Introducing Retro Products İn The Sports Industry With Augmented Reality Applications

2021 ◽  
Vol 15 (7) ◽  
pp. 2094-2098
Author(s):  
Ali Çevik ◽  
Mehmet Mustafa Yorulmazlar

The sports industry has caused differentiation in marketing strategies with the effect of globalization. As a result of this differentiation, manufacturers have put the demands of their customers at the center of production. In the study; It is aimed to reveal the interaction elements within the scope of the retro marketing application area activities in the promotional videos of the Nike brand to impress people. The sample of the study consists of 4 promotional videos: Nike Air Max 2090 Cloud, Explore Air Force I City, Build Your Nike Air Max 2090, Nike Air Max 720 Day, featuring augmented reality technology with the retro products of the Nike brand. Density sampling method was used while determining the sample. Density sampling covers the best or most information-rich examples of the investigated phenomenon, rather than extreme or unusual cases. "Basic Qualitative Research Model" was applied as a research method. The main purpose of basic qualitative research is to reveal and interpret the meanings created by people. As a pattern in the study; document analysis technique was used. Documents used in qualitative research consist of four types: Public records and personal documents are the first and second types, popular culture documents are the third type, and visual documents including movies, videos, and pictures are the fourth type. This study consists of videos in the visual documents section of the fourth type. Analysis of the data obtained in our study; It was carried out according to 5 main titles and 10 sub-titles within the framework of "Retro Marketing Application Area in Sports" As a result; The Nike brand used augmented reality technology to present its products with a combination of old and new features to its consumers within the framework of retro marketing and to enable them to establish an emotional connection with the past. Under the title of images of the retro marketing application field in sports; It was observed that the redesign of AirMax and Air Force shoe models, which are identified with the brand and the titles of giveaways and themed games/events were emphasized in game day promotions. Keywords: Sports Industry, Communication, Retro Marketing, Augmented Reality, Promotion.

Humaniora ◽  
2018 ◽  
Vol 9 (3) ◽  
pp. 265
Author(s):  
Damba Permatasakti ◽  
Vera Jenny Basiroen

This research was conducted to discover innovative and interesting methods to preserve also to reintroduce Javanese folktale to today’s society. The data were gathered from primary research through quantitative research to 104 respondents to know about folktale and opinion of modern preservation medium such as augmented reality medium, and also qualitative research through an in-depth interview to enrich the researcher’s fashion knowledge about printed technic and fabrics. Besides primary research, the researchers also conducted secondary research through various sources such as websites, e-articles, survey, and interview. The result of this research is an interactive scarf as a collaboration of fashion accessory as a physical medium and augmented reality technology to enhance its interactive experience. Based on the survey held, the most favorite fashion accessory among woman from the age of 18 until 30 years old is a scarf. Most women will have a scarf inside their bag, just in case they need it. By making an illustration of Javanese folktale on a scarf, it will hopefully attract the target market to retrace their memory and raise people’s awareness about Javanese folktale that seems to be forgotten in today’s era. The usage of augmented reality feature in this research is to give further information such as videos, images, or texts towards the illustration of the scarf by scanning the pattern by using the user’s smartphone.


Author(s):  
Emi Br Bukit ◽  
Berlin Sibarani ◽  
Rika Rika

This study aims at describing how the teachers teach reading comprehension of narrative text to the tenth grade students in Sibolangit and revealing the underlying reasons of why do they do that way. This study was conducted by using qualitative research design. The subject of this study were two english teachers who taught at tenth grade students of two SMA in Sibolangit they are : SMA Negeri  1 Sibolangit  and SMA RK Deli Murni Bandar Baru in academic year 2016/ 2017. The data were analyzed by using Miles and Huberman data analysis technique. The  technique of collecting the data was recorded from the classroom process in teaching reading comprehension of narrative text. The findings of the study show that most of teachers’ ways are not yet focusing on teaching reading comprehension but rather focusing teaching the knowledge of genre. The underlying reason of the teachers’ ways in teaching reading comprehension did not facilitate reading comprehension. It was due to the misperception of the concept of teaching reading comprehension.  Keywords : Teaching,Reading Comprehension,Narrative Text.


Author(s):  
Тетяна Грунтова ◽  
Юлія Єчкало ◽  
Андрій Стрюк ◽  
Андрій Пікільняк

Hruntova T. V., Yechkalo YU. V., Stryuk A. M. and Pikilʹnyak A. V. Augmented Reality Tools in Physics Training at Higher Technical Educational Institutions. Research goal: the research is aimed at theoretical substantiation of applying the augmented reality technology and its peculiarities at higher technical educational institutions. Research objectives: the research is to solve the problems of determining the role and place of the technology in the educational process and its possible application to physics training. Object of research: teaching physics to students of higher technical educational institutions. Subject of research: the augmented reality technology as a component of the training process at higher educational institutions. Research methods used: theoretical methods include analysis of scientific and methodological literature; empirical methods include studying and observation of the training process. Research results: analysis of scientific publications allows defining the notion of augmented reality; application of augmented reality objects during laboratory practical works on physics is suggested. Main conclusions. introduction of the augmented reality technology in thetraining process at higher technical educational institutions increases learning efficiency, facilitates students’ training and cognitive activities, improves the quality of knowledge acquisition, provokes interest in a subject, promotesdevelopment of research skills and a future specialist’s competent personality.


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