scholarly journals Design-based research as a framework for developing and deploying augmented reality applications and scenarios for intercultural exchange

2021 ◽  
pp. 106-111
Author(s):  
Stella Hadjistassou ◽  
Petros Louca ◽  
Shaunna Joannidou ◽  
Pedro Jesus Molina Muñoz

This paper delves into the underlying phases involved in designing, developing, and deploying Augmented Reality (AR) applications and game-based scenarios that will be implemented during intercultural exchanges among students in two different academic institutions in Sweden and Cyprus. Building on principles of design-based research (Barab & Squire, 2004; Klopfer & Squire, 2008), the aim is to expand the learning ecology by leveraging instructional tools and developing novel scenarios to broaden the trajectories of collaboration, intercultural understanding and communication, and cultural knowledge. The AR applications and scenarios are in the process of being developed as part of the Digital Methods Platform for Arts and Humanities (DiMPAH) project, where game-based activities will foster intercultural collaboration, exploration of cultural heritage sites, intercultural understanding, knowledge, and interaction. Adopting a bottom-up approach, instructors collaborate with a software developer and an extended research team to design pedagogically and culturally potent scenarios embedded in novel technologies that bring the virtual into the physical world.

Author(s):  
Azamat Akbarov

This chapter presents an empirical study of the intercultural communicative competence of students of Kazakhstani universities. The study results indicate that students should develop their cultural knowledge, intercultural receptivity, communication strategies, intercultural awareness etc. A number of issues related to the formation of intercultural competence in the process of teaching foreign-language communication, taking into account the cultural and mental differences of the native speakers, which is a necessary condition for a successful dialogue of cultures are also discussed. The concept of communicative competence in teaching foreign languages stipulates development of students' knowledge, skills and abilities that enable them to join the ethno-cultural values of the country of the studied language and use the foreign language in situations of intercultural understanding and cognition in practice. Conjunction of such knowledge, skills and abilities constitutes communicative competence. Based on the results of the research, proposals are made for the curriculum and teaching of intercultural communication and methods of developing intercultural communicative competence of students of Kazakhstan universities in a networked environment.


Author(s):  
Erkan Özdemir ◽  
Serkan Kılıç

Technological advances have had an impact on many industries as well as the tourism industry. Augmented reality applications, one of the emerging new technologies in recent years, have also started to be used in our daily lives. Augmented Reality (AR) is a technology that allows its users to see the real world together with an additional virtual world that is added in real time to the same field of view. The augmented reality applications contribute to the enrichment of tourists' tourism experiences, especially during their visit and result in augmented satisfaction levels. Furthermore, it is one of the effective tools that can be used against the wear and tear of cultural heritage sites caused by overcrowding. In this chapter, the application fields of the augmented reality in the field of tourism have been discussed under the subtitles. As a result of our study, recommendations for the development of AR applications both for the literature and real-life application have been presented.


Author(s):  
Susan Ang

Intercultural dialogue through design, globally known as “iDiDe” (pronounced i-dee-dee) was initiated by an Australian university in 2011 for architecture and built environment disciplines. Set within the context of international education and internationalisation, which are the focus of Australian universities this century, iDiDe offers a model of intercultural collaboration and student engagement. iDiDe is more than a generic international study tour. Firstly, there is collaborative academic leadership that comes from institutional partnerships between Australia and five Asian nations (Malaysia, Thailand, India, Indonesia, Sri Lanka), secondly, intercultural dialogue and intercultural understanding underpin the pedagogical approach, and thirdly, iDiDe projects extend discipline specific learning into the realms of reality. This chapter is an expose of iDiDe. It seeks to determine what elements of the model contribute to intercultural collaboration and student engagement. Findings are evaluated for their impact upon participants. The potential for transformative learning and response to global citizenship are discussed along with future research.


2018 ◽  
pp. 804-825
Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.


Author(s):  
Nedra Bahri Ammari ◽  
Ines El Hassoumi

What if customer experience was the primary driver of digital transformation? Indeed, new hybrid experiences have emerged thanks to daily-life technologies that fused both digital and physical worlds. This kind of experience uses applications and connected objects (IoT) to adapt and respond to consumer needs. Augmented reality and virtual reality are one of the most functionally and emotionally memorable phygital experiences that create value for customers. In this chapter, the authors chose heritage tourism as the study field for different reasons. While the adoption of augmented and virtual reality is gaining grownd, cultural heritage sites have started to consider the possibilities offered by these new and innovative technologies. This industry is starting to integrate AR and VR in several ways to attract more people. However, it is necessary to study how modern technology can be developed and implemented in a meaningful way to improve the tourist's experience. An AR- and VR-based mobile application has been developed and tested at Antonine's Baths in Carthage, Tunisia.


2022 ◽  
pp. 138-160
Author(s):  
Nihan Garipağaoğlu-Uğur ◽  
Orhan Akova

Underwater cultural heritage and deep diving are important attractions for tourism. Using cutting-edge technology tools for cultural heritage became more important for tourism destinations. The purpose of this chapter is to evaluate the use of virtual reality (VR) and augmented reality (AR) in tourism from the perspective of cultural heritage and deep diving. This chapter will contribute to the literature to show a new way of sustainable tourism. Commercial diving to an underwater heritage site a is popular touristic activity. Sometimes shipwreck recovery can be hazardous for cultural heritage. The review results indicate that these underwater cultural heritage sites need to be protected for sustainable tourism development. Virtual tours contribute to the sustainability of cultural heritage. On the other hand, treasure hunting trips and recreational diving may cause damage to the archaeological sites. Underwater cultural heritage sites should be protected for sustainable tourism. VR and AR applications can be used to promote a touristic destination by tourism marketers for experimental marketing.


Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.


Author(s):  
Célia M.Q. Ramos ◽  
Cláudia Henriques ◽  
Robert Lanquar

Pilgrimages and travel for other religious reasons are two of the major drivers of human mobility. Information and communication technologies (ICTs) can contribute to sharing knowledge about religious heritage with tourists, residents, and religious communities. ICT innovations that help individuals find information and acquire knowledge about cultural heritage can bring new experiences and sensations to tourists and residents, in general, and to those who have accessibility problems, in particular. These innovations include augmented reality, location-based services, social networks, gamification, and intelligent interfaces. This paper focuses on religious and spiritual routes and itineraries, presenting a religious tourism experience model that allows tourists to acquire additional knowledge about cultural and religious heritage, based on technological architecture using intelligent human-computer interactions displayed on personal mobile devices. This approach expands personal and spiritual experiences when travelers visit religious heritage sites associated with itineraries.


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