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The Future of Smart Tourism Experience:
AI, Big Data, IoT, 5G, Digital Twin powered
Mixed Reality Experience
Dr Timothy Jung
Director, Creative AR & VR Hub
Faculty of Business & Law
Manchester Metropolitan University
@creativeARVRhub
@creativeARVRhub
Who am I?
• Inter-disciplinary, Innovative and Creative Thinker
• Director, Creative AR & VR Hub, Manchester Met
• Conference Chair: International AR & VR Conference
• Head, AR & VR Research Group, Manchester Met
• Leader, ImmerseUK Industry-Academy Working Group
• Advisor for Bird Hive VR project for Lake District National Park
(UNESCO World Heritage Sites)
• Authors of
• Go Slow and Curvy
• Augmented Reality and Virtual Reality
• The Power of AR & VR for Business
• AR & VR Case Studies (forthcoming)
@creativeARVRhub
The MOST DOWNLOADED BOOK (approx. 140,000
downloads) in Business & Management in 2018!
@creativeARVRhub
Creative AR & VR Hub
Augmented Reality andVirtual Reality Hub @MMU
Investigating new and innovative ways to implement Augmented
Reality (AR) andVirtual Reality (VR) in tourism, creative and
healthcare industries.
Leading world-class research in the field of AR/VR and Immersive
Technologies and applying research into practice.
@creativeARVRhub
Proud Creative AR & VR Hub Team!
@creativeARVRhub
•Papers: Over 80 ARVR papers for the last 5
years
•Book: 3 AR/VR Books
•Keynote/Invited Speech: 40 in 2018
•2 Journal Paper of theYear Award (2018/2019)
•All PhD students becoming Faculty member
before PhD completions
@creativeARVRhub
Five Megatrends Reshaping the World
@creativeARVRhub
• BOX PROJECT CODE
@creativeARVRhub
Connected
Data-Driven
Immersive
Intelligent
@creativeARVRhub
Platform Waves
@creativeARVRhub
Potential of AR/VR Applications
@creativeARVRhub
AR vs VR
AUGMENTED REALITY VIRTUAL REALITY
I. Overlay of digital content onto real
environment
II. Visitors are able to experience the real
environment and get enhanced information
III. Good for on-site experience
I. Computer generated world and digital re-
creation of objects
II. Visitors are fully immersed in the digital
experience
III. Good for off-site experience
@creativeARVRhub
AR/VR in Tourism/Cultural Heritage/Entertainment
Virgin AtlanticMarriott Hotel
Lake District National Park,
UK
Amusement Park,
Finland
MSC Cruise, USA National History Museum,
Australia
Thomas Cook, UK Walt Disney,
USA
Robots in Hotel,
Japan
VR Simulation Training
in Hotel, UK
@creativeARVRhub
AR/VR and Time, Space & Matter
• Time
No-Time
• Space (Places)
No-Space (Virtual places)
• MatterNo-Matter
(Digital Substances)
@creativeARVRhub
Visitor Experience Journey
Pre-Experience Visit Post-Experience
Virtual Reality
- Virtual Tour of Museum
or Gallery
Augmented/Mixed
Reality
- Mobile
- Wearables
3D Printing
- Value Co-
Creation
Multisensory
Experience
Social Media/
Website
- Acquisition
- Retention
@creativeARVRhub
Smart Visitor Experience
Pre-Experience Visit Post-Experience
Virtual Reality
- Virtual Tour of Museum
or Gallery
Augmented /Mixed
Reality
- Mobile
- Wearables
3D Printing
- Value Co-
Creation
Multisensory
Experience
Social Media/
Website
- Acquisition
- Retention
Alibaba’s VR Pay-Buy+
Tesco’s VR Shopping
eBay’s VR Dept Store
IKEA’s VR Retail
@creativeARVRhub
Creative ARVR Hub conducted
multiple case studies since 2012
to explore and overcome some
barriers
-Industry demanded project
based research
@creativeARVRhub
Previous Projects
(Tourism/Culture/Heritage)
Dublin AR
(2013)
Manchester Art
Gallery
Smart Glass
(2014)
Geevor Tin Mine
AR & VR
(2015)
Manchester Jewish
Museum AR
(2015-16)
Barclays
AR Payment
Solution
(2015)
Manchester
Beacons AR VR
Projects
(2016)
Lake District
National Park
Bird Hive 360 VR &
Drone Project
(2016)
Box Project
Mixed Reality Multi-
Sensory
(2017)
@creativeARVRhub
Dublin AR
• Developed and tested AR
application in October 2013
• Enhancement of tourist
experience
• Enhanced information on
Dublin Independence Trail
• Conducted user requirements,
acceptance and experience
research
• Biggest problem back then:
Stability of AR app, accuracy of
GPS and markers
@creativeARVRhub
Manchester Art Gallery Wearable AR app
• January 2014 – June 2014
• First of its kind in the UK using Google
Glass
• Visitors explored the art gallery in a
completely different way
• Receiving augmented information on
paintings to create a unique experience
• Biggest problems: Overheating of Glass,
content (no curator), social acceptability
@creativeARVRhub
Geevor Tin Mine Museum AR & VR Apps
• UNESCO World Heritage site in Cornwall
• Partner: Samsung Gear VR
• Sustainable tourism development
• Attracting new target markets
• Income generation for museum
• Accessibility of underground mine
through 3D simulation
@creativeARVRhub
Manchester Jewish Museum AR App
• Development of AR app for
enhanced learning
• Focus on school children
• Gamification approach
• Funded by Heritage Lottery Fund
@creativeARVRhub
MJM AR Prototype App
• Based on user requirement testing, app was developed
• Text, audio, 2D & 3D were triggered by either using markers or scanning real objects
• Pilot was used to secure future investments into interactive exhibit design
@creativeARVRhub
MJM Augmented Reality Application
@creativeARVRhub
People’s History Museum Mixed Reality Experience
@creativeARVRhub
How about outdoor AR/VR Experience in the
context of Smart City & SmartTourism?
@creativeARVRhub
Manchester Beacons Project-Science Heritage Smart
Tourism Project
• In 2016 Manchester became the European City of Science
• Key stakeholders including Marketing Manchester, Salford
University, Manchester Metropolitan University, University of
Manchester launched the Manchester Beacons Project
• US software innovator Spark Compass
• Hack-days involving key stakeholders and public to develop
ideas for content and functionalities
@creativeARVRhub
@creativeARVRhub
Beacons Project: Science Manchester Application
• Smart tourism project using AR and VR
• Provide visitors with a mixed reality smart
tourism experience
• We tested Pokemon Go idea for tourism
• Aimed to infuse an alternative visitor
experience and inspires visitors to see
places differently
• Idea of treasure hunt
• Aim: bring Manchester's science history to
life for tourists
@creativeARVRhub
@creativeARVRhub
Science Manchester AR application
• Overlaid content (video, Avatar (e.g.
Pokemon) to explain science
• Visitors were made aware of AR content
through 150 Beacons placed around town
• Beacons were hosted by key science
organisations
• Research found that tourists had
enhanced engagement, were more willing
to learn and spend time on science
@creativeARVRhub
Science Manchester VR application
• Content was shot using Samsung
360Degree cameras
• E.g. Top of buildings to show
Manchester’s Science Heritage, Cancer
research UK laboratory, Jodrell Bank
Centre for Astrophysics
• 3,000 people had VR experience at
Arndale Centre, Manchester
• Research found that VR resulted in
gratification (positive emotions,
enjoyment, immersion, flow &
emotional involvement)
@creativeARVRhub
Lake District National Park BirdHive VR &
Drone Project: English Art Council
• Bid to become a UNESCO World
Heritage Site
• 360 Virtual Reality flight experience
through Lake District landscape
• Utilising drone film making
techniques
• 2,500 people had VR Experience in
July, August 2016
• Increased likelihood to visit, revisit
and recommend destination
@creativeARVRhub
@creativeARVRhub
Lake District National Park BirdHive VR & Drone Project
@creativeARVRhub
BirdHive 360 VR Experience
@creativeARVRhub
@creativeARVRhub
@creativeARVRhub
Opportunities of AR & VR in Industry 4.0?
• AR+VR+3D Printing (Museum, Gallery)
• AR + IoT + Big Data (Theme park,
Restaurant)
• AR + IoT (Urban heritage)
• AR/VR + AI (health workers, soldiers
training & education)
• Robot +AI (Hotel)
• Robot + Drone+AR (Security in
Warehouse)
• VR/AR + Drone (Outdoor tourism)
@creativeARVRhub
• Robot + AI + Automation
• AI & Ethical Issues
• 7.1 million jobs will be lost and 2.1
million jobs will be created.
• Skills Gap-Curriculum Development
• Human-CenteredApproach
Challenges in Industry 4.0
@creativeARVRhub
Human Centered Approach
Immersive
Tech
Data Driven
Tech
Intelligent
Tech
Smart
Tech
@creativeARVRhub
What’s next?
IoT, AI, Big-Data, 5G & Digtal Twin powered
Personalised Immersive Smart Tourist Experience!
@creativeARVRhub
Enabling Technology of Digital Twin (Tao et al., 2018)
@creativeARVRhub
Future Direction
• Can smart/connected, data-driven, intelligent and
immersive technologies save our lives?
• Can these techs provide benefits for societal good?
• Can we have a better quality of life and well being?
• Can we be happy using these techs?
@creativeARVRhub
Tourist-Centered AI, IoT, Big Data, 5G & Digital Twin-powered
Immersive & Smart Service & Experience
Immersive
Tech
Intelligent
Tech
Smart
Tech
AI-Powered AR/VR/MR
IoT-Powered AR/VR/MR
Big Data-Powered AR/VR/MR
5G-powered AR/VR/MR
Digital Twin-powered AR/VR/MR
Data Driven
Tech
@creativeARVRhub
Next conference
6th International AR &VR Conference
@creativeARVRhub
Dr. Timothy Jung
t.jung@mmu.ac.uk
Creative AR & VR Hub
www2.mmu.ac.uk/creativear

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Designing future tourism scenarios: Augmented Reality, Virtual Reality and emerging technologies

  • 1. The Future of Smart Tourism Experience: AI, Big Data, IoT, 5G, Digital Twin powered Mixed Reality Experience Dr Timothy Jung Director, Creative AR & VR Hub Faculty of Business & Law Manchester Metropolitan University @creativeARVRhub
  • 2. @creativeARVRhub Who am I? • Inter-disciplinary, Innovative and Creative Thinker • Director, Creative AR & VR Hub, Manchester Met • Conference Chair: International AR & VR Conference • Head, AR & VR Research Group, Manchester Met • Leader, ImmerseUK Industry-Academy Working Group • Advisor for Bird Hive VR project for Lake District National Park (UNESCO World Heritage Sites) • Authors of • Go Slow and Curvy • Augmented Reality and Virtual Reality • The Power of AR & VR for Business • AR & VR Case Studies (forthcoming)
  • 3. @creativeARVRhub The MOST DOWNLOADED BOOK (approx. 140,000 downloads) in Business & Management in 2018!
  • 4. @creativeARVRhub Creative AR & VR Hub Augmented Reality andVirtual Reality Hub @MMU Investigating new and innovative ways to implement Augmented Reality (AR) andVirtual Reality (VR) in tourism, creative and healthcare industries. Leading world-class research in the field of AR/VR and Immersive Technologies and applying research into practice.
  • 6. @creativeARVRhub •Papers: Over 80 ARVR papers for the last 5 years •Book: 3 AR/VR Books •Keynote/Invited Speech: 40 in 2018 •2 Journal Paper of theYear Award (2018/2019) •All PhD students becoming Faculty member before PhD completions
  • 12. @creativeARVRhub AR vs VR AUGMENTED REALITY VIRTUAL REALITY I. Overlay of digital content onto real environment II. Visitors are able to experience the real environment and get enhanced information III. Good for on-site experience I. Computer generated world and digital re- creation of objects II. Visitors are fully immersed in the digital experience III. Good for off-site experience
  • 13. @creativeARVRhub AR/VR in Tourism/Cultural Heritage/Entertainment Virgin AtlanticMarriott Hotel Lake District National Park, UK Amusement Park, Finland MSC Cruise, USA National History Museum, Australia Thomas Cook, UK Walt Disney, USA Robots in Hotel, Japan VR Simulation Training in Hotel, UK
  • 14. @creativeARVRhub AR/VR and Time, Space & Matter • Time No-Time • Space (Places) No-Space (Virtual places) • MatterNo-Matter (Digital Substances)
  • 15. @creativeARVRhub Visitor Experience Journey Pre-Experience Visit Post-Experience Virtual Reality - Virtual Tour of Museum or Gallery Augmented/Mixed Reality - Mobile - Wearables 3D Printing - Value Co- Creation Multisensory Experience Social Media/ Website - Acquisition - Retention
  • 16. @creativeARVRhub Smart Visitor Experience Pre-Experience Visit Post-Experience Virtual Reality - Virtual Tour of Museum or Gallery Augmented /Mixed Reality - Mobile - Wearables 3D Printing - Value Co- Creation Multisensory Experience Social Media/ Website - Acquisition - Retention Alibaba’s VR Pay-Buy+ Tesco’s VR Shopping eBay’s VR Dept Store IKEA’s VR Retail
  • 17. @creativeARVRhub Creative ARVR Hub conducted multiple case studies since 2012 to explore and overcome some barriers -Industry demanded project based research
  • 18. @creativeARVRhub Previous Projects (Tourism/Culture/Heritage) Dublin AR (2013) Manchester Art Gallery Smart Glass (2014) Geevor Tin Mine AR & VR (2015) Manchester Jewish Museum AR (2015-16) Barclays AR Payment Solution (2015) Manchester Beacons AR VR Projects (2016) Lake District National Park Bird Hive 360 VR & Drone Project (2016) Box Project Mixed Reality Multi- Sensory (2017)
  • 19. @creativeARVRhub Dublin AR • Developed and tested AR application in October 2013 • Enhancement of tourist experience • Enhanced information on Dublin Independence Trail • Conducted user requirements, acceptance and experience research • Biggest problem back then: Stability of AR app, accuracy of GPS and markers
  • 20. @creativeARVRhub Manchester Art Gallery Wearable AR app • January 2014 – June 2014 • First of its kind in the UK using Google Glass • Visitors explored the art gallery in a completely different way • Receiving augmented information on paintings to create a unique experience • Biggest problems: Overheating of Glass, content (no curator), social acceptability
  • 21. @creativeARVRhub Geevor Tin Mine Museum AR & VR Apps • UNESCO World Heritage site in Cornwall • Partner: Samsung Gear VR • Sustainable tourism development • Attracting new target markets • Income generation for museum • Accessibility of underground mine through 3D simulation
  • 22. @creativeARVRhub Manchester Jewish Museum AR App • Development of AR app for enhanced learning • Focus on school children • Gamification approach • Funded by Heritage Lottery Fund
  • 23. @creativeARVRhub MJM AR Prototype App • Based on user requirement testing, app was developed • Text, audio, 2D & 3D were triggered by either using markers or scanning real objects • Pilot was used to secure future investments into interactive exhibit design
  • 25. @creativeARVRhub People’s History Museum Mixed Reality Experience
  • 26. @creativeARVRhub How about outdoor AR/VR Experience in the context of Smart City & SmartTourism?
  • 27. @creativeARVRhub Manchester Beacons Project-Science Heritage Smart Tourism Project • In 2016 Manchester became the European City of Science • Key stakeholders including Marketing Manchester, Salford University, Manchester Metropolitan University, University of Manchester launched the Manchester Beacons Project • US software innovator Spark Compass • Hack-days involving key stakeholders and public to develop ideas for content and functionalities
  • 29. @creativeARVRhub Beacons Project: Science Manchester Application • Smart tourism project using AR and VR • Provide visitors with a mixed reality smart tourism experience • We tested Pokemon Go idea for tourism • Aimed to infuse an alternative visitor experience and inspires visitors to see places differently • Idea of treasure hunt • Aim: bring Manchester's science history to life for tourists
  • 31. @creativeARVRhub Science Manchester AR application • Overlaid content (video, Avatar (e.g. Pokemon) to explain science • Visitors were made aware of AR content through 150 Beacons placed around town • Beacons were hosted by key science organisations • Research found that tourists had enhanced engagement, were more willing to learn and spend time on science
  • 32. @creativeARVRhub Science Manchester VR application • Content was shot using Samsung 360Degree cameras • E.g. Top of buildings to show Manchester’s Science Heritage, Cancer research UK laboratory, Jodrell Bank Centre for Astrophysics • 3,000 people had VR experience at Arndale Centre, Manchester • Research found that VR resulted in gratification (positive emotions, enjoyment, immersion, flow & emotional involvement)
  • 33. @creativeARVRhub Lake District National Park BirdHive VR & Drone Project: English Art Council • Bid to become a UNESCO World Heritage Site • 360 Virtual Reality flight experience through Lake District landscape • Utilising drone film making techniques • 2,500 people had VR Experience in July, August 2016 • Increased likelihood to visit, revisit and recommend destination
  • 35. @creativeARVRhub Lake District National Park BirdHive VR & Drone Project
  • 39. @creativeARVRhub Opportunities of AR & VR in Industry 4.0? • AR+VR+3D Printing (Museum, Gallery) • AR + IoT + Big Data (Theme park, Restaurant) • AR + IoT (Urban heritage) • AR/VR + AI (health workers, soldiers training & education) • Robot +AI (Hotel) • Robot + Drone+AR (Security in Warehouse) • VR/AR + Drone (Outdoor tourism)
  • 40. @creativeARVRhub • Robot + AI + Automation • AI & Ethical Issues • 7.1 million jobs will be lost and 2.1 million jobs will be created. • Skills Gap-Curriculum Development • Human-CenteredApproach Challenges in Industry 4.0
  • 41. @creativeARVRhub Human Centered Approach Immersive Tech Data Driven Tech Intelligent Tech Smart Tech
  • 42. @creativeARVRhub What’s next? IoT, AI, Big-Data, 5G & Digtal Twin powered Personalised Immersive Smart Tourist Experience!
  • 43. @creativeARVRhub Enabling Technology of Digital Twin (Tao et al., 2018)
  • 44. @creativeARVRhub Future Direction • Can smart/connected, data-driven, intelligent and immersive technologies save our lives? • Can these techs provide benefits for societal good? • Can we have a better quality of life and well being? • Can we be happy using these techs?
  • 45. @creativeARVRhub Tourist-Centered AI, IoT, Big Data, 5G & Digital Twin-powered Immersive & Smart Service & Experience Immersive Tech Intelligent Tech Smart Tech AI-Powered AR/VR/MR IoT-Powered AR/VR/MR Big Data-Powered AR/VR/MR 5G-powered AR/VR/MR Digital Twin-powered AR/VR/MR Data Driven Tech
  • 47. @creativeARVRhub Dr. Timothy Jung t.jung@mmu.ac.uk Creative AR & VR Hub www2.mmu.ac.uk/creativear

Editor's Notes

  1. Finally, I would like to talk about the concept of ‘Experience and Buy‘ between visit and post-experience stage. As mentioned earlier, for many museums and art galleries, they tend to focus on enhancing visitor experience using technologies but it is not enough. Many of them are under pressure in terms of visitor numbers and also income generation because public funding is decreasing for example Geevor museum Manchester Jewish Museum etc, support from local council has been reduced over the past few years and therefore, they need to find a way which financially self-sufficient. Whilst most museums and galleries focus on the experience, it is important to capitalize this ‘great experience’ for the long-term sustainability. Currently we are looking at how experience can be linked to buy (income generation) through the pilot project with Barclay
  2. Finally, I would like to talk about the concept of ‘Experience and Buy‘ between visit and post-experience stage. As mentioned earlier, for many museums and art galleries, they tend to focus on enhancing visitor experience using technologies but it is not enough. Many of them are under pressure in terms of visitor numbers and also income generation because public funding is decreasing for example Geevor museum Manchester Jewish Museum etc, support from local council has been reduced over the past few years and therefore, they need to find a way which financially self-sufficient. Whilst most museums and galleries focus on the experience, it is important to capitalize this ‘great experience’ for the long-term sustainability. Currently we are looking at how experience can be linked to buy (income generation) through the pilot project with Barclay
  3. Demo of app here
  4. Development of AR app for enhanced learning Focus on school children Gamification approach
  5. Neofect.com