Reducing Perceived Waiting Time in Theme Park Queues via an Augmented Reality Game

2020 ◽  
Vol 27 (1) ◽  
pp. 1-30 ◽  
Author(s):  
Fabio Zambetta ◽  
William Raffe ◽  
Marco Tamassia ◽  
Florian ’Floyd‚ Mueller ◽  
Xiaodong Li ◽  
...  
2018 ◽  
Vol 8 (10) ◽  
pp. 1745 ◽  
Author(s):  
Feng-Chi Yu ◽  
Pei-Chun Lee ◽  
Pei-Hsuan Ku ◽  
Sheng-Shih Wang

In general, there exists numerous attractions installed in a theme park, and tourists in a theme park dynamically change their locations during a tour. Thus, a tourist may cope with the issues of selecting the attractions to visit while planning the tour route. This paper, based on the concept of location awareness, proposes a novel waiting time, called the personalized waiting time, to introduce a location-aware recommendation strategy. In addition, this paper presents an architecture of tourist service system using the proposed recommendation strategy to relieve the pressure on tourists and create the pleasant experience in their tours. The proposed location-based system consists of mobile app, ticket-reader, detecting/counting, and central subsystems, and the whole system was implemented in this study. We conducted numerous experiments and field testing results validated that the entire proposed system can correctly provide information, such as attraction introduction, recommended session time, estimated moving and waiting time, tour map, and the number of reservations. The system functions, including dynamical scheduling, attraction reservation, ticket verification, visitor detection, and visitor counting, also worked well.


2018 ◽  
Vol 116 ◽  
pp. 49-63 ◽  
Author(s):  
Alberto Ruiz-Ariza ◽  
Rafael Antonio Casuso ◽  
Sara Suarez-Manzano ◽  
Emilio J. Martínez-López

Author(s):  
Damien Hompapas ◽  
Christian Sandor ◽  
Alexander Plopski ◽  
Daniel Saakes ◽  
Dong Hyeok Yun ◽  
...  

Author(s):  
Anne-Marie Schleiner

Transnational Play makes a case for approaching gameplay as a global industry and set of practices that also includes diverse participation from players and developers located within the global South, in nations outside of the First World. Such participation includes gameplay in cafés, games for regional and global causes like environmentalism, piracy and cheats, localization, urban playful art in Latin America, and the development of culturally unique mobile games. This book offers a reorientation of perspective on global play, while still acknowledging geographically distributed socioeconomic, racial, gender, and other inequities. Over the course of the inquiry, which includes a chapter dedicated to the cartography of the mobile augmented reality game Pokémon Go, I develop a theoretical line of argument critically informed by gender studies and intersectionality, post-colonialism, geopolitics, and game studies. This book looks at who develops, localizes, and consumes games, problematizing play as a diverse and contested transnational domain.


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