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Game amusement & CRM: Castle Scharfenstein AR case study

 
: Jantke, K.P.; Krebs, J.; Santoso, M.

:

Institute of Electrical and Electronics Engineers -IEEE-; IEEE Consumer Electronics Society -CE-:
IEEE 3rd Global Conference on Consumer Electronics, GCCE 2014 : 7-10 October 2014, Tokyo, Japan
Piscataway, NJ: IEEE, 2014
ISBN: 978-1-4799-5145-1
S.488-491
Global Conference on Consumer Electronics (GCCE) <3, 2014, Tokyo>
Englisch
Konferenzbeitrag
Fraunhofer IDMT ()

Abstract
In a free market economy, the preservation of cultural heritage sides inevitably needs visitors, i.e. customers. Germany has more than 2,000 castles from the medieval times; when palaces are considered as well, the figure is above 25,000. The competition is tough. For castles from the middle ages, customer relationship management (CRM) means to attract them, to entertain them on-site, and to motivate them to come back. Contemporary CRM of cultural heritage sites may deploy digital media technologies including augmented reality and game play. There is developed some systematic approach to CRM which is implemented for the castle Scharfenstein, Eichsfeld, Germany. The implementation is available by any customer free of charge.

: http://publica.fraunhofer.de/dokumente/N-351175.html