Phygital Customer Experience Mixed Approach of Augmented Reality and Customer Experience (DCX) in the Context of Heritage Tourism

Phygital Customer Experience Mixed Approach of Augmented Reality and Customer Experience (DCX) in the Context of Heritage Tourism

Nedra Bahri Ammari, Ines El Hassoumi
DOI: 10.4018/978-1-7998-7192-7.ch014
OnDemand:
(Individual Chapters)
Available
$37.50
No Current Special Offers
TOTAL SAVINGS: $37.50

Abstract

What if customer experience was the primary driver of digital transformation? Indeed, new hybrid experiences have emerged thanks to daily-life technologies that fused both digital and physical worlds. This kind of experience uses applications and connected objects (IoT) to adapt and respond to consumer needs. Augmented reality and virtual reality are one of the most functionally and emotionally memorable phygital experiences that create value for customers. In this chapter, the authors chose heritage tourism as the study field for different reasons. While the adoption of augmented and virtual reality is gaining grownd, cultural heritage sites have started to consider the possibilities offered by these new and innovative technologies. This industry is starting to integrate AR and VR in several ways to attract more people. However, it is necessary to study how modern technology can be developed and implemented in a meaningful way to improve the tourist's experience. An AR- and VR-based mobile application has been developed and tested at Antonine's Baths in Carthage, Tunisia.
Chapter Preview
Top

Augmented Reality

Faust et al., (2012) define AR as “the superposition of virtual objects (computer-generated images, texts, sounds, etc.) on the user's real environment” (p 1164). For a long time, heavy and bulky devices (Rese et al., 2017) have hampered AR. However, with the widespread of smartphones, the interest of developers, retailers and consumers in augmented reality has increased dramatically. AR is brought to consumers in different ways such as mobile navigation applications (Qin et al, 2021; Javornik et al., 2016) as well as innovative learning tools in cultural heritage tourism (Moorhouse et al., 2017). Azuma (1997) identifies three attributes of an augmented reality tool; association of virtual and real objects, fostering interaction between users in real time and saving information in three dimensions (3D).

Complete Chapter List

Search this Book:
Reset