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      ICT Tools and Applications for Accessible Tourism : 

      Virtual Reality (VR) and Augmented Reality (AR) Technologies for Accessibility and Marketing in the Tourism Industry

      edited_book
      IGI Global

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          Abstract

          The study investigated the roles of virtual reality (VR) and augmented reality (AR) for accessibility and marketing in tourism. Literature is reviewed in this exploratory study and examples of VR and AR for accessibility and marketing in the tourism industry are presented. The review was conducted with two perspectives: accessibility role and marketing role of VR and AR technologies in the tourism industry. As a result of reviewing, these technologies have both strengths and weaknesses for accessibility in tourism. VR has both strengths such as a secure environment, alternative access, and weaknesses such as user neglect, high cost. Similarly, AR has both strengths such as knowledge enrichment, enhancement of experience, and weaknesses such as high cost, lack of security. The high cost of both technologies restricts accessibility and marketing. Also, VR and AR have benefits as reducing strategy costs, attracting tourists with gamification strategies, ease of brand promotion, building brand loyalty, collecting data, and customized product development in tourism marketing.

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          Recent advances in augmented reality

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            Virtual reality presence as a preamble of tourism experience: The role of mental imagery

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              Augmented reality: a review.

              Augmented reality is a technology that overlays digital information on objects or places in the real world for the purpose of enhancing the user experience. It is not virtual reality, that is, the technology that creates a totally digital or computer created environment. Augmented reality, with its ability to combine reality and digital information, is being studied and implemented in medicine, marketing, museums, fashion, and numerous other areas. This article presents an overview of augmented reality, discussing what it is, how it works, its current implementations, and its potential impact on libraries.
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                Author and book information

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                Book Chapter
                2021
                : 277-301
                10.4018/978-1-7998-6428-8.ch013
                e5d88c77-7f90-4e57-8e18-aca5e035c30d
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