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Turismo smart sesion2-final
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Sesión 2 Taller "Turismo Smart" del Master de Viajes de la UAB.

Sesión 2 Taller "Turismo Smart" del Master de Viajes de la UAB.

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  • 1. Finally, the last factor we have identified is the Position-based technology available in the smartphones. This factor refers to the technology used to associate the Ers and the activity description with the physical space position. There are two main types of technologies that we could employ. 2. GPS coordinates or bluetooth , that enable the Ers to automatically appear in the mobile device during the activity. 3. The use of TAG-based technologies , such us QR codes or NFC tags. In this case, the ERs are associated to a particular tag and this tag should be located into a particular physical space before the activity by the practitioners.
  • 1. Finally, the last factor we have identified is the Position-based technology available in the smartphones. This factor refers to the technology used to associate the Ers and the activity description with the physical space position. There are two main types of technologies that we could employ. 2. GPS coordinates or bluetooth , that enable the Ers to automatically appear in the mobile device during the activity. 3. The use of TAG-based technologies , such us QR codes or NFC tags. In this case, the ERs are associated to a particular tag and this tag should be located into a particular physical space before the activity by the practitioners.
  • 1. Finally, the last factor we have identified is the Position-based technology available in the smartphones. This factor refers to the technology used to associate the Ers and the activity description with the physical space position. There are two main types of technologies that we could employ. 2. GPS coordinates or bluetooth , that enable the Ers to automatically appear in the mobile device during the activity. 3. The use of TAG-based technologies , such us QR codes or NFC tags. In this case, the ERs are associated to a particular tag and this tag should be located into a particular physical space before the activity by the practitioners.
  • 1. Finally, the last factor we have identified is the Position-based technology available in the smartphones. This factor refers to the technology used to associate the Ers and the activity description with the physical space position. There are two main types of technologies that we could employ. 2. GPS coordinates or bluetooth , that enable the Ers to automatically appear in the mobile device during the activity. 3. The use of TAG-based technologies , such us QR codes or NFC tags. In this case, the ERs are associated to a particular tag and this tag should be located into a particular physical space before the activity by the practitioners.
  • 1. Finally, the last factor we have identified is the Position-based technology available in the smartphones. This factor refers to the technology used to associate the Ers and the activity description with the physical space position. There are two main types of technologies that we could employ. 2. GPS coordinates or bluetooth , that enable the Ers to automatically appear in the mobile device during the activity. 3. The use of TAG-based technologies , such us QR codes or NFC tags. In this case, the ERs are associated to a particular tag and this tag should be located into a particular physical space before the activity by the practitioners.
  • 1. Finally, the last factor we have identified is the Position-based technology available in the smartphones. This factor refers to the technology used to associate the Ers and the activity description with the physical space position. There are two main types of technologies that we could employ. 2. GPS coordinates or bluetooth , that enable the Ers to automatically appear in the mobile device during the activity. 3. The use of TAG-based technologies , such us QR codes or NFC tags. In this case, the ERs are associated to a particular tag and this tag should be located into a particular physical space before the activity by the practitioners.
  • 1. The first factor is the Space. The first thing that we should consider is where do we want to do the activity. Is the activity going to take place into a museum or in a natural park? 2. Indoors: In the first case, the activity willb e indoors, and the activity will be conditioned by the constraints of the architectural components of the building. 3. Outdoors: In the second case, there will be not architectural constraints but we should consider the accessibility of such as space. 4. Therefore, the space factors considers the characteristics of the physical space where the activity is going to be conducted.
  • 1. The second factor is the Connectivity. When designing m-learning activities one important thing to consider is how the resources to be shown to the students will be located. This will depend directly to the type of connectivity that we have in the space where the activity is going to take place. 2. If there is internet connection , the ER could be located in the cloud 3. Whereas, if there is no internet connection , such us in some spaces with no 3G coverage, the ER should be physically located on the smart phone.
  • 1. The third factor is the Guidance. One of the aspects we should think about when designing m-located based activities is the guidance we offer to the students. We have to realize that the activity is not happening in a closed controlled spaces such as a classroom but in a space where students will be not always controlled by the teacher. For this reason, we should give them a guide to locate themselves in the space and to be able of continuing with the experience. 2. We could provide maps that are updated considering the user position 3. We could provide static maps in paper or locally stored in the smartphone without giving the user their current position. Although we will see that this factor is highly related with the connectivity factor, this is something that should also be considered accoring to objectives of the learning experience. If we want to make our students to practice their oriantation skills or not...
  • 1. Finally, the last factor we have identified is the Position-based technology available in the smartphones. This factor refers to the technology used to associate the Ers and the activity description with the physical space position. There are two main types of technologies that we could employ. 2. GPS coordinates or bluetooth , that enable the Ers to automatically appear in the mobile device during the activity. 3. The use of TAG-based technologies , such us QR codes or NFC tags. In this case, the ERs are associated to a particular tag and this tag should be located into a particular physical space before the activity by the practitioners.
  • 1. First, if we have an Indoors space with Internet connectivity, this will allow us to design an scenario providing as guidance a local map/cloud map, and Using both tag-based technologies and Bloototh for accessing the positioned Ers . This is typically the situation of museum-like type of experiences. 2. This is the case of the Ubicero project. Students had to explore the artworks in a museum. Therefore: - The space was a museum - The connextivity was inernet - The guidance was a map prepared by the teacher previously - They used RFID tags to access to the ERs.
  • 1. Second , if we have an Indoors space WITHOUT Internet connectivity, this will allow us to design an scenario providing as guidance ONLY WITH A LOCAL MAP, and Using both tag-based technologies and Bloototh for accessing the positioned ERs . This is typically the situation of open spaces in which the phisical locationsar very close to each other and the GPS cannot be used. 2. This is the case of the Discovering the Campus Together project. Students had to learn about the campus by accessing to a set of NFC tags that were located around the campus explaining its main characteristics. Therefore: - The space was the campus university - The connextivity was NO internet - The guidance was a map prepared by the teacher previously. Not possible to make a cloud map. - They used RFID tags to access to the Ers. Not possible bluetooth.
  • 1. And finally , if we have an OUTDOORS space WITH INTERNET Internet connectivity, this will allow us to design an scenario providing as guidance IN A CLOUD MAP, and Using both GPS TECHNOLOGIES for accessing the positioned Ers . This is typically the situation of open spaces in which the learning locations are separated too close for the GPS. That's why we complemented some areas with QR codes. 2. This is the case of the Discovering Sant Llorenç!. Students had to learn about the the plants in the Natural park of St llorenç. Therefore: - The space was the natural park - The connextivity was WITH internet - The guidance was a map prepared by the teacher previously WITH QR CODES IN THE AREAS WITH BAD GPS CONNECTIVITY. - They used GPS tags to access to the Ers AND tag based technologies.
  • 1. Third , if we have an OUTDOORS space WITH INTERNET Internet connectivity, this will allow us to design an scenario providing as guidance IN A CLOUD MAP, and Using both GPS TECHNOLOGIES for accessing the positioned ERs . This is typically the situation of open spaces in which the learning locations are separated enough for being appreciated by the GPS technologies . 2. This is the case of the Discovering Barcelona. Students had to learn about the city of barcelona. We used the tool QuesTInSitu, this tool enables creating routes of questions assotiating them to goelocated coordinates. Therefore: - The space was the city of Barcelona - The connextivity was WITH internet - The guidance was a map prepared by the teacher previously BECAUSE AT THAT TIME THE TOOL DID NOT SUPPORT CLOUD MAPS. NOW, IT DOES SUPPORT IT. - They used GPS tags to access to the ERs.

Turismo smart sesion2-final Presentation Transcript

  • 1. Turismo Smart Sesión 2 Master de viajes UAB 26 y 27 Septiembre 2012www.bedolina.com 1
  • 2. Contenidos y organización del taller – Sesión 227 Septiembre 2012•Aplicaciones para un turismo Smart • Exteriores • Interiores•Factores de diseño para un turismo Smart • Espacio • Conectividad • Guía • Recogida de datos • TecnologíaDescanso (20’’)•Diseña tu propio escenario•Presentaciones y comentarios www.bedolina.com 2
  • 3. Aplicaciones para un turismo smartwww.bedolina.com 3
  • 4. 1. Características de las apps para smart cities “Una combinación de aplicaciones móviles y aplicaciones web”•Multi-canal: Permitir a todos los agentes del sistema colaborarde la conversación.•Multi-objetivo: El usuario debe ser capaz de escoger supropio camino.•Multi-contexto: Permitir relacionar lo digital a lo físico www.bedolina.com 4
  • 5. Exterioreswww.bedolina.com 5
  • 6. 2. Iniciativas de turismo SmartCASO: Basadas en tecnología de “etiquetas” http://www.youtube.com/watch?feature http://qrgotic.com/?lang=es www.bedolina.com 6 6
  • 7. 2. Iniciativas de turismo SmartCASO: Basadas en tecnología de geolocalización Habitat http://www.youtube.com/watch?v=LPXTTZvy_Sk www.bedolina.com 7 7
  • 8. Interioreswww.bedolina.com 8
  • 9. 2. Iniciativas de turismo SmartCASO: Basadas en guías gamificadas http://www.moma.org/explore/multimedia/www.bedolina.com 9 9
  • 10. 2. Iniciativas de turismo SmartCASO: Basadas en tecnologías de “etiquetas”Videos sobre la experiencia:http://www.youtube.com/watch?feature=player_detailpage&v=k5zL-eJvFYc www.bedolina.com 10
  • 11. Otras referencias:•Lista de apps con rutas turísticas:http://www.idea.org/blog/2011/10/27/museum-tour-apps-at-3rd-museums-mobile/•Apps de viaje: http://www.bestravelapps.com/search/Barcelona www.bedolina.com 11
  • 12. Aplicaciones de futurowww.bedolina.com 12
  • 13. 2. Iniciativas de turismo Smart QuestInSituQuesTInSitu: Herramienta para la creación deexperiencias educativas in situ basadas enpreguntas geo-posicionadas.Acceso al prototipo (mejoras en desarrollo):http://gti.upf.edu/questinsitu Funcionalidades de QuesTInSitu - Soporte para la creación de preguntas - Soporte para el posicionamiento de preguntas in situ - Soporte para la monitorización de la actividad de los estudiantes www.bedolina.com 13 13
  • 14. 2. Iniciativas de turismo Smart QuestInSitu: Aprende historia del arte en GironaVideos sobre la experiencia:http://www.tv3.cat/videos/4015110/Telenoticies-Girona-23032012 (Start 2′ 30”)http://www.tv3.cat/videos/4015290/Telenoticies-Barcelona-23032012 (Start 16′ 55”) www.bedolina.com 14
  • 15. 2. Iniciativas de turismo SmartQuestInSitu: Aventura literaria Videos sobre la experiencia: http://www.youtube.com/watch?feature=player_detailpage&v=7w29vfCZOJ0 www.bedolina.com 15
  • 16. 2. Iniciativas de turismo SmartetiquetAR: etiqueta tu experienciaEtiquetAR: ¡Etiquetando experiencias!Herramienta para el diseño de experienciasinteractivas basadas en etiquetas.http://etiquetar.herokuapp.comLa herramienta ofrece soporte para:•Creación de etiquetas personalizadas•Creación de perfiles para adaptar contenidos•Manejo de tu colección de etiquetas www.bedolina.com 16 16
  • 17. 3. Factores de diseño etiquetAR: aumentando la experiencia en museos • Personalización de contenidos: “Usuarios como comisarios” • Adaptación de la visita a los visitantes según el perfil.http://mgauge.wordpress.com/ www.bedolina.com 17 17
  • 18. Factores de diseño para escenarios de turismo smartwww.bedolina.com 18
  • 19. 3. Factores de diseño 4 factores El espacio: considerar las características del espacio donde sellevará a cabo la actividad turística. La conectividad: tipo de conexión empleada para acceder a losrecursos digitales de la actividad turística. La Guía: representación facilitada a los ciudadanos para guiarlos alo largo de la actividad turística. Tecnologías de posicionamiento: tecnología empleada paraasociar los recursos turísticos al espacio físico. www.bedolina.com 19
  • 20. 3. Factores de diseño Factor I: El espacio Interiores: Espacios físicoscerrados condicionados por lascaracterísticas arquitectónicas  Exteriores: Espacios abiertos no condicionados por las características arquitectónicas. www.bedolina.com 20 20
  • 21. 3. Factores de diseño Factor II: La conectividad Internet: Los recursos digitalespueden guardase en la nube  No Internet: Los recursos digitales deben guardarse en local en el dispositivo. www.bedolina.com 21 21
  • 22. 3. Factores de diseño Factor III: la Guía Mapas en la nube: lainformación del mapa se actualizadurante la actividad.  Mapa local: el mapa es estático (en papel o guardado en el dispositivo móvil) www.bedolina.com 22 22
  • 23. 3. Factores de diseño Factor IV: Tecnologías de posicionamiento GPS / Bluetooth: Los recursosdigitales se relacionan concoordenadas geográficas. http://etiquetar.herokuapp.com  QR-Codes / RFID: los recursos se asocian directamente a un espacio físico a través de una carpeta www.bedolina.com 23 23
  • 24. Cómo diseñar un escenario de turismo smartwww.bedolina.com 24
  • 25. 4. Cómo construir tu escenarioCombinación de los 4 factores www.bedolina.com 25
  • 26. 4. Cómo construir tu escenarioInteriores CON Internet Ejemplo: Aplicación del MOMA Aprendiendo sobre obras de arte www.bedolina.com 26 26
  • 27. 4. Cómo construir tu escenarioInteriores SIN Internet Ejemplo: Descubre el campus Conociendo los espacios del campus universitario www.bedolina.com 27 27
  • 28. 4. Cómo construir tu escenarioExteriores SIN Internet Ejemplo: Descubriendo Sant Llorenç Una experiencia de botánica in situ www.bedolina.com 28 28
  • 29. 4. Cómo construir tu escenarioExteriores CON Internet Ejemplo: Descubre Barcelona Explorando la ciudad de Barcelona www.bedolina.com 29 29
  • 30. Diseña tu escenario de Turismo Smartwww.bedolina.com 30
  • 31. Plantilla diseño de actividad:https://docs.google.com/spreadsheet/viewform?formkey=dExBX3ZvZkFodXFpdktUUDdIaDV4RlE6MA www.bedolina.com 31
  • 32. Si queréis usar etiquetAR para vuestro escenario os pedimos, por favor, que respondáis este cuestionario:https://docs.google.com/spreadsheet/viewform?formkey=dFlqZmd0ekprQzhBNE1FbEdfY184alE6MA www.bedolina.com 32
  • 33. ¡Presentaciones de vuestros escenarios!www.bedolina.com 33
  • 34. Debate: 5 líneas de futuro hacia el turismo smart www.bedolina.com 34
  • 35. Tarea: El micro-guiónProducir un “Clip de turismo smart” para aumentar el espaciourbano de una ciudad en grupos de 3 personas.•Diseñar: un guión sobre un elemento urbano (edificio,mobiliario urbano, sala de un edificio…)•Aumentar: el elemento urbano escogido•Adaptar: el guión debe estar adaptado para un públicodeterminado•Construir: un guión elocuente, divulgativo y atractivo Fecha de entrega: 19 de Octubre www.bedolina.com 35
  • 36. www.bedolina.com 36
  • 37. Contacto• Mar: mdelmar.ps@gmail.com• Patricia: patricia.santos.gti@gmail.comwww.bedolina.com 37