AR and VR: two essential sources of entertainment
Through the interactive experiences offered by Augmented Reality (AR) and Virtual Reality (VR) you can attract and engage customers in a whole new way. Businesses involved in entertainment activities find in these two ways of interaction between the real world and the virtual world a spectacular opportunity.
Augmented and Virtual Reality opens up a world of new possibilities for museums, zoos, aquariums, science centers and theme parks. The proposed services and experiences are placed in their context as never before. Visitors are invited to fully immerse themselves and actively participate in science, history, nature or entertainment.
How do museums remain relevant in a technology-driven society?
Observing a static sculpture or the ruins of an ancient building does not provide museums with the appropriate ability to attract a young audience born and raised in a digital world. Thanks to Virtual and Augmented Reality you can extend your customer portfolio and also improve your customer experience. There are various possibilities of using AR in museums, for example:
- Provide visitors with more information by adding descriptions close to the work or by giving life to the 3D figure of the artist that is able to narrate the history of the artifact.
- Allow visitors to live an experience set in prehistory.
- Giving life to objects or scenes (sculptures and paintings).
- Show the construction or renovation of ancient buildings or palaces.
However, there are some risks in the use of AR and VR in museums. Just think about the fact that technology can isolate assorted visitors from their smartphone and, consequently, divert their gaze from what the artist really wanted to communicate.
Science centers: a new way to leARn
Science centers, together with museums, are a fundamental part of out-of-school education, and for this reason they need alternative technological solutions to involve students and to keep up with the continuous innovative evolution. The key is the immersion, i.e. the possibility given to students, and visitors in general, to immerse themselves in the environment and to learn in the simplest and most natural way possible through the use of special and innovative wireless systems and devices. These immersive technologies not only provide the possibility to learn, but also help to increase the number of participants by creating group experiences characterized by active participation and much more, thanks, for example, to the simple press of a button.
Future entertainment at zoos and aquariums
Zoos and aquariums are beginning to feel the need for young people to adapt to new needs and to seek interaction in every experience. This must happen in a timely manner so that these organizations are able not to lose the “Generation Z”, which is essential to consolidate and increase brand awareness. The AR experience for these activities is not only a perfect combination of reality and digital, but a great opportunity for visitors to connect with the marine and natural environment in a unique, engaging and fun way. In fact, adding an extra dimension to a visit to a zoo or aquarium is possible: to get closer to the animals in their natural habitat, to see inside the skeleton of a whale or to imagine swimming in the mouth of a shark! It is clear that this could not be possible in a “real” visit, and it is precisely this that helps and supports these organizations to have growing recognition and customer loyalty. Also fundamental is the educational impact of the experience, which, in this increasingly sensitive world, is the best way to emphasize the importance of preserving these precious habitats.
Amusement and theme parks
For years, theme parks have offered a pure escape, allowing visitors to travel to distant lands and fantastic places. But with technology advancing faster and faster, amusement parks feel the need to drive innovation, so they don’t stay behind. There is a real digitization of the park. Therefore, through the integration of digital information with the user’s real-time environment (AR), it is possible to enhance the experience inside the park and combine traditional theme park attractions with engaging virtual experiences.
Within amusement parks, the use of AR and VR can be extensive: for example, you can point the camera at a character and let an app tell its story, or, through the VR, you can experience magnificent rides and roller coasters.
AR and VR allow you to write your own rules about how people see the world and how they react to it. The main goal is exactly to bring magic into the real world through a perfect combination of reality and imagination.
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Negli ultimi dieci anni l’applicazione della realtà aumentata ha esteso il suo raggio d’azione anche nel campo della psicologia e della psicoterapia.
Questa tecnologia è stata impiegata nel trattamento di diversi disturbi, come ad esempio le fobie, i disturbi correlati allo stress, la depressione, i disturbi alimentari e il dolore cronico.
L’importanza della Realtà Aumentata nel campo della salute mentale è ancorato a tre concetti principali:
- L’AR è una tecnologia immaginativa: le persone possono sentirsi “come se” in una realtà che non esiste nel mondo esterno.
- L’AR è una tecnologia incarnata: si vive l’esperienza di sentire il proprio corpo all’interno di un ambiente virtuale.
- L’AR è una tecnologia di connettività, la fine dei confini.
Stiamo per esplorare le opportunità fornite dalla Realtà Aumentata come una tecnologia volta a migliorare la qualità della vita delle persone.