1,845 research outputs found

    Augmented Reality in Information Systems Research: A Systematic Literature Review

    Get PDF
    Augmented Reality (AR) is one of the most prominent emerging technologies recently. This increase in recognition has happened predominantly because of the success of the smartphone game Pokémon Go . But research on AR is not a new strand of literature. Especially computer scientists investigate different technological solutions and areas of application for almost 30 years. This systematic literature review aims at analyzing, synthesizing and categorizing this strand of research in the information systems (IS) domain. We follow an established methodology for conducting the literature review ensuring rigor and replicability. We apply a keyword and backward search resulting in 28 and 118 articles, respectively. Results are categorized with regard to the focus of the research and the domain of the application being investigated. We show that research on user behavior is underrepresented in the current IS literature on AR compared to technical research, especially in the domains gaming and smartphone browsers

    LOCATION-BASED MARKETING: CONCEPTS, TECHNOLOGIES AND SERVICES

    Get PDF
    siirretty Doriast

    Otis College Report on the Creative Economy (2023)

    Get PDF
    The Otis College Report on the Creative Economy, commissioned annually by Otis College of Art and Design since 2007 focuses on the ways in which California's creative industries form an essential part of its overall economy. The report highlights five creative industries and eight regional snapshots with a spotlight on Los Angeles. The Otis College Report is an invaluable tool to assess the tremendous impact and influence of the creative sector on the state and regional economy

    A License to Play: Regulating Location-Based Augmented Reality Gameplay on Public Property

    Full text link
    This novel research sits at the intersection of augmented reality gameplay and government licenses for use of public property. Governments have long used licensing schema to assure public safety and order. Augmented reality gameplay on public lands presents a new, contested use of public property. Under our proposed licensing scheme, those wishing to engage in location-based augmented reality (LoBAR) gameplay on public lands would need a license. This proposal is akin to how governments—federal, state, and municipal—have authorized permit schema for use of public property, including rock climbing, geocaching, street performing, and film photography. Our Article offers sample legislation for policymakers to license LoBAR gaming, and a sample license application is included in the Appendix

    MARKET POTENTIAL FOR 360-DEGREE PHOTO AND VIDEO AND VIRTUAL REALITY SERVICES IN MOSCOW – CASE COMPANY: 360FINLAND Oy

    Get PDF
    The thesis provides a market research of 360-degree photo and video and virtual reality services in Russia, in particular Moscow. The aim of the study is to figure out the potential of the Moscovian market and furthermore to create an entry market strategy for a small Finnish company. The virtual reality market is growing in Russia and globally. Russian companies use the solutions provided by virtual reality and are going to use it more. Moscow is the largest metropolis and a highly developed market ideal for expanding business activities in the country. Restaurants, hotels, real estate companies, manufacturing companies, marketing agencies, and cultural establishments are six target segments that were selected to provide with the 360-degree and virtual reality services of 360Finland Oy in Moscow. The conducted interviews revealed that respondents are interested in 360 and virtual reality services. They pointed out that price is the key factor regarding purchasing the services. Efficiency, portfolio, and the party offering the services are the other mentioned factors. There are plenty of competitors on the market in Moscow, and the price of the services needs to be carefully monitored in order to stay competitive. In the beginning, the company can offer only 3D environment services on the Moscow market. Partnership with a marketing agency and direct exporting are the chosen ways of entering the market for 360Finland Oy. In order to find potential customers and partners in Moscow, cold calling and emailing as well as participation in exhibitions and trade shows are recommended promotional activities

    Location-based Marketing: the academic framework

    Get PDF
    Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.Over the last several years one could observe revolution in location-based technologies and geospatial information. Location awareness of mobile devices resulted in development of Location-Based Services (LBS) that are realization of that revolution in the most personal and contextual way. The ability to reach consumers in the highly targeted manner based on spatio-temporal criteria, attracted marketers from the early beginning of LBS creating field called Location-Based Marketing. Today decreasing prices of smartphones and wireless internet, as well as integration of location-aware mobile solutions and social media is leading to new possibilities and opportunities. The academic and professional interests of the author made him noticed that although the industry has challenged a significant development, there is lack of publications that would put an academic framework on that progress. The research has fulfilled this gap by extensive investigation of the current state of the art of Location-Based Marketing and its foundations - Location Based Services. The dissertation provides academic framework by comprehensive analysis of the Location-Based Marketing from LBS and marketing perspective. Further the thesis is addressing the issue of significant discrepancy between theoretical concepts of measurable Location-Based Social Media data and the actual data than can be legally accessed and used for marketing analysis purposes by investigation a case study of Location-Based Social Network - Foursqaure and Location-Based Analytics platform VenueLabs

    People, Place, and Pokémon: How Location-Based Games Enhance Well-Being

    Get PDF
    Social connections and relationships are a critical component of overall human flourishing and well-being. Over time, the structure of physical spaces and how we engage with each other has changed. This paper explores how social ties impact well-being and how advances in technology have shifted people’s conception of public and private spaces and how we interact with each other in them It also examines both the positive and negative effects of video games on social connections and well-being with a focus on location-based games like Pokémon Go which blur the line between physical and virtual reality. It concludes with suggestions for how the disconnected disciplines of new media, place, and positive psychology can come together to explore the potential of location-based games to improve human well-being at scale
    • …
    corecore