• DocumentCode
    256849
  • Title

    Game amusement & CRM: Castle Scharfenstein AR case study

  • Author

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

  • Author_Institution
    Fraunhofer Inst. for Digital Media Technol., Erfurt, Germany
  • fYear
    2014
  • fDate
    7-10 Oct. 2014
  • Firstpage
    488
  • Lastpage
    491
  • 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.
  • Keywords
    augmented reality; computer games; customer relationship management; history; CRM; Scharfenstein castle; augmented reality; cultural heritage site preservation; customer relationship management; digital media technology; game amusement; game play; Augmented reality; Cultural differences; Customer relationship management; Games; History; Media; Three-dimensional displays;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Consumer Electronics (GCCE), 2014 IEEE 3rd Global Conference on
  • Conference_Location
    Tokyo
  • Type

    conf

  • DOI
    10.1109/GCCE.2014.7031173
  • Filename
    7031173