Showing posts with label smartphone. Show all posts
Showing posts with label smartphone. Show all posts

Friday, 28 March 2014

The Augmented Reality (AR) – a new Digital Immersion Service


No no, no Doctor Who in his TARDIS (Image 1) and Timey-wimey-stuff here… But a new way to experience tourism thanks to Augmented Reality (AR) and its ability to procure a time travelling experience to visitors.


Image 
1. Doctor Who's paintings (source: intbride.blogspot.fr)

Last 17th and 18th of March 2014 have been held in Deauville the second Numeric Tourism forum. Tourism is nowadays increasingly adapting itself to new technologies and when the fancy Google Glass is making the headlines, the whole Augmented Reality (AR) topic has also been brought back to actuality. Once used as experiments, this technic is starting to be gradually used by more cultural and touristic institutions. Abroad with cities such as Rio de Janeiro or in France with  Lille, Versailles, Cherbourg, Cluny and many other cities or cultural attractions, numerous AR projects have been launched those last years.

But what is this new technology and what does it implies for cultural institutions?

Definition:


The augmented reality we are going to talk about now is the one easy to access for any tourist, which use only and directly customers' own device(s). We are not going to talk about the other systems existing to use AR (e.g. binoculars, Google glasses, etc.) or about its use in Events (another article written by Kate Sampara and Laetitia Vartanian in this blog already dealt with this part last January).

The augmented reality, also called virtual reality in the 80’s, is not really new. First experimentations have been undertaken in USA in the 60’s by Ivan Sutherland. Yet, it is during the 90’s that its use increased significantly in the medical industry. It is now a technology in rapid expansion and reaching numerous industries such as the tourism one. 
The AR is then the superposition of a virtual 2D or 3D reality layer – done thanks to a prior 2D or 3D modelisation of the area – on real pictures/movies taken by a device‘s integrated camera. To ensure a perfect blend between real images and virtual ones, the device positioning needs to be known via geo-localisation.
To do so, users need a device with an integrated camera, internet connection, GPS and an AR software previously downloaded: in short, a smartphone or tablet. However, as described in the Echo Touristique's article tourisme numérique: les défis de la réalité augmentée of the 26th of march 2013, the camera's sensors are not every time necessary. It is the case for instance of the “fake AR” which only uses the geo-localisation of the device. Then, customers doesn’t need any integrated camera but just to position their device where the AR movie has been filmed and an internet access to visualize the reconstitution, like in the case of the Abbey of Cluny (Image 2).


Image 2. Cluny Augmented reality (source: l'Echo Touristique, 2013)

The AR allows mobile or tablet users to experience past centuries as if they were part of it. The Coliseum in Roma, Berlin’s wall, Versailles ‘gardens etc. are all attractions using AR applications bringing back to life ancient time just by pointing equipped devices towards the monuments.
At the opposite of the google glass where the augmented reality is seen through the glasses the user here need to download one of the numerous applications available on smartphone and/or tablet to get access to a specific AR.

Tourism and AR:
  • Individual and personalized city tour/ cities as if you were in a museum: new interpretations of attractions
First users of the AR are the tourism industry and the advertising industry mostly linked to the tourism one (such as “Meet the NSW locals” for Destination NSW, Australia. See the video's link below).
Thanks to the increasing number of mobile or tablet applications offering AR tools, the customer is now able to discover a city or a museum by only using its phone/tablet.
For instance, a guided tour in the heart of the city of Lille is available to any smartphone or tablet user willing to download the application Urbik. This one then offers visitors to discover the city on their own and get information about the monuments they are pointing at with their devices. Like in a museum, a label appears then on the screen to let him/her discover the history of the monument and to suggest him/her other parts of the city to discover.


  • Bring back to life disappeared monuments/ a new kind of tourism: time travel 
But this technic is not only available for ruins of existing monument. Not known for its fortification sites, Cherbourg (Image 3) has, thanks to the AR, brought back to life a disappeared part of its heritage and then developed a new kind of touristic attraction within its old city.
Born from a partnership between the video company Biplan and the History department of the University of Picardie, value added has been brought to the historic part of the city since it is now possible to discover Cherbourg back 300 years ago, with its fortified castle. Unknown even by its citizen, the city can now promote with the AR a time travel through a very important part of its heritage gone and forgotten for centuries. And Cherbourg is not the only city or touristic place to use this technology. Biplan is also working on a “D-Day Landing beaches” AR project bringing to life an important part of our contemporary history.
More than just offering a new support to do touristic discoveries, AR is about customer involvement. With a personal and unique experience which raises interest and motivation to self-education, AR provides added value through visually enhanced time travels.
Easy to use and downloadable 24/7, it is no wonder that cities and museum followed closely the AR development to promote their cultural and historical heritage.


Image 3. Augmented reality of the Cherbourg's castle. Copyright: Biplan (source: l'Echo Touristique, 2013)

  • A clever electronic touristic guide
Finally the AR is also used to help customers to compare or get information about touristic attractions or restaurants. For instance, once in front of three restaurants, pointing your device on them will help you to make your choice thanks to internet connection transmitting directly to your device their main characteristics; prices, menu, internet users’ rate, expositions’ catalogues, history, and so on. In 2011 the application CultureClic already “augmented” 1350 museums and monuments in partnership with la Réunion des musées nationaux and Gallica’s archives from the Bibliotheque Nationale de France.

Costs:


This technology involves different stages and processes. The more you spend time on different stages, the more the project costs. Still in its online article of the 26th of march 2013, l’Echo Touristique mentioned that a project only based on a 3 minutes long reconstruction-movie by AR will cost around €10 000 to €30 000 (like Cluny’s project). Yet, a more complex project like the one undertaken in Cherbourg will cost around €100 000 due to the elaborate 3D modelisation required, extra historical research and partnerships done with university and AR’s researchers.  It means a rather substantial investment that has to be taken into account seriously in order to maximize its benefits afterwards.

Critics:

Of course this is an application with a program and the innovations are still limited and need to be improved. It is obviously not possible to point at any kind of monument that you would like to get information about, but with the participative characteristic of the web 2.0, added content is likely to increase exponentially. For now this is a good way for a traveller to learn and get information easily about the main monuments and other heritage taking part in the history of a visited place/city.

It also enhances the personal experience from the traveller point of view. Indeed, the involvement of the tourist in the discovery process through these downloadable applications is a new playful and entertaining way to discover differently a touristic area. It increases or improves the added value of a city tour.

Finally, customers don’t have to buy new devices or other audio-visual services to do the visit since they only have to download the application on their own device. Easy to access the service is also easy to use.

From the businesses side, it is also a good and new way to promote and communicate about a destination since the informations are easily broadcasted on the customer devices and through the AR applications. Tourism businesses can then take advantage of their designing power on the application to sponsor and push the user to go to specific places and then gain extra revenue out of this kind of promotion through sponsorships.

This is a way not only to attract history lovers, but also tech-savvy people, keen to play with their device. It is also called as a “gamification” of tourism thanks to this new way to explore places (as mentioned in an article from TourismLink.eu).
Despite a very attractive marketing done through those, most of the time free of charge AR applications (e.g. Versailles’ garden, etc.), some of them still remain available only on Apple devices (e.g. OnSpot). Yet, it is known that almost 75% of the smartphone and 63% of the global tablet markets in 2013 were held by Android (as mentioned in the articles from JDN.com and ZDNET.fr websites). It then limits the impact and the revenue the touristic institution implementing the application could have earned from it.

Interesting for business aiming to get data from customers thanks to personal information required and retained by the applications, this tool can also become dangerous for customers life: for privacy reason first, but also for safety reason since the customer is isolated in its virtual world while wandering in the city to discover it from new “eyes”. Then not totally aware of the real world interactions, accidents could quickly happen.

Finally, this subject is also bringing new concern in the tourism industry since tour guides are afraid to see their roles decrease in the close future due to these new technology tools.


Written by Samantha Pinet & Marisol Bustos Otero.



Sources :

Articles:
Images:
Videos:

Wednesday, 29 January 2014

Geo-fencing - how tourism and event companies can profit from its mobile usage

Tourism and event companies are looking to use today’s mobile technology to their advantage. As a large number of people are traveling with mobile devices, a company who uses this technology may find itself getting ahead of its competition. The fast-changing technology not only helps to speed up many processes in tourism and events, it also contributes to getting things done more efficiently. Furthermore, it is used to connect people, share information and knowledge, and spread travel experiences.

AT&T, the largest American telecommunications company, and Sabre, an American-based international travel technology company, recently announced a joint venture in geolocalization and personalization in travel. They plan to use AT&T’s Location Information Services (LIS)-Hybrid software to develop applications to help streamline the travel experience for travelers and travel companies, namely airports and airlines. This software allows the creation of so-called “geo-fences” which can be defined as “visual perimeter[s] within a geographic area” (Karantzavelou, 2014). Whenever a traveler’s mobile device passes into or out of a geo-fence, mobile applications can alert either the traveler or a company to important information based on his or her location. For events, geo-fencing can be very beneficial as it quickens registration processes, connects attendees and facilitates networking and the sharing of information, and can be used to create “added event intelligence” (Aubespin, 2013).

Image courtesy of suphakit73FreeDigitalPhotos.net

The example given in the Travel Daily News article is of a traveler passing through an airport. Based on his or her location given by the GPS, cellular, or Wifi signals of his or her device, various services can be personalized. For example, as he approaches a boutique in the terminal, the traveler can receive notifications of sales or special deals valid in said boutique directly on his smartphone. Or a passenger arriving on one flight could receive pop-up information on her iPad on where to find her connecting flight in reference to where she is currently.

Sabre’s research department, Sabre Labs, is looking to combine their data and research on travel with AT&T’s technology to develop applications that can work on all mobile devices in order to better serve travelers. The two companies hope to finish the first part of their project by this summer.

In today’s increasingly connected world, tourism and event companies are looking for ideas to set them apart from the competition. Additionally, customers are coming to expect more from their travel and event experiences than just the cookie-cutter basics.  As more and more companies make use of technology to enhance their products and services in order to provide added value to their customers, it is will not be a question of setting yourself apart, but rather of not getting left behind.

This is an interesting endeavor and a logical starting point, however, to maximize the efficiency of such technology in the travel and event industries, AT&T will have to open up its LIS-Hybrid to use by rival American and international telecommunications companies.


Sources:
Aubespin, D. (2013, October 17). 5 benefits of geofencing at events. ReJuvenate. Retrieved from 

Karantzavelou, V. (2014, January 20). AT&T and Sabre to test and develop new mobile services for travel industry companies. Travel Daily News. Retrieved from http://www.traveldailynews.com/news/article/58611/at-amp-t-and-sabre-to-test

Image source:

http://www.freedigitalphotos.net/images/Telecommuncations_g177-Handsets_With_Applications_p55509.html

Aline Biber & Caitlin Richardson 

Friday, 26 April 2013

The Minuum project: the little keyboard for big fingers


In recent years, portable technology has become an integral part of everyday life. Smart phones and tablets are almost an extension of our fingers, a reliable arbitrator for intellectual disputes and a way to stay in touch with peers and colleagues on-the-go.
The rise of mobile technology began in the 21st century, however, one particular feature dates back to the 19th century. The qwerty keyboard was introduced in 1872, when the first typewriter was invented. Ever since, this configuration has been integrated into most computer devices as an accepted standard for convenient typing. However, as portable devices get smaller and smarter, it seems that the qwerty layout is simply getting in the way.


With this idea in mind, a high-tech start-up company has developed Minuum - a small, one-dimensional keyboard which allows for faster, more accurate typing:


‘... we’re stuck with keyboards that cover up half a smartphone screen but don’t make up in accuracy what they take up in screen space. Realizing we could minimize the keyboard while maintaining accuracy was the eureka moment. We’ve changed what a keyboard needs to be, enabling a future of typing with wearable technology.’ - Will Walmsley, CEO of Whirlscape.


 
 


Minuum was born from a research project at the University of Toronto. Will Walmsley and Khai N. Truong attempted to invent an alternative method to texting by simply tilting the phone.
Walmsley has a background in human-computer interaction (HCI) and a passion for simplifying technology to ultimately help people communicate. Together with Truong (VP) and Xavier Snelgrove (CTO), he founded Whirlscape in June 2012.
The initial idea was to invent a better way of typing on touchscreen mobile phones without looking. This research encouraged the founders to investigate various device-tilting techniques relying on user motion—which they found to be useful in the field of wearable technology. The new invention works with a special auto-correct algorithm which adapts the typing to the intentions of the writer. Minuum virtual keyboard is only one extension of this approach.


“Essentially, we like solving problems.” These words from Whirlscape’s webpage may begin to explain why they created Minuum.
There is an assumption that sticking a virtual typewriter into a touchscreen device is the best way to enter text. But this assumption leads to the result that keyboard covers half of the smartphone/tablet screen. People want to make the most of their screen space—or get the keyboard off the device completely (like some of the detachable keyboard ultrabook).


Will and his partners have worked hard for two years to prototype and test an array of new text entry techniques, then formed Whirlscape to get the best of these out to the public. Minuum won’t be restricted to smartphones. Smartphone is just the first step, followed by Minuum for wearable devices and more.
The Minuum project has received some financial support from the UTEST programme and MaRS Innovation. However, Whirlscape is looking for support among users to raise awareness and much needed funds. The company already launched the Idiegogo campaign in March 2013 and is planning to release a beta version for Android for crowdfunding supporters in June 2013.


The implications of this new technology for the MICE industry are evident. Texting, taking notes and surfing the Internet will become much more convenient and much less frustrating. Consequently, this will optimise productivity, cooperation and speed of communication on-the-go. Moreover, it will provide users with an additional incentive to give up paper notes and thus protect the environment.
Minuum and similar inventions intended for the next generation mobile and wearable devices will most probably make the phrase “information at your fingertips” obsolete.
By changing the way we perceive and interact with technology, many actions will become a second nature to us, thus allowing us to concentrate on what’s really important. The modern digital interface should be focused on content and interaction which leaves no space for 20+ buttons that distract and restrict users, bringing them back centuries ago.
 

 

(If you think Minuum has the potential to change the mobile experience, spread the word. Moreover, if you think you have the potential to help extend the technology, contact Whirlscape directly.)

 
SOURCES:
 
Jedras, J., 2013. Two Canadian companies want to improve your mobile typing experience. ITbusiness.ca
Minuum - the little keyboard for big fingers. Whirlscape official website
Retrieved from: http://minuum.com/
 
Written by Lilyana&Xiaozhao
 
 


 

Wednesday, 27 February 2013

EventMobi opens a new era in the event industry

With the rapid growth of smartphone users in the world*, mobile applications have been flourishing over the past few years. The event industry is not to be a laggard in this trend. Today, event planners are increasingly seduced by the idea of integrating mobile technology into the event experience.

EventMobi arrived just at the right time in May 2009 to answer the needs of innovation seekers in the MICE industry. The company launched mobile applications to optimize the accessibility to information related to the event and engage attendees. EventMobi succeeded rapidly to provide solutions to more than 1000 organizations ranging from professional associations to Fortune 500 companies (PRWeb, 2012).

The innovation lies in two products: EventMobi Fusion and GamifyApp platform. EventMobi Fusion is the first mobile application using HTML5 technology on mobile devices. In between the native app and the web app, HTML5 technology enables users to access to the event site in offline mode, after having downloaded the app. It helps event planners to resolve the dilemma of choosing between native app and web app. The former requires to create a different software for each type of device (Android, Blackberry, Apple)while the latter is compatible with any Operating System, but requires continuous internet connection. HTML5 technology guarantees compatibility with any device and solve the issues of Internet connection such as insufficient broadband width or spotty Internet in venues.(Source: EventMobi Blog) The EIBTM rewarded EventMobi with the Technology Watch Award 2012 for the usefulness and inventiveness of its EventMobi Fusion app (PRWEB, 2012).




Besides offering technological solutions, EventMobi innovates and follows the new trend known as ‘gamification’ in the event industry. Have you ever heard of attendees being bored? It is the peeve of event planners, who would love to see delegates engaged in the overall experience. GamifyApp brings a little bit of fun during the event by making games available on delegates’ mobile phone. For instance, they can complete quizzes, solve challenges and collect points at the exhibition stand via QR code, to win a prize. Further functionalities integrate networking, team building and education tools. Delegates can share lectures’ materials, connect on social media via GamifyApp. (ExhibitorOnline, 2012).

Among the plethora of mobile app developers, EventMobi is a pioneer in its field by using HTML5 technology. Its products may appeal to event planners who are facing more and more pressure over controlling costs. Besides the claim of affordability, using EventMobi Fusion application enables to cut costs related to Wi-Fi connection and printed materials. Going mobile can be integrated to a sustainability approach of events with less paper waste. Contrary to printed format, the information can be updated in real-time with very few constraints. Last but not least, the mobile apps can be an additional source of revenue that planners can get from sponsors. Though, it would be interesting to know how mobile applications are appealing to event attendees, and how they are actually used by them.

One can wonder if EventMobi apps will be widely adopted by professionals in the industry? ITB might let us know next year…

*Statistics published in CBS News indicates that the number of smartphone devices , reached 1.038 billion units worldwide in the third quarter 2012 and it is estimated that this figure will double by 2015. (CBS News, 2012)

CBS News (2012) Study: Number of Smartphoe Users Tops 1 Billion. By Sara Dover Published on 17 October 2012. Retrieved from: http://www.cbsnews.com/8301-205_162-57534583/study-number-of-smartphone-users-tops-1-billion/

PRWEB (2012) Mobile Event App Platform - EventMobi - Crosses Mass Adoption by Event Planners, Wins Recognition at Technology Watch Awards. 14 November 2012. Retrieved from http://www.prweb.com/releases/2012/11/prweb10125304.htm

EventMobi (2012) EventMobi Fusion: The Future of Mobile Event Apps Has Arrived! By Bob Vaez on 24 July 2012 Retrieved from http://www.eventmobi.com/blog/eventmobi-fusion/

ExhibitorOnline (2012) EventMobi Launches GamifyApp for Event Professionals. Retrieved from http://www.exhibitoronline.com/news/enn-display.asp?counter=10589