scholarly journals Advancements in technology and digital media in tourism

2021 ◽  
pp. 146879762199041
Author(s):  
Tom van Nuenen ◽  
Caroline Scarles

This article discusses the concomitant processes of increasing familiarisation, responsiveness and responsibility that digital technology enables in the realm of tourism. We reflect on the influence of the proliferation of interactive digital platforms and solutions within tourism practice and behaviour through a range of lenses, from user generated content and associated interactive digital platforms, the emergence of gamification embedded within these, immersive mixed-reality media (such as virtual reality [VR] and augmented reality [AR]) and the changes in tourist behaviour that have paralleled these digital developments. We also explore the use of AI in tourism, and the methodological potential that digital technology has for tourism studies.

2021 ◽  
Vol 2 (1) ◽  
pp. 63-70
Author(s):  
Afifah Marintan Nuriyana ◽  
Failasuf Herman Hendra ◽  
Sigit Hadi Laksono

Abstract. The high rate of the economy in Surabaya can affect the high level of employee workload and student learning load which results in the people of Surabaya becoming even busier. The higher the level of activity, the higher the stress level. The way to relieve stress is to play. The most popular types of games today are games with digital technology. These types of games are virtual reality games, augmented reality, mixed reality, motion sensors and neuro-gaming technology. To accommodate the needs of digital technology-based game play activities, so the construction for Games and Entertainment Facilities Based on Digital Technology in Surabaya as a recreational tourist spot that can relieve a person's stress. The research method used is descriptive research. Data collection techniques were obtained from the results of field case studies and literature case studies. The identification process produces data and information which is then analyzed. The analysis produces the required themes and concepts. The theme used is High Tech Architecture, which is a design that requires the use of the latest and latest technology in building facade materials and building structures. The concept used is Smart Building, which is a design that uses an automation technology system that can minimize the use of electricity to make it more energy efficient and environmentally friendly. This concept emphasizes security and security of building users. The smart building concept macro is divided into three micro concepts, namely layout, shape, and space. The micro layout concept used is responsive. The micro form concept used is expressive. Meanwhile, for the micro, the concept of space used is futuristic and efficient.Keywords: Games and Entertainment; High Tech Architecture; Smart Building. Abstrak. Tingginya laju perekonomian di Surabaya dapat mempengaruhi tingginya tingkat beban kerja para karyawan dan beban belajar para pelajar yang mengakibatkan masyarakat Surabaya menjadi semakin sibuk. Semakin tinggi tingkat kesibukan, maka semakin tinggi pula tingkat stress.  Cara untuk menghilangkan rasa stress adalah bermain. Jenis permainan paling populer saat ini adalah permainan berteknologi digital. Jenis permainan tersebut adalah permainan virtual reality, augmented reality, mixed reality, motion sensor dan neuro-gaming technology. Untuk mewadahi kebutuhan aktivitas bermain permainan berteknologi digital, maka dibangunnya Wahana Permainan dan Hiburan Berbasis Teknologi Digital di Surabaya sebagai tempat wisata rekreasi yang dapat menghilangkan rasa stress seseorang. Metode penelitian yang digunakan adalah penelitian deskriptif. Teknik pengumpulan data didapatkan dari hasil studi kasus lapangan dan studi kasus literatur. Proses identifikasi menghasilkan data dan informasi yang kemudian dianalisis. Analisis tersebut menghasilkan tema dan konsep yang dibutuhkan. Tema yang digunakan adalah Arsitektur High Tech yaitu suatu desain yang membutuhkan penggunaan teknologi terbaru dan mutakhir pada material fasad bangunan maupun struktur bangunan. Konsep yang digunakan adalah Bangunan Pintar yaitu suatu desain yang menggunakan sistem teknologi otomatisasi yang dapat meminimalisir penggunaan listrik agar lebih hemat energi dan ramah lingkungan. Konsep ini sagat mementingkan keamanan dan keyamanan pengguna bangunan. Makro konsep bangunan pintar dibagi menjadi tiga mikro konsep yaitu tatanan lahan, bentuk, dan ruang. Mikro konsep tatanan lahan yang digunakan adalah responsif. Mikro konsep bentuk yang digunakan adalah ekspresif. Sedangkan, untuk mikro konsep ruang yang digunakan adalah futuristik dan efisien. Kata Kunci: Wahana Permainan dan Hiburan; Arsitektur High Tech; Bangunan Pintar.


2022 ◽  
pp. 217-239
Author(s):  
Jennifer Stewart

By focusing on television film-induced tourists, this chapter will contribute to a better understanding of tourist behaviour in relation to motivations for travel to filming locations. The chapter combines, analyses, and critiques the main debates raised by key authors in relation to identifying the motivational factors that prompt site-specific film tourism as well as providing contributions from this author's 2016 research on television film-induced tourism in Ireland. The chapter is divided into the following sections: a brief history of film and television and a review and discussion on film tourism, a breakdown of the different categories of film tourist and a summation of the various motivations for television induced film tourism, followed by an insight into the concept of authenticity in film tourism studies and the use of technologies such as virtual reality and augmented reality as a means to provide a more immersive experience post COVID-19.


2021 ◽  
Vol 2021 (2) ◽  
pp. 5-27
Author(s):  
Valerii Osetskyi ◽  
◽  
Nataliia Kraus ◽  
Kateryna Kraus ◽  
◽  
...  

Theoretical and practical aspects of the formation and development of common economy in the world and Ukraine are considered and the economic nature of the line economy is substantiated and its socio-economic content is deepened through the prism of digital transformation that takes place in virtual reality. Purpose of the article is to substantiate the peculiarities of sharing economy in the global communication space in virtual reality, due to the development of digital technology platforms, highlighting and analyzing the benefits and risks of building business models of shared economy in Ukraine and abroad. A set of methods of empirical and theoretical research is used: methods of analysis, synthesis and generalization, which at the dialectical level of research allow to scientifically substantiate the most popular types of solutions of sharing economy, presented by structure: solutions, examples of foreign and Ukrainian digital platforms. The article used theoretical and methodological principles of an interdisciplinary approach, which includes in the analysis of socio-cultural, behavioral and institutional prerequisites for the formation of a shared economy. Based on the available data of companies that aggregate BigData, as well as consulting companies, the behavior of consumers through sharing economy in the period of digital transformation is described. Special methods of economic sciences, namely: economic-statistical, comparative and functional-structural analysis have revealed the emergence of new business models of sharing, which combine the “world of goods” and “world of services”. A historical and economic analysis of the formation of the theory of sharing, as well as the spread of row platforms. Based on the generalization of theoretical approaches to the definition of economic categories, author’s interpretation of the concepts “line economy”, “virtual reality”, “augmented reality”, “augmented reality”, “augmented reality”, “augmented reality”, “mixed reality” is formed. As a result of the research, author’s concept of sharing economy in the conditions of virtual reality is offered. It is established that the most important factor in the transition to sharing economy is the transformation of customer service. It is the customer, who differs from the consumer by active involvement in the process of forming its value proposition, today is a key player in the market. It is proved that today digital economy is fundamentally changing the ways of building and managing sharing organizations, the problems that arise can be associated primarily with changes in the object and subject of management and the development of organizations in digital environment. The advantages of sharing models in terms of the use of innovative resources in terms of stages of business project implementation are indicated. The review of the internal development of national economy of sharing type allowed to present its restraining and stimulating factors and potential opportunities and threats in the conditions of virtual reality.


Enfance ◽  
2019 ◽  
Vol N°3 (3) ◽  
pp. 413 ◽  
Author(s):  
Chun-Yen Chang ◽  
Chia-Li Debra Chena ◽  
Wei-Kai Chang

Author(s):  
Maria Francisca Casado-Claro ◽  
Marina Mattera

This chapter proposes a comprehensive approach to understand not only how augmented reality and virtual reality operate within the tourism industry, but also how mixed reality can contribute to enhance the visitor experience and how tourism organizations can move beyond traditional communication and physical experiences into a new type of tourism approach that helps them stay relevant in the long term, as well as in the mid-term. Since the tourism industry is amongst the most affected by the COVID-19 pandemic, changes are essential to ensure an adequate adaptation to the ‘new normal'. Technology enables various tourist organizations to generate greater value creation and opens possibilities to be able to extend the visit beyond physical presence, to ensure the safety of workers and visitors, to improve processes, and to make them more competitive overall. If this is carried out in collaboration with all stakeholders, one destination can generate a solid network to promote itself and become competitive during travel restrictions and in preparation for a post-pandemic new normal.


2016 ◽  
Vol 8 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Igor D.D. Curcio ◽  
Anna Dipace ◽  
Anita Norlund

Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.


2020 ◽  
Vol 4 (1) ◽  
pp. 19-34
Author(s):  
Pratheesh Kumar M. R. ◽  
Reji S. ◽  
Abeneth S. ◽  
Pradeep K.

Defect management in civil construction work is crucial. This work is aimed at analyzing the conventional method of construction defect management and to bring out a framework for integrating 5D building information modeling with mixed reality. This work is divided into three parts. The first part is the integration of 5D building information modeling with augmented reality that helps to understand the architectural concepts and visualize the workflow onsite. The second part of the work is to develop a user-defined target-based marker-less augmented reality to send screenshots of augmented models and exact progress of work from construction site to engineers working in other locations. The third part of the work is to integrate virtual reality to enable virtual tours of the real site that will be useful for the customers to visualize the building virtually and for the builders to promote sales.


Sign in / Sign up

Export Citation Format

Share Document