A Useful Visualization Technique: A Literature Review for Augmented Reality and its Application, limitation & future direction

2009 ◽  
pp. 311-337 ◽  
Author(s):  
Donggang Yu ◽  
Jesse Sheng Jin ◽  
Suhuai Luo ◽  
Wei Lai ◽  
Qingming Huang
Author(s):  
Rasimah Che Mohd Yusoff ◽  
Azhar Osman ◽  
Sya Azmeela Shariff ◽  
Noor Hafizah Hassan ◽  
Nilam Nur Amir Sjarif ◽  
...  

2021 ◽  
Vol 6 (26) ◽  
pp. 172-185
Author(s):  
Nurul Ain Farhana Zainordin ◽  
Syed Muhammad Rafy Syed Jaafar ◽  
Nurul Diyana Md Khairi

The ageing population is the crucial phenomenon that has led to the new market segment in tourism known as 'senior tourists.' A senior tourist is determined as an older traveller or grey tourist. The number of elderly keeps growing throughout time; hence, grey tourists will be relevant preferences, differing from the younger tourists. This paper aims to evaluate the relevant studies regarding travel preferences that involve senior tourists. The objective is to understand the publication trend behind the development of travel preferences for senior tourists. The findings suggest that the overall travel preferences among senior tourists studied include 12 aspects of travel preferences. Researchers tend to focus on the aspect of accommodation among senior tourists compared to the other elements. At the end of the review, this paper is set out to outline the literature review analysis to provide greater insight into the development of travel preferences among grey tourists in tourism research from 2000 to 2020. This paper's output offers future directions to explore the offer trends and future direction in tourism and behaviour literature.


2018 ◽  
pp. 1721-1741 ◽  
Author(s):  
Robert Costello

This chapter provides a critical pathway for the uses of Augmented Reality (AR) and Virtual Reality (VR) within Gamification. The chapter starts with an introduction to gamification, AR and VR. It follows with different explorations of AR and VR, on where different research is heading and the benefits they are having on the learner, educator and the learning environment itself. Finally, the chapter critically analyses future possible directions gamification can have within Higher Education.


Author(s):  
Dilaysu Cinar

Today, with digital marketing communication, it has become easier to reach and persuade both existing and potential customers. The aforementioned situation is also valid for event applications which are one of the digital marketing communication tools. Indeed, with the technological power, brands began to offer participants almost unlimited options for events and participation takes place regardless of the venue. This study aims to provide information about the new event trends as a digital marketing communication tool. For this purpose, a literature review was made in the study. Accordingly, it can be argued that the new event trends used in digital marketing communications consist of real-time events, social events, storytelling, virtual reality and augmented reality applications, influencers, and virtual communities.


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