Marketing in Extended Reality, a Qualitative Exploration of How People Recall the Details of Advertisements and What Factors

Total Page:16

File Type:pdf, Size:1020Kb

Marketing in Extended Reality, a Qualitative Exploration of How People Recall the Details of Advertisements and What Factors Iowa State University Capstones, Theses and Graduate Theses and Dissertations Dissertations 2021 Marketing in extended reality, a qualitative exploration of how people recall the details of advertisements and what factors drive individual willingness to act across interaction technologies. Adam M. Mazurick Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/etd Recommended Citation Mazurick, Adam M., "Marketing in extended reality, a qualitative exploration of how people recall the details of advertisements and what factors drive individual willingness to act across interaction technologies." (2021). Graduate Theses and Dissertations. 18553. https://lib.dr.iastate.edu/etd/18553 This Thesis is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. Marketing in extended reality, a qualitative exploration of how people recall the details of advertisements and what factors drive individual willingness to act across interaction technologies by Adam Mazurick A thesis submitted to the graduate faculty in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Major: Human Computer Interaction Program of Study Committee: James Oliver, Major Professor Michael Dorneich Rafael Radkowski The student author, whose presentation of the scholarship herein was approved by the program of study committee, is solely responsible for the content of this thesis. The Graduate College will ensure this thesis is globally accessible and will not permit alterations after a degree is conferred. Iowa State University Ames, Iowa 2021 Copyright © Adam Mazurick, 2021. All rights reserved. ii DEDICATION This thesis is dedicated to my Wife, Julia, who believed in my research interests and supported me as I completed my graduate education and conducted this study. The frank reality is that my educational pursuits and goals could not have been achieved without my Wife's support. iii TABLE OF CONTENTS ACKNOWLEDGMENTS…………………………………………………………………….….iv ABSTRACT………………………………………….………………………………………..…..v CHAPTER 1. MOTIVATION………..…………………………………………………..……… 1 Definition of terms………………………………………………………………………. 1 Technology and social trends……………………………………………………………. 2 Literature review…………………………………………………………..…………….. 4 Research questions …………………………………………………………………….. 11 CHAPTER 2. EXTENDED REALITY HMD DEVELOPMENT……….……………….……. 13 Early hardware prototype………….………………………………………..………….. 13 Early software prototype……………………………………………………………….. 17 Mixed Reality and Virtual Reality support in one app…………………………………. 18 Final hardware prototype………………………………………………………………. 22 CHAPTER 3. STUDY DESIGN…………………………….…………………………………. 25 Purpose…………………………………………………………………………..…….. 25 Methods …………………………………………………………………………….…. 25 Sampling and inclusion criteria……………………………………………………..…. 26 Participant recruitment…………………………………………………………………. 27 Data collection procedures..……………………………………………………………. 27 Commercial descriptions……………………………………………………………….. 29 Analysis plan…………………………………………………………………………… 35 CHAPTER 4. RESULTS………….…………………………………………………………… 36 Perceptual Exercise Results……………………………………………………………. 36 Thematic Analysis Results………………………………………………………………40 AEIOU Observations……………………………………………………………………51 CHAPTER 5. CONCLUSION………………………………………………………………….52 REFERENCES………………………………………………………………………….………56 APPENDIX A. IRB APPROVAL…………………………………………………………….…60 APPENDIX B. QUESTIONNAIRE…………………………………………………………….61 iv ACKNOWLEDGMENTS I had to write this thesis under unusual circumstances associated with a pandemic. At times it was an exceptionally arduous and solitary experience conducting remotely moderated research, manufacturing hardware and engineering software. I want to thank my Dog Winston for being my constant companion and emotional support aid during twelve long months of research, iterative design and research execution. I would like to thank an individual who made time to mail me drawings about advanced display technologies he purportedly worked on, a Mr. Bob Lazar. Though controversial and highly debated, Mr. Lazar’s drawings and schematics inspired some of the later discussions concerning affective computing and how mixed-reality commercials were visualized, displayed, and presented to users. I would like to thank my committee chair, Dr. James Oliver, and my committee members, Dr. Michael Dorneich, and Rafael Radkowski, for their guidance and support throughout the course of this research. In addition, I would also like to thank my friends, colleagues, the department faculty and staff for making my time at Iowa State University a wonderful experience. I want to also offer my appreciation to those who were willing to participate in my surveys and observations, without whom, this thesis would not have been possible. v ABSTRACT Advertisers currently face a significant challenge marketing to consumers in 2021. It is well established that people in 2021 consume nearly five times as much information as in 1986. To manage this increase of information, consumers have developed complex coping strategies that involve increased multi-tasking among digital applications like Gmail, LinkedIn, Outlook Calendar and Facebook. These very coping strategies that involve multi-tasking are making consumers less efficient at focusing their attention. Whatsmore, consumers are dividing their attention across more interaction technologies. This combination of societal trends presents distinct challenges to advertisers who want consumers to recall their brands, services and products. In an age where consumers own multiple connected devices, how consumers recall ads across interaction technologies and what drives them to act in response to those advertisements are largely unexplored. In order to explore how people recall the details of advertisements and what factors drive individual willingness to act in response to advertisements, a qualitative study was conducted in which twelve subjects experienced eight commercial variants across popular interaction technologies. After experiencing commercials across Head-Mounted Virtual Reality, Head-Mounted Mixed Reality, Smart Phones, SmartTVs, Hearables, Smart Watches and Smart Speakers, consumers were able to recall the brands and details of commercials more frequently on Head- Mounted Mixed Reality and Wearable interaction technologies. Moreover, willingness-to-act was vi highest on Mobile AR, Mixed Reality and Hearable interaction technologies. On this basis, Mobile AR, head-mounted Mixed Reality, Wearable and Hearable interaction technologies should be taken into account when developing advertising communications. 1 CHAPTER 1. MOTIVATION This thesis engages in a discussion of multi-sensory interaction technologies, so it is essential to define the terms used. Virtual Reality (VR): The definition of Virtual Reality (VR) is a computer-generated digital environment that can be experienced and interacted with as if that environment were real. An ideal VR system enables users to see, hear, touch, smell and move within a virtual environment as if it was real (Jerald, 2016). Although many technologies have been developed or proposed to acutate human sensory perception of these simulated stimuli, truly immersive VR has yet to be realized. To date, the VR technologies with the highest sensory fidelity are those related to visual and auditory systems. Augmented Reality (AR) Augmented Reality is characterized by technologies that enable the natural visual perception of the physical world to be augmented with computer-generated virtual objects. As first defined by Milgram, et al. (1994) augmented reality falls within the broader classification of Mixed Reality (MR) which represents a spectrum spanning from the real environment to the ideal virtual environment. 2 Head Mounted Display (HMD): A Head Mounted Display (HMD) is a visual display device that is more or less rigidly attached to the user’s head. HMDs can be categorized as a non-see-through (i.e., all imagery is computer generated for VR) or see-through (either via video or optical) for AR (Jerald, 2016). Although the term HMD is typically associated with VR applications, many manufacturers are preparing AR-enabled “Smart Glasses.” Technology and social trends The amount of information people consume has skyrocketed in recent years. Researchers at the University of Southern California have found that the average person in 1986 was exposed to approximately forty newspapers worth of information daily and by 2006, that number had more than quadrupled to 174 newspapers’ worth of information daily (Parr, 2016). Researchers indicate that people have adopted multiple technologies as a coping strategy to manage this increase of information. For example, in order to manage busy email inboxes, people have adopted applications like Google Gmail. To stay in touch with friends and family, people use social network applications like Facebook that make it easy to stay up-to-date on all the important updates and life events from their familial and social contacts through a single scrollable feed. 3 Research suggests that people are multitasking more in order to consume and cope with this information (Parr, 2016). In addition, numerous studies have found multitasking makes it harder to pay attention and regain focus. The number of
Recommended publications
  • New Realities Risks in the Virtual World 2
    Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK.
    [Show full text]
  • Financial Results Briefing Global Release, April 2018
    Financial Results Briefing for Fiscal Year Ended March 2018 Thank you for making time to attend Nintendo’s financial briefing. I am Tatsumi Kimishima, President of Nintendo. Nintendo Co., Ltd. Mr. Furukawa, General Manager of the Corporate Financial Results Briefing Planning Department, has just presented our financial President and Representative Director results for this period. Tatsumi Kimishima I will now discuss our planned initiatives for the fiscal year ending March 2019. Firstly, Nintendo Labo has had the high expectation as a “very Nintendo” product since the original announcement in January this year, and as soon as it was launched, consumers have been posting photos and video of parents and children as they work together to assemble Global Release, April 2018 the cardboard pieces and then play with their completed Toy-Con, which were unimaginable in video games before. It has been on sale for only a week in Japan and the US, while sales in Europe will begin today, but the main purchasers of Nintendo Labo at launch are not the same as with typical video games, and they are mainly elementary school children and their fathers, as well as game players who like creative activities. We developed and will nurture Nintendo Labo as a product that is not constrained by the boundaries of conventional video games and can endear itself to a broader range of consumers. From the initial response, we have this solid feeling that we are off to a great start in that regard. Some Nintendo Titles Released Since the Start of the Year We began releasing Nintendo titles non-stop with the launch of Nintendo Switch, and kept the new-release buzz alive through the end of the year.
    [Show full text]
  • Téléprésence, Immersion Et Interactions Pour Le Reconstruction
    THÈSE Pour obtenir le grade de DOCTEUR DE L’UNIVERSITÉ DE GRENOBLE Spécialité : Mathématiques et Informatique Arrêté ministériel : 7 août 2006 Présentée par Benjamin PETIT Thèse dirigée par Edmond BOYER et codirigée par Bruno RAFFIN préparée au sein des laboratoires LJK et LIG dans l’école doctorale MSTII Téléprésence, immersion et tel-00584001, version 1 - 7 Apr 2011 tel-00584001, version 1 - 7 interaction pour la reconstruction 3D temps-réel Thèse soutenue publiquement le 21 Février 2011 devant le jury composé de : Mme. Indira, THOUVENIN Enseignant chercheur à l’Université de Technologie de Compiègne, Président Mr. Bruno, ARNALDI Professeur à l’INSA Rennes, Rapporteur Mme. Saida, BOUAKAZ Professeur à l’Université Claude Bernard Lyon 1, Rapporteur Mr. Edmond, BOYER Directeur de recherche à l’INRIA Grenoble, Membre Mr. Bruno, RAFFIN Chargé de recherche à l’INRIA Grenoble, Membre tel-00584001, version 1 - 7 Apr 2011 Remerciements Je voudrais commencer par remercier Edmond et Bruno pour avoir encadrer ma thèse. Ce fut un plaisir de travailler avec vous. Merci également aux membres de mon jury d’avoir accepté de rapporter cette thèse. Merci pour vos commentaires très constructifs. Pendant ma thèse j’ai eu l’occasion de travailler avec différentes personnes. Ces collaborations ont été très enrichissantes. Je voudrais remercier plus spécifiquement Jean-Denis qui m’a aidé à remettre sur pied la plateforme Grimage, Thomas avec qui j’ai passé de longues heures à développer les applications et démonstrations de ma thèse et enfin Hervé pour son excellent support sur la plateforme Grimage. J’aimerais remercier également Clément et Florian pour m’avoir transmis leur savoir sur la plateforme Grimage, Nicolas et Jean-François pour leur aide technique.
    [Show full text]
  • COIMBATORE-641046 DEPARTMENT of COMPUTER APPLICATIONS (Effective from the Academic Year 2019-2020)
    Certificate course in Augmented Reality -2019-20-ud Annexure No: 55F Page 1 of 4 SCAA Dated: 09.05.2019 Annexure – V BHARATHIAR UNIVERSITY:: COIMBATORE-641046 DEPARTMENT OF COMPUTER APPLICATIONS (Effective from the academic Year 2019-2020) Certificate Course in Augmented Reality Eligibility for admission to the course A pass in Higher Secondary Examination (+2) conducted by the Government of Tamil Nadu or an examination accepted as equivalent there to by the syndicate. Duration of the course The candidates can undergo this course both in full-time (3 months) and part-time (6 months). The certificate programme consists of theory and practical courses. Regulations The general Regulations of the Bharathiar University Choice Based Credit System are applicable to this certificate programme. The Medium of Instruction and Examinations The medium of instruction and Examinations shall be in English. Submission of Record Notebooks for Practical Examinations Candidates taking the Practical Examinations should submit bonafide Record Note Books prescribed for the Examinations. Otherwise the candidates will not be permitted to take the Practical Examinations. Revision of Regulations and Curriculum The above Regulation and Scheme of Examinations will be in vogue without any change for a minimum period of three years from the date of approval of the Regulations. The University may revise /amend/ change the Regulations and Scheme of Examinations, if found necessary. Scheme of Examinations Max Course Code Subject and Paper L P Credits Marks Paper I Augmented Reality 4 2 6 150 Certificate course in Augmented Reality -2019-20-ud Annexure No: 55F Page 2 of 4 SCAA Dated: 09.05.2019 Course Title :AUGMENTED REALITY No.
    [Show full text]
  • Virtual Reality
    Virtual Reality Robert Lyne What is Virtual Reality? ● In today's terms, VR is the term used to describe a 3D, computer generated environment which can be explored and interacted with by a person History of VR ● 1956 - Cinematographer Morton Heilig created Sensorama, the first VR machine ● 1985 - Jaron Lanier and Thomas Zimmerman founded VPL Research, Inc. ● 1997 - Georgia Tech and Emory University researchers used VR to create war zone scenarios for veterans receiving exposure therapy for PTSD ● 2012 - the Oculus Rift received $2.4 million on kickstarter ● 2014 - Facebook bought the Oculus VR company for $2 billion VPL Research Current VR ● Classified in 3 groups - mobile, tethered or standalone Mobile- A smartphone is put inside Tethered- Corded headset Standalone- No wires, of a shell with lenses that form where processing is done processing done within the your phone into a vr device from a seperate computer headset itself Degrees of Freedom (DOF) ● 3DOF tracks the direction you are looking ● 6DOF tracks where you are looking and your forward/backward, side to side and up and down movement Biggest Players in VR ● Oculus - Go, Quest, Rift S ● HTC - Vive, Vive Pro, VIve Cosmos ● Sony - PS VR ● Samsung - Gear VR ● Google - Daydream, Cardboard ● Nintendo - Labo VR kit VR in Business and Medical Field ● VR industry expected to be worth $117B by 2022 ● Growth expected to come from business and education adoption, not gaming VR in Education Desensitization ● Virtual reality games in which there are high levels of violence or training exercises for the military in which soldiers engage in simulated combat scenarios which include killing.
    [Show full text]
  • A Review of Extended Reality (XR) Technologies for Manufacturing Training
    technologies Article A Review of Extended Reality (XR) Technologies for Manufacturing Training Sanika Doolani * , Callen Wessels, Varun Kanal, Christos Sevastopoulos, Ashish Jaiswal and Harish Nambiappan and Fillia Makedon * Department of Computer Science and Engineering, The University of Texas at Arlington, Arlington, TX 76019, USA; [email protected] (C.W.); [email protected] (V.K.); [email protected] (C.S.); [email protected] (A.J.); [email protected] (H.N.) * Correspondence: [email protected] (S.D.); [email protected] (F.M.) Received: 30 October 2020; Accepted: 5 December 2020; Published: 10 December 2020 Abstract: Recently, the use of extended reality (XR) systems has been on the rise, to tackle various domains such as training, education, safety, etc. With the recent advances in augmented reality (AR), virtual reality (VR) and mixed reality (MR) technologies and ease of availability of high-end, commercially available hardware, the manufacturing industry has seen a rise in the use of advanced XR technologies to train its workforce. While several research publications exist on applications of XR in manufacturing training, a comprehensive review of recent works and applications is lacking to present a clear progress in using such advance technologies. To this end, we present a review of the current state-of-the-art of use of XR technologies in training personnel in the field of manufacturing. First, we put forth the need of XR in manufacturing. We then present several key application domains where XR is being currently applied, notably in maintenance training and in performing assembly task.
    [Show full text]
  • X-Reality Museums: Unifying the Virtual and Real World Towards Realistic Virtual Museums
    applied sciences Article X-Reality Museums: Unifying the Virtual and Real World Towards Realistic Virtual Museums George Margetis 1 , Konstantinos C. Apostolakis 1, Stavroula Ntoa 1, George Papagiannakis 1,2 and Constantine Stephanidis 1,2,* 1 Foundation for Research and Technology Hellas, Institute of Computer Science, N. Plastira 100, Vassilika Vouton, GR-700 13 Heraklion, Greece; [email protected] (G.M.); [email protected] (K.C.A.); [email protected] (S.N.); [email protected] (G.P.) 2 Department of Computer Science, University of Crete, GR-700 13 Heraklion, Greece * Correspondence: [email protected]; Tel.: +30-2810-391-741 Abstract: Culture is a field that is currently entering a revolutionary phase, no longer being a privilege for the few, but expanding to new audiences who are urged to not only passively consume cultural heritage content, but actually participate and assimilate it on their own. In this context, museums have already embraced new technologies as part of their exhibitions, many of them featuring augmented or virtual reality artifacts. The presented work proposes the synthesis of augmented, virtual and mixed reality technologies to provide unified X-Reality experiences in realistic virtual museums, engaging visitors in an interactive and seamless fusion of physical and virtual worlds that will feature virtual agents exhibiting naturalistic behavior. Visitors will be able to interact with the virtual agents, as they would with real world counterparts. The envisioned approach is expected to not only provide refined experiences for museum visitors, but also achieve high quality entertainment combined with more effective knowledge acquisition. Keywords: extended reality; diminished reality; true mediated reality; augmented reality; virtual reality; natural multimodal interaction; unified user experiences; interactive museum exhibits Citation: Margetis, G.; Apostolakis, K.C.; Ntoa, S.; Papagiannakis, G.; Stephanidis, C.
    [Show full text]
  • The Metaverse and Digital Realities Transcript Introduction Plenary
    [Scientific Innovation Series 9] The Metaverse and Digital Realities Transcript Date: 08/27/2021 (Released) Editors: Ji Soo KIM, Jooseop LEE, Youwon PARK Introduction Yongtaek HONG: Welcome to the Chey Institute’s Scientific Innovation Series. Today, in the 9th iteration of the series, we focus on the Metaverse and Digital Realities. I am Yongtaek Hong, a Professor of Electrical and Computer Engineering at Seoul National University. I am particularly excited to moderate today’s webinar with the leading experts and scholars on the metaverse, a buzzword that has especially gained momentum during the online-everything shift of the pandemic. Today, we have Dr. Michael Kass and Dr. Douglas Lanman joining us from the United States. And we have Professor Byoungho Lee and Professor Woontack Woo joining us from Korea. Now, I will introduce you to our opening Plenary Speaker. Dr. Michael Kass is a senior distinguished engineer at NVIDIA and the overall software architect of NVIDIA Omniverse, NVIDIA’s platform and pipeline for collaborative 3D content creation based on USD. He is also the recipient of distinguished awards, including the 2005 Scientific and Technical Academy Award and the 2009 SIGGRAPH Computer Graphics Achievement Award. Plenary Session Michael KASS: So, my name is Michael Kass. I'm a distinguished engineer from NVIDIA. And today we'll be talking about NVIDIA's view of the metaverse and how we need an open metaverse. And we believe that the core of that metaverse should be USD, Pixar's Universal Theme Description. Now, I don't think I have to really do much to introduce the metaverse to this group, but the original name goes back to Neal Stephenson's novel Snow Crash in 1992, and the original idea probably goes back further.
    [Show full text]
  • Social Media: /Gamingdotme Why Choose Gamingdotme
    SOCIAL MEDIA: /GAMINGDOTME WHY CHOOSE GAMINGDOTME A solid proof of how we fit in the digital gaming and entertainment zone and compatible with the changing vision of the E-market, from original websites, mobile applications, digital marketing campaigns execution, B2B gift/gaming cards distribution, and sports data web solutions. Our grounded policies based on data analysis stats and skilled team grant us the trust of our clients and the success we look for. No matter what you need, we mediate the right product. Get everything quick, safe and comfortable from one platform with the best prices – GAMINGDOTME. Our greatest strengths are customer friendliness, the quickness in our business processes and our convenient sellers’ pricing. Our straight positive customer ratings are the best proof. Sellers support you 24 hours a day, starting before the order with useful information about all the products, through the process of the delivery, and even after the completion. GAMINGDOTME has evolved to be the Lebanese market leader and a top player in the Europian and US markets for game services including digital products, virtual goods, and shopping cards over the past few years. The range of products is constantly increasing, and thanks to regular special offers, the seller Deals, our customers and digital marketing services we strive to stay the best and provide the best for our partners and customers. GAMINGDOTME - Your partner in the world of games and online cards! You will be delighted with our quick delivery, our wide range of products, and our great service Notice of Confidentiality This document contains information that is confidential and proprietary forGaming DOT ME LTD.
    [Show full text]
  • Immersive Tourism
    Immersive Tourism State of the Art of Immersive Tourism Realities through XR Technology The Whitepaper contributes to the BUAS project DigiReal, an IMPULS/Sprong project, which was financed by the Dutch National Funding Organisation for Research SIA. Front page image credit: The WaveXR 1 About the Authors Jessika Weber Sabil, PhD Senior Researcher & Lecturer Games & Tourism [email protected] Dr. Jessika Weber Sabil is senior researcher at the Faculty of Digital Entertainment at BUas under the professorship of Applied Games, Innovation and Society and a senior lecturer at the Academy of Tourism of Breda University of Applied Sciences. Her research focusses on games applied to tourism ecosystems and experience design. Current and previous research projects explore (mobile) location-based AR games for experience enhancement, the application of serious games to understand complex systems and games to facilitate creative processes. Jessika holds a PhD from Bournemouth University, where she explored the game experiences of tourists with location-based augmented reality games in urban environments and a master from the University of Applied Sciences Salzburg on Tourism and Innovation Management. She is a member of the International Federation for Information Technology in Travel and Tourism (IFITT), Digital Games Research Group (DiGRA) and the Interaction Design Foundation. 2 Dai-In Danny Han, PhD Senior Researcher & Lecturer Hotel & Facility [email protected] Dr. Dai-In Danny Han is a professor at the research centre Future of Food at Zuyd University of Applied Sciences and a senior researcher at Breda University of Applied Sciences. He holds a PhD in the area of mobile augmented reality user experience design and has been involved in numerous projects studying the user experience for immersive technologies in the hospitality and tourism context.
    [Show full text]
  • Analysis of Innovation in the Video Game Industry
    Master’s Degree in Management Innovation and Marketing Final Thesis Analysis of Innovation in the Video Game Industry Supervisor Ch. Prof. Giovanni Favero Assistant Supervisor Ch. Prof. Maria Lusiani Graduand Elena Ponza Matriculation number 873935 Academic Year 2019 / 2020 I II Alla mia famiglia, che c’è stata quando più ne avevo bisogno e che mi ha sostenuta nei momenti in cui non credevo di farcela. A tutti i miei amici, vecchi e nuovi, per tutte le parole di conforto, le risate e la compagnia. A voi che siete parte di me e che, senza che vi chieda nulla, ci siete sempre. Siete i miei fiorellini. Senza di voi tutto questo non sarebbe stato possibile. Grazie, vi voglio bene. III IV Abstract During the last couple decades video game consoles and arcades have been subjected to the unexpected, swift development and spread of mobile gaming. What is it though that allowed physical platforms to yet maintain the market share they have over these new and widely accessible online resources? The aim of this thesis is to provide a deeper understanding of the concept of innovation in the quickly developing world of video games. The analysis is carried out with qualitative methods, one based on technological development in the context of business history and one on knowledge exchange and networking. Throughout this examination it has been possible to explore what kind of changes and innovations were at first applied by this industry and then extended to other fields. Some examples would be motion control technology, AR (Augmented Reality) or VR (Virtual Reality), which were originally developed for the video game industry and eventually were used in design, architecture or in the medical field.
    [Show full text]
  • Review on Wearable Technology Sensors Used in Consumer Sport Applications
    sensors Review Review on Wearable Technology Sensors Used in Consumer Sport Applications Gobinath Aroganam , Nadarajah Manivannan and David Harrison * Design Department, Brunel University, London UB8 3PH, UK; [email protected] (G.A.); [email protected] (N.M.) * Correspondence: [email protected]; Tel.: +44-(0)1895-274000; Fax: +44-(0)1895-232806 Received: 24 March 2019; Accepted: 24 April 2019; Published: 28 April 2019 Abstract: This review paper discusses the trends and projections for wearable technology in the consumer sports sector (excluding professional sport). Analyzing the role of wearable technology for different users and why there is such a need for these devices in everyday lives. It shows how different sensors are influential in delivering a variety of readings that are useful in many ways regarding sport attributes. Wearables are increasing in function, and through integrating technology, users are gathering more data about themselves. The amount of wearable technology available is broad, each having its own role to play in different industries. Inertial measuring unit (IMU) and Global Positioning System (GPS) sensors are predominantly present in sport wearables but can be programmed for different needs. In this review, the differences are displayed to show which sensors are compatible and which ones can evolve sensor technology for sport applications. Keywords: wearable technology; sensors; data; smart; sport 1. Introduction 1.1. Overview of Technology Technology has allowed greater user-centered design solutions for various industries. There is a growing trend of increasingly quantifying achievements being used by consumers daily, whether it is fitness, health, or work related. Wearables that possess sensors to monitor how the body is maneuvering gives the user greater understanding of themselves [1].
    [Show full text]