4 research outputs found
Implementation of an Interactive Crowd-Enhanced Content Management System for Tourism Development
This paper investigated the role of interactive tourist mobile apps in tourism development. The researchers presented the e-Tracer application, which was developed taking into consideration the recent advantages in mobile computing, the importance of user-generated content and the needs of northern Greece and the lower Balkan countries. Apart from crowd-based content creation, a new generation of apps for tourism development may include additional components like serious games for tourists, map-based navigation systems and augmented/virtual reality applications, in order to offer memorable user experiences for tourists. An agile content management system design methodology was followed by taking into account the needs of alternative tourist destinations, small to medium sized real-world museums and driver rest areas located around highways which connect cross-country destinations in the lower Balkan countries and Turkey. This work positioned the role of interactive crowd-enhanced platforms for content management of tourist-related information in tourism development, economic growth and sustainability of the Egnatia motorway surrounding areas in Greece.
Keywords: mobile computing, content management systems, recommender systems, serious games, virtual/augmented reality, tourism developmen
Knowledge-Based Management and Reasoning on Cultural and Natural Touristic Routes
Part 7: Ontologies/AIInternational audienceThere is great potential in interdisciplinary traveling platforms mingling knowledge about cultural heritage aspects, such as places with schedules providing visits or even containing augmented reality features also, along with environmental concerns to enhance personalized tourist experience and tripping avocation. For an ontological framework to support and nominate trip detours of targeted interests according to end-users, it should incorporate and unify as much heterogeneous information, deriving either from web sources or wherever there are ubiquitously available such as sensors or open databases. A plethora of qualitatively diverse data along with adequate quantities of them escalate the contingent results in terms of conferring a plurality of relevant options which can be utterly manifested through involving axioms with rule-based reasoning functionalities upon properties considered to be irrelevant to each other at first glance. Thus, managing to import predefined concepts from other ontologies, such as temporality or spatiality, and combine them with new defined concepts to tourist assets, such as points of interest, results in novel meaningful relationships never established before. Apart from the utilization of pre-existent resources and logic towards automatic detouring suggestions, a wide-spectrum modeling enables a suitable problem statement relevant to the e-Tracer framework and comprehension of the issues, providing the opportunity of statistical analysis of knowledge when adequate amounts amassed
A Gamified Augmented Reality Application for Digital Heritage and Tourism
Although Augmented Reality (AR) technology has entered many market and knowledge domains such as games and leisure activities, it remains rather limited in digital heritage. After studying the potentiality of using modern AR elements in a museum context, this paper proposes the use of additional game and educational elements in the core AR application in order to enhance the overall on-the-spot museum visitor’s experience. An agile AR application design methodology was followed by taking into account the needs of small-to-medium sized real-world museums. Moreover, a heuristic evaluation protocol was applied by a group of experts in order to test the proof-of-concept AR application, in which some novel elements were proposed such as the AR quiz game. The main findings indicate that enhanced AR experiences in museum settings can make a nice fit with the user environment, physical and perceptual abilities, known metaphors, and user position and motion in 3D space. Moreover, AR services can be provided under a minimum distraction and physical effort. As a conclusion, AR technologies are mature enough to be standardized for museum usage, while the audience seems to be ready to take advantage of the related enhanced museum experiences to maximize both user satisfaction and learning outcomes
Implementation of an Interactive Crowd-Enhanced Content Management System for Tourism Development
This paper investigated the role of interactive tourist mobile apps in tourism development. The researchers presented the e-Tracer application, which was developed taking into consideration the recent advantages in mobile computing, the importance of user-generated content and the needs of northern Greece and the lower Balkan countries. Apart from crowd-based content creation, a new generation of apps for tourism development may include additional components like serious games for tourists, map-based navigation systems and augmented/virtual reality applications, in order to offer memorable user experiences for tourists. An agile content management system design methodology was followed by taking into account the needs of alternative tourist destinations, small to medium sized real-world museums and driver rest areas located around highways which connect cross-country destinations in the lower Balkan countries and Turkey. This work positioned the role of interactive crowd-enhanced platforms for content management of tourist-related information in tourism development, economic growth and sustainability of the Egnatia motorway surrounding areas in Greece.
Keywords: mobile computing, content management systems, recommender systems, serious games, virtual/augmented reality, tourism developmen