Augmented Reality in Tourism Museums and Heritage

Augmented Reality in Tourism  Museums and Heritage
Author: Vladimir Geroimenko
Publsiher: Springer Nature
Total Pages: 327
Release: 2021-04-24
Genre: Computers
ISBN: 9783030701987

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This book provides extensive research into the use of augmented reality in the three interconnected and overlapping fields of the tourism industry, museum exhibitions, and cultural heritage. It is written by a virtual team of 50 leading researchers and practitioners from 16 countries around the world. The authors explore the opportunities and challenges of augmented reality applications, their current status and future trends, informal learning and heritage preservation, mixed reality environments and immersive installations, cultural heritage education and tourism promotion, visitors with special needs, and emerging post-COVID-19 museums and heritage sites. Augmented Reality in Tourism, Museums and Heritage: A New Technology to Inform and Entertain is essential reading not only for researchers, application developers, educators, museum curators, tourism and cultural heritage promoters, but also for students (both graduates and undergraduates) and anyone who is interested in the efficient and practical use of augmented reality technology.

Virtual and Augmented Reality in Education Art and Museums

Virtual and Augmented Reality in Education  Art  and Museums
Author: Guazzaroni, Giuliana,Pillai, Anitha S.
Publsiher: IGI Global
Total Pages: 385
Release: 2019-11-22
Genre: Computers
ISBN: 9781799817987

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Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.

Augmented Reality and Virtual Reality

Augmented Reality and Virtual Reality
Author: M. Claudia tom Dieck,Timothy Jung
Publsiher: Springer
Total Pages: 335
Release: 2019-02-19
Genre: Business & Economics
ISBN: 9783030062460

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This book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and virtual reality (VR) are transforming the business landscape. Innovations in this field are seen as providing opportunities for businesses to offer their customers unique services and experiences. The papers gathered here advance the state of the art in AR/VR technologies and their applications in various industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and gaming. The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike.

Mixed Reality and Gamification for Cultural Heritage

Mixed Reality and Gamification for Cultural Heritage
Author: Marinos Ioannides,Nadia Magnenat-Thalmann,George Papagiannakis
Publsiher: Springer
Total Pages: 594
Release: 2017-04-26
Genre: Computers
ISBN: 9783319496078

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This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.

VR Technologies in Cultural Heritage

VR Technologies in Cultural Heritage
Author: Mihai Duguleană,Marcello Carrozzino,Matjaž Gams,Iulian Tanea
Publsiher: Springer
Total Pages: 245
Release: 2018-12-12
Genre: Computers
ISBN: 9783030058197

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This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism.

Information and Communication Technologies in Tourism 2016

Information and Communication Technologies in Tourism 2016
Author: Alessandro Inversini,Roland Schegg
Publsiher: Springer
Total Pages: 792
Release: 2016-01-22
Genre: Business & Economics
ISBN: 9783319282312

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The papers presented in this volume advance the state-of-the-art research on digital marketing and social media, mobile computing and responsive web design, semantic technologies and recommender systems, augmented and virtual reality, electronic distribution and online travel reviews, MOOC and eLearning, eGovernment and sharing economy. This book covers the most significant areas contributed by prominent scholars from around the world and is suitable for both academics and practitioners who are interested in the latest developments in eTourism.

Handbook of Research on Digital Communications Internet of Things and the Future of Cultural Tourism

Handbook of Research on Digital Communications  Internet of Things  and the Future of Cultural Tourism
Author: Oliveira, Lídia
Publsiher: IGI Global
Total Pages: 587
Release: 2022-01-28
Genre: Business & Economics
ISBN: 9781799885306

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Digital communication is significantly expanding new opportunities and challenges in the tourism industry. Tourists, now more frequently than ever, bring their smartphones with them to every destination, and cultural tourists are particularly motivated to utilize a variety of services and platforms as they are especially open and interested in understanding in detail the places and heritage of the places they visit. Thus, researchers, educators, and professionals in the tourism and hospitality field should take advantage of this opportunity to propose new ways of presenting better content and creating a more immersive and optimized experience for tourists. The Handbook of Research on Digital Communications, Internet of Things, and the Future of Cultural Tourism shares research and experiences on the convergence between digital communication and cultural tourism, specifically the migration and creative appropriation of these technologies for increased tourist engagement and their role in destination marketing and strategic planning and decision making. Covering topics such as big data, e-tourism, and social media platforms, this major reference work is an invaluable resource for researchers, students, professors, academicians, government entities, museum managers, professionals, and cultural tourism managers and facilitators.

Augmented Reality and Virtual Reality

Augmented Reality and Virtual Reality
Author: M. Claudia tom Dieck,Timothy H. Jung,Sandra M. C. Loureiro
Publsiher: Springer Nature
Total Pages: 314
Release: 2021-05-04
Genre: Business & Economics
ISBN: 9783030680862

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This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.