scholarly journals Augmented Reality

Author(s):  
Ava Linda Cardoso

This paper is an overview of augmented reality’s basic concepts and its connection to the logistics field. The paper includes a brief history of the tech and how it differs to the virtual reality. The main goal is to understand how augmented reality is being used in logistics to innovate and enhance services. It refers to how courier and freight companies are taking advantage of this technology to upgrade the warehouses, transportation and enhance value added services. It also analyses how the retail market is modernizing its stores and is using mobile applications for online shopping. Using augmented reality has overall pros and cons and even though is a technology on its early stages it shows a great potential to revolutionize the supply chain in its totality.

2021 ◽  
Vol 1 ◽  
pp. 211-217
Author(s):  
Elena S. Utrobina ◽  
Vladimir P. Popov

This article discusses the use of VR (virtual reality) and AR (augmented reality) technologies in mobile applications for the tourism sector. The basic concepts of the technologies under consideration are given. The analysis of mobile mapping applications using virtual and augmented reality technologies is performed. The trends and perspectives of using AR and VR technologies for tourism are revealed. The differences in the methods and scenarios of using these technologies, the feasibility of their implementation in cartographic applications created for tourism purposes, as well as their advantages of using them in combination with maps are revealed. The limiting factors of the development of these areas are considered. A scheme of interaction of a tourist mobile application has been developed, which is based on a map with external services (navigation, booking, virtual tours, etc.). The scheme can be a useful tool in the development of cartographic mobile applications for the tourism sector. It is based on an experimental interactive web-application, considered on the example of the "Hotels" layer.


Author(s):  
Evrim Celtek

The rapid growth in the use of smart phones and respective mobile applications has created new ways for the tourism industry to market the services to customers. The growing use of smart phones is driving the mobile applications market to be one of the fastest growing media outlets in the history of consumer technology. Augmented reality, or AR, has become one of the new advertising and marketing tool. Many brands use AR to attract customers and to increase customer engagement. AR allows smart phone and tablet computer users to point their phone or tablet cameras at certain objects—be they print advertisement or even coffee cups—that trigger a 3D video. Augmented reality gives businesses opportunity to unexpectedly integrate the digital world with the real world. This chapter presents the profile of AR applications and AR advertisements in the tourism industry.


2020 ◽  
Vol 10 (1) ◽  
pp. 322 ◽  
Author(s):  
Luis Muñoz-Saavedra ◽  
Lourdes Miró-Amarante ◽  
Manuel Domínguez-Morales

Augmented reality and virtual reality technologies are increasing in popularity. Augmented reality has thrived to date mainly on mobile applications, with games like Pokémon Go or the new Google Maps utility as some of its ambassadors. On the other hand, virtual reality has been popularized mainly thanks to the videogame industry and cheaper devices. However, what was initially a failure in the industrial field is resurfacing in recent years thanks to the technological improvements in devices and processing hardware. In this work, an in-depth study of the different fields in which augmented and virtual reality have been used has been carried out. This study focuses on conducting a thorough scoping review focused on these new technologies, where the evolution of each of them during the last years in the most important categories and in the countries most involved in these technologies will be analyzed. Finally, we will analyze the future trend of these technologies and the areas in which it is necessary to investigate to further integrate these technologies into society.


Author(s):  
Durga Patel ◽  
Sachin Goyal ◽  
Ratish Agarwal

This chapter provides an overview of the e-commerce business model, the history of e-commerce, the scope of e-commerce, the difference between e-commerce and traditional commerce, issues related to e-commerce, electronic data interchange, value chain, and supply chain, and the pros and cons and limitations of e-commerce.


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.


2019 ◽  
Vol 2018 (1) ◽  
pp. 360
Author(s):  
Mehrasa Alizadeh

Augmented reality (AR) and virtual reality (VR) are expanding into various fields of education. Thanks to AR and VR, teachers can bring a whole new dimension to the realm of language education, resulting in enhanced learning and increased motivation and engagement. With smartphones and inexpensive VR headsets, teachers are able to take a step forward in blurring the boundaries between the real and virtual worlds, giving their students immersive learning experiences. However, many ELT practitioners are not familiar with or keen on integrating AR/VR-related learning tools and resources into their classes (Bonner & Reinders, 2018; Santos et al., 2016). To get readers more acquainted with AR/VR uses in language education, the author first outlines the basic concepts within this area of research and practice. An AR/VR application is introduced in detail, followed by discussion on the use of this app in language learning. 拡張現実(AR)および仮想現実(VR)は絶えず様々な教育分野に拡大している。ARとVRによって、学習の強化やモチベーションとエンゲージメントの向上が可能となり、言語教育の領域に全く新しい次元をもたらすことができる。スマートフォンや安価なVRヘッドセットの使用によって、現実世界と仮想世界の境界を曖昧にすることで、学生は没入型の学習体験を得られる。しかし、ELT実務家の多くは、AR・VR関連の学習ツールとリソースを教育実践に統合する方法に馴染みがなかったり、統合自体に関心がない現状がある(Bonner & Reinders, 2018; Santos et al., 2016)。読者の言語教育におけるAR・VRの使用法に関する詳細な理解を深めるために、まずこの分野の研究と実践の基本的な概念を概説する。また、AR及びVRアプリケーションについて詳しく説明した上で、このアプリケーションを言語学習に使用する方法について説明する。


Author(s):  
Olha Tkachenko ◽  
Oleksandr Ivanytskyi

The purpose of the article is to study, analyze and consider the general problems and prospects of using navigation systems in a virtual environment on mobile devices using Google Cardboard virtual reality glasses. The research methodology consists of the methods of semantic analysis of the basic concepts of a given subject area (navigation systems in virtual environments). The article discusses the existing approaches to the development of navigation systems. The novelty of the research is the solution of navigation problems in mobile applications that operate in virtual reality. Conclusions. The work analyzed the existing problems and prospects for the use of navigation systems in mobile applications that can be used in the field of education gamification. Taking into account the results of the analysis, the authors have developed a navigation system that is important for solving problems of improving the effectiveness of gamification of learning processes (especially distance, online learning, e-learning).


Author(s):  
Durga Patel ◽  
Sachin Goyal ◽  
Ratish Agarwal

This chapter provides an overview of the e-commerce business model, the history of e-commerce, the scope of e-commerce, the difference between e-commerce and traditional commerce, issues related to e-commerce, electronic data interchange, value chain, and supply chain, and the pros and cons and limitations of e-commerce.


Author(s):  
Evrim Çeltek

The rapid growth in the use of smart phones and respective mobile applications has created new ways for the tourism industry to market the services to customers. The growing use of smart phones is driving the mobile applications market to be one of the fastest growing media outlets in the history of consumer technology. Augmented reality, or AR, has become one of the new advertising and marketing tool. Many brands use AR to attract customers and to increase customer engagement. AR allows smart phone and tablet computer users to point their phone or tablet cameras at certain objects—be they print advertisement or even coffee cups—that trigger a 3D video. Augmented reality gives businesses opportunity to unexpectedly integrate the digital world with the real world. This chapter presents the profile of AR applications and AR advertisements in the tourism industry.


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