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
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