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    13226 research outputs found

    Micro-fiction: do not feed the birds.

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    Exploring the relationship between tourism acceptance and perceived quality of life in big German cities: the moderating role of tourism intensity

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    Leisure travelling is known to be a contributor to visitors’ well-being and quality of life yet only little is known about the influence of tourism on the destination residents’ quality of life. Given rising imbalances and perceived conflicts of use between visitors and residents particularly in an urban context, research interest in residents’ perspectives have increased and new measures such as the tourism acceptance score have been developed to measure perceived tourism impacts over time. While tourism intensity has been proposed to be an indicator for low tourism acceptance and decreasing quality of life, little empirical evidence is existing. This study examines the relationship between tourism acceptance and perceived quality of life and the moderating role of tourism intensity. The data base used consisted of representative samples in 11 German cities. Results demonstrate a positive relationship between personal tourism acceptance and the residents’ quality of live. This relationship is moderated by the tourism intensity and is generally stronger in cities with higher tourism intensity.</p

    The future of cultural tourism

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    Enhancing the experience? Exploring the impact of augmented reality on staged performances.

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    Extended Reality technologies, such as Virtual Reality and Augmented Reality (AR), have been increasingly used in the domains of leisure and events. The rapid integration of these technologies raises questions on their use for enhancing staged performances. In this study, employing a between-participants experimental design, we measured the impact of AR on the experience of watching a live dance performance at a staged performance venue, and its recorded version viewed in a home-like environment. Two professional dancers choreographed and performed a 9-minute contemporary dance piece, which was subsequently augmented with computer-generated AR content. We measured participants’ emotions using physiological (skin conductance) signals, and self-reports assessing overall evaluation and willingness to recommend the performance. Results indicate that the live performance was experienced more positively than the at-home experience, regardless of AR. Physiological data showed a subtle yet positive impact of AR on participants’ emotional engagement during the live performances, but not in the at-home setting. Surprisingly, self-report data revealed that watching the performance without AR was evaluated more positively than watching it with AR. This study suggests that AR has the potential to positively impact staged performance experiences, but only when its content is coherently integrated with the performance.</p

    Self-concepts applied as a strategy to measure the level of acceptance of a Serious Game.

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    This paper explores the application of Self-Concepts, a Semantic-Differential Scale-based methodology, to evaluate a Serious Game designed for cognitive impairment assessment using the MoCA test and augmented reality (AR) for mobility analysis. A case study involved seven elderly participants. Despite some challenges in navigating the AR environment and cognitive tests, self-concept evaluations consistently demonstrated high user expectations and positive experiences with the digital artifact. This study validates the process and highlights the potential of Self-Concepts in assessing product acceptance within user groups.</p

    From images to stories: exploring player-driven narratives in games.

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    This paper presents a method for generating player-driven narratives from visual inputs by exploring the visual analysis capabilities of multimodal large language models. By employing Bartle’s taxonomy of player types—Achievers, Explorers, Socializers, and Killers—our method creates stories that are tailored to different player characteristics. We conducted a fourfold experiment using a set of images extracted from a well-known game, generating distinct narratives for each player type that are aligned with the visual elements of the input images and specific player motivations. By adjusting narrative elements to emphasize achievement for Achievers, exploration for Explorers, social connections for Socializers, and competition for Killers, our system produced stories that adhere to established narratology principles while resonating with the characteristics of each player type. This approach can serve as a helping tool for game designers, offering new insights into how players might engage with game worlds through personalized image-driven narratives.</p

    AI in transport en logistiek: dreiging of kans voor transformatie?

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