ACHILLES AS A MARKETING TOOL FOR VIRTUAL HERITAGE APPLICATIONS

Author(s):  
Mohamed Nabil Arafa

Virtual Reality technology has made it possible for people to visit places and enjoy different exciting experiences while remaining at home. It gives an opportunity to enjoy the past at its best. Virtual Reality was introduced in 1929 with interactive training devices that simulated fighter planes. In 1957, the Sensorama simulator was designed which could generate city smells and wind sensations. The need for tourism to become virtual becomes more urgent than ever before. Virtual Reality applications provide this chance, not only in place, but in time as well. This paper presents a guide to the heritage applications' builders and marketers to reach more online users. The paper helps the builder to understand the consumer behaviour for marketing research. The paper illustrates eight levels, with each one leading to the next. The author named the eight levels A.C.H.I.L.L.E.S. Each letter represents a level; beginning with the awareness and ending with the sustainability. ACHILLES represents a sequence that shows three main phases of mobile application usage. It aims for a better management for the online visitors' engagement. This aim can be accomplished through the understanding of the different stages that the online visitors go through. In addition, it shows the correlation between the users and the mobile application.

2020 ◽  
Vol 4 (1) ◽  
pp. 1-15
Author(s):  
Jeremy Huggett

The hype surrounding the impending mainstreaming of Virtual Reality can seem to prioritize the digital above the critical. With the development of VR said to be at a pivotal point, there is an important opportunity to consider the emergence of virtual heritage and its potential futures. This paper argues that there is a disjunction between the present reality of virtual heritage and virtual reality, and discusses the twin challenges of presence and realism within virtual reality. In particular, it highlights a paradox inherent in virtual heritage and virtual reality and proposes the use of ‘loose-realism’ as a solution. Ultimately, the challenge is to address the claims that virtual reality represents a new class of information system, or metaverse, in order that virtual heritage fully engages with enquiry about the past.


2014 ◽  
Vol 687-691 ◽  
pp. 2391-2394
Author(s):  
Yun Peng Duan ◽  
Hai Tao Fu ◽  
Li Zhu

Virtual reality (VR) is a hot spot of technology at home and abroad in recent years, is an integrated and information science. Is with the aid of computer technology and the hardware equipment, the realization of a kind of people can be felt by touch the olfactory audio-visual means virtual dreamland. The technology has been used in industry, commerce, education, medical, military, entertainment and so on various areas to work, this article mainly from the aspects of agriculture, introduced virtual agriculture, virtual plants, and virtual technology application in agriculture.


2021 ◽  
Vol 9 (2) ◽  
pp. 326-338
Author(s):  
Abeer Al-Nafjan ◽  
Najwa Alghamdi ◽  
Abdulaziz Almudhi

Virtual reality (VR) technology provides an interactive computer-generated experience that artificially simulates real-life situations by creating a virtual environment that looks real and stimulates the user’s feelings. During the past few years, the use of VR technology in clinical interventions for assessment, rehabilitation and treatment have received increased attention. Accordingly, many clinical studies and applications have been proposed in the field of mental health, including anxiety disorders. Stuttering is a speech disorder in which affected individuals have a problem with the flow of speech. This can manifest in the repetition and prolongation of words or phrases, as well as in involuntary silent pauses or blocks during which the individual is unable to produce sounds. Stuttering is often accompanied by a social anxiety disorder as a secondary symptom, which requires separate treatment. In this study, we evaluated the effectiveness of using a VR environment as a medium for presenting speech training tasks. In addition, we evaluated the accuracy of a speech analyzer module in detecting stuttering events.


Author(s):  
Muhammad Azri Ishak ◽  
Mohammad Rafiq Kosnan ◽  
Nur Fatini Zakaria

Virtual Reality (VR) is a new form as integration of technologies that overlays computer-generated information on real world. Virtual reality can be used to enhance student learning and engagement. VR education can transform the way educational content is delivered; it works on the premise of creating a virtual world, real or imagined and allows users not only see it but also interact with it. Hence, educator has begun to seek technologies that have potential to be integrated in education in order to help students learn effectively and enhance their understanding. The focus of this research is on development of mobile application on Raspberry Pi topic by using Virtual Reality technology from Computer Architecture and Organization subject in University Pendidikan Sultan Idris (UPSI). Student have difficulty to understand and even not know what is Raspberry Pi besides less usage of mobile application on Virtual Reality, the application could help them understand the functionality of Raspberry Pi better and effectively. By using PROTOTYPING model, evaluation phase consisted of post tested have been carried out on target user as to see the learning effectiveness from student achieved. The result of finding shows that the students think that VR-Pi application is easy to use and the note provided is appropriate and easy to understand. Thus, this mobile application of VR technology could enhance the traditional form of teaching and learning in order to improve student’s knowledge and interest about Raspberry Pi which improves their understanding and experience using technology while learning.


Author(s):  
Yang Junko ◽  
Chia-Hsiang Hsu ◽  
Tsong-Zen Liu

AbstractVirtual reality technology in recent year has been a hot topic in tourism and hospitality field, both for research and practical purposes. Virtual technology has some limitation, such as costs and time, which can be addressed by a different form of virtual technology, which is video games. The purpose of this study is to analyze the effects of mental imagery, sense of presence and addition of storytelling towards tourism experience by using video games as a medium. Previous studies have analyzed effects of mental imagery and presence towards the tourism experience, but there is lack of research in using storytelling or narratives to add to the tourism experience. Storytelling has been studied in marketing field, and has been found to be a great marketing tool, because people love to hear stories. Video games can be a better tool for delivering storytelling, while providing solid mental imagery and a sense of presence to the location. The methodology proposed for this study is a quantitative approach, using survey questionnaire as a tool. Two sampling method is proposed. The first is to use players of location-based games as the population, and randomly take the sample. The second method is to uses tourists or potential tourists of a destination, have the respondents try out the game, and answer the questionnaire. The proposed research could provide the importance of storytelling to be added for virtual reality and video games usage in tourism and hospitality field.


2014 ◽  
Vol 510 ◽  
pp. 254-259 ◽  
Author(s):  
Pan Hu ◽  
Lai Jiang

The paper give a method of construct a virtual interactive training system for assemble equipment based on virtual reality technology in which trainees can experience how to assemble equipments. A new, simple and quick software solution of "modeling software + programming language" is proposed to design the system. After the actual used by trainees, it show that the system has characteristics of good interaction and strong immersion, the process of assemble equipments is realistic, efficient and convenient. Achieved its purpose of assemble equipments training, and it is a preparation and supplement to assemble actual equipments.


Author(s):  
Viacheslav Osadchyi ◽  
Konstantin Likhachev

The article is devoted to the description of the practical experience of professional counseling of young people by means of virtual reality. The tasks of development of a mobile application of a mobile application of a virtual tour are given in the specialty 122 "Computer Science". On the basis of the given literature, an analysis of the possibilities of tools for the development of a virtual tour was conducted. The purpose of the work is to develop a mobile application that uses virtual reality technology to carry out the tasks of professional counseling for young people. On the basis of a technical task, analysis of tools for developing a virtual tour, an algorithm for the work of a mobile application for the realization of the tasks of professional counseling of young people by means of virtual reality was developed.


2016 ◽  
Vol 12 (9) ◽  
pp. 14 ◽  
Author(s):  
Kay Kim

The purpose of this paper is to analyze how virtual reality technology has been blossoming and applying in the past few years to quickly become the next big new products development in high technology industry. Thanks to this technology being backed by major tech and manufacturing firms, such as Facebook, Ford, and Sony, it has shown much promise in impacting our lives by bringing something completely new to our experience of processing data. There are three sectors in particular where it benefits most; healthcare, manufacturing, and entertainment. The paper explains in detail how these areas are positively impacted and applied.


Sign in / Sign up

Export Citation Format

Share Document