4 research outputs found

    Implementation of an Interactive Crowd-Enhanced Content Management System for Tourism Development

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    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

    e-Vision: An AI-powered system for promoting the autonomy of visually impaired

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    Computer vision-based assistive technology for the visually impaired is still a field of ongoing research. Its fundamental scope is to extend the frontiers of visually impaired by means of providing a greater degree of independence and autonomy in their daily living activities. Towards this direction, we present the “e-Vision”, a hybrid system that couples the convenience and the inherently seamless adoption of an external camera embedded within a pair of eyeglasses with the processing power of modern smartphone devices. The system consists of a pair of eyeglasses integrating a camera and a mobile application that encapsulates computer vision algorithms capable to enhance several daily living tasks for the visually impaired. The proposed system is a context-aware solution and builds upon three important day-to-day activities: visiting a super-market, going an outdoor walk and carrying out a work at a public service. Going one step further, the e-Vision also caters for social inclusion by providing social context and enhances overall experience by adopting soundscapes that allow users to perceive selected points of interest in an immersive acoustic way

    A Gamified Augmented Reality Application for Digital Heritage and Tourism

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    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

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    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
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