scholarly journals OPPORTUNITIES OF USING NEW TECHNOLOGIES (VR/AR) IN ORDER TO FACILITATE THE ACCESS OF PERSONS WITH DISABILITIES TO TOURIST PRODUCTS

2020 ◽  
Vol 13(62) (2) ◽  
pp. 55-64
Author(s):  
Gheorghe Epuran ◽  
Alina Simona Tecău ◽  
Cristinel Petrișor Constantin ◽  
Bianca Tescașiu ◽  
Ioana Bianca Chițu

"This paper has the goal of aims at identifying the main barriers that people with disabilities face when they travel, especially for tourism purposes, in order to find solutions to facilitate their access to services in tourism. In this respect, a qualitative research has been conducted, in which the opportunity of using Virtual Reality (VR) for obtaining information about the destination in advance has been tested. The results stress the need of the people with disabilities for better information before the visit, new technologies like Virtual Reality (VR) or Augmented Reality (AR) being considered a very good tool for exploring the accessibility of a potential tourist destination. These technologies can offer actual insights to destinations from the people’s home with minimum effort."

2020 ◽  
Vol 3 (1) ◽  
pp. 14-38
Author(s):  
Afif Syaiful Mahmudin

Persons with physical disabilities recorded under the auspices of the "Rumah Kasih Sayang" institution are 12 people. Ideally, the practice of worship should be carried out easily by everyone, but in fact there are still many people with disabilities who experience difficulties in implementing it, not even a few of them have left worship because of low religious-related understanding and lack of motivation from the community to include persons with disabilities. carry out daily worship obligations. These problems are experienced by people with disabilities, especially physically disabled in the "Rumah Kasih Sayang" in Krebet village. People with disabilities by the community are considered as groups who are no longer obliged to worship, they are sufficiently fostered with a variety of skills obtained from the institution, empowered by breeding goats from compensation without even being physically invited to pray together in the mosque or prayer room. Religious inclusiveness needs to be built between the community and the physically disabled, the community must be given an understanding that as long as the disabled person meets the taklif provisions, there is no privilege that disqualifies the obligation of worship for the disabled. The research questions are: 1) What are the implications of the fiqh guidance of worship for the disabled in the "Rumah Kasih Sayang" Krebet Jambon Village? 2) What are the implications of fiqh material for worship for the people of Krebet Jambon Village ?. To answer the formulation of the problem, the researcher used a Participatory Action Research (PAR) approach. The results of this study are: 1) Deaf people can practice well the procedures of daily worship in accordance with the fiqh hospitality of disabled people while being able to carry out the obligation to worship together with the surrounding community. 2) People get new insights about fiqh worship for people with disabilities, changing their negative stigma towards disabled people and leading to the realization of an inclusive religious culture in Krebet Jambon Ponorogo Village.


Author(s):  
Gerardo Reyes Ruiz ◽  
Samuel Olmos Peña ◽  
Marisol Hernández Hernández

New technologies have changed the way today's own label products are being offered. Today the Internet and even more the so-called social networks have played key roles in dispersing any particular product in a more efficient and dynamic sense. Also, having a smartphone and a wireless high-speed network are no longer a luxury or a temporary fad, but rather a necessity for the new generations. These technological advances and new marketing trends have not gone unnoticed by the medium and large stores. The augmented reality applied to interactive catalogs is a new technology that supports the adding of virtual reality to a real environment which in turn makes it a tool for discovering new uses, forms, and in this case, spending habits. The challenge for companies with their private labels in achieving their business objectives, is providing customers with products and services of the highest quality, thus promoting the efficient and streamlined use of all resources that are accounted for and at the same time promoting the use of new information technologies as a strategic competitive.


Author(s):  
Cristina Portalés ◽  
Sergio Casas ◽  
Lucía Vera ◽  
Javier Sevilla

Cultural heritage (CH) tells us about our roots, and therefore, constitutes a rich value for the society. Its conservation, dissemination, and understanding are of utmost importance. In order to preserve CH for the upcoming generations, it needs to be documented, a process that nowadays is done digitally. Current trends involve a set of technologies (cameras, scanners, etc.) for the shape and radiometric acquisition of assets. Also, intangible CH can be digitally documented in a variety of forms. Having such assets virtualized, a proper dissemination channel is of relevance, and recently, new technologies that make use of interaction paradigms have emerged. Among them, in this chapter, the authors focus their attention in the technologies of virtual reality (VR), augmented reality (AR), and serious games (SGs). They aim to explore these technologies in order to show their benefits in the dissemination and understanding of CH. Though the work involving them is not trivial, and usually a multidisciplinary team is required, the benefits for CH make them worth it.


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):  
Jacqueline-Nathalie Harba

Abstract Consumer behavior is shifting radically with the rise of e-commerce and new technologies. As a result, luxury retailers are forced to embrace a variety of technologies to keep their customers engaged. How do brands captivate shoppers and provide the customer experience that will satisfy their desires? Through dissemination of literature and case studies on examples from the industry, this paper presents a detailed discussion on the new approaches to customer experience in the luxury fashion industry, in the context of a modern economy that is highly shaped by disruptive technological innovations. The discussion includes two detailed case studies, focusing on two key themes that define contemporary customer expectations: the story – discussing customer’s desire to be immersed in the narratives behind catwalk collections, and the experience – discussing the use of technology to create a unique retail space through the use of online and mobile specific technologies. The first case study focuses on how new technologies provide brands with new opportunities to present their products through narratives. Using famous luxury retailers Dior, Givenchy and Prada as examples, the case study provides a detailed discussion on the use of virtual reality and augmented reality as tools that enable customers to project themselves into the story behind a catwalk show and become active characters in the narrative, through the use of technological devices. The second case study focuses on the importance of merging the online and the traditional brick-and-mortar store. “The Store of the Future”, by luxury retailer Farfetch is used as an example of how retailers make use of high-tech equipment, virtual reality and augmented reality not only to create a tech-powered interactive experience that will intrigue customers, but also to improve retail productivity by capturing customer data. The study adopts a qualitative research method to evaluate the validity of the concepts discussed in the Literature Review, using a sample of three in-depth interviews with industry experts, focusing on the use of technology to improve customer experience in physical retail spaces. Based on previously published research, it is estimated that the primary research will indicate that it is not the use of technology that drives the customer experience, but customer expectations that determine the adoption and adaptation of disruptive technologies to satisfy the shoppers’ requirements.


2019 ◽  
Vol 4 (1) ◽  
Author(s):  
Endang Sri Wahyuni

Background: Availability of facilities and infrastructure for public facilities that facilitate accessibility for people with disabilities is very important. The basic thing for increasing the independence of people with disabilities is the availability of adequate public service facilities. One of the supporting facilities to fulfill public facilities is the Batik Solo Trans bus shelter. The purpose of this study is to analyze the accessibility of people with disabilities in assessing the assistance of Trans Solo Batik buses in Surakarta City. Method: This type of research is explorative qualitative research. Methods of interviewing, observation, and documentation. Data is obtained through interviews with persons with physical and mental disabilities. The data analysis technique uses the triangulation method. Results: Persons with disabilities are still experiencing difficulties in accessing due to architectural barriers. Design shelter still does not meet established accessibility standards. Conclusion: Shelter Solo Trans Batik buses in Surakarta City are not accessible for people with disabilities. The limited accessibility for people with disabilities requires further study in a design that is in accordance with the principles of ergonomics and accessibility in order to accommodate the public interest in general and people with disabilities in particular.


2018 ◽  
pp. 1500-1531
Author(s):  
Gerardo Reyes Ruiz ◽  
Samuel Olmos Peña ◽  
Marisol Hernández Hernández

New technologies have changed the way today's own label products are being offered. Today the Internet and even more the so-called social networks have played key roles in dispersing any particular product in a more efficient and dynamic sense. Also, having a smartphone and a wireless high-speed network are no longer a luxury or a temporary fad, but rather a necessity for the new generations. These technological advances and new marketing trends have not gone unnoticed by the medium and large stores. The augmented reality applied to interactive catalogs is a new technology that supports the adding of virtual reality to a real environment which in turn makes it a tool for discovering new uses, forms, and in this case, spending habits. The challenge for companies with their private labels in achieving their business objectives, is providing customers with products and services of the highest quality, thus promoting the efficient and streamlined use of all resources that are accounted for and at the same time promoting the use of new information technologies as a strategic competitive.


Author(s):  
Noureddine Elmqaddem

Augmented Reality and Virtual Reality are not new technologies. But several constraints prevented their actual adoption. Recent technological progresses added to the proliferation of affordable hardware and software have made AR and VR more viable and desirable in many domains, including educa-tion; they have been relaunched with new promises previously unimaginable. The nature of AR and VR promises new teaching and learning models that better meet the needs of the 21st century learner. We’re now on a path to re-invent education. This work consists of explaining the reasons behind the new rise of AR and VR and why their actual adoption in education will be a reality in a near fu-ture.


2019 ◽  
Vol 3 (27) ◽  
pp. 199
Author(s):  
Joffre Paladines Rodríguez ◽  
Daniel Nicolás Tettamanti Montalván

Introduction. Cranium is a mobile application that uses augmented reality, which serves as a means of support for the medical student to study the bones of the skull. Objective to improve this situation while raising interest in the subject in students without replacing the aforementioned book. Materials and methods A qualitative research is proposed, divided into three phases: identification, development of augmented application and evaluation with the users of the developed application, for which surveys and in-depth interviews are used to collect information. Results87% indicates the great need to implement new technologies in education. Discussionat the icon level of the application was very well qualified with only a small observation to modify it a bit its aspect Conclusions make changes that will help the application to be more pleasant and functional for users


Sign in / Sign up

Export Citation Format

Share Document