62,360 research outputs found
Aplicación móvil basada en realidad aumentada para el marketing empresarial del centro comercial Apiat, 2018
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
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
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
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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