Exportar Publicação

A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
Dias, J. (2023). Enhancing the Visitor Experience with Immersive Technologies and Gaming: the Monserrate Use Case. Enhancing the Visitor Experience with Immersive Technologies and Gaming: the Monserrate Use Case.
Exportar Referência (IEEE)
J. M. Dias,  "Enhancing the Visitor Experience with Immersive Technologies and Gaming: the Monserrate Use Case", in Enhancing the Visitor Experience with Immersive Technologies and Gaming: the Monserrate Use Case, 2023
Exportar BibTeX
@misc{dias2023_1728249880391,
	author = "Dias, J.",
	title = "Enhancing the Visitor Experience with Immersive Technologies and Gaming: the Monserrate Use Case",
	year = "2023",
	url = "http://isesl23.cnam.fr/"
}
Exportar RIS
TY  - CPAPER
TI  - Enhancing the Visitor Experience with Immersive Technologies and Gaming: the Monserrate Use Case
T2  - Enhancing the Visitor Experience with Immersive Technologies and Gaming: the Monserrate Use Case
AU  - Dias, J.
PY  - 2023
UR  - http://isesl23.cnam.fr/
AB  - Immersive technologies, such as augmented reality (AR) and virtual reality (VR),
are effective technologies being implemented across diverse fields. We propose an
AR/VR-based web app to be applied in the cultural tourism őeld with the objective
of enhancing the visitors’ experience of the Monserrate Palace, part of a UNESCO
cultural landscape located in Sintra, Portugal, managed by Parques de Sintra ś Monte
da Lua SA.
This chapter overviews the state of the art on immersive technologies in cultural
heritage sites and the visitor experience at these sites. Then, it exposes the palace’s
historical and cultural significance and some of the challenges it faces in engaging
its visitors. The potential applications of immersive technologies in the palace
are explored, including interactive storytelling and immersive experiences that allow
for a higher level of visitor engagement. Next, it addresses potential challenges
and limitations of deploying the proposed solution in the palace, such as technical
constraints and preservation concerns. It then concludes with a reŕection on the
significant potential of AR and VR in enriching the immersive experience of Monserrate
Palace, offering new possibilities for engaging with cultural heritages and
creating a memorable and enjoyable visit for modern audiences.
ER  -