Augmented Reality in Retail: Assessing the Acceptance and Potential for Multimedia Product Presentation at the PoS

2014 ◽  
Vol 1 (1) ◽  
pp. 23-31 ◽  
Author(s):  
Philipp Spreer ◽  
◽  
Katrin Kallweit
2018 ◽  
Vol Vol 17 (Vol 17, No 1 (2018)) ◽  
pp. 128-140
Author(s):  
Oleksandr Pushkar

The article deals with the approach to developing an advertising multimedia product for the promotion or sale of goods or services. Under the advertising product is an advertising video, an interactive commercial, 3-D advertising, virtual and augmented reality, an online store. Based on the analogy method, a diagram of the process of perceiving the advertising multimedia product by the user is presented. The use of the hybrid approach of customer development for updating the multimedia product and taking into account the virtual values of users is substantiated. Developed scenarios for the development of a multimedia product, depending on the results of achieving the planned goals. The sequence of multimedia product development is proposed based on the convergence of face-to-face and screen-to-screen approaches.


2020 ◽  
Vol 15 (6) ◽  
pp. 133-142
Author(s):  
A. G. Koroleva

The paper discusses the issues of determining the legal status and circle of subjects that can be recognized as owners of intellectual property rights to virtual and augmented reality technologies and the objects generated by them. Analyzing the circle of subjects in this area, the author notes the need for correlation of subjects and objects of intellectual property rights. Particular attention is given to determination of the rights of users of virtual or augmented reality platforms to virtual objects created by them. It is concluded that the creation of additional content for virtual or augmented reality platforms, as a general rule, gives rise to the creators’ copyright. Considering the circle of subjects on complex objects in the field of virtual and augmented reality technologies, the author concludes that the subject composition of legal relations arising in connection with the creation and use of a multimedia product should be determined based on the variety of this object due to their diversity.


2015 ◽  
Vol 3 (4) ◽  
pp. 493
Author(s):  
Rachel Chrysilla Tijono ◽  
R. Rizal Isnanto ◽  
Kurniawan Teguh Martono

Nowadays, business competitions become much fiercer, whether it be small, medium, or large business. It even makes many enterpreuners go out of business because they took the wrong step facing the fierce competition. A precise strategy is needed to face the competition, such as knowing the location of the costumers,knowing the needs of the costumers, utilizing the surroundings, utilizing technologies, etc. Simple selling products such as adding pictures of the produts in brochures is considered less interesting for costumers. By utilizing Augmented Reality technology for product presentation, businessmen are expected to present more interesting products promotion to the costumer and achieve higher sale value. The application of Augmented Reality technology for promoting products is built by SDLC (Software Development Life Cycle) method consist of Concepting, Desaigning, Collecting Materials, Making, Examination, and Distribution steps. The Examination steps uses Black-Box Testing method that consists of Application Functionality test, Lighting Intensity test, Angle and Length of The Camera from the marker. Based on the examination and analysis results towards the built application, it is concluded that application utilization can be a product advertising in the form of Personal Selling. Light intensity affects camera’s perception on Marker’s ID. In the 90 ̊ angle, the detection is nonoptimal because system can’t perceive the marker ID completely. Functionally, all buttons are functioning well and all the pages are openable.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Terry Haekyung Kim ◽  
Ho Jung Choo

AbstractAs augmented reality (AR) technology advances, marketers are eager to adopt the technology for communication to persuade consumers to develop favorable attitudes and behaviors toward their products and services. This study aims to investigate the effect of product information (utilitarian vs. hedonic attributes) and presence on consumers’ product evaluation in AR. Through a quasi experiment, this study demonstrates how product attribute information and presence in AR affect product evaluation by mediating imagery, information fulfillment, and psychological ownership. At the same time, this study identifies the moderating role of consumers’ technological innovativeness in the effect of presence on consumers’ imagery. This research offers new insights into the role of product information in AR, which previous studies lack, to explore and highlight the predictors of positive product experiences in AR. Innovative marketers are likely to benefit from this study in developing product presentation tactics with AR technology.


ASHA Leader ◽  
2013 ◽  
Vol 18 (9) ◽  
pp. 14-14 ◽  
Keyword(s):  

Amp Up Your Treatment With Augmented Reality


2003 ◽  
Vol 15 (2) ◽  
pp. 141-156 ◽  
Author(s):  
eve Coste-Maniere ◽  
Louai Adhami ◽  
Fabien Mourgues ◽  
Alain Carpentier

2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document