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The Creative Destination of the Future A view through Augmented and Virtual Reality www.mmu.ac.uk/creativear Twitter: @creativeARVRhub Dr. Dario tom Dieck Creative Augmented & Virtual Reality Hub Department of Operations, Technology, Events and Hospitality Management Faculty of Business & Law Manchester Metropolitan University

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Page 1: The Creative Destination of the Future...be explored and interacted with by the user •user becomes part of this virtual world or is immersed within this three dimensional virtual

The Creative Destination of the Future A view through Augmented and Virtual Reality

www.mmu.ac.uk/creativear

Twitter: @creativeARVRhub

Dr. Dario tom Dieck

Creative Augmented & Virtual Reality Hub

Department of Operations, Technology, Events and Hospitality ManagementFaculty of Business & LawManchester Metropolitan University

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Augmented and Virtual Reality Hub

• Part of MMU Faculty of Business and Law

• New and innovative ways to implement Augmented and Virtual Reality in creative industries

• Website: www.mmu.ac.uk/creativear

• Twitter: @creativeARVRhub

• Facebook.com/creativearhub

Dr. Timothy Jung

Director

Dr. M. Claudia tom Dieck

Research Associate &

Project Manager

Dr. Dario tom Dieck

Lecturer, Project Manager

& Technology Consultant

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What’s the difference between Augmented Reality & Virtual Reality???

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A UG ME NTE D R E A L ITY VIR T UA L R E A L IT Y

Page 5: The Creative Destination of the Future...be explored and interacted with by the user •user becomes part of this virtual world or is immersed within this three dimensional virtual

So what is Virtual Reality?

• computer generated environment which can be explored and interacted with by the user

• user becomes part of this virtual world or is immersed within this three dimensional virtual environment

• Users are able to manipulate objects or perform a series of actions

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Quality trade-off of VR

• Dynamic content

Vs.

• Realistic Content

Dynamic Content Realistic Content

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And what is Augmented Reality?

“the overlay of digital information into the real environment” through a device (smartphone, tablet or wearables) (Merriam-Webster, 2013)

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Pokemon GO: AR Gamification

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How about Destinations?

What about creativity?

What is he on about?

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Five Megatrends Reshaping the World

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Industry 4.0?

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• BOX PROJECT CODE

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The State of the AR/VR-2016

• Entertainment (gaming): 84%

• Education: 74%

• Media: 63%

• Medical & Healthcare: 60%

• High-tech: 56%

• Travel: 54%

ZDNET (2016)

Research by Yeti, Sep 2016Product Developers’ View

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AR/VR Investments

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Marriott

• Introduced a pilot with Oculus Rift (Virtual Reality)

• 360-degree live action video mixed with real computer-generated imagery

• Inspired to actually go and take a trip to their hotels worldwide

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Virgin Atlantic Augmented Reality

• Virgin Atlantic, 1st to introduce Google Glass Pilot Test Concierge Service

• Personalisation

• Remain ahead of competition

• Aim to introduce more innovations and radical fresh thinking to meet sky-high consumer expectations.

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Emerging Trends in VR in Next 12-18 Months(Customers’ Perspective, Oct 2016)

VRcherries.com (2016)

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The Customer Purchase Journey

Awareness Interest Consideration Purchase Advocacy

• Majority of custom is lost as consumers go through the

traditional purchase journey

• Immediate access to relevant information to aid purchase

decision

• Capture sale at moment of convenience / desire

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Smart Customer Destination Experience

Pre-Experience Visit Post-Experience

Virtual Reality

- Virtual Tour of Museum

or Gallery

Augmented Reality

- Mobile

- Wearables

3D Printing

- Value Co-

Creation

Multisensory

ExperienceSocial Media/

Website

- Acquisition

- Retention

Alibaba’s VR Pay-Buy+

Tesco’s VR Shopping

eBay’s VR Dept Store

IKEA’s VR Retail

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Previous Projects

Dublin AR Manchester Art

Gallery

Smart Glass

Geevor Tin Mine

AR & VR

Manchester Jewish

Museum AR

Barclays

AR Payment

Solution

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Ways of AR VR is changing Customer Experience

• O2O Service (Online to Offline)

• Wherever, whenever

• Engaging customers in novel ways

• Engaging on-site customer experience

• Supporting the purchase of physical products

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Benefits of AR/VR for Destinations

• Improving customer experience

• Brand engagement

• Emotional engagement

• Personalisation, engagement of AR/VR ->High retail ROI

• Better returns on marketing efforts

• 2D experience vs 3D experience

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Dublin AR

• Developed and tested AR application in October 2013

• Enhancement of tourist experience

• Enhanced information on Dublin Independence Trail

• User requirements research

• User acceptance research (published in Current Issues of Tourism)

• User Experience Model

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Manchester Art Gallery Wearable AR

• January 2014 – June 2014

• First of its kind in the UK

• Visitors explored the art gallery in a completely different way

• Receiving augmented information on paintings to create a unique experience

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Geevor Tin Mine Museum AR & VR

• Partner: Samsung GearVR

• Sustainable tourism development

• Attracting new target markets

• Enhancing visitor experience

• Income generation for museum

• Accessibility of underground mine through 3D simulation

• Commercialisation of VR Experience

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How can income be generated through Augmented Reality?

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Pilot Project working with Barclays

• Integrating AR into mobile payment solutions

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Manchester Jewish Museum (MJM) AR Project

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Manchester Jewish Museum AR Project

• 75% of target market are school children

• How to enhance school childrens’ learning experience?

• ICT-enhanced learning

• Development of AR app for enhanced learning

• Gamification approach

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Recent/Current Projects

Box Project

Mixed Reality Multi-

Sensory

Manchester Beacons

AR VR ProjectBird Hive 360 VR &

Drone Project

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The Box Project:Multi-sensory Experience in Mixed Reality

• Projects on multi-sensory AR VR experience: The Box Project

• Incorporation of multi-sensory elements into mixed reality (AR & VR) experiences

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Lake District National Park BirdHive VR & Drone Project

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Manchester Beacons Project-Urban Heritage Tourism

• In 2016 Manchester became the European City of Science

• Key stakeholders including Marketing Manchester, SalfordUniversity, 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

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Beacons Project: Science Manchester Application

• Augmented Reality (AR)

• Virtual Reality (VR)

• Provide visitors with a mixed reality smart tourism experience that infuses an alternative visitor experience and inspires visitors to see places differently

• Aim: bring Manchester's science history to life

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Impact of Project

• One of the first smart tourism projects incorporating AR/VR and sensor technology in the UK

• Infrastructure for Smart Tourism in Manchester, other themes could be built (in addition to science heritage tour)

• E.g. Food, Literature, Art, Shopping

• Could be rolled out in Manchester beyond science- exploring other areas of culture in the city. Or in other landscapes or environments

• The data from the beacons could provide rich insights into how people interact with culture in the city,

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Dr. Timothy Jung

Director

[email protected]

Dr. M. Claudia tom Dieck

Project Manager

[email protected]

Dr. Dario tom Dieck

Project Manager

[email protected]

Creative Augmented and Virtual Reality HubWebsite: www.mmu.ac.uk/creativear

Twitter: @creativeARVRhub