eTourism and New Media
Augmented and Virtual Reality in Tourism
Jasmin, Marianne & SinaThe 16th of October 2017 Dr. Elena Marchiori, professor at the USI (Università della Svizzera italiana) in Lugano was in Chur and held a presentation about the topic of “augmented (AR) and virtual reality (VR) reality in tourism”.
Figure 1: Augmented Reality vs Virtual reality (Kudan, 2017)
Augmented reality and virtual
reality will be explained in more detail in the following chapters but in order
to have an idea of the two a short description will be given underneath.
Augmented reality: is a computer based technology which is used in
combination with an existing reality in order to enhance the user experience
and make it possible to interact with it. (Augment.com, 2017) In this situation
the user is still in the real world but can experience an augmentation of it.
Virtual reality: is an artificial computer based technology which
is able to immerse the user in a simulated a real life environment. In order to
be able to experience VR the user has to wear a headset. (Augment.com, 2017)
Augmented and virtual reality, have
emerged more and more in the past years and have already become part of our
daily life. Mr. Ray Kurzweil’s prediction in 2003 was:
“By the 2030s, virtual reality will
be totally realistic and compelling and we will spend most of our time in
virtual environments.” It is not yet possible to state if it will be the truth
but evidence show that already in 2017 more than 2 out of 5 people are interested
in VR headsets and numerous investments has already be done into it. It has
been predicted that by 2022 AR, VR and MR (mixed reality, is the combination of
real and virtual objects) will be a US$ 150bn market. Since AR and MR are yet
easier to install (because of lower investments for user and supplier) and
still nearer to our reality they will account for ¾ of the total market but
this will change in the future when the VR technology becomes better and when there
are no thresholds anymore. (Lynch, 2016).
According to Lynch, AR and VR can
reach 250 to 300mn users by the early 2020s and be an integrative part of the
following industries: education, entertainment, financial services, gaming,
healthcare, leisure, media and retail. Moreover this technology will not only
impact the user but also the companies in the form of how they will
communicate, do marketing, design, manufacture and sell products in the future.
In the study of the Bank of America it is stated that AR has the potential to
boost productivity because of a 30% faster assembly, reduce costs since it is
possible to save 25-60% on installation and maintenance and to improve output
because of the 40-90% higher accuracy.
The early adopters of technology,
which bridges physical and digital world will be the Millennials (born
1981-1997) and the Gen Z (born 1998-present), by gaming since it is the most
developed industry regarding this topic.
Augmented reality (AR)
Definition: Augmented reality (AR) integrates digital information
into the user’s environment in real time. AR takes not place in a totally
artificial environment, but rather it is using the existing environment to
overlay new information on top of it. (Rouse, 2016)
AR - Which devices?
In this section an overview of the available devices to use AR is given.
There are several possibilities to use AR, the devices can be divided into
video see through and optical see through.
- The video see through
With a handheld display, such as the smart phone display, the user can see artificial extras, for instance restaurant recommendation or further useful and entertaining information. (Marchiori, 2017) - Optical see through
Eye taps or glasses bring the AR to the user. Until now, the headsets are still not for the everyday use. On one hand the devices are rather expensive and on the other hand, the design of the glasses is very futuristic and not adjusted for the daily life. (Marchiori, 2017)
For AR developers the Microsoft HoloLens is a sophisticated hardware.
Multiple sensors, high definition see-through lenses and an advanced optical
projection system to generate holographic objects are the features of this
device. With costs between EUR 3’300 (developing edition) and EUR 5’500
(commercial suite) it is in the high price range and until now, there are apps
required which are developed for AR. (Piltch, 2016)
AR Types
The AR Types can be divided into three main topics. All types need a
webcam, whereas the geolocalization also depends on GPS/compass data. Following
the AR Types will be explained.
- Quick Response Code (CR Code)A code which consists black, square dots in a square pattern on a white background. The QR code is simple to generate and costs low money. This matrix barcode has a large storage capacity and is able to encode the information fast. Links, pictures or other data can be put in the code. With a QR Code reader application, the user can open the code and has access to the data behind the code. (Marchiori, 2017)
- Marker less tracking (AR tool kit)QR Code and the relative position recognition of a marker are marker less tracking. These applications involve the overlay of virtual imagery on the real world. (Marchiori, 2017)
- GeolocationA location based service is offered. Virtual geofence is built around a point of interest. Texts, images and videos are geonotes which are placed in a geofence. (Marchiori, 2017)
Facial recognition
Facial recognition means that a computer application can relate a face to
a person. This is connected with some risks and threats. The privacy concerns
have to be considered. With facial recognition the application provider gains a
lot of new data and it is a touchy topic, who will have access to this data.
Virtual Reality (VR)
Definition: Virtual Reality (VR) is a
technology that enables a person to interrelate in a computer-generated
environment. The environment is three-dimensional and therefore perceived as a
part of the reality, with the possibility to act and interact within this
‘virtual reality’. The aim of virtual reality devices is to stimulate our
senses, or at least certain senses, so that the virtual experience resembles
our perceived reality as closely as possible. (Virtual Reality Society, 2017)
What is it
How it is used
But
how is virtual reality actually used? There are multiple options, and multiple
devices that enable the use. The devices vary from quality and get optimized by
the minute. One of the cheapest options is the Google cardboard, that most
people are able to afford. The more pricier models are for example the Oculus
Rift or the HTC Vive. While a few years ago, virtual reality was still in the
beginning, thanks to developments and products like the Oculus Rift and the HTC
Vive virtual reality has now reached the potential to create value for various
companies working with the technology.
Sectors that use it
Today, most of the virtual reality usage is in the gaming industry. Many
of the options of virtual reality devices that are sold to private individuals
are meant to enhance the gaming experience. But slowly the rest of the world is
starting to see the advantages of virtual reality. For example, pilots can
train their flight experience in virtual reality cockpits instead of costly
flight simulators, medicine students can train their operational skills and the
military can train their combat tactics with virtual reality. (Jackson, 2015) Virtual
reality also opens the possibility for marketers to use the technology to their
advantage. If your are interested how, you can get an impression of marketing
videos using virtual reality under the following link: https://www.forbes.com/sites/michellegreenwald/2016/06/15/6-of-the-best-marketing-uses-of-virtual-reality/#1f52e55e65cf
Tourism
The technology can also be used in the tourism sector. Since one of the
main characteristics of a tourism products is its intangibility, marketers have
the task to make their product more tangible by providing information and
pictures. What better way than to show the potential customer how the actual
product looks and feels like? For example by providing 360° videos of the
destination. (Marchiori, 2017)
The effects of AR and VR
Why to measure the effects of AR and VR
As already mentioned before, in a few
years AR and VR will become an integral part of our daily life which means that
the user will be using the technology and expects the best possible experience
in order to be able to enjoy it. Poor performance will affect negatively the
user by causing sickness and nausea, which can lead to an innovation failure.
(Optofidelity.com, 2017)
As for any other product constant
controlling and measurements are needed to:
- Increase quality and meet the users expectations
- Facilitate procedures
- Being able to provide personalized services
- Achieve customer satisfaction
- Be innovative
- Gain competitive advantage
- To have a good brand image
Only
so the suppliers can improve the experience and usability of AR and VR as well
as guarantee a future success of this technology. (Marchiori, 2017)
The success factors in order to
have satisfied users are to have an “easy navigation, updated information, low
error rate, packing advanced technology into a practical and portable wearable
device, ensuring that the environment continues to look good as the user moves
around an to provide user engagement”. (Marchiori, 2017. P. 36)
How to measure the effects of AR and VR
To measure the effects of AR as well as VR and to understand how users asses the usability the following tools can be used:- Questionnaires
- Interviews
- Inspection methods
- User testing
- OptoFidelity VR Multimeter(Marchiori, 2017 and Optofidelty, 2017)
OptoFidelity VR Multimeter is a
humanlike robot, which can be used to analyse VR performance such as motion-to-photon,
pixel persistence, refresh rate and audio to video synchronization and the
motion-to-audio-latency in order to then maximise VR experience.
Sources
Augment.com, 2017. Virtual Reality vs.
Augmented Reality. Visited the 21th October 2017.http://www.augment.com/blog/virtual-reality-vs-augmented-reality/
Bofaml.com, 2016. Bank of America Merrill Lynch. Future reality: Virtual, Augmented & Mixed Reality (VR, AR & MR) Primer. Visited the 21th October 2017.https://www.bofaml.com/content/dam/boamlimages/documents/articles/ID16_1099/virtual_reality_primer_short.pdf
Jackson, B. (3. June 2015). What is Virtual Reality? [Definition and Examples]. Visited the 22th October 2017. https://www.marxentlabs.com/what-is-virtual-reality/
Marchiori E., 2017. Virtual and Augmented Reality in Tourism. Lecture at HTW of the 16th of October 2017.
Optofidelity.com, 2017. VR Performance Testing with OptoFidelity™ VR Multimeter. Visited 22th October 2017.https://www.optofidelity.com/test-solutions/rd-testing/virtual-reality-performance-testing/
Piltch, A., 2016. Microsoft HoloLens: Everything We Know So Far. Visited the 23rd October 2017. https://www.tomsguide.com/us/microsoft-hololens-faq,news-20866.html
Rouse, M., 2016. augmented reality (AR). Visited the 23rd October 2017. http://whatis.techtarget.com/definition/augmented-reality-AR
Virtual Reality Society. (2017). What is Virtual Reality? Visited the 22th October https://www.vrs.org.uk/virtual-eality/what-is-virtual-reality.html
Wikipedia. (2017). Immersion (virtuelle Realität). Visited the 22th October https://de.wikipedia.org/wiki/Immersion_(virtuelle_Realit%C3%A4t)
Bofaml.com, 2016. Bank of America Merrill Lynch. Future reality: Virtual, Augmented & Mixed Reality (VR, AR & MR) Primer. Visited the 21th October 2017.https://www.bofaml.com/content/dam/boamlimages/documents/articles/ID16_1099/virtual_reality_primer_short.pdf
Jackson, B. (3. June 2015). What is Virtual Reality? [Definition and Examples]. Visited the 22th October 2017. https://www.marxentlabs.com/what-is-virtual-reality/
Marchiori E., 2017. Virtual and Augmented Reality in Tourism. Lecture at HTW of the 16th of October 2017.
Optofidelity.com, 2017. VR Performance Testing with OptoFidelity™ VR Multimeter. Visited 22th October 2017.https://www.optofidelity.com/test-solutions/rd-testing/virtual-reality-performance-testing/
Piltch, A., 2016. Microsoft HoloLens: Everything We Know So Far. Visited the 23rd October 2017. https://www.tomsguide.com/us/microsoft-hololens-faq,news-20866.html
Rouse, M., 2016. augmented reality (AR). Visited the 23rd October 2017. http://whatis.techtarget.com/definition/augmented-reality-AR
Virtual Reality Society. (2017). What is Virtual Reality? Visited the 22th October https://www.vrs.org.uk/virtual-eality/what-is-virtual-reality.html
Wikipedia. (2017). Immersion (virtuelle Realität). Visited the 22th October https://de.wikipedia.org/wiki/Immersion_(virtuelle_Realit%C3%A4t)
Illustration
Figure 1: Kudan, 2017. Augmented Reality vs Virtual reality. Visited
21th of October 2017.https://www.kudan.eu/wp2015/wp-content/uploads/2015/06/AR-and-VR-which-one-will-prevail.png

Comments
Post a Comment