16,936 research outputs found

    The Impact of Experiential Augmented Reality Applications on Fashion Purchase Intention

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    Utilizing the stimulus-organism-response (SOR) model, the purpose of this study is to examine the effects of augmented reality (AR) (specifically augmentation) on consumers’ affective and behavioral response and to assess whether consumers’ hedonic motivation for shopping moderates this relationship. An experiment using the manipulation of AR and no AR was conducted with 162 participants aged between 18 and 35. Participants were recruited through snowball sampling and randomly assigned to the control or stimulus group. The hypothesized associations were analyzed using linear regression with bootstrapping. The paper demonstrates the benefit of using an experiential AR retail application (app) to positively impact purchase intention. The results show this effect is mediated by positive affective response. Furthermore, hedonic shopping motivation moderates the relationship between augmentation and the positive affective response. Because of the chosen research approach, the results may lack generalizability to other forms of augmentation. Therefore, researchers are encouraged to test the proposed model using different types of AR stimuli. Furthermore, replication of the study with other populations would increase the generalizability of the findings. Results of this study provide a valuable reference for retailers of the benefits of using AR when attempting to optimize experiential value in online environments. The study contributes to experiential retail and consumer purchase behavior research by deepening the conceptualization of the impact of experiential technologies, more specifically AR apps, by considering the role of hedonic shopping motivations.Peer reviewe

    The Future of the Internet III

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    Presents survey results on technology experts' predictions on the Internet's social, political, and economic impact as of 2020, including its effects on integrity and tolerance, intellectual property law, and the division between personal and work lives

    The 2011 Horizon report

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    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Emerging technologies for learning report (volume 3)

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    A MOBILE PLATFORM FOR LOCATION-BASED SERVICE APPLICATIONS USING AUGMENTED REALITY: ONLINE MAP, TRACKING AND NAVIGATION ON GOOGLE ANDROID SMARTPHONE DEVICE (TOC, Abstract, Chapter 1 and Reference only)

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    This project paper is about Augmented Reality (AR) using location-based visualization and implementation on the smartphone devices. That is partly because smartphone comes packed with built-in sensors have grown and become popular over the years. This will explore the interactive and interaction Location Based Services that AR allows on Android devices. The use of mobile applications and advancement in mobile technology such as Global Positioning System (GPS), compass and accelerometer sensors are able to identify and determine the location and orientation of the device, location-based applications with augmented reality views are possible. AR combines the real world with virtual, the integration of information in the user's environment in real time, the user interaction techniques of representing rich, intuitive information data of the real world. The AR application which typically takes the image of the integrated camera, positioning location as a representation of the real world and project objects on top of this image to create the AR view. The research was initiated by exploring and reviewing literature related domain and existing AR application available on Android devices. There are a number of AR applications available and the rapid development of Android smartphone devices has provided an improved platform for the application of mobile AR technologies. Developing application will help the researcher explore the topic while going through this technology. The aim of this study is to develop a combination of location-based information and AR features by blending both visual, map-based and nonmap based elements like live projection of a nearby landmark on camera preview on mobile devices, utilizing free and open source software development tools. In the context of this paper a prototype application, based on the Android platform and Mixare engine library is developed. This paper showed the initial thoughts on this application and overall process that leads to the final system development. This report describes MyARTGuide, a prototype application of augmented reality designed to be run over Android based smartphone. The user can now look through their phone as if taking a picture to look at the augmented world which leads to a better user experience. MyARTGuide is developed for experiment, simulation and to test the AR functionality of these project objectives is not a fully functional product. Thus, there are still more areas that can be improved and new features can be added. With the use of AR and Andorid technology it is possible to spread the experience which will be shown in this report. (ABSTRACT BY AUTHOR

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
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