Virtual Dark Tourism

Author(s):  
Bintang Handayani ◽  
Maximiliano E. Korstanje

This study looks at some primary points in the discourse of virtual dark tourism (VDT) formation. Derived from the spectrum of sound branding (SB), virtual reality (VR), coupled with augmented reality (AR), the case is used as a tool to support the claims of VDT. Findings suggest viewpoints for making death sites exclusive, and offer valuable clues to the design of VDT formation as an option to include death sites as market offerings of dark tourism. Guided by social constructionist research philosophy, coupled with semiology and compositional interpretation, the analysis offers valuable clues to position sites built around the narratives of death. Not only does it verify elements of unique and emotional selling propositions in the typology of death sites, but it also signifies the emerging state of the art on the nexus between VDT and SB. Specifically, dark themed songs coupled AR are used as tourism drivers for designing Trunyan Cemetery, Bali. Overall, this review shows preliminary designs for prototype death sites. Several issues and directions for future research are discussed.

Author(s):  
Bintang Handayani ◽  
Maximiliano E. Korstanje

This study looks at some primary points in the discourse of virtual dark tourism (VDT) formation. Derived from the spectrum of sound branding (SB), virtual reality (VR), coupled with augmented reality (AR), the case is used as a tool to support the claims of VDT. Findings suggest viewpoints for making death sites exclusive, and offer valuable clues to the design of VDT formation as an option to include death sites as market offerings of dark tourism. Guided by social constructionist research philosophy, coupled with semiology and compositional interpretation, the analysis offers valuable clues to position sites built around the narratives of death. Not only does it verify elements of unique and emotional selling propositions in the typology of death sites, but it also signifies the emerging state of the art on the nexus between VDT and SB. Specifically, dark themed songs coupled AR are used as tourism drivers for designing Trunyan Cemetery, Bali. Overall, this review shows preliminary designs for prototype death sites. Several issues and directions for future research are discussed.


2016 ◽  
Vol 8 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Igor D.D. Curcio ◽  
Anna Dipace ◽  
Anita Norlund

Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.


Technologies ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. 77
Author(s):  
Sanika Doolani ◽  
Callen Wessels ◽  
Varun Kanal ◽  
Christos Sevastopoulos ◽  
Ashish Jaiswal ◽  
...  

Recently, the use of extended reality (XR) systems has been on the rise, to tackle various domains such as training, education, safety, etc. With the recent advances in augmented reality (AR), virtual reality (VR) and mixed reality (MR) technologies and ease of availability of high-end, commercially available hardware, the manufacturing industry has seen a rise in the use of advanced XR technologies to train its workforce. While several research publications exist on applications of XR in manufacturing training, a comprehensive review of recent works and applications is lacking to present a clear progress in using such advance technologies. To this end, we present a review of the current state-of-the-art of use of XR technologies in training personnel in the field of manufacturing. First, we put forth the need of XR in manufacturing. We then present several key application domains where XR is being currently applied, notably in maintenance training and in performing assembly task. We also reviewed the applications of XR in other vocational domains and how they can be leveraged in the manufacturing industry. We finally present some current barriers to XR adoption in manufacturing training and highlight the current limitations that should be considered when looking to develop and apply practical applications of XR.


2020 ◽  
Author(s):  
Jia Xue ◽  
Wenzhao Zhang ◽  
Yaxi Zhao ◽  
Ran Hu ◽  
Bolun Zhang ◽  
...  

BACKGROUND To provide participants with a more real and immersive intervening experience, virtual reality, and/or augmented reality technologies have been integrated into some bystander intervention training programs and studies measuring bystander behaviors. OBJECTIVE The study focuses on whether virtual reality and/or augmented reality can be used as a tool to enhance training bystanders. We review the evidence from empirical studies that use virtual reality (VR) and/or augmented reality (AR) as a tool for examining bystander behaviors in the domain of interpersonal violence research. METHODS Two librarians searched for articles in databases, including APA PsycInfo (Ovid), Criminal Justice Abstracts (EBSCO), Medline (Ovid), Applied Social Sciences Index & Abstracts (ProQuest), Sociological Abstracts (ProQuest), and Scopus till April 15, 2020. Studies focusing on bystander behaviors in conflict situations were included. All study types (except reviews) written in English in any disciplines were included. RESULTS The search resulted in 12,972 articles from six databases, and the articles were imported into Covidence. Eleven studies met the inclusion and exclusion criteria. All 11 articles examined the use of VR as a tool for studying bystander behaviors. Most of the studies were conducted in US young adults. Types of interpersonal violence were school bullying, dating violence, sexual violence/assault, and soccer-associated violence. Virtual reality technology was used as an observational measure and bystander intervention program. We evaluate the different use of VR for bystander behaviors and a lack of empirical evidence of AR as a tool. We also discuss the empirical evidence regarding the design, effectiveness, and limitations of implementing VR as a tool in the reviewed studies. CONCLUSIONS Reviewed results have implications and recommendations for future research in designing and implementing VR/AR technology in the area. Future studies in this area may further contribute to the use of VR as an observational measure and explore the potential use of AR for the study of bystander behaviors.


2008 ◽  
pp. 270-287 ◽  
Author(s):  
Kiyoshi Kiyokawa

This chapter introduces design and principles of head mounted displays (HMDs), as well as their state-of-the-art examples, for augmented reality (AR). Section 2 introduces a brief history of head mounted displays, human vision system, and application examples of see-through HMDs. Section 3 describes designs and principles of HMDs, such as typical configurations of optics, typical display elements, and major categories of HMDs. Section 4 gives typical characteristics of HMDs, such as resolution, field of view, and distortion. Section 5 describes human perceptual and health issues such as depth perception and safety. Finally, Section 6 gives conclusions with future challenges and prospects. For researchers, learners and HMD developers, this chapter is a good start point to learn basics, state of the art technologies, and future research directions of HMDs. For system developers and end-users, this chapter will give a good insight to HMDs to choose a suitable HMD for their purposes.


Author(s):  
Sandra Maria Correia Loureiro ◽  
Eduardo Moraes Sarmento ◽  
João Ferreira do Rosário

The chapter exposes the importance of tourism in the world economy, gives an overview of what academic and practitioners are doing regarding the use of engagement-facilitating technologies in tourism, and suggests avenues for further research. Authors give insights about the evolution and important of tourism. The chapter presents an overview of the state of the art on the use of engagement-facilitating technologies (mainly virtual and augmented reality) in research. Examples of applications of engagement-facilitating technologies are given. Authors suggest future research directions and present conclusions.


Sensors ◽  
2019 ◽  
Vol 19 (5) ◽  
pp. 1072 ◽  
Author(s):  
Tibor Guzsvinecz ◽  
Veronika Szucs ◽  
Cecilia Sik-Lanyi

As the need for sensors increases with the inception of virtual reality, augmented reality and mixed reality, the purpose of this paper is to evaluate the suitability of the two Kinect devices and the Leap Motion Controller. When evaluating the suitability, the authors’ focus was on the state of the art, device comparison, accuracy, precision, existing gesture recognition algorithms and on the price of the devices. The aim of this study is to give an insight whether these devices could substitute more expensive sensors in the industry or on the market. While in general the answer is yes, it is not as easy as it seems: There are significant differences between the devices, even between the two Kinects, such as different measurement ranges, error distributions on each axis and changing depth precision relative to distance.


2020 ◽  
Vol 68 (3-4) ◽  
pp. 259-284
Author(s):  
Eva Lienbacher ◽  
Beate Cesinger ◽  
Christine Vallaster

Zusammenfassung Diese Literaturanalyse beschäftigt sich mit dem Stand der Forschung zum Einsatz von Augmented Reality (AR) und Virtual Reality (VR) im stationären, kleinstrukturierten Einzelhandel. Zwar steigt die Zahl der wissenschaftlichen Beiträge, die den Einsatz dieser Digitalisierungstools untersuchen, aber der spezifische Kontext eines KMU im Einzelhandel wurde bislang nicht explizit untersucht. Basierend auf der Analyse von ausgewählten 27 wissenschaftlichen Artikeln zeigt sich, dass weder AR noch VR eine one-size-fits-all-Lösung ist, sondern dass – mehr als vielleicht in größeren Unternehmen – der Nutzen aus Sicht des KMU und der Konsumenten sowie organisatorische Voraussetzungen klar im Entscheidungsprozess berücksichtigt werden müssen. Durch konkrete Überlegungen schließt dieser Beitrag eine Forschungslücke und weist auf zukünftige Forschungsfelder im Kontext KMU hin. Abstract This literature analysis presents the state of research regarding the application of augmented reality (AR) and virtual reality (VR) in stationary, small-scale retail. Although the number of scientific contributions examining the use of these digitization tools is increasing, the specific context of SMEs in retail has not yet been explicitly examined. Based on the analysis of 27 scientific articles, this paper shows that neither AR nor VR is a one-size-fits-all solution, but that – more than perhaps in large companies – organizational requirements as well as benefits for the SME and the consumer must be taken into account in the decision-making process. This contribution closes a research gap and offers recommendations for future research in the context of SMEs.


Author(s):  
Doo Hun Lim ◽  
Soo Jeoung Han ◽  
Jihye Oh ◽  
Chang Sung Jang

The purpose of this chapter is to specify various notions of virtual reality (VR) and augmented reality (AR) including the historical development and illustrate how they are applied to train and mentor instructors in higher education settings. This study also presents various industry-wide examples of utilizing VR and AR for training and education. Benefits and limitations of using VR and AR in academic settings are discussed as well. Additionally, this study provides up to date VR and AR applications that can be adopted in training and mentoring instructors of higher education. Based on a comparative analysis of available technologies, the authors suggest possible future research to improve existing practices in the use of AR and VR in training and mentoring instructors in higher education settings.


Sign in / Sign up

Export Citation Format

Share Document