Augmented Reality for Smart Tourism in Religious Heritage Itineraries

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.

Author(s):  
Tomas Brusell

When modern technology permeates every corner of life, there are ignited more and more hopes among the disabled to be compensated for the loss of mobility and participation in normal life, and with Information and Communication Technologies (ICT), Exoskeleton Technologies and truly hands free technologies (HMI), it's possible for the disabled to be included in the social and pedagogic spheres, especially via computers and smartphones with social media apps and digital instruments for Augmented Reality (AR) .In this paper a nouvel HMI technology is presented with relevance for the inclusion of disabled in every day life with specific focus on the future development of "smart cities" and "smart homes".


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Ivelin Nenov

The present research is based on “Methodics for Preservation and Promotion of the Cultural Heritage with Artistic Interactions and Educational Impacts through Information and Communication Technologies (Nenov 2019), and the application of “the possibilities to promote cultural heritage with artistic interactions and educational impacts through the application of modern information and communication technologies (ICT), applying an interdisciplinary analysis of the scientific information for the cultural heritage sites” (Nenov 2019). Analysis of the activities for preservation and promotion of the cultural heritage has been made in the context of the concept, prepared by author team headed by architect Nenov – “Concept for activities for revitalization of the tourist attractions for promotion of intangible cultural heritage sites, under category “national” significance in the town of Bansko. (Nenov 2019a). The concept explores the impact of the environment in the “House of Arts Bansko” and the prerequisites for its reconstruction in “Cultural Heritage Promotion Center”. The applicability of notions, such as “cognition”, “cognitive architecture”, “interpretation of the cultural heritage”, “media façade”, educational “STEM” method and “authentic artistic interactions”, related to the research, is being analyzed as new approach for preservation and promotion of the cultural heritage. The significance of the interpretation of the cultural heritage in the context of ICT capabilities for the promotion of tangible and intangible cultural values is substantiated. Present examples for application of the Augmented reality (AR) are examined. The study presents the “possibilities for interpretation of the cultural heritage through visual research with information and communication technologies (ICT) in a real “in situ” and museum environment in the context of the cultural heritage sites and using the cited methodics, which was introduced in the dissertation “Conservation of the cultural heritage of Bulgaria in the context of the synthesis of architecture and fine arts “(Nenov 2016–2019). The possibilities for building cognitive environment are explored in the context of introduction of new technologies and good practices for popularization of the cultural heritage.


2022 ◽  
pp. 26-44
Author(s):  
Sonia Rodriguez Cano ◽  
Vanesa Delgado-Benito ◽  
Vitor Gonçalves

Educational technology is contributing towards diversity awareness as it allows you to create more personalized and student-centered learning situations. This chapter addresses specific learning difficulties (SpLD) and, specifically, dyslexia, since it is one of the most prevalent challenges in the educational field. Information and communication technologies allow direct intervention with students who have special educational needs as an alternative to traditional resources, which is much more motivating. In this sense, as an example, various projects and applications are presented that allow working on this type of difficulties with students. This chapter highlights the virtual reality and augmented reality software carried out in the context of the European Erasmus + FORDYSVAR project, of which the authors are part.


2020 ◽  
Vol 10 (1) ◽  
pp. 4
Author(s):  
Jesús López Belmonte ◽  
Santiago Pozo Sánchez ◽  
Arturo Fuentes Cabrera ◽  
José María Romero Rodríguez

The use of mobile devices in classrooms is becoming more and more common. The introduction of these resources to produce learning is part of the mobile learning methodology. Among the possibilities of these devices provide we can find, as an emerging technology, augmented reality, which combines elements of the real world with virtual images. The purpose of this paper is to know the impact of the augmented reality in the educational cooperatives of Andalusia. In this regard, educational cooperatives are centers characterized in their origin by promoting the development of methodologies based on Information and Communication Technologies (ICT). The data collection instrument used in this questionnaire is a quantitative methodology of a descriptive nature. The questionnaire was prepared ad hoc according to the existing literature and the answers coded on a Likert scale. The results show that only a minority of teachers implement the augmented reality in their classes. In addition, there are statistically significant differences in terms of professional experience, so that younger teachers tend to implement methodologies based on the use of emerging mobile technologies such as augmented reality. Finally, it is emphasized that despite the constant technological advance of mobile devices in society, their application in the classroom occurs slowly.


Author(s):  
Julio Ponce ◽  
Francisco Ornelas ◽  
Francisco Álvarez ◽  
Beatriz Toscano

This study explains the importance of use Augmented Reality in education and how it can be used on the Massive Open Online Courses (MOOCs) in order to improve specific advantages. Augmented reality (AR) is an area that mixes real-world images, whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. This study further shows the development tools, application areas, and results obtained through augmented reality in the education, as a support tool to achieve the primary objective of education, which is learning through the use of MOOCs, making it a more attractive with the use of information and communication technologies. Currently there is a great variety of applications that use the augmented reality in areas such as medicine, military, education, among others.


2018 ◽  
Vol 2 (1) ◽  
Author(s):  
Ivelin Nenov

The interpretation of the cultural heritage is presented in the context of the possibilities of ICT for the promotion of tangible and intangible cultural heritage. Examples for the use of Augmented reality (AR) for the presentation of European cultural heritage are explored. There were presented opportunities for interpretation of the cultural heritage through visual research with information and communication technologies (ICT) in real “in situ” and museum environment by examples from Bulgaria for the use of the “Method of interaction of the arts in interpreting and presenting the cultural heritage through Information and Communication Technologies “and in particular with the use of augmented reality, introduced with the dissertation work “Protecting Bulgaria’s cultural heritage in the context of the synthesis of architecture and Fine Arts” (Nenov 2016). The possibilities of the method are discribed in the projects for “Revitalization of Ancient and Medieval fortress Hotalich Sevlievo” and a project for virtual presentation of the archaeological sites of the cultural heritage with category “national significance” – “Ancient and Medieval Fortress in the Horizon neighbourhood” and “Temple of Kibela Balchik” – an interactive and children’s museum in open and indoor, created by a team with head arch. Ivelin Nenov. These sites have created an environment for interpretation and presentation of the cultural heritage through visual interactions in a real “in situ” and museum environment. The specific methodology used by the team to investigate the examined objects could serve as a basis for a new approach for documention, exhibition, preservаtion and socializiation of ruinous cultural heritage. The Information and Communication Technologies (ICT) that have been used are presented as an extremely flexible tool for the promotion of tangible and intangible cultural values among a wide range of target groups of local and foreign socio-cultural communities.


Author(s):  
Hocine Chebi

Faced with technological development and that of new information and communication technologies (NICTs), organizations' service structures and their processes have become increasingly flexible, interactive, and virtual. Industrial maintenance is one of the features that can take advantage of this change based on NICTs. The objective is to improve the reliability and availability of industrial equipment and installations, as well as to maintain a knowledge base allowing the capitalization of human skills. This makes it possible to keep production equipment at a distance and quickly by relying on remote maintenance and e-maintenance platforms. This allows real-time management between operators around industrial problems related to maintenance. In this chapter, the authors describe the change in the maintenance function between the classic strategy and the modern strategy, explaining the contribution of augmented reality to help solve problems in a remote maintenance or industrial e-maintenance task.


2018 ◽  
pp. 254-276 ◽  
Author(s):  
Bülent Gürsel Emiroğlu ◽  
Adile Aşkım Kurt

Use of technology in education has been widespread in the last decade, thanks to developments and improvements in information and communication technologies, especially in mobile devices. Among the fields in which mobile devices play important roles, education is one of the leading ones. Mobile devices help teachers and learners access educational resources when needed. To increase the reality of virtual learning environments on mobile devices, Augmented Reality (AR) technologies were introduced for mobile platforms, and the term Mobile Augmented Reality (MAR) arose. MAR opens a new door for educators and trainers to experience new methods of teaching for mobile learners. In this chapter, educational use of AR on mobile devices will be explained. Throughout the content of the chapter, readers will be informed about how AR applications changed people's teaching and learning styles.


2018 ◽  
Vol 6 (4) ◽  
Author(s):  
Gabriela Kiryakova

Information and communication technologies are an important part of contemporary education. Implementation of innovative technologies in education contributes to its transformation to be in line with digital learners’ needs. Among the rapidly advancing technologies in different spheres of public life is Augmented reality. It has many advantages that can provide innovative and effective means of transferring knowledge to learners. The aim of the current work is to present the approaches and tools in creating Augmented reality educational applications. The emphasis is on the Augmented reality browsers, which allows teachers to create interactive educational products without the need for special programming skills.


2019 ◽  
Vol 11 (18) ◽  
pp. 4990 ◽  
Author(s):  
Julio Cabero-Almenara ◽  
Julio Barroso-Osuna ◽  
Carmen Llorente-Cejudo ◽  
María del Mar Fernández Martínez

Augmented Reality (AR) is an emerging technology that is gaining greater influence on teaching every day. AR, together with mobile technology, is defined as one of the most efficient pairs for supporting significant and ubiquitous learning. Purpose of the study: the Instructional Material Motivational Survey (IMMS), by Keller, was used to determine the degree of motivation possessed by the Pedagogy students on the utilization of the notes enriched with AR in the classroom, available for their didactic use through mobile devices. Methods: through an app designed for the courses Education Technology (ET) and Information and Communication Technologies (ICT) Applied to Education, the motivation gained when participating in this experience, and how it influences the improvement of academic performance, was evaluated. Results and conclusions: the most notable main result was finding a strong relationship between the motivation of the students when using the enriched notes and the increase of performance in the academic subject where it was used. Likewise, it was proved that the use of Augmented Reality benefited the learning process itself.


Sign in / Sign up

Export Citation Format

Share Document