• Title/Summary/Keyword: augmented reality marketing

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A Study on the Influence of Augmented Reality Experience in Mobile Applications on Product Purchase (모바일 어플리케이션의 증강현실 이용경험이 제품구매에 미치는 영향 연구)

  • Kim, Minjung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.971-978
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    • 2022
  • As a marketing method in a non-face-to-face society, the purpose of this study is to test how AR experience affects purchase intention in the process of consumers recognizing product information to purchase products and to secure the basis for the effectiveness of developing and introducing augmented reality functions in future product brand applications. Literary research methods and empirical research methods were used to verify the research purpose, and to measure this, an application of domestic tableware brand 'Odense', which implements augmented reality functions, was produced and used as an experimental tool. Also, a direct causal relationship was attempted by constituting a questionnaire by deriving a measurement scale for perceived usefulness, perceived ease, perceived pleasure, and purchase, which are factors of technology acceptance theory (TAM), and empirical analysis was conducted using the SPSS 25.0 statistical package to achieve the purpose of the study. As a result of the study, significant results were derived from all factors in the effect of perceived usefulness, ease, and pleasure on purchase intention, and several significant differences were found among factors according to gender, age, and internet shopping usage time in general characteristics. In conclusion, the user experience of the medium in which the augmented reality function is introduced in the information recognition stage of the product has a positive effect on purchase compared to the user experience of existing applications.

Examining conducting Hanbok fashion shows in the metaverse (한복 패션쇼의 메타버스 구현을 위한 탐색적 연구)

  • Eunju Park;Young-Ju Rhee
    • The Research Journal of the Costume Culture
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    • v.31 no.2
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    • pp.173-192
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    • 2023
  • This study conducted in-depth interviews with experts to implement Hanbok shows on metaverse, which can contribute to the succession and development of Hanbok design and to establish a platform that fits the reality of the Hanbok industry and consumers. In-depth interviews were conducted to collect opinions from experts, and the derived contents were divided and analyzed using an affinity diagram. Experts were positive about the use of the metaverse platform of the Hanbok show in terms of impact, accessibility, exposure, virtual fitting, issuance of NFTs, and promotion of Hanbok brands. As a result of verifying the validity of the four components of metaverse, experts highly evaluated the possibility of using Hanbok shows in the order of virtual reality, augmented reality, mirror world, and lifelogging. Visuality, influence, marketing efficiency in virtual reality, immersion in augmented reality, fantasy and artistic elements, expression, diversity, and abundant experiences were expected. The platform's requirements emphasized realistic implementation equipment and technology, collaboration between Hanbok designers and producers, in addition to government support. Results of this study showed that appropriate target was analyzed to be in the 10-30s, and the appropriate price range was found to be able to sell at a discount of 40-80% compared to offline. This study provides useful implications for the service development of metaverse content, which will also be actively used in the Hanbok field, and can be used as basic data for reviving the Korean Hanbok industry and strengthening international competitiveness.

Exploring CRM through Technology-enabled Experience in Virtual Environment: The Era of COVID-19

  • HAN, Seung Yeon;CHO, Yooncheong
    • The Journal of Industrial Distribution & Business
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    • v.13 no.4
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    • pp.1-14
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    • 2022
  • Purpose: The purpose of the study is to explore the application of Augmented Reality (AR) technology to enhance interactivity and decision making via technology-enabled experience particularly, in the context of COVID-19. This study investigated effects of perceived utilitarian value, hedonic value, social value, and perceived risk on customer satisfaction with AR technology that are rarely examined in previous studies. Research design, data and methodology: Online survey data was used in the study. This study applied factor analysis and regression analysis to test the hypotheses and employed ANOVA and mediation effect analysis to explore additional findings. Results: The results suggested that customers' perceived usefulness, arousal, social preference, innovativeness, financial risk, and performance risk have statistically significant effect on customer satisfaction. Conclusions: The findings of the study provided managerial and policy implications to develop and advertise the introduction of AR technology with the emphasis on the practical and utilitarian benefits of the technology. The result of this study highlighted the importance of customer relationship management by providing advanced services to customers through AR technology. This study contributes to technology-enabled CRM literature by providing the empirical result to verify the assumption that AR technology can be an effective tool of firms' CRM strategy

The Effect of Augmented Reality Traits on Presence, Flow, and Relational Continuance Behavior with Smart-Phones (스마트폰 기반 증강현실 특성이 프레즌스, 플로우 및 관계지속행동에 미치는 영향)

  • Chun, Tae-Yoo;Park, No-Hyun
    • Journal of Distribution Science
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    • v.13 no.5
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    • pp.45-52
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    • 2015
  • Purpose - Augmented reality (AR) content used in mobile media today can accommodate a wide variety of contextual information. This indicates that making people experience a sense of presence and flow is a very significant factor in augmented reality content. Flow represents a rich immersion potential as representing the progress of emotion and the means to facilitate the operation of the smart phone. Therefore, users will have friendly relational continuance behavior with products and brands that supply this experience. Based on that, the purpose of this study is to investigate the relationships among smart phone AR application traits, presence, flow experience, and relational continuance behavior. First, AR application traits are defined as three categories sensory immersion, navigation, and manipulation, based on preceding studies. This study then examines the influence of AR application traits on the presence and flow experience and looks into the relation among presence, flow experience, and relational continuance behavior. This analysis suggests more detailed and concentrated strategic implications. Research design, data, and methodology - A research model is designed to examine the relation among AR application traits, presence, flow experience, and relational continued behavior. For data collection, questionnaire surveys were composed of multi-items for each component and the direct interview method was used for the interviews. To collect the data, after running the smart phone AR applications, the consumer behaviors of the respondents were generally determined. The questionnaire surveys were conducted for one month, October 2014. A total of 300 questionnaires were distributed with 278 questionnaires used for analysis, excluding the unanswered and insincere questionnaires. The data were analyzed using SPSS ver. 20.0 and LISREL ver. 8.51. Results - The following results are found: First, AR application traits have a significantly positive effect on presence with sensory immersion, navigation, and manipulation all having a significantly positive effect. Second, sensory immersion and manipulation among the AR application traits have a significantly positive effect on flow. However, navigation did not have a significantly positive effect on flow. Third, presence has a significantly positive effect on flow and has a significantly positive effect on relational continuance behavior. Moreover, flow also has a significantly positive effect on relational continuance behavior. This behavior tends to be formed since brands want to encourage relational continuance behavior and positive emotions with the brands being used. Relational continuance behavior accompanies repeat purchasing, positive word-of-mouth and recommendation activities, and forms of trust with the brand. Conclusions - The research results showed that smart phone AR traits had significantly positive effect on presence, flow, and relational continuance behavior. Based on this, smart phone AR application providers should establish an aggressive marketing strategy to accommodate more realistic problems in order to positively influence user behavior. Additionally, the marketers should make efforts to provide fun or convenience in the AR application operation process of the user.

Study on Utilization of Jewelry 3D Modeling in E-commerce Marketing - Focusing on Metaverse Platform (주얼리 3D 모델링의 이커머스 마케팅 활용연구 - 메타버스 플랫폼을 중심으로)

  • Hye-Rim Kang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.581-587
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    • 2023
  • During the global pandemic period, The world has created a new paradigm using digital technology, aligning one direction with the highest value of life and survival. Untact has changed from a convenience value to an essential value with quarantine and sanitation. And the industry process has shifted from face-to-face to non-face-to-face. The platform formed an community in a virtual space, and companies started a new service based on presence. For a sense of reality, information is expressed and stored from 2D centered on images to 3D multifaceted. Companies are marketing using 3D modeling, focusing on augmented reality, virtual world, and mirror world of Metaverses. The purpose of this study is to analyze the current status and examples of 3D modeling in the E-commerce environment of domestic and foreign jewelry brands in this era of change, and present ways to use 3D modeling in jewelry industries.

A Study on Marketing Revitalization Plan of Performing Arts Theatre Using Realistic Contents (실감콘텐츠를 활용한 공연장 마케팅 방안 연구)

  • Lim, Young-June;Lee, Young-Suk
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.309-318
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    • 2018
  • We proposed a marketing plan for the performing arts venue using realistic contents(VR, AR, and MR). The venue is a place where the audience can experience the performance directly. The marketing plan of the performance venue is as follows. Firstly, it is a marketing strategy that utilizes an arrangement of venue seats. It is possible to predict for watching a performance at angle and sight in performance venue seats that audience want through VR. This allows the theatre seats to be experienced in advance with the VR contents inducing the reservation of the seats with a high sense of immersion. Secondly, it is a marketing using PR and AD of performing arts through MR in the space with a large transient population. It is possible to promote dynamic promotion utilizing the sense of the presence of performing arts compared with existing static promotion means. Thirdly, it is a marketing strategy that utilizes actor characters in performance. The audience could be interested in the performing arts in advance via a preview of the AR contents of the pamphlet. Fourthly, it is a way to communicate with customers directly by establishing a VR social network to manage venue members. This will help attract an audience to revitalize the theatre venue.

Strategic Framework for $Web^2$ Mobile Marketing

  • Lee, Bong-Gyou;Seo, Hyun-Sik;Kim, Yong-Beom;Park, Soo-Kyung;Kim, Taisiya
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.11
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    • pp.2087-2102
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    • 2011
  • The purpose of this study is to develop and present a strategic framework for mobile Internet marketing in the $Web^2$ environment. The $Web^2$ mobile Internet marketing is characterized by services, such as augmented reality and social network services. Considering the changes in the effects and types of advertisements in the mobile Internet, few studies of mobile advertisements have been conducted thus far in the $Web^2$ environment, including the cloud computing environment. Accordingly, this research aims to identify the relationships between importance and satisfaction and to uncover the characteristics of mobile advertisements through smart phones using the IPA (Importance-performance Analysis) methodology in the $Web^2$ environment. To induce the minimum required characteristics of a mobile advertisement in terms of the importance and satisfaction of IPA, Kano's model is applied to this analysis. The study also probes the relationships between the overall satisfaction and factors of each dimension of IPA through a regression analysis. As a result, this study presents four types of $Web^2$ mobile Internet marketing strategies. It was also confirmed that the maintenance reinforcement factors of the IPA dimension affect the degree of overall satisfaction. This study has implications for businesses and researchers preparing $Web^2$ mobile services and marketing.

Constructivist Research in Smart Tourism

  • Hunter, William Cannon;Chung, Namho;Gretzel, Ulrike;Koo, Chulmo
    • Asia pacific journal of information systems
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    • v.25 no.1
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    • pp.103-118
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    • 2015
  • Smart tourism is a social phenomenon arising from the convergence of information technology with the tourism experience. New ways of doing business, new patterns of experience and new problems concerning tourism destination image management and marketing are emerging due to the ubiquitous presence and influence of the internet and mobile devices. New conceptual tools are also available to enable researchers to further understand the social implications as well as the practical implementation of these new virtual and augmented smart tourism ecosystems. To this effect this paper introduces the constructivist paradigm and associated research methodologies as another toolbox for interpreting how smart tourism works as a form of soft power. The implications revealed by constructivism are that through smart tourism ecosystems, destination commodification and commoditization, experience and image formation are increasingly self-perpetuating, autonomous and organic social constructions. Researchers in information technology can use constructivist research to further explore these dynamic developments in smart tourism.

Perceptions and Trends of Digital Fashion Technology - A Big Data Analysis - (빅데이터 분석을 이용한 디지털 패션 테크에 대한 인식 연구)

  • Song, Eun-young;Lim, Ho-sun
    • Fashion & Textile Research Journal
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    • v.23 no.3
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    • pp.380-389
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    • 2021
  • This study aimed to reveal the perceptions and trends of digital fashion technology through an informational approach. A big data analysis was conducted after collecting the text shown in a web environment from April 2019 to April 2021. Key words were derived through text mining analysis and network analysis, and the structure of perception of digital fashion technology was identified. Using textoms, we collected 8144 texts after data refinement, conducted a frequency of emergence and central component analysis, and visualized the results with word cloud and N-gram. The frequency of appearance also generated matrices with the top 70 words, and a structural equivalent analysis was performed. The results were presented with network visualizations and dendrograms. Fashion, digital, and technology were the most frequently mentioned topics, and the frequencies of platform, digital transformation, and start-ups were also high. Through clustering, four clusters of marketing were formed using fashion, digital technology, startups, and augmented reality/virtual reality technology. Future research on startups and smart factories with technologies based on stable platforms is needed. The results of this study contribute to increasing the fashion industry's knowledge on digital fashion technology and can be used as a foundational study for the development of research on related topics.

Implementation of URL Connecting Application Service Platform Based on Recognition of AR Maker Using LED Panel and Smartphone (LED 전광판과 스마트폰을 이용한 AR 마커인식 기반의 URL 연결 서비스 플랫폼 구현)

  • Park, Kunwon;Hwang, Junho;Yoo, Myungsik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.8
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    • pp.692-698
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    • 2013
  • As the mobile marketing through the smartphone has gradually increased, the smartphone application services using the AR marker, QR codes and augmented reality have attracted much attention. Furthermore the outdoor advertising is migrated to LED signage, which brings the visible light wireless communication technologies to the trial for mobile marketing. In this paper we present the implementation of AR marker-based URL access application services through smartphone camera using visible-light wireless communication technologies. We analyze the performance of the implemented system in terms of connection time and success rate.