DC FieldValueLanguage
dc.contributor.authorKargas, Antonios-
dc.contributor.authorLoumos, George-
dc.contributor.authorVaroutas, Dimitrios-
dc.date.accessioned2024-04-03T13:35:14Z-
dc.date.available2024-04-03T13:35:14Z-
dc.date.issued2018-
dc.identifiergoogle_scholar-ZDSBv3wAAAAJ:kNdYIx-mwKoC-
dc.identifier.issn2056-9783-
dc.identifier.otherZDSBv3wAAAAJ:kNdYIx-mwKoC-
dc.identifier.urihttps://uniwacris.uniwa.gr/handle/3000/1755-
dc.description.abstractAugmented Reality (AR) and Virtual Reality (VR) Technologies offer new challenges and opportunities for mediated communication and aspire to reshape business environment and everyday life in terms of user’s experience, enrich content, access and user-friendly capabilities). In this work, we focus on cultural sector and aim to discuss and present sector challenges and opportunities for AR/VR implementation. Cultural sector is already facing the need to implement such technologies aiming to: (a) to reuse its exclusive digital content, (b) to exploit its content for mass markets in global level such as gaming and (c) to further enrich users experience. Even though, the introduction and implementation of such technologies are important for cultural industries, little research has been done in cultural sector for aspects such as: a) how users will get benefit from rich content available anywhere, anytime and at the lower possible price (usefulness) and b) how cultural content providers could benefit from AR and VR introduction (ease of use). The present study aims to conceptualize these aspects by using existing case studies and success stories and by exploiting academic research. A methodological framework for AR/VR project selection and appraisal based of this information along with authors’ experience in implementing AR/VR technologies will also be introduced and discussed. Specific results regarding AR/VR perspectives for cultural industries (with a special discussion for Greek cultural industry), technology appraisal criteria as well as the perceived ease of use from both content – providers and end – users will also be presented. Concluding remarks and discussions will summarized the study which aims to contribute to AR/VR development in this sectoren_US
dc.language.isoenen_US
dc.relation.ispartofJournal of Media Critiquesen_US
dc.sourceJournal of Media Critiques [JMC] 4 (14), 307-322, 2018-
dc.subjectAugmented realityen_US
dc.subjectVirtual realityen_US
dc.subjectCultural sectoren_US
dc.titleAugmented and Virtual Reality Technologies in Cultural Sector: Exploring their Usefulness and the Perceived Ease of Useen_US
dc.typeArticleen_US
dc.relation.deptDepartment of Business Administrationen_US
dc.relation.facultySchool of Administrative, Economics and Social Sciencesen_US
dc.relation.volume4en_US
dc.relation.issue14en_US
dc.identifier.spage307en_US
dc.identifier.epage322en_US
dc.linkhttps://www.ceeol.com/search/article-detail?id=697655en_US
dc.collaborationUniversity of West Attica (UNIWA)en_US
dc.subject.fieldEngineering and Technologyen_US
dc.journalsSubscriptionen_US
dc.publicationPeer Revieweden_US
dc.countryGreeceen_US
local.metadatastatusverifieden_US
item.cerifentitytypePublications-
item.languageiso639-1en-
item.openairetypeArticle-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.fulltextNo Fulltext-
item.grantfulltextnone-
crisitem.author.deptDepartment of Business Administration-
crisitem.author.facultySchool of Administrative, Economics and Social Sciences-
crisitem.author.orcid0000-0001-6157-1761-
crisitem.author.parentorgSchool of Administrative, Economics and Social Sciences-
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