Abstract
Background: with the rise of Generation Z consumer group, the existing forms of tourism experience gradually fail to satisfy the public. The creation of immersive experience can help improve the sensory experience of tourists and their stickiness to the scenic environment, and NRM is undoubtedly a better solution in the construction of cultural tourism immersive experience, but at present, there is a tendency to “emphasize protection, but not development” in NRM projects, and the multi-dimensional development of NRM resources is becoming an issue worth exploring.Meaning: To explore the key factors of new media technology for a more immersive and experiential NRM in China, and the factors of visitors’ sense of experience, participation, interactive accessibility and change of cultural tourism model in the space to bring a new experience path for future NRM.Methods & Results: Based on the development of multimedia technology and qualitative research on the participants of the experience, we proposed the design objectives of visualizing the content of NRM, matching multimodal sensory immersion with the scenes of NRM, and personalizing the experience of visitors, using MATD, virtual reality development engine Unity 3D and augmented reality development toolkit Vuforia SDK. Using MATD, virtual reality development engine Unity 3D and augmented reality development toolkit Vuforia SDK, combined with LBS technology, the design path of “content + scene + sensory + business model” is proposed to build an immersive interactive experience system for cultural tourism of non-heritage.Conclusions: The above design paths help increase the immersiveness and interactive accessibility of the experience system of NRM, and provide new perspectives and solutions for design interventions in topics such as NRM conservation and tourism scenarios.
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Xu, J., Wei, Y. (2022). Analysis of the Attainable Design Paths of Non-heritage Cultural Tourism Immersion Experience - An Example of the Tujia City Living Room Project in Enshi Prefecture. In: Stephanidis, C., Antona, M., Ntoa, S., Salvendy, G. (eds) HCI International 2022 – Late Breaking Posters. HCII 2022. Communications in Computer and Information Science, vol 1654. Springer, Cham. https://doi.org/10.1007/978-3-031-19679-9_47
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DOI: https://doi.org/10.1007/978-3-031-19679-9_47
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