15,469 research outputs found

    Digital Food Marketing to Children and Adolescents: Problematic Practices and Policy Interventions

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    Examines trends in digital marketing to youth that uses "immersive" techniques, social media, behavioral profiling, location targeting and mobile marketing, and neuroscience methods. Recommends principles for regulating inappropriate advertising to youth

    Piloting Multimodal Learning Analytics using Mobile Mixed Reality in Health Education

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    © 2019 IEEE. Mobile mixed reality has been shown to increase higher achievement and lower cognitive load within spatial disciplines. However, traditional methods of assessment restrict examiners ability to holistically assess spatial understanding. Multimodal learning analytics seeks to investigate how combinations of data types such as spatial data and traditional assessment can be combined to better understand both the learner and learning environment. This paper explores the pedagogical possibilities of a smartphone enabled mixed reality multimodal learning analytics case study for health education, focused on learning the anatomy of the heart. The context for this study is the first loop of a design based research study exploring the acquisition and retention of knowledge by piloting the proposed system with practicing health experts. Outcomes from the pilot study showed engagement and enthusiasm of the method among the experts, but also demonstrated problems to overcome in the pedagogical method before deployment with learners

    ASSESSING THE USER EXPERIENCE WHEN USING MOBILE AUGMENTED REALITY IN ADVERTISING

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    Facing huge profits brought by applying augmented reality (AR) to advertising on mobile devices, this study investigated the user experience from four dimensions as emotional, instrumental, motivational and social experience when using AR as an advertising tool. It aims to help designers understand that how the user experience emerges during the use of AR advertising tool. In addition, providing some design suggestions to AR designer. Eighteen participants were recruited and the data were collected through observation and interviews. According to the results, users evaluated their emotional experience higher than the other three dimensions. The AR\u27s value in building brand awareness was more effective than persuading users to buy a product. Social functions were advised by users but should be more diverse than just share function. Participants hoped to see how creatively and widely AR can be used in future. Results also indicated that novice and experienced AR users evaluate this AR advertising tool differently, which could be a future direction for this research. Finally, suggestions are provided to AR developers on three categories: contents and interface, interaction and functionality

    USING MOBILE AUGMENTED REALITY APPLICATION AS A MARKETING STRATEGY IN SOCIAL MEDIA

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    Using Mobile Augmented Reality Application as a Marketing Strategy in Social Media is a research to know how to improve marketing strategy such as branding and promotion using augmented reality in social media. By using this type of technology, instead of using the traditional and conventional approach, users can attract more customer to buy the product since the promotion is more memorable. This mobile application can scan a certain type of product and it can produce a certain type of animation and information according to the developer. But in this research, we are also taking one step further by absorbing the latest trend of advertising which is social media and instead of a plain advertisement, we are using simple games to attract more customers. The idea came from the trend of mobile games nowadays such as candy crush or flappy bird, and people can compete with their friends in social media such as Facebook and Twitter. The competitive nature that came out from the game will help selling the product as people will look for more entertainment from the advertisement

    Augmented reality : integrating design thinking and user centered strategies to create an effective digital sporting experience

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    This study documents a case on how design thinking strategies may be used to inspire development of AR products specifically designed to enhance a grassroots sports marketing campaign. The study also provides a framework on how the topics of sport, sports marketing, design thinking, and augmented reality can efficiently work together to create user-centered augmented reality products. The design thinking methods and prototype development based off of the results of this study provide strategic guidance for marketers looking to incorporate augmented reality into sports marketing campaigns. This study successfully paired user-centered design strategies with augmented reality to develop a prototype based on the personal experiences and opinions of future users. The user-centered focus group and qualitative survey producers provide future researchers the tools to integrate design thinking techniques into their own campaign designs. The augmented reality prototype and accompanying research in this study show how integrating cutting edge technology, creating more access, and acquiring young audiences are some of the adjustments that niche sports need to make in order to stay relevant, create a modern identity, and break into the mainstream sports market.Department of JournalismThesis (M.A.

    Augmented Reality Advertisement on Android as A New Marketing Strategy (ReADroid)

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    Augmented Reality Advertisement on Android as A New Marketing Stategy is a project to study the effectiveness of using augmented reality technology in marketing strategy based on the prototype being developed called Augmented Reality Advertisement on Android (ReADroid). ReADroid is an Android application for chocolate based advertisement which animate when ttre smartphone camera is pointed to the chocolate wrapper by using augmented reality (AR) approach. In the conventional physical advertising method which mostly dull and static, viewer has high tendency to ignore without gving any bodily responses towards the advertisement. This problem leads to viewer difficulties to remember the advertisement well. By creating and developing an interactive and engaging AR advertising application, ReADroid ensure that half of the advertisement viewers remember about the advertisement. As a little number of researches has been done to investigate the effectiveness of AR advertisement, this project is contributing to the evaluation on the usability and receptivity of users towards the AR advertisement. Men and women between 15 to 35 years old are the main target goup that will b€ using ReADroid on their Android smartphone to see the AR chocolate based advertisement on the chocolate wrapper. [n order to facilitate the requirement changes, ReADroid development is based on the modified version of Waterfdl Methodology Model called Sashimi Methodology Model. Based on the data gathering and analysis, by using Qualcomm Augmented Reality (QCAR) as the AR framework, together with unity 3D Pro, Blender and Android softrrare Development Kit (SDK), ReADroid satisfy more than 50 respondents' needs by allowing us€r to criticize or praise the advertised products directly at the advertisement, play the garnes provided, view the promotion or visiting the advertiser website. As conclusion, this interactive application will solve the ineffestiveness in conventional physical advertisement, thus creating bigger plaform for business to acquire more profit

    ABY Interactive: A Business Plan for an Interactive Media Company

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    Abstract Interactive Media and Game development are experiencing an incredible growth the recent year. Digital devices are in constant evolution, and the developers/artist are glad to unleash their full potential by creating innovative content that take advantage of those capacities. Although creation and innovation is not what is limiting this field, the business side to this industry is the biggest challenge to this kind of content. Making a good product needs a team effort, and these employees will obviously need good money for their expertise, which, means the product needs to be funded to make it happen. In this context I find myself in the perfect position for this kind of adventure as I both love games and I like to play the role of the entrepreneur/problem solver. As a Fulbright scholar I feel my self-obligated to help my country back with all the knowledge and the opportunities I got offered by coming here and learning from U.S professionals in the industry This brings us to the core of this thesis, by doing a Co-op job in Petricore, shadowing its CEO and surrounding myself by a huge community of professionals from the industry, researching the best way to start my own startup €œABY€� in the same industry in Tunisia. I will also using auto ethnography and interviews to collect relevant data in an ultimate goal of building a lightweight business plan to guide me in starting this adventure in my home country

    Development of technology for creating an augmented reality application for business purposes

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    The scientific novelty of this work is the development of technology for creating an augmented reality application for managing to advertise. The use of augmented reality is becoming a standard format in advertising. The main difference between augmented reality advertising is the ability to present consumer goods or services and involve them in their use. This article aims to develop technology for creating a mobile AR application for Android devices. The article develops a mental map of the distribution of AR systems. The technology of generating an AR mobile application with elements of interactive interaction for a device running Android OS is proposed. An information scheme of the AR application development process has been created, which reflects the relationship between external and internal development factors

    Augmented Reality Mobile App for Children Learning on Colour

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    This document describes the process developing an Augmented Reality (AR) of mobile application on colour by using storybook. By using camera on the smartphone or tablet, the user or the child could view the superimposed virtual three dimensional (3D) objects and images in a fun and interactive manner using the marker-less physical colour book as the interaction tool. Learning colour since young age helps children to distinguish colours and they can choose their favourite colours. In addition, it helps them to express themselves, build the confident and more easy-going by choosing the desired colours. Otherwise, they will be tend to have difficulties in making choices in their future life. Many researchers and journalists have done their research on the topic and emphasized on the importance colour for children in the early age is beneficial for their successful in future
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