• Title/Summary/Keyword: Augmented Reality Advertising

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Structural Relationship among Presence, Enjoyment, Brand Attitude and Purchase Intention of Augmented Reality-Based Sports Brand Advertising (증강현실 스포츠브랜드 광고의 프레즌스, 즐거움, 브랜드태도와 구매의도의 구조적 관계)

  • Heo, Chul-Moo
    • Journal of Digital Contents Society
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    • v.19 no.3
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    • pp.461-470
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    • 2018
  • The purpose of this study was to examine the relationship among presence, enjoyment, brand attitude, and purchase intention of sports brand advertising based on augmented reality. The results are as follow. First, presence influenced positively on enjoyment perceived by sports brand advertising based on augmented reality. Second, presence influenced positively on brand attitude of sports brand advertising based on augmented reality. Third, enjoyment perceived by sports band advertising based on augmented reality influenced positively on brand attitude. Fourth, enjoyment perceived by sports brand advertising based on augmented reality influenced positively on purchase intention. Fifth, brand attitude influenced positively on purchase intention.

Is Augmented Reality Advertising a Cure-all? An Empirical Investigation of the Impact of Innovation Resistance on Augmented Reality Advertising Effectiveness

  • Lee, Heejun;Cho, Chang-Hoan
    • International Journal of Contents
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    • v.15 no.3
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    • pp.21-31
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    • 2019
  • This study employs an experimental design to investigate the conditions under which the use of AR may be particularly effective or rather ineffective in advertising contexts. We first discuss the inconsistent results regarding the effectiveness of AR on advertising message comprehension and argue that these inconsistencies can be at least partly explained by the moderating effect of an individual's resistance to innovation (i.e., AR technologies). We then provide statistically significant interaction effects between ad types (AR-based, traditional 2D) and innovation resistance. Finally, we suggest that the effect of AR on certain variables is constrained or unconstrained by an individual's level of receptivity or resistance to a new technology-based advertising platform, and that flow experience is equivalent regardless of these levels.

A Case Study on Augmented Reality Advertisement using Visual Interface Effect and Spatial Expression (시각인터페이스적용효과 및 공간표현을 활용한 증강현실광고 사례연구)

  • Jin, Zhuo;Jang, Chunggun
    • Journal of Korea Multimedia Society
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    • v.22 no.5
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    • pp.626-637
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    • 2019
  • Due to the rapid development of computer and digital technologies, those technologies were used in advertising. In order to meet the needs of marketing, a virtual space or character using 3D graphic augmented reality technology was developed and applied to advertisement. This study analyzed the characteristics of augmented reality in terms of interface design and spatial expression of augmented reality through case study. Firstly, we wanted to find the relationship between the types of the augmented reality advertisement and interface effects. Secondly, we wanted to find the spatial expression methods. The sample survey case studies based on 42 articles from 2012 to 2018 using Chinese and Korean site sharing augmented reality advertisement. The results of the case studies were divided into two parts. Firstly, the relationship between augmented reality types and interface effects were found basing on the augmented reality index. It means that the augmented reality index can be illustrated by using the augmented reality type. Simultaneously, the augmented reality type can be illustrated using the interface effect. The second part was that the types of display were used as a spatial representation. And the results showed that mobile display and public place display were the most frequently used.

The Effect of Presence and Flow of Augmented Reality Advertising on the Advertising toward Attitude and Recall (증강현실 광고의 프레즌스(Presence)와 플로우(Flow)가 광고 태도와 회상에 미치는 영향)

  • Han, Kwang-Seok;Choi, Junehyock
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.29-35
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    • 2020
  • This study identified the impact of augmented reality advertising on attitude toward advertising and memory according to the type of presence and flow level. The presence (cognitive, emotional, media) and flow level (high vs. low) of the augmented reality(AR) advertising were set as independent variables and analyzed by Two-Way MANOVA. As a result of the research, first, the augmented reality advertising attitude was positive when the emotional presence and flow level were high. Second, when the flow level is high, the ARM such as product attribute information increases, but when the flow level is low, the evaluation-oriented GRM increases. Third, emotional presence increases GRM when the flow level is high, but ARM increases when the flow level is low. Fourth, the memory effect was low regardless of the flow level. In the future research, it would be desirable to produce augmented reality advertisements through virtual brands in the generalization of research.

Trend of Technologies and Standardizations for Mobile Augmented Reality (모바일 증강현실 기술 및 표준화 동향)

  • Lee, Yong-Hwan;Lee, Yukyong;Park, Je-Ho;Yoon, Kyoungro;Kim, Cheong Ghil;Kim, Youngseop
    • Journal of Satellite, Information and Communications
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    • v.8 no.1
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    • pp.83-88
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    • 2013
  • Recently, by increasing the number of smartphone users, the applications for product brochure and advertising service using a technology of augmented reality are also taking place exponentially. The term, augmented reality, is an application of providing composite view with real world and virtual world, and synthesizing the information to make it look-like things that exist in the actual environments of the original real world. In this paper, we present the trends of core technologies and the standardization related on augmented reality in the mobile environment, and discuss the necessary of standards related to image-based augmented reality.

Predicting the Application of Huawei Augmented Reality on Media Façade: Using the TAM Model

  • Chen, Yan;Liu, Shanshan;Lee, Jong Yoon
    • International Journal of Contents
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    • v.18 no.2
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    • pp.32-46
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    • 2022
  • In recent years, large-scale and high-density use of LED on facades has exposed some disadvantages, such as light pollution, high energy consumption, unsustainability, and poor interactivity. Because of the development of smartphones and augmented reality (AR), AR has emerged as a new technology available to users to interact with the media façade. As an augmented reality app for public space, the AR map app can superimpose virtual images on the surface of a building to form an AR media façade, which can be applied in the fields of navigation, advertising, interactive public art, smart retail, etc. This study establishes the variables influencing usage intention and the consequent outcomes of Huawei AR map app and uses the technology acceptance model (TAM) to discuss their relationship. Results show that consumer innovativeness, information quality, and design quality have a strong influence on perceived ease of use. Information quality has a positive impact on perceived usefulness, but design quality has a weak influence. Also, the design quality of Huawei AR map app and consumer innovativeness have a higher effect on perceived enjoyment than information quality. Users' usage attitude and perceived usefulness when using Huawei AR map app are key factors determining their usage intention. This study inspires city planners, architects, developers, and designers of AR apps that augmented reality can partly replace media façade, and that investment in augmented reality will achieve significant sustainable economic and social benefits.

A Study on the A·R type Monitoring Technique using QR-code and Environment Monitoring Sensor Based on Smart Device (QR코드와 환경감시센서를 활용한 스마트 디바이스기반 증강현실형 환경모니터링 기술 연구)

  • Kim, Chan;Shin, Jaekwon;Cha, Jaesang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.5
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    • pp.261-265
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    • 2012
  • The applications of augmented reality technology is increasing in the several field by IT convergence and we find augmented reality application easily in the smart device application area. And then, to attempt to use augmented reality technology in advantage, exhibitions and performances was activated. However, it less than other fields of augmented reality technology expertise yet. Among them services to Use in fusion with monitoring are lacking. In this paper, we proposed the augmented reality monitoring technology based on smart device. It is able to incorporate QR-code which is already building for the purpose of advertising promotional materials with augmented reality technology in many areas. Therefore, it is able to utilize unattended building or automation equipment facilities using QR-code and environmental monitoring sensor in the industry.

An Exploratory Study on User Experience of Augmented Reality Advertising (증강현실 광고의 사용자경험에 대한 탐색적 연구)

  • Sung, Jungyeon;Jo, Jae-wook
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.177-183
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    • 2016
  • Augmented Reality(AR) has been further developed through connectivity with Artificial Intelligence (AI), Big Data, the Internet of Things(IoT). The interest of AR in the advertising is on the increase. However, it needs to explore the use of AR technology in advertising based on user experience rather than the technical aspects. This study is very significant in that it is the exploratory study which provides guidelines in the field of utilizing AR, particularly based on direct user experience. In addition, through a quantitative survey, it checks the validity of the present study to verify the impact of utilitarian, experiential value of AR ad on brand attitude as consumer attitude. The characteristics of AR ad based on user experience through this study will provide guidance to utilize AR ad, utilizing AR technology in various fields, such as education and exhibitions in developing convergence contents that can provide practical value.

Content Analysis of Digital Reality Contents as a Branded Entertainment (가상현실 및 증강현실을 활용한 브랜디드 엔터테인먼트의 내용분석 연구)

  • Cho, Chang-Hoan;Lee, Hui-Jun;Kim, Ho-Hyeon;Lee, So-Yun;Gil, Yeong-Hwan
    • (The) Korean Journal of Advertising
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    • v.29 no.5
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    • pp.127-160
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    • 2018
  • Recently, virtual reality and augmented reality technology have been extensively utilized in brand communication. The purpose of this study is to investigate digital reality contents as branded entertainment and content-analyze its format and contents for brand communication. Coding categories were derived to examine marketing characteristics of 300 digital reality contents and key descriptive statistics were presented and interpreted. The results revealed that consumer responses(i.e., view count, like, and dislike) toward Branded Digital Reality contents vary according to types of storytelling. Moreover, perceived values of contents also varied by the types of digital reality(VR vs. AR). Based on the results, this paper discusses the academical and managerial implications of study findings.

A Study on the Influence of Augment Reality(AR) Types on Brand Attachment (증강현실 광고유형이 브랜드애착에 미치는 영향에 관한 연구)

  • Eum, Seong-Won
    • Management & Information Systems Review
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    • v.38 no.2
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    • pp.241-254
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    • 2019
  • This study is a study on the consumer reaction to the augmented reality advertisement which is a recent issue. this study was conducted based on the necessity of marketing advertisement technique suitable for the 4th industrial revolution era. First, we present the types of augmented reality ads based on previous studies, and examined the effects of enjoyment and formation of brand attitudes on brand attachment on products or services based on the perceived value of consumers for these types of ads. This study is briefly summarized as follows. Hypothesis (H1) empirical value had a positive effect on pleasure, and hypothesis H2) empirical value also had a positive effect on brand attitude. Hypothesis (H3) symbolic value had a positive effect on pleasure and hypothesis (H4) symbolic value had positive influence on brand attitude. Hypothesis (H5) Practical value has a positive effect on pleasure. Hypothesis (H7) Pleasure affects positively (+) influence on brand attitude. Hypothesis (H8, H9) enjoyment affects affection and brand attitude affects affection positively. Hypothesis (H6) Practical value did not affect brand attitude positively. It can be seen that the augmented reality advertisement communicates with consumers through experience or symbolic side rather than perceive practical value by consumer. The implication of this study is that the augmented reality advertisement is highly interactive with consumers and can induce consumer participation. This means that consumers are more aware of empirical and symbolic values rather than experiencing practical value through augmented reality advertising.