• 제목/요약/키워드: augmented reality marketing

검색결과 42건 처리시간 0.023초

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

  • 김민정
    • 문화기술의 융합
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    • 제8권6호
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    • pp.971-978
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    • 2022
  • 본 연구는 비대면 마케팅의 한 방편으로 소비자들이 제품을 구매하기 위한 상품정보를 인지하는 과정에서 증강현실 경험이 재래적 어플리케이션을 통한 구매의도에 비해 어떠한 영향을 미치는가를 실험하여 향후 제품브랜드의 앱 개발에 필요한 증강현실 도입의 유효성에 대한 근거를 확보하고자 한다. 연구목적에 대한 검증을 위하여 문헌적 연구과 실증적 연구를 병행하였으며 이를 측정하기 위하여 증강현실 기능을 구현한 국내 테이블 웨어 브랜드 '오덴세'의 애플리케이션을 제작하여 실험도구로 사용하였다. 조사모형은 사용자 표본집단을 대상으로 애플리케이션을 이용한 후 그 경험을 설문에 응답하도록 하였다. 연구결과, 지각된 유용성과 용이성, 즐거움이 구매의도에 미치는 영향에서는 모든 요인에서 유의미한 결과가 도출되었으며, 일반적 특성에서 성별, 연령, 인터넷 쇼핑 이용시간에 따라 요인간 몇 가지 유의한 차이들이 발견되었다. 결론적으로 제품의 정보인지 단계에서 증강현실기능이 도입된 매체의 사용자 경험은 전통적인 애플리케이션의 사용자 경험에 비해서 구매에 긍정적인 효과를 미친다는 결과를 도출하였다.

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

  • 박은주;이영주
    • 복식문화연구
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    • 제31권2호
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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
    • 산경연구논집
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    • 제13권4호
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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

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

  • 전태유;박노현
    • 유통과학연구
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    • 제13권5호
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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.

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

  • 강혜림
    • 문화기술의 융합
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    • 제9권2호
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    • pp.581-587
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    • 2023
  • 글로벌 팬데믹으로 전 세계는 삶과 생존을 최우선의 가치로 방향성을 정립하고 디지털 기술을 활용한 새로운 패러다임을 만들어왔다. 언택트는 편리성의 가치를 넘어 방역과 위생 관점에서 필수적인 가치로 변하였고, 산업체 전반의 프로세스를 집체형에서 비대면으로 전환시켰다. 플랫폼은 가상공간에서 유기적인 커뮤니티를 형성하고, 기업은 실재감 기반의 새로운 서비스를 시작하였다. 현실과 유사한 환경 구축에 필요한 실재감을 위해 평면 이미지 중심의 2D에서 다면화된 3D로 정보는 표현, 저장되고 있다. 기업은 메타버스 플랫폼의 증강현실, 가상세계, 거울세계 등의 유형을 필두로 3D 모델링을 활용한 마케팅을 전개하고 있다. 이러한 변화의 시대 흐름에서 국내외 주얼리 브랜드 이커머스 환경의 3D 모델링 현황과 사례를 분석하고, 3D 모델링에 대한 주얼리 산업체의 활용 방안을 제시하는 데 본 연구의 목적이 있다.

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

  • 임영준;이영숙
    • 디지털콘텐츠학회 논문지
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    • 제19권2호
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    • pp.309-318
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    • 2018
  • 본 연구에서는 실감콘텐츠(VR AR MR)를 활용한 공연장 마케팅 방안을 제안하였다. 공연장은 관객이 직접 체감할 수 있는 공간이며, 공연장 마케팅 방안은 다음과 같다. 첫째, 공연장 좌석의 배치를 활용한 마케팅전략이다. 이는 가상현실(VR)을 통해 관객에게 원하는 관람석에서 공연이 어떤 각도와 시야로 관람되는지에 대한 예상이 가능하며 몰입감이 높은 좌석을 예매하도록 유도한다. 둘째, 혼합현실(MR)을 통해 공연 홍보 및 광고물을 활용한 콘텐츠 마케팅이다. 기존의 정적인 홍보수단에 비해 공연예술의 현장감을 살린 동적 홍보가 가능하다. 셋째, 등장 캐릭터를 활용한 마케팅전략이다. 공연은 1회성 예술이다. 이를 보완하도록 등장캐릭터가 공연의 한 장면을 증강현실(AR)콘텐츠로 사전에 제공하여 공연에 대한 흥미를 유발하도록 한다. 넷째, VR 소셜 네트워크를 구축하여 고객과 직접 소통하는 방법이다. 이를 통해 공연장 활성화를 위한 관객 유치에 도움이 되고자 한다.

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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    • 제5권11호
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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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    • 제25권1호
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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.

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

  • 송은영;임호선
    • 한국의류산업학회지
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    • 제23권3호
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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.

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

  • 박근원;황준호;유명식
    • 한국통신학회논문지
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    • 제38C권8호
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    • pp.692-698
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    • 2013
  • 스마트폰 활성화에 따라 모바일 마케팅의 활용성이 점차 증가하여 QR 코드나 증강현실의 AR 마커를 이용한 스마트폰 응용 서비스가 많은 관심을 받고 있다. 더욱이 옥외 광고의 형태가 LED 전광판으로 전환되면서 가시광무선 통신 기술을 이용하여 모바일 마케팅 활용에 대한 시도가 이루어지고 있다. 이에 본 논문은 가시광 무선 통신 기술을 이용하여 LED 패널과 스마트폰 카메라를 이용하여 AR 마커 기반의 URL 연결 응용 서비스를 구현하였다. 이러한 구현 결과를 토대로 응용 서비스 실행을 위한 서비스 연결에 소요되는 시간 및 성공률에 대한 성능을 분석하였다.