International Journal of Technology Management and Information System (IJTMIS) eISSN: 2710-6268 [Vol. 1 No. 1 September 2019]
Journal website: http://myjms.mohe.gov.my/index.php/ijtmis
IMPLEMENTING AUGMENTED REALITY AND GAMIFICATION IN TOURISM
Ima Kusumawati Hidayat1*, Denik Ristya Rini2, Dimas Rifqi Novica3 and Khairul Azhar Mat Daud4
1 2 3 Faculty of Letters, Universitas Negeri Malang, INDONESIA
4 Faculty of Creative Technology and Heritage, University of Malaysia Kelantan, MALAYSIA
*Corresponding author: [email protected]
Article Information:
Article history:
Received date : 12 July 2019 Revised date : 23 August 2019 Accepted date : 15 September 2019 Published date : 25 September 2019
To cite this document:
Hidayat, I., Rini, D., Novica, D., & Mat Daud, K. (2019). IMPLEMENTING AUGMENTED REALITY AND GAMIFICATION IN TOURISM.
International Journal Of Technology Management And Information System, 1(1), 39-45.
Abstract: Augmented Reality (AR) become well-known because it offers a combination of a real and virtual image that increase people interest. Based on recent studies, the use of this technology in tourism could bring a new experience and a new sensation for the tourist. Adding Gamification to a nongame situation like tourism can add another excitement. This article is a preliminary study for the research of designing AR based-card game in tourism.
Four phases of the methodology are (1) Literature review;
(2) Interview; (3) Observation; and (4) Documentation.
The discussion about Marker-Based AR and Markerless AR is presented to examine the suitable game design.
Moreover, the limitation of the genre is a mobile game because of people dependence of this gadget today.
Further, this study aims to pave the way to further design process.
Keywords: augmented reality, gamification, game, tourism.
1. Introduction
The word Augmented Reality (AR) is well recognized today because it has spread to so many fields such as art, commerce, tourism, education, music, gaming, etc. In general, AR is a combination of virtual objects with real objects (Azuma, 1997). The combination of real and virtual can enhance people interest and understanding of content (Mesarosova & Sidor, 2018). In Indonesia, AR technology has mushroomed even though most people are still unfamiliar with the term. Previous research shows that AR could engage the consumers in the learning experience (Tahyudin, Saputra, & Haviluddin, 2015), including for the provision of personalized context- based information (Vicomtech-ik & Catchoom, 2016). Recently, AR can be related to the wider use of smartphones, higher processing capabilities, and the consequences growth of various applications (Han, Jung, & Tom Dieck, 2019). There are nearly 700 applications featuring AR technology in Apple’s iTunes store in 2012 (Vicomtech-ik & Catchoom, 2016). Mobile AR has the potential to develop more, even though it takes time to achieve that. In a previous study (Mohd Sabri, Khidzir, Ismail, & Daud, 2016) concluded that AR applications on smartphones have limitations because this media is still highly developed. The virtual world has the potential to create a much deeper experience than AR, yet many people are not comfortable with the virtual world, perhaps because of this realism (Pence, 2011). Augmented reality can genuinely provide the best of both worlds.
Some tourism, like museums in Indonesia, already implemented AR in their theme park. In a further study (Sabri, Khidzir, Ismail, & Daud, 2016) was found that the most important elements in making AR applications are color, slight changes in the text, touch screen, User Interface, dynamic images and also static image. It is implemented to AR card game from Choki-Choki snack. PT Mayora Indah who produces snacks has collaborated with the Anantarupa studio to create an Interactive Hologram Augmented Reality Card (IHARC) as a gift on each package.
Animated characters in IHARC Choki-Choki originated from the Boboiboy film from Malaysia, which later developed into several other animated films (Siang & Mohamed, 2017). Other Indonesian snacks also give AR card bonus such as Taro Adventure, Smax, and Gerry (Rizky, 2017). Children, as the main target of this AR card need to project the 3D characters with a smartphone. Nowadays, kids grow up alongside technology since they were a baby. A recent study shows that preschool-aged children’s total screen media time reaches about 3 hours a day when including use televisions, laptops, tablets, and smartphones (Genc, 2014). It is indicated that people, from a very young age until adults, are dependent to devices like smartphone in their daily life.
On the other hand, the gap between Indonesian tourism and Augmented Reality is widely open.
There are many beautiful but neglected tourism in Indonesia that could be expanded by technology.
Research conducted by Exploria, an AR-based android app for Indonesia tourism, conclude that the AR application is fascinating because it offers a fresh way to get information on tourism in Indonesia and promotes tourist attractions in Indonesia (Safitri, Yusra, Hermawan, Ripmiatin, &
Pradani, 2017). However, it only brings the famous Indonesian tourist attractions like the 3D model. Many agrotourism like Wonosari Tea Plantation need design and technology to enhance the number of tourists. It has the potential to develop more. New interactive media tourism can raise it primarily because of the excitement to try new experience (Rizki Yudiantika, Suripto Pasinggi, Permata Sari, & Sunarfri Hantono, 2013).
2. Literature Review
a. Augmented Reality and Gamification
AR technology is indeed quite new for some people in Indonesia, but those who follow technological developments it is familiar. The research carried out by (Sudarmilah & Negara, 2013) concerning the Indonesian Traditional AR Game Weapon found that students who were still having difficulty adapting to the 2013 Curriculum were slowly able to remember and learn about Indonesian traditional weapons material. More in-depth research was conducted at the museum (Rizki Yudiantika et al., 2013). The museum is an exciting place to introduce AR to tourists while they are learning new things (Yoon, Elinich, Wang, Steinmeier, & Tucker, 2012). People impress AR virtual object that continues to stick to the marker when it is moved.
The challenge of the application of AR is to enrich human activities, not just reality. AR is more useful when the technology can reduce the reality that is too complex to display (Tillon, 2011).
Another study of the museum depicts that when using AR mobile apps, usefulness and pleasure are significant considerations AR technology is very potential in education by adding gamification (Haugstvedt, 2006). One of the advantages that can be obtained from the AR application for educational purposes is to improve the understanding of the object being studied. AR is more effective learning media compared to conventional media such as books, personal computer, or television (Radu, 2012).
Gamification is the implementation of components of game design and game principles in a non- game context (Deterding & Dixon, 2011). It can also be described as a sequence of operations and procedures by using or implementing the features of game components to fix issues. The combination of AR and gamification produce the sensation and experience of the presence in the real world. Real-time image from the camera makes more real, so it can employ the gamification techniques to be more attractive and interactive for the users (Mesarosova & Sidor, 2018).
b. Marker-Based and Markerless Augmented Reality
To project a virtual object into a real object in, AR classified into two based markers, namely:
Masker Based and Markerless (Geroimenko, 2012). Markerless Augmented Reality integrates a cell phone's location to serve as a basis for inserting local data to the camera viewpoint. Marked Augmented Reality integrates a two-dimensional barcode to link a cell phone or personal computer to information (Pence, 2011). Markers can be photos of real objects or artificial images with unique patterns. AR markers are closely related to pattern recognition that calculates the position, orientation, and scale of an AR object. While the markerless method is the AR tracking method that uses objects in the real world as markers or without using artificial markers. A good marker is a marker that is easily recognizable and reliable in any condition (Siltanen, 2012). For example, in poor light conditions and the position of the camera that moves, then a good marker will still be read by the AR system.
A recent study shows that people enjoy Marker Based AR than Markerless AR (Brito & Stoyanova, 2017) but another research indicates that Markerless AR much preferred due to its non-invasive, lighter and greater image capacity (Levski, 2019). However, we will use Marker-Based AR for our product and mobile phone application as the projector. People will have a new sensation and new experience by holding the card and seeing the 3D model seamlessly. The marker is colorful UNO-card size that represent ten landmarks in Wonosari Tea Plantation.
Figure 1. Marker-Based AR Card Wonosari
Source: Author Document 3. Methodology
Following the literature study; observation, interview, and documentation were conducted in Wonosari Tea Plantation Malang. First, observing the participant behavior by noticing their mobile phone. More than 70% of tourists are using Android and iOS smartphone that could be installed
4. Discussion
The AR game technology is a trendy technology that can be implemented in various area like tourism. A preliminary study is used to narrow the topic by finding out the problem from the research subject. In this study, the issue from Wonosari Tea Plantation is the lack of new promotional media and the indecent signage. Also, there is no information about the landmarks for the tourists. Previous research shows that proper signage and information could increase the facility value and assist the tourist in the tourism (Agrarian, Suprayogi, & Yuwono, 2015;
Yuwono, Aribowo, & Setyawan, 2015). Several mobile apps provide tourists with maps and educational media in Indonesia, but only some that add gamification to the tourist attraction.
Developing a game is inexpensive because it needs financial support to make the game sustain.
Stakeholders and the owner have to participate in the game design process. We see the gap of this issue by decreasing the cost with AR card and free downloadable application. Nevertheless, the signal for internet connection in Wonosari Tea Plantation is quite poor for several providers. It shows that the AR apps should be a light application that could be installed in low until high-end smartphone, with Android and iOS operating system. Moreover, the information about ten landmarks in Wonosari Tea Plantation is addressed in Wonosari app. In this prototype, we avoid human voice for the information in AR card game because if the player does not bring earphone or do not have a good sound in smartphones, the sound effect is useless. Furthermore, we do not calculate changes in the number of Wonosari Tea Plantation visitors with this game, because the focus is for the possibility of using new technology and design in agrotourism.
5. Conclusion
Design could solve several problems like enhancing the tourist attraction to agrotourism by AR game. Technology like Marker-Based AR game is widely known but lack of development. The next research phases are game trial to the audience, collecting the data, and make the final product.
For the first game trial, we will try to 50 tourists to play the game on Saturday and Sunday afternoon. Face expression, excitement, and comments are documented for the qualitative method.
After collecting the data, we develop the final product and distribute it in Android and iOS system.
The ultimate goal for further research is that the AR game card set could be bundling with the entry ticket so that the tourists could bring it home and play with it even with a different sensation.
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