scholarly journals Real-time Augmented Reality Demo Platform for Exploring Consumer Emotional Responses with Shopping Applications

Author(s):  
Jasmina Stoyanova ◽  
Ricardo Gonçalves ◽  
Pedro Quelhas Brito ◽  
Antoniio Coelho

The present-day revival of Augmented reality (AR) technology has led to its vast expansion in various applications. In marketing, the hunt for more inventive and intriguing approaches for immersive consumer experiences has endorsed the implementation of AR in multiple brand advertising campaigns, specifically for improved product display. The engaging potential of this technology is established in the fusion between computer-generated data and the physical world as seen by the user, where 3D registration and real time interaction are inseparable parts of this system. Alternatively, impressions from user experiences serve as a principal instrument in the evaluation process of the effectiveness of interactive systems. In order to get deeper insight into consumersâ?? reflections from a real-time AR shopping experience, we present a demo platform for the purchase of sneakers, focusing on usersâ?? behavior and more precisely on their perceptions, emotions, personal preferences before, during and after use of the platform. To fully evaluate and compare consumer experiences with the main AR platform, two other shopping systems were designed: a marker-based and a static one. Consecutively, we aim at defining a system of metrics for measuring shopping experiences with AR, as well as at establishing a ground base for subsequent marketing research in the field. Motivated by the large application of the technology and aiming at understanding the impact of AR on consumer psychology, the application will assist in exploring the antecedents of consumer purchase intentions.

In the 21st century, Media technology plays a vital role in every individual’s life. The world of electronic media, found an exponential growth. Presently the media world is filled with gadgets includes TV, mobile phones, emails, egames, interactive internet games, virtual reality games, iPods, instant messenger, esports, social networks etc.. This makes the physical world smaller in today’s days and helps in effective communication ranging from text messaging, multimedia message, video conferencing, virtual meetings and so on. As of today, social networks including Facebook, Twitter, Wordpress, Whatsapp, LinkedIn, Blogger, Google, Pinterest, and Wikipedia etc. has become the most powerful sources for sharing information and news updates. In addition, the cost of smartphones and internet data are reducing which makes easy penetration of this technology among people. Apart from the entertainment, the social networks created new business opportunities, sales promotions, marketing research, and customer relationship development etc. In this paper, the impact of social networks in family relationships is presented.


2020 ◽  
Vol 11 (22) ◽  
pp. 15 ◽  
Author(s):  
José Gabriel Andrade ◽  
Patrícia Dias

<p>In the last two decades, contemporary society has been conceptualized and discussed around the assumption that digital technologies are its most defining feature. Jean Baudrillard’s take on the Fable of Borges suggests a replacement of the physical world by a virtual experiencing life, setting the tone for a pessimistic and somewhat fearful attitude towards technological development. On the verge of the dissemination of disruptive innovations that can be described under the “umbrella” of Internet of Things (IoT), we observe not a replacement, but a deep and complex intertwining of online and offline experiences, sketching the contours of what can become a phygital society. This alternative conceptualization of our contemporary society, combined with the possibilities of technological development, affords new opportunities for the expression and experiencing of culture, and also for the creative industries. In our research, we explore the impact of one augmented reality (AR) app designed for one of the landmarks of the Portuguese cultural heritage, Quinta da Regaleira. We explored this single-case study using qualitative data collection techniques, aiming to discuss the positive and negative outcomes of this innovation, both for the dynamizing of cultural heritage, and for the visitors. The article provides useful information for heritage spaces that wish to follow this path. It describes the main steps to be taken in the production of content and provides examples of the narrative model that helps people to visit the space and obtain information, knowing stories relevant to the past and present of the cultural heritage. The objective is to clarify, finally, due to the research developed in the Quinta da Regaleira case study, what kind of stories and experiences can be narrated, the strengths of this application, its limitations, and paths for future investigations.</p>


2019 ◽  
Author(s):  
reine yolite

Nowadays most people remain connected via social media networks. This is a highly lucrative and expansive market for social enterprises to penetrate and evaluate the buying patterns of customers so that they can provide customized user experiences. Digital transformation provides countless advantages and options, including improved inventory management, detailed insights, enhanced real-time customer interaction, higher productivity, reliable forecasting, dependable business decisions, improved resourced allocation, and real time interaction with customers. This sort of technology and innovation, when coupled with digital business, lends support to the digital transformation of a company, providing it with the requisite degree of competitive advantage. Digital transformation helps businesses meet the demands of the changing digital economy. Also with the help of digital transformation, companies are finally able to go paperless. So with lots of this social enterprises in Asia that use or participant in digital transformation it can help them to meet customer expectation soon, and digital transformation is cost effective when social enterprises profits, the community or the society profits.


2009 ◽  
pp. 937-951
Author(s):  
Wayne Piekarski

This chapter presents a series of new augmented reality user interaction techniques to support the capture and creation of 3D geometry of large outdoor structures. Named construction at a distance, these techniques are based on the action at a distance concepts employed by other virtual environments researchers. These techniques address the problem of AR systems traditionally being consumers of information, rather than being used to create new content. By using information about the user’s physical presence along with hand and head gestures, AR systems can be used to capture and create the geometry of objects that are orders of magnitude larger than the user, with no prior information or assistance. While existing scanning techniques can only be used to capture existing physical objects, construction at a distance also allows the creation of new models that exist only in the mind of the user. Using a single AR interface, users can enter geometry and verify its accuracy in real-time. Construction at a distance is a collection of 3D modelling techniques based on the concept of AR working planes, landmark alignment, constructive solid geometry operations, and iterative refinement to form complex shapes. This chapter presents a number of different construction at a distance techniques, and are demonstrated with examples of real objects that have been modelled in the physical world.


2010 ◽  
Vol 40-41 ◽  
pp. 388-391 ◽  
Author(s):  
Shou Xiang Zhang

An unmanned mining technology for the fully mechanized longwall face automation production is proposed and studied. The essential technology will bring the longwall face production into visualization through the Virtual Reality (VR) and Augmented Reality (AR) union. Based on the visual theoretical model of the longwall face, the combination of virtual and reality, the real-time interactive and the 3D registration function were realized. The Key technology and Alpha channel are used to the combination of the real long wall face and the virtual user.


Stroke ◽  
2013 ◽  
Vol 44 (suppl_1) ◽  
Author(s):  
ESTELA SANJUAN ◽  
MARTA RUBIERA ◽  
MARC RIBO ◽  
JULIA A KALLAS ◽  
PILAR MELER ◽  
...  

Introduction: Shortening door-to-needle time is one of the major goals of reperfusion therapy for acute stroke. Real-time videomonitoring provides 24/7 expert support and may potentially accelerate actions taken and improve the decision-making in candidates for reperfusion. We aimed to evaluate the impact of real-time videomonitoring on shortening in-hospital time delays for reperfusion therapy and on the quality of care in acute stroke patients. Methods: We evaluated consecutive patients, candidates for reperfusion who underwent stroke code activation. All were admitted to the ER and emergently evaluated by a Stroke Neurologist either in a designated stroke box with videomonitoring (VM) or in a conventional box without VM (NonVM). In all patients, time delays were prospectively collected in specific worksheets. Real-time VM was conducted by experienced stroke researchers who interacted and encouraged speediness of the evaluation process as well as timed and stored images at pre-specified time-points. Results: A total of 100 patients were evaluated. 50 on each arm. There were no significant differences between groups in baseline characteristics: Age (VM 70.7 ±16 vs. 71.1±12 in NonVM patients), gender (52% and 50% of men), median time from symptoms onset to admission (76 vs. 73min) and baseline stroke severity NIHSS score (6 vs. 7). In the VM group the median time for blood sampling was 5minutes, and duration of TCD exam 7minutes. Overall median time in box was significantly shorter in VM 13±9min compared to NonVM 20±12 min, p=0.045. VM significantly reduces the time to fist neurological evaluation <5min (VM 98% vs. NonVM 88%), p=0.038. Door-to-CT time was <25minutes in VM (50%) compared to NonVM (42%), p=0,052. 48% of VM and 44% of NonVM patients received reperfusion therapy. The goal of door-to-needle <40min was achieved in 77.8% of VM compared to only 52% of NonVM patients (p=0.034). Conclusion: Real-time VM markedly reduces in-hospital delays for reperfusion therapy by shortening time to neurological evaluation, time to CT, and door-to-needle times. Larger studies are needed to evaluate the yield and impact of real-time VM on stroke outcome.


i-com ◽  
2017 ◽  
Vol 16 (1) ◽  
pp. 3-14
Author(s):  
Sebastian Franken ◽  
Ulrich Norbisrath ◽  
Wolfgang Prinz

AbstractSeveral collaborative search systems build upon real-time collaboration during search processes. With the software SearchTrails, we present a novel way of capturing and exchanging the search process between collaborators. We achieve this by asynchronously exchanging the newly developed search trails between collaborators and thus overcome the necessity of real-time interaction for search support. In a study with 29 participants, we evaluate the value of search trails as collaboration artifacts to answer the research question whether search trails improve the quality of collaborative search results. We confirm this and show that users can build upon work of co-searchers in a very efficient way by analyzing and extending the given search trails.


Leonardo ◽  
2015 ◽  
Vol 48 (3) ◽  
pp. 296-297
Author(s):  
Andrew Johnston

This paper describes an interactive dance/physical theatre work entitled Encoded, which made use of motion capture techniques and real-time fluid simulations to create systems intended to support, stimulate and augment live performance. Preliminary findings from a qualitative study of performers’ experiences with the system raise a number of issues, including the challenges of creating theatrical meaning with interactive systems, using Contact Improvisation as a metaphor for engaging creative systems, and the impact that large-scale projections can have on performers’ engagement.


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