62,360 research outputs found

    Aplicación móvil basada en realidad aumentada para el marketing empresarial del centro comercial Apiat, 2018

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    RESUMEN La presente tesis de investigación busca responder el problema planteado la cual es: ¿De qué manera la implementación de una aplicación móvil basada en realidad aumentada facilita una herramienta de marketing para el centro comercial APIAT? esta pregunta se realizó en búsqueda de alcanzar nuestro objetivo principal que es facilitar una herramienta de marketing para el centro comercial APIAT mediante el desarrollo de realidad aumentada con tecnología móvil. La implementación de una Aplicación Móvil basada en Realidad Aumentada a través del Marketing Empresarial para el Centro Comercial APIAT, pasó por fase de contrastación de resultados a través de las pruebas de pre y post arrojando los siguientes resultados: Se logró determinar el nivel de captación de nuevos clientes, logrando así un incremento del 7.53%. Se logró determinar el nivel porcentual de las ventas, logrando así un incremento del 16.06%. Después de recolectar datos, analizar y validar estos, se planteó la conclusión que el aplicativo propuesto como una herramienta del marketing empresarial, será un gran aporte para el Centro Comercial APIAT por qué generará valor agregado al marketing del centro comercial además servirá como guía para futuras investigaciones, a partir de la cual se propone una serie de recomendaciones. PALABRAS CLAVES: Marketing empresarial, realidad aumentada, tecnología móvil.ABSTRACT This research thesis seeks to answer the problem posed which is: Which way to implement a mobile application based on augmented reality facilitates a marketing tool for the APIAT shopping center? This question was asked in the search to reach our main objective is a marketing tool for the APIAT shopping center through the development of augmented reality with mobile technology. Implementation of a Mobile Application based on Augmented Reality through Business Marketing for the APIAT Shopping Center, went through the phase of contrast of results through pre and post tests, yielding the following results: The level of acquisition of new clients will be determined, thus achieving an increase of 7.53%. The percentage level of sales will be determined, thus achieving an increase of 16.06%. After collecting data, analyzing and validating this data, you will see the conclusion that will be applied as a business marketing tool, it will become a great contribution for the Shopping Center. Investigations, from which a series of recommendations is proposed. KEYWORDS: Business marketing, augmented reality, mobile technology

    Adaptive User Perspective Rendering for Handheld Augmented Reality

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    Handheld Augmented Reality commonly implements some variant of magic lens rendering, which turns only a fraction of the user's real environment into AR while the rest of the environment remains unaffected. Since handheld AR devices are commonly equipped with video see-through capabilities, AR magic lens applications often suffer from spatial distortions, because the AR environment is presented from the perspective of the camera of the mobile device. Recent approaches counteract this distortion based on estimations of the user's head position, rendering the scene from the user's perspective. To this end, approaches usually apply face-tracking algorithms on the front camera of the mobile device. However, this demands high computational resources and therefore commonly affects the performance of the application beyond the already high computational load of AR applications. In this paper, we present a method to reduce the computational demands for user perspective rendering by applying lightweight optical flow tracking and an estimation of the user's motion before head tracking is started. We demonstrate the suitability of our approach for computationally limited mobile devices and we compare it to device perspective rendering, to head tracked user perspective rendering, as well as to fixed point of view user perspective rendering

    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

    Viewing the Future? Virtual Reality In Journalism

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    Journalism underwent a flurry of virtual reality content creation, production and distribution starting in the final months of 2015. The New York Times distributed more than 1 million cardboard virtual reality viewers and released an app showing a spherical video short about displaced refugees. The Los Angeles Times landed people next to a crater on Mars. USA TODAY took visitors on a ride-along in the "Back to the Future" car on the Universal Studios lot and on a spin through Old Havana in a bright pink '57 Ford. ABC News went to North Korea for a spherical view of a military parade and to Syria to see artifacts threatened by war. The Emblematic Group, a company that creates virtual reality content, followed a woman navigating a gauntlet of anti- abortion demonstrators at a family planning clinic and allowed people to witness a murder-suicide stemming from domestic violence.In short, the period from October 2015 through February 2016 was one of significant experimentation with virtual reality (VR) storytelling. These efforts are part of an initial foray into determining whether VR is a feasible way to present news. The year 2016 is shaping up as a period of further testing and careful monitoring of potential growth in the use of virtual reality among consumers
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