR to hospitality environments (hotels and similar establishments). From the state-of-the-art of technologies and applications, a portfolio of services has been identified and a prototype using off-the-shelf technologies has been designed. Our objective is to identify the next technological challenges to overcome in order to have suitable underlying infrastructures and innovative services which enhance the traveller?s experience

    Book of abstracts: ISTAR-IUL Winter School 2018 Applied Transdisciplinary Research

    Get PDF

    Effects of Gamified Augmented Reality in Public Spaces

    Get PDF
    Advancements in smartphone technology have resulted in the proliferation of Augmented Reality (AR) applications and games. Researchers have acknowledged the great potential of AR applications to enhance entertainment and improve learning experiences. In this study, we examined the potential effects of gamified AR in public places. We developed ARQuiz, an AR-based quiz game, for a public exhibition space and conducted a user study with respondents via survey (N = 176; 55.68% female, mean age 35.94 and SD = 11.89) and face-To-face interview (N = 28; 57.14% female, mean age 31.07 and SD = 7.42). We analyzed the relationship between perceived application usefulness, perceived application enjoyment, perceived exhibition enjoyment, and perceived quiz enjoyment. In addition, we examined perceived sociability before and after the quiz, quiz score, and user behavior in the exhibition space. The results indicate that visitors who enjoyed playing the ARQuiz game enjoyed the exhibition more, obtained better quiz results and felt more social after visiting the exhibition. Furthermore, the ARQuiz was regarded as a possible platform for improving visitors learning and overall experiences in public exhibitions. Although some players expressed concerns about the privacy and intrusiveness of AR, our results indicate that a well-designed AR game may boost the overall satisfaction of an exhibition visit and increase players sociabilitys. © 2013 IEEE.Peer reviewe

    Exploring Campus through Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience

    Get PDF
    This study aims to assess the incorporation of virtual reality (VR) photography into the web-based immersive application “virtual interactive campus tour (VICT).” This application offers users an immersive experience, allowing them to virtually explore university campuses and access information about the facilities and services available. The VICT application offers a cost-effective, attractive, and sustainable alternative for universities to display their resources and interact with potential students. Through black box testing, we conducted user acceptance testing (UAT) and functionality testing, confirming the application’s readiness for deployment and its capability to meet institutional and end-user requirements. This study also examined the potential for universities to use VR to meet the expectations of prospective students. The application is compatible with both desktop and mobile devices. The results indicated that the overall average validity score was 0.88, suggesting that the measure is valid. The validation results were thoroughly tested and reliable. This study emphasizes the potential of immersive web-based tours in higher education and aims to bridge the divide between virtual exploration and physical visits. By offering an immersive virtual campus experience, this innovative tool has the potential to revolutionize university marketing strategies, increase student engagement, and transform campus visit approaches

    Experiencing Cultural Heritage Through Gamification: Mardin orphanage

    Get PDF
    This paper presents early-stage research about the role of gamification in experiencing cultural heritage strongly within the sociological context, specifically focusing on the transformation of the old orphanage located in the historical city center of Mardin. The study acknowledges the significance of the old orphanage as an architectural heritage exemplar, built of natural Mardin stone, situated within a unique historical and archaeological urban environment. However, it recognizes the challenges of preserving the building's heritage value, which necessitate surpassing the superficial restoration methods applied to adapt it into a hotel. The primary motivation of this research is to develop a method for creating a navigable and interactive virtual replica of the orphanage, centering on the processes and outcomes of transferring its heritage value. To achieve this, the paper initially outlines the documentation and analysis procedures employed, utilizing photogrammetry to capture the past and current states of the orphanage. Subsequently, participants engage with a gamified and realistic digital replica of the orphanage, involving task-based interactions and scenario-based experiences. The paper concludes by presenting preliminary results concerning participant reactions to the initial virtual model, delivered through a VR device. By raising awareness about the significance of restoring and preserving historical heritage, this study aims to positively impact the domains of tourism, education, and conservation. Furthermore, it intends to shed light on future research opportunities in the field of digital cultural heritage.International Technological Universit

    Incorporating VR, AR and related technologies in tourism industry: State of the art

    Get PDF
    The current chapter intends to expose the importance of tourism in the world economy, (ii) give an overview of what academic and practitioners are doing regarding the use of engagement-facilitating technologies in tourism, and (iii) suggest avenues for further research. Thus, first the authors give insights about the evolution and important of tourism. After that, the chapter presents an overview of the state of the art on the use of engagement-facilitating technologies (mainly virtual and augmented reality) in research. The examples of applications of engagement-facilitating technologies come next. In the end, the authors suggest future research directions and present the conclusions.info:eu-repo/semantics/acceptedVersio

    Digital tourism: an alternative view on cultural intangible heritage and sustainability in Tavira, Portugal

    Get PDF
    The digitalization of cultural routes and virtual storytelling has emerged as a way of showcasing to individuals the heritage of different cultural universes. Regarding this fractional environment, and as a by-product of the international EU funded iHERITAGE project, (B_A.2.1_0056), the goal is to create, through an innovation-driven growth process and technological transfer, brand strategies for the affirmation and better knowledge of intangible realities in the Mediterranean region. The Sicilian Tourism Department in Italy is the project’s lead beneficiary, with representative partners throughout six Mediterranean countries (Italy, Egypt, Spain, Jordan, Lebanon, Portugal). The case study in Portugal is being developed in Tavira, through the intangible cultural heritage of the Mediterranean diet. The research based on the cultural experience, the history of the landscape and the sense of identity and continuity of knowledge is reassigned into a digital platform—the creation of apps and, within this, the design of a virtual route that navigates key geographical places. These apps will later revolve around one of the cultural elements of the Mediterranean, namely, the olive oil activity, with a detailed presentation of the manufacturing process, as well as its didactic interpretation and dissemination about the protection and conservation of Mediterranean research. The methodological approach is developed through the analysis and interpretation of a detailed list of references, fieldwork in a plurality of sites, contextual inquiries and interviews. As a powerful tool for internet marketing and research, these apps will reinforce identity, hospitality and tourism enterprises connected through the virtual itinerary, allowing a closer interaction between tourists and locals, endorsing the rise of technological development, as well as to drastically reduce environmental and ecological risks.info:eu-repo/semantics/publishedVersio

    Augmented Reality in Historical Museum: A case study at Fjell Fortress

    Get PDF
    Over the years, there has been development in using the technologies in historical museums for various reasons. The recent development of smartphones and computer graphics has enabled us to provide a new way of interaction between the artifacts and visitors. Augmented Reality provides a platform to add a third dimension to displays bringing the scene to life. It is gaining popularity among the users because of its beneficial features to engage the users. Therefore this thesis aims to investigate the use of Augmented Reality in Fjell Fortress to assist the visitors. A comparative study of different Augmented Reality frameworks is done, and ARCore is chosen to develop a mobile application. A detailed study with the features of ARCore is performed to get an understanding of the framework. The features to reconstruct the past, an indoor and outdoor guide to the Fortress, are developed. Finally, the personal experience is used to discuss the challenges and limitations of the technology in developing the application, and an online survey is used to evaluate the applicability and usability of the application.Master's Thesis in InformaticsINF399MAMN-INFMAMN-PRO

    PlayMaps - Representation of 3D cartography data in Augmented Reality (AR) games

    Get PDF
    A presente dissertação tem como tema a representação de dados cartográficos 3D em ambientes de Realidade Aumentada (RA) aplicados a tecnologias móveis. No turismo, a escolha de um lugar para visitar pode ser um processo árduo e exaustivo que na maioria das vezes traz contratempos imprevistos. Dada a abundância de informações sobre um local, ou mesmo a falta dela em muitas circunstâncias, é simples para um possível turista ficar desorientado e fazer o julgamento incorreto de não visitá-lo. Em muitos casos, as pessoas até desconhecem o potencial das regiões. Muitos representantes têm lutado para encontrar maneiras de atrair mais turistas para suas cidades, muitas vezes se perguntando: "Como posso promover minha cidade para o mundo de uma maneira mais eficaz?". Obviamente, essa divulgação precisa ser feita de forma segura e acessível. Assim, esta dissertação pretende criar um jogo para adolescentes, entre os 10 e os 15 anos, baseado em Realidade Aumentada (RA), que seja capaz de digitalizar um mapa em papel e permitir ao utilizador interagir com o mesmo. A app terá de proporcionar a componente educativa do território e também um nível adequado de interação com o utilizador. Este aplicativo será fácil de usar e compatível com qualquer sistema operacional móvel. Como tal, foi pensado para que qualquer pessoa com um smartphone possa utilizar esta tecnologia. Além disso, este aplicativo será flexível, adaptável e genérico. Cartografias diferentes exigirão modelos geográficos diferentes ou mesmo metodologias de jogo diferentes. Portanto, este aplicativo terá a capacidade de importar diferentes informações geográficas e criar um jogo específico para essa cartografia. Dois estudos anteriores foram realizados nesta área, nomeadamente para potenciar a experiência de visitas à Galeria da Biodiversidade e ao Jardim Botânico como forma de jogo. O primeiro estudo utiliza o método "case study", utilizando uma abordagem quantitativa e qualitativa para entender como a experiência lúdica proporcionada pela tecnologia de realidade aumentada pode contribuir para a entrega de informações que esses espaços pretendem transmitir aos visitantes {soares2021flo}. O segundo estudo procurou explorar formas de conectar ambientes internos e externos por meio de Realidade Aumentada (RA) {teixeira2021serious}. Esses tipos de abordagens de como disseminar informações são fundamentais para que o usuário tenha uma compreensão adequada do que a região tem a oferecer. Esses recursos serão aplicados ao mapeamento de territórios conhecidos a fim de investigar formas de promover o turismo melhorando e inovando a forma como as pessoas aprendem e exploram novas cidades e outros espaços. Embora esta dissertação seja apenas um caso de estudo, com esta implementação, a solução proposta pode funcionar como base para o desenvolvimento de uma ferramenta universal para qualquer instituição e/ou cidade que se queira promover.The present dissertation has, as its theme, the representation of 3D cartography data in Augmented Reality (AR) environments applied to mobile technologies. In tourism, choosing a place to visit can be a hard and exhaustive process which most times brings unforeseen setbacks. Given the abundance of information about a location, or even the lack thereof in many circumstances, it's simple for a possible tourist to become disoriented and make the incorrect judgement of not visiting it. In many cases, people even are unaware of the regions' potential. Many city officials and space marketers have struggled to find ways to attract more tourists to their cities, often asking themselves, "How can I promote my city to the world in a more effective way?". Obviously, this advertisement needs to be done in a safe and affordable way. Therefore, this dissertation aims to create a game for teens, between 10 and 15 years old, based on Augmented Reality (AR), which is capable to digitise a paper map and allowing the user to interact with it. The app will have to provide the educational component of the territory and also an appropriate level of interaction with the user. This app will be easy to use, user-friendly and compatible with any mobile operating system. As such, it is designed that anyone with a smart phone can use this technology. Furthermore, this app will be flexible, adaptable and generic. Different cartographies will require different geographical models or even different game methodologies. Therefore, this application will have the ability to import different geographic information, and create a specific game to that cartography. Two previous studies were carried out in this area, namely to enhance the experience of visits to Galeria da Biodiversidade and Jardim Botânico as a form of a game. The first study employs the case study method, using a quantitative and qualitative approach to comprehend how the entertaining experience given by augmented reality technology may contribute in the delivery of the information these spaces intend to transmit to visitors {soares2021flo}. The second study sought to explore ways to connect indoor and outdoor environments through Augmented Reality (AR) {teixeira2021serious}. These types of approaches on how to disseminate information are fundamental for the user to have an appropriate grasp of what the region has to offer. These functionalities will be applied to cartography of know territories in order to investigate ways to promote tourism by improving and innovating the way people learn and explore new cities and other spaces. Although this dissertation is only a case study, with this implementation, the proposed solution can become a stepping stone to the development of a universal tool for any institution and/or city that intends to promote itself

    Applications of technology in visitor attractions: Revisiting Stipanuk\u27s perspective of the tourism/technology interface

    Get PDF
    In the face of an increasingly sophisticated consumer base, attractions of all types are embracing technology as a means of \u27creating\u27 or enhancing the visitor experience (Neuhofer, Buhalis & Ladkin, 2014). Perhaps because they represent the most obvious example of technological application in attractions, theme parks have been the primary focus of contemporary literature as it relates to the tourism/technology nexus. However, it is suggested that this perspective is too narrow as it neglects the myriad of uses of technologies across the entire spectrum of attractions. This paper revisits the seminal work of Stipanuk (1993) which called for a broader view, postulating applications ranging from technology as creator/enhancer, to technology as protector, focal point, and even, potentially, destroyer of attractions. A conceptual model is then advanced which depicts technology as having an eclectic set of applications across a broad spectrum of attractions
    corecore