Literature Review Augmented Reality
Literature Review Augmented Reality
Literature Review Augmented Reality
challenging task. It requires meticulous research, critical analysis, and a deep understanding of the
subject matter. The process involves sifting through countless scholarly articles, books, journals, and
other academic sources to gather relevant information and insights.
One of the primary difficulties in writing a literature review is the sheer volume of literature
available on the topic. Augmented Reality is a rapidly evolving field, and new research is being
published regularly. As a result, staying updated with the latest developments and synthesizing
information from a wide range of sources can be daunting.
Moreover, identifying high-quality sources and distinguishing between reliable information and
anecdotal evidence is another hurdle. It requires a keen eye for detail and the ability to critically
evaluate the credibility and relevance of each source.
Furthermore, structuring the literature review in a coherent and logical manner poses its own set of
challenges. Organizing the vast amount of information into meaningful sections and ensuring smooth
transitions between different ideas and arguments requires careful planning and attention to detail.
In light of these challenges, many individuals may find themselves overwhelmed and in need of
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Since most of the parts are instructor-oriented, the students are the detached party in the classroom
which prompts less communication between students and the instructor. Furthermore, this work
discusses the benefits of AR compared to customary technical platforms (such as e-learning, MOOC
courses, and virtual reality) and traditional schooling approaches (chalk and talk and old-style
books). The paper also highlights the present state of the art research, how the technology trend has
changed over the years, and which subjects and their corresponding domain have been explored.
Collaborative manufacturing, assembly tasks or education can be conducted remotely, even if the
collaborators do not physically meet. Moreover, cultural involvement and marketing stimuli emerged
as moderating factors driving the BI towards RTB. Augmented Reality (AR) is an interactive
technology that reshapes the classroom learning environments by providing a means to interact with
the course and the instructor dynamically. The objective of this literature review is precisely to know
and understand the key contributions that are currently being developed around the implementation
of augmented reality as tourist technological support for user experiences. Additionally, this work
presents the studies that have been carried out on AR, outlines and provides a chronological review
of the different approaches of AR being executed in training and education. Findings Most of
research using AR is based on mobile technology. This paper aims to frame both AR and VR
developments during the past 15 years from a scientific perspective. Download Free PDF View PDF
Sustainability Augmented Reality and Tourism: A Bibliometric Analysis of New Technological Bets
in the Post-COVID Era Marlon Pin?eres-Melo Tourism is a sector of high relevance worldwide, due
to the multiple impacts it generates in local, regional, national, continental, and global economies,
and it is a key generator of employment and provides sustenance to an innumerable number of
people around the world. Nonetheless, there is a scarcity of studies tracing the progression of AR
and its application in tourism, from early exploration to recent advancements. When you put on their
goggles, you enter a completely immersive computer-generated environment, like a game, or a movie
scene or a place faraway. For this purpose, tourist experiences and reality technologies are defined
firstly. As a result of reviewing, these technologies have both strengths and weaknesses for
accessibility in tourism. Yet, wearable devices still show few publications, a gap that is expected to
close in the near future. The grounded theory approach was adopted to develop a structural
framework followed by an empirical validation process. The review was conducted with two
perspectives: accessibility role and marketing role of VR and AR technologies in the tourism industry.
You can find more information on cookies and customization options under the “Show details”
button. Also, VR and AR have benefits as reducing strategy costs, attracting tourists with
gamification strategies, ease of brand promotion, building brand loyalty, collecting data, and
customized product development in tourism marketing. Literature is reviewed in this exploratory
study and examples of VR and AR for accessibility and marketing in the tourism industry are
presented. We take your preferences into account and process data for marketing, analytics and
personalization only if you give us your consent by clicking on “Agree and continue”. The
hypothesized model suggests that tourists’ intention to use augmented reality serious games for
tourism could be influenced by environmental factors concerning the design of the application, the
technical characteristics of the application as well as the features of smart mobile devic.
Furthermore, the analysis of user behavior also helps us to continuously improve the quality of our
website. These concepts were analyzed to identify changing forces and suggest potential paradigm
shifts that tourism and hospitality suppliers and marketers need to consider. The literature on this
topic is quite dispersed in specialized databases; therefore, it constitutes an opportunity to carry out a
more detailed exploration of the topic. Based on a literature review the present study developed a
conceptual model that considers important antecedents that could impact tourists’ intention to adopt
a mobile augmented reality gamified applications for a tourism destination. Authors give insights
about the evolution and important of tourism. In the last section, some evaluations are made for the
future tourist experiences. 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.
Download Free PDF View PDF See Full PDF Download PDF Loading Preview Sorry, preview is
currently unavailable. In the last section, some evaluations are made for the future tourist
experiences. In the second part of our study, a systematic content analysis was conducted, focusing
on a subset of 57 selected studies that specifically employed AR systems in various tourism
situations. Authors suggest future research directions and present conclusions. Examples of
applications of engagement-facilitating technologies are given. See Full PDF Download PDF See
Full PDF Download PDF Related Papers Journal of Hospitality and Tourism Technology Analysing
recent augmented and virtual reality developments in tourism Sergio Moro Purpose Virtual reality
(VR) and augmented reality (AR) are two technological breakthroughs that stimulate reality
perception. Thereafter, examples are given for the virtual, augmented and mixed reality applications
within the tourism sector. Formulated research hypotheses based on relevant publications are then
evaluated to assess the current state of the broader scope of the large sets of literature. The study
further attempted both the triangulation method and grounded study approach for establishing a
hypothetical framework, which is a unique attempt in itself. Findings Most of research using AR is
based on mobile technology. Similarly, AR has both strengths such as knowledge enrichment,
enhancement of experience, and weaknesses such as high cost, lack of security. This paper aims to
examine the emergence of AR- and VR-based tourism in emerging economies, outlines the issues
and contributing factors and discusses possible mitigation measures. We take your preferences into
account and process data for marketing, analytics and personalization only if you give us your
consent by clicking on “Agree and continue”. The learning process can be made more effective,
efficient, and expressive when AR is implemented in education. The high cost of both technologies
restricts accessibility and marketing. Yet, wearable devices still show few publications, a gap that is
expected to close in the near future. Since most of the parts are instructor-oriented, the students are
the detached party in the classroom which prompts less communication between students and the
instructor. The objective of this literature review is precisely to know and understand the key
contributions that are currently being developed around the implementation of augmented reality as
tourist technological support for user experiences. The paper also highlights the present state of the
art research, how the technology trend has changed over the years, and which subjects and their
corresponding domain have been explored. These concepts were analyzed to identify changing
forces and suggest potential paradigm shifts that tourism and hospitality suppliers and marketers
need to consider. You can find more information on cookies and customization options under the
“Show details” button. Also, VR and AR have benefits as reducing strategy costs, attracting tourists
with gamification strategies, ease of brand promotion, building brand loyalty, collecting data, and
customized product development in tourism marketing. This paper reviews both past and recent
research, identifies benefits and limitations, and extracts design guidelines for the creation of
collaborative Mixed Reality applications in technical settings. Moreover, cultural involvement and
marketing stimuli emerged as moderating factors driving the BI towards RTB. Furthermore, the
analysis of user behavior also helps us to continuously improve the quality of our website. Both have
been applied in tourism contexts to improve tourists’ experience. This paper aims to frame both AR
and VR developments during the past 15 years from a scientific perspective. Table 4 Findings from
the literature review Full size table Rights and permissions Reprints and permissions About this
article Cite this article Pathania, M., Mantri, A., Kaur, D.P. et al. A Chronological Literature Review
of Different Augmented Reality Approaches in Education. The literature on this topic is quite
dispersed in specialized databases; therefore, it constitutes an opportunity to carry out a more
detailed exploration of the topic. In this study, it is concluded that virtual and augmented reality
technologies are mainly used in museum tourism and have a positive effect on visitor experiences.
Furthermore, the analysis of user behavior also helps us to continuously improve the quality of our
website. Since most of the parts are instructor-oriented, the students are the detached party in the
classroom which prompts less communication between students and the instructor. The learning
process can be made more effective, efficient, and expressive when AR is implemented in education.
Moreover, cultural involvement and marketing stimuli emerged as moderating factors driving the BI
towards RTB. When you put on their goggles, you enter a completely immersive computer-generated
environment, like a game, or a movie scene or a place faraway. The paper also highlights the present
state of the art research, how the technology trend has changed over the years, and which subjects
and their corresponding domain have been explored. VR has both strengths such as a secure
environment, alternative access, and weaknesses such as user neglect, high cost. Thereafter, examples
are given for the virtual, augmented and mixed reality applications within the tourism sector. The
papers were selected from Scopus, with the title, abstract and keywords being extracted for the
analysis. As a result of reviewing, these technologies have both strengths and weaknesses for
accessibility in tourism. Nonetheless, there is a scarcity of studies tracing the progression of AR and
its application in tourism, from early exploration to recent advancements. You can download the
paper by clicking the button above. This paper aims to frame both AR and VR developments during
the past 15 years from a scientific perspective. You can revoke your consent at any time with future
effect. This paper aims to examine the emergence of AR- and VR-based tourism in emerging
economies, outlines the issues and contributing factors and discusses possible mitigation measures. In
addition, it's suggested that future tourist experiences will be more conscious because of raise
awareness with diffusion of augmented and virtual reality technologies in all tourism sector.
Formulated research hypotheses based on relevant publications are then evaluated to assess the
current state of the broader scope of the large sets of literature. This innovative technology can aid
with the transition between these stages. These concepts were analyzed to identify changing forces
and suggest potential paradigm shifts that tourism and hospitality suppliers and marketers need to
consider. To browse Academia.edu and the wider internet faster and more securely, please take a few
seconds to upgrade your browser. Examples of applications of engagement-facilitating technologies
are given. Based on a literature review the present study developed a conceptual model that considers
important antecedents that could impact tourists’ intention to adopt a mobile augmented reality
gamified applications for a tourism destination. By far the most exciting future platform is around
vision, or modifying what you see to create augmented and immersive experiences. 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. You can find more information on cookies and
customization options under the “Show details” button. The objective of this literature review is
precisely to know and understand the key contributions that are currently being developed around
the implementation of augmented reality as tourist technological support for user experiences. Also,
VR and AR have benefits as reducing strategy costs, attracting tourists with gamification strategies,
ease of brand promotion, building brand loyalty, collecting data, and customized product
development in tourism marketing. Download Free PDF View PDF See Full PDF Download PDF
Loading Preview Sorry, preview is currently unavailable. Moreover, tourists’ responses to usage of
serious tourism games were also identified. Table 4 Findings from the literature review Full size table
Rights and permissions Reprints and permissions About this article Cite this article Pathania, M.,
Mantri, A., Kaur, D.P. et al. A Chronological Literature Review of Different Augmented Reality
Approaches in Education.
Table 4 Findings from the literature review Full size table Rights and permissions Reprints and
permissions About this article Cite this article Pathania, M., Mantri, A., Kaur, D.P. et al. A
Chronological Literature Review of Different Augmented Reality Approaches in Education. The
review was conducted with two perspectives: accessibility role and marketing role of VR and AR
technologies in the tourism industry. The paper also highlights the present state of the art research,
how the technology trend has changed over the years, and which subjects and their corresponding
domain have been explored. Similarly, AR has both strengths such as knowledge enrichment,
enhancement of experience, and weaknesses such as high cost, lack of security. Additionally, this
work presents the studies that have been carried out on AR, outlines and provides a chronological
review of the different approaches of AR being executed in training and education. Formulated
research hypotheses based on relevant publications are then evaluated to assess the current state of
the broader scope of the large sets of literature. The literature on this topic is quite dispersed in
specialized databases; therefore, it constitutes an opportunity to carry out a more detailed exploration
of the topic. The learning process can be made more effective, efficient, and expressive when AR is
implemented in education. Based on a literature review the present study developed a conceptual
model that considers important antecedents that could impact tourists’ intention to adopt a mobile
augmented reality gamified applications for a tourism destination. And tomorrow, they'll be about
sharing experiences. There have been many challenges at a global level to improve the user
experience in a particular tourist place, where technology has played a highly relevant role in
strengthening the conditions for tourists to achieve immersion in the culture, gastronomy, and
recreation. Literature is reviewed in this exploratory study and examples of VR and AR for
accessibility and marketing in the tourism industry are presented. The papers were selected from
Scopus, with the title, abstract and keywords being extracted for the analysis. You can download the
paper by clicking the button above. Massachusetts: Massachusetts Institute of Technology. For this
purpose, tourist experiences and reality technologies are defined firstly. Recently, many research
efforts have been made for merging AR with teaching because of its ability to provide an immersive
and interactive environment. Download citation Accepted: 11 July 2021 Published: 21 August 2021
Issue Date: March 2023 DOI: Share this article Anyone you share the following link with will be
able to read this content: Get shareable link Sorry, a shareable link is not currently available for this
article. Authors suggest future research directions and present conclusions. The enhancement of
reality with synthetic images allows us to perform tasks more easily, such as the collaboration
between people who are at different locations. Yet, wearable devices still show few publications, a
gap that is expected to close in the near future. This paper reviews both past and recent research,
identifies benefits and limitations, and extracts design guidelines for the creation of collaborative
Mixed Reality applications in technical settings. Download Free PDF View PDF Sustainability
Augmented Reality and Tourism: A Bibliometric Analysis of New Technological Bets in the Post-
COVID Era Marlon Pin?eres-Melo Tourism is a sector of high relevance worldwide, due to the
multiple impacts it generates in local, regional, national, continental, and global economies, and it is
a key generator of employment and provides sustenance to an innumerable number of people around
the world. VR has both strengths such as a secure environment, alternative access, and weaknesses
such as user neglect, high cost. The high cost of both technologies restricts accessibility and
marketing. Authors give insights about the evolution and important of tourism. Collaborative
manufacturing, assembly tasks or education can be conducted remotely, even if the collaborators do
not physically meet. You can find more information on cookies and customization options under the
“Show details” button. In: International Conference on Remote Engineering and Virtual
Instrumentation (REV).
You can download the paper by clicking the button above. The objective of this literature review is
precisely to know and understand the key contributions that are currently being developed around
the implementation of augmented reality as tourist technological support for user experiences. The
learning process can be made more effective, efficient, and expressive when AR is implemented in
education. Download Free PDF View PDF See Full PDF Download PDF Loading Preview Sorry,
preview is currently unavailable. Yet, wearable devices still show few publications, a gap that is
expected to close in the near future. In the second part of our study, a systematic content analysis
was conducted, focusing on a subset of 57 selected studies that specifically employed AR systems in
various tourism situations. This paper reviews both past and recent research, identifies benefits and
limitations, and extracts design guidelines for the creation of collaborative Mixed Reality
applications in technical settings. Employing a dual-method approach, a bibliometric analysis was
conducted on 861 articles collected from the Scopus and Web of Science databases, to investigate
the evolution of AR research over time and across countries, and to identify the main contexts of the
utilization of AR in tourism. Also, VR and AR have benefits as reducing strategy costs, attracting
tourists with gamification strategies, ease of brand promotion, building brand loyalty, collecting data,
and customized product development in tourism marketing. This innovative technology can aid with
the transition between these stages. The papers were selected from Scopus, with the title, abstract
and keywords being extracted for the analysis. The high cost of both technologies restricts
accessibility and marketing. Furthermore, the analysis of user behavior also helps us to continuously
improve the quality of our website. There have been many challenges at a global level to improve the
user experience in a particular tourist place, where technology has played a highly relevant role in
strengthening the conditions for tourists to achieve immersion in the culture, gastronomy, and
recreation. You can revoke your consent at any time with future effect. Augmented Reality (AR) is
an interactive technology that reshapes the classroom learning environments by providing a means to
interact with the course and the instructor dynamically. Since most of the parts are instructor-
oriented, the students are the detached party in the classroom which prompts less communication
between students and the instructor. The hypothesized model suggests that tourists’ intention to use
augmented reality serious games for tourism could be influenced by environmental factors
concerning the design of the application, the technical characteristics of the application as well as the
features of smart mobile devic. In the last section, some evaluations are made for the future tourist
experiences. Both have been applied in tourism contexts to improve tourists’ experience. The review
was conducted with two perspectives: accessibility role and marketing role of VR and AR
technologies in the tourism industry. Examples of applications of engagement-facilitating
technologies are given. For this purpose, tourist experiences and reality technologies are defined
firstly. Nonetheless, there is a scarcity of studies tracing the progression of AR and its application in
tourism, from early exploration to recent advancements. Based on a literature review the present
study developed a conceptual model that considers important antecedents that could impact tourists’
intention to adopt a mobile augmented reality gamified applications for a tourism destination. The
grounded theory approach was adopted to develop a structural framework followed by an empirical
validation process. In: International Conference on Remote Engineering and Virtual Instrumentation
(REV). Findings Most of research using AR is based on mobile technology. To browse Academia.edu
and the wider internet faster and more securely, please take a few seconds to upgrade your browser.
In this study, it is concluded that virtual and augmented reality technologies are mainly used in
museum tourism and have a positive effect on visitor experiences. The papers were selected from
Scopus, with the title, abstract and keywords being extracted for the analysis. Also, VR and AR have
benefits as reducing strategy costs, attracting tourists with gamification strategies, ease of brand
promotion, building brand loyalty, collecting data, and customized product development in tourism
marketing. The paper also highlights the present state of the art research, how the technology trend
has changed over the years, and which subjects and their corresponding domain have been explored.
Furthermore, this work discusses the benefits of AR compared to customary technical platforms
(such as e-learning, MOOC courses, and virtual reality) and traditional schooling approaches (chalk
and talk and old-style books). The website cannot function properly without these cookies. Table 4
Findings from the literature review Full size table Rights and permissions Reprints and permissions
About this article Cite this article Pathania, M., Mantri, A., Kaur, D.P. et al. A Chronological
Literature Review of Different Augmented Reality Approaches in Education. Furthermore, the
analysis of user behavior also helps us to continuously improve the quality of our website. The
enhancement of reality with synthetic images allows us to perform tasks more easily, such as the
collaboration between people who are at different locations. Formulated research hypotheses based
on relevant publications are then evaluated to assess the current state of the broader scope of the
large sets of literature. VR has both strengths such as a secure environment, alternative access, and
weaknesses such as user neglect, high cost. The objective of this literature review is precisely to
know and understand the key contributions that are currently being developed around the
implementation of augmented reality as tourist technological support for user experiences. The
hypothesized model suggests that tourists’ intention to use augmented reality serious games for
tourism could be influenced by environmental factors concerning the design of the application, the
technical characteristics of the application as well as the features of smart mobile devic. Findings
Most of research using AR is based on mobile technology. Download Free PDF View PDF See Full
PDF Download PDF Loading Preview Sorry, preview is currently unavailable. And tomorrow, they'll
be about sharing experiences. Collaborative manufacturing, assembly tasks or education can be
conducted remotely, even if the collaborators do not physically meet. This paper aims to examine the
emergence of AR- and VR-based tourism in emerging economies, outlines the issues and
contributing factors and discusses possible mitigation measures. Massachusetts: Massachusetts
Institute of Technology. The high cost of both technologies restricts accessibility and marketing. This
innovative technology can aid with the transition between these stages. Both have been applied in
tourism contexts to improve tourists’ experience. These concepts were analyzed to identify changing
forces and suggest potential paradigm shifts that tourism and hospitality suppliers and marketers
need to consider. Moreover, tourists’ responses to usage of serious tourism games were also
identified. Recently, many research efforts have been made for merging AR with teaching because of
its ability to provide an immersive and interactive environment. Thereafter, examples are given for
the virtual, augmented and mixed reality applications within the tourism sector. Examples of
applications of engagement-facilitating technologies are given. Authors suggest future research
directions and present conclusions. In the last section, some evaluations are made for the future
tourist experiences. As a result of reviewing, these technologies have both strengths and weaknesses
for accessibility in tourism.
Download Free PDF View PDF See Full PDF Download PDF Loading Preview Sorry, preview is
currently unavailable. Download Free PDF View PDF Sustainability Augmented Reality and
Tourism: A Bibliometric Analysis of New Technological Bets in the Post-COVID Era Marlon
Pin?eres-Melo Tourism is a sector of high relevance worldwide, due to the multiple impacts it
generates in local, regional, national, continental, and global economies, and it is a key generator of
employment and provides sustenance to an innumerable number of people around the world. Both
have been applied in tourism contexts to improve tourists’ experience. Similarly, AR has both
strengths such as knowledge enrichment, enhancement of experience, and weaknesses such as high
cost, lack of security. In the second part of our study, a systematic content analysis was conducted,
focusing on a subset of 57 selected studies that specifically employed AR systems in various tourism
situations. Authors suggest future research directions and present conclusions. Yet, wearable devices
still show few publications, a gap that is expected to close in the near future. The website cannot
function properly without these cookies. Also, VR and AR have benefits as reducing strategy costs,
attracting tourists with gamification strategies, ease of brand promotion, building brand loyalty,
collecting data, and customized product development in tourism marketing. When you put on their
goggles, you enter a completely immersive computer-generated environment, like a game, or a movie
scene or a place faraway. Nonetheless, there is a scarcity of studies tracing the progression of AR
and its application in tourism, from early exploration to recent advancements. In the last section,
some evaluations are made for the future tourist experiences. The objective of this literature review is
precisely to know and understand the key contributions that are currently being developed around
the implementation of augmented reality as tourist technological support for user experiences. As a
result of reviewing, these technologies have both strengths and weaknesses for accessibility in
tourism. And tomorrow, they'll be about sharing experiences. The paper also highlights the present
state of the art research, how the technology trend has changed over the years, and which subjects
and their corresponding domain have been explored. There have been many challenges at a global
level to improve the user experience in a particular tourist place, where technology has played a
highly relevant role in strengthening the conditions for tourists to achieve immersion in the culture,
gastronomy, and recreation. VR has both strengths such as a secure environment, alternative access,
and weaknesses such as user neglect, high cost. Authors give insights about the evolution and
important of tourism. Furthermore, this work discusses the benefits of AR compared to customary
technical platforms (such as e-learning, MOOC courses, and virtual reality) and traditional schooling
approaches (chalk and talk and old-style books). This paper aims to frame both AR and VR
developments during the past 15 years from a scientific perspective. Recently, many research efforts
have been made for merging AR with teaching because of its ability to provide an immersive and
interactive environment. In this study, it is concluded that virtual and augmented reality technologies
are mainly used in museum tourism and have a positive effect on visitor experiences. See Full PDF
Download PDF See Full PDF Download PDF Related Papers Journal of Hospitality and Tourism
Technology Analysing recent augmented and virtual reality developments in tourism Sergio Moro
Purpose Virtual reality (VR) and augmented reality (AR) are two technological breakthroughs that
stimulate reality perception. The study further attempted both the triangulation method and grounded
study approach for establishing a hypothetical framework, which is a unique attempt in itself.
Augmented Reality (AR) is an interactive technology that reshapes the classroom learning
environments by providing a means to interact with the course and the instructor dynamically.
Collaborative manufacturing, assembly tasks or education can be conducted remotely, even if the
collaborators do not physically meet. Based on a literature review the present study developed a
conceptual model that considers important antecedents that could impact tourists’ intention to adopt
a mobile augmented reality gamified applications for a tourism destination. This innovative
technology can aid with the transition between these stages.