沉浸式(数学)
计算机科学
沉浸式技术
试验台
背景(考古学)
讲故事
目的地
多媒体
虚拟现实
人机交互
旅游
万维网
地理
语言学
哲学
考古
叙述的
数学
纯数学
作者
Alexandru Pop,Alexandra-Camelia Marian-Potra,Gheorghe-Gavrilă Hognogi,Tania Someșfălean
标识
DOI:10.1080/13683500.2024.2392757
摘要
The impact of recent digital technologies increased in the context of the mobility restrictions during the COVID-19 pandemic. The aim of this paper is to identify the immersive elements present in virtual tours, based on a testbed tool intended for the identification of those factors that increase the immersion of a virtual product. The selection of the factors was based on a thorough review of the scientific literature and the use of storytelling. The 125 virtual tours analysed highlighted: a certain degree of immersion in the virtual products; digital content promoting real destinations and the constraining factors of immersive experiences.
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