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Social Media in Virtual Marketing
Dr. Tariq Jalees, Huma Tariq, Syed Imran Zaman , Syed Hasnain Alam Kazmi
Market Forces , 2015,
Abstract: Social media usage in the world and especially in Pakistan has a high growth due to which it (social media) has a potential of becoming an e?ective marketing tool. Despite its comparatively low cost and significance, marketers are not e?ectively utilizing social media. Thus the aim of this study is to measure the influence (e?ect) of four social variables: social capital, trust, homophily and interpersonal influence on electronic word of mouth (eWOM) communication. The sample size for the study is 300 and preselected enumerator’s collected the data from the leading shopping malls of the city. Although the scales and measures adopted for this study have been earlier validated in other countries, however the same were re-ascertained on the present set of data. After preliminary analysis, including normality and validity the overall model was tested through Structural Equation Model (SEM). This was carried out in two stages - initially CFA for all the constructs was ascertained which was followed by CFA of the overall model. Developed conceptual framework was empirically tested on the present set of data in Pakistan which adequately explained consumer attitudinal behavior towards electronic word of mouth (eWOM) communication. Three hypotheses failed to be rejected and one was rejected. Trust was found to be the strongest predictor of electronic word of mouth (eWOM) communication, followed by homophily and social capital. Interpersonal influence has no relationship with electronic word of mouth (eWOM) communication. The results were consistent to earlier literature. Implication for markers was drawn from the results.
Virtual Reality: An Efficient Way in GIS Classroom Teaching  [PDF]
Jiangfan Feng
International Journal of Computer Science Issues , 2013,
Abstract: Although geographic information system (GIS) education has been spread widely, it becomes increasingly apparent that two-dimensional maps cannot be precisely present multidimensional and dynamic spatial phenomena. It seems that merging GIS and Virtual Reality (VR) is a way to deal with these issues in terms of GIS classroom teaching. Virtual learning environment is the simulation of teaching method, thinking model, cognition manner and control means in the actual learning environment. This paper introduces virtual reality technology and the necessity of applying in GIS education and instruction, which explain the basic method and achieving a way of VR technology applying in the GIS classroom teaching with the instance of VR. The purpose of this paper is to analyze the application of virtual realistic learning environment for GIS education and establish a classroom teaching model accordingly.
Preprint Virtual Reality Based GIS Analysis Platform  [PDF]
Weixi Wang,Zhihan Lv,Xiaoming Li,Weiping Xu,Baoyun Zhang
Computer Science , 2015,
Abstract: This is the preprint version of our paper on ICONIP2015. The proposed platform supports the integrated VRGIS functions including 3D spatial analysis functions, 3D visualization for spatial process and serves for 3D globe and digital city. The 3D analysis and visualization of the concerned city massive information are conducted in the platform. The amount of information that can be visualized with this platform is overwhelming, and the GIS based navigational scheme allows to have great flexibility to access the different available data sources.
Using GIS Data to Build Informed Virtual Geographic Environments (IVGE)  [PDF]
Mehdi Mekni
Journal of Geographic Information System (JGIS) , 2013, DOI: 10.4236/jgis.2013.56052
Abstract:

In this paper, we propose a novel approach to automatically building Informed Virtual Geographic Environments (IVGE) using data provided by Geographic Information Systems (GIS). The obtained IVGE provides 2D and 3D geographic information for visualization and simulation purposes. Conventional VGE approaches are generally built upon a grid-based representation, raising the well-known problems of the lack of accuracy of the localized data and the difficulty to merge data with multiple semantics. On the contrary, our approach uses a topological model and provides an exact representation of GIS data, allowing an accurate geometrical exploitation. Moreover, our model can merge semantic information, even if spatially overlapping. In addition, the proposed IVGE contains spatial information which can be enhanced thanks to a geometric abstraction method. We illustrate this model with an application which automatically extracts the required data from standard GIS files and allows a user to navigate and retrieve information from the computed IVGE.

 

Game design as marketing: How game mechanics create demand for virtual goods  [cached]
Hamari, J.,Lehdonvirta, V.
International Journal of Business Science and Applied Management , 2010,
Abstract: Selling virtual goods for real money is an increasingly popular revenue model for massively-multiplayer online games (MMOs), social networking sites (SNSs) and other online hangouts. In this paper, we argue that the marketing of virtual goods currently falls short of what it could be. Game developers have long created compelling game designs, but having to market virtual goods to players is a relatively new situation to them. Professional marketers, on the other hand, tend to overlook the internal design of games and hangouts and focus on marketing the services as a whole. To begin bridging the gap, we propose that the design patterns and game mechanics commonly used in games and online hangouts should be viewed as a set of marketing techniques designed to sell virtual goods. Based on a review of a number of MMOs, we describe some of the most common patterns and game mechanics and show how their effects can be explained in terms of analogous techniques from marketing science. The results provide a new perspective to game design with interesting implications to developers. Moreover, they also suggest a radically new perspective to marketers of ordinary goods and services: viewing marketing as a form of game design.
Kansei Analysis of the Japanese Residential Garden and Development of a Low-Cost Virtual Reality Kansei Engineering System for Gardens  [PDF]
Tatsuro Matsubara,Shigekazu Ishihara,Mitsuo Nagamachi,Yukihiro Matsubara
Advances in Human-Computer Interaction , 2011, DOI: 10.1155/2011/295074
Abstract: Residential garden design using Kansei engineering is a challenging problem. Landscaping components, such as rocks, trees, and ponds, are widely diversified and have a large number of possible arrangements. This large number of design alternatives makes conventional analyses, such as linear regression and its variations like Quantification Theory Type I (QT1), inapplicable for analyzing the relationships between design elements and the Kansei evaluation. We applied a partial least squares (PLS) model that effectively deals with a large number of predictor variables. The multiple correlation coefficient of the PLS analysis was much higher than that of the QT1 analysis. The results of the analyses were used to create a low-cost virtual reality Kansei engineering system that permits visualization of garden designs corresponding to selected Kansei words. To render complex garden scenes, we developed an original 3D computation and rendering library built on Java. The garden is shown in public-view style with stereo 3D graphic projection. The rendering is scalable from low to high resolution and enables drop object shadowing, which is indispensable for considering the effect of daytime changes in insolation. Visualizing the garden design based on Kansei analysis could facilitate collaboration between the designer and customer in the design process. 1. Introduction “Kansei” is a Japanese word corresponding to “feelings” or “impression.” Kansei engineering originated with Nagamachi about 30 years ago and is a method to convert customers’ ambiguous ideas about products into a detailed product design and thereby to assist designers by providing guidance for product development that is in tune with customers’ Kansei. It also helps customers choose from a variety of products those that fit their Kansei. Kansei engineering procedures are based on psychological evaluation and multivariate analyses. This technique has advanced by incorporating artificial intelligence approaches, such as neural networks, genetic algorithms, and rough set theory, and by including various computer graphics (CG) techniques such as 3D CG and virtual reality (VR). Kansei engineering has been introduced into many industries worldwide, such as the manufacture of automobiles (e.g., Mazda Miata, MX5 in Europe), construction machines (KOMATSU), forklifts (BT industries), electric home appliances (SANYO), welfare, and home products (PANASONIC) (Nagamachi et al. [1–7]). The standard methodology of Kansei engineering includes an evaluation experiment followed by statistical analysis of the obtained
E-Marketing Development in Virtual Market-Space: A Strategic Perspective  [cached]
Hu Ya-Ping
Asian Journal of Business Management , 2012,
Abstract: The Internet gives a much wider choice of products, services and prices from different suppliers and the means to select and purchase items more readily. This article involves a literature reviewed and considers the evolution of the electronic marketing fields to identify a number of fundamental problems. In this article, we identify the relationship between electronic marketing (E-marketing) and virtual market-space and provide a three-stage model for E-marketing development. After discussion, we make a conclusion and suggestion for the future study.
Preprint Virtual Reality Assistant Technology for Learning Primary Geography  [PDF]
Zhihan Lv,Xiaoming Li
Computer Science , 2015,
Abstract: This is the preprint version of our paper on ICWL2015. A virtual reality based enhanced technology for learning primary geography is proposed, which synthesizes several latest information technologies including virtual reality(VR), 3D geographical information system(GIS), 3D visualization and multimodal human-computer-interaction (HCI). The main functions of the proposed system are introduced, i.e. Buffer analysis, Overlay analysis, Space convex hull calculation, Space convex decomposition, 3D topology analysis and 3D space intersection detection. The multimodal technologies are employed in the system to enhance the immersive perception of the users.
Integration of Wireless Sensor Networks with Virtual Instrumentation in a Residential Environment  [PDF]
Grigore Stamatescu,Valentin Sgarciu
Computer Science , 2013,
Abstract: This paper presents an approach to integrate wireless sensor networks (WSN) with the LabVIEW graphical development environment through a dedicated software driver. As personal constribution, a system architecture and concept implementation are described, in the context of a smart house monitoring scenario. Data acquisition is performed via the deployed wireless sensor network with focus on three main parameters: temperature, humidity and light. The data logging, monitoring and control functions are realized through a virtual instrumentation project. This also enables an easy-to-use user interface and the accesibility of data through standards-based web server technologies. The potential of remote monitoring and control through mobile terminals is opened up.
4D Model Through GIS for Planning and Scheduling of Residential Construction Projects
V. Rajesh Kumar,T. Navaneethakrishnan
Research Journal of Applied Sciences , 2012, DOI: 10.3923/rjasci.2012.222.228
Abstract: Construction industry requires a highly accurate planning, scheduling and management of the process of the project which can facilitate the overall optimization of the cost, time and resources. The traditional system of using of AutoCAD drawings, MS Project and Primavera for scheduling does not satisfy the clients in making them understanding the project status and also find time consuming. Hence, an efficient method is proposed in this study implementing Geographical Information System (GIS) as a platform to link the plan of building and its corresponding schedule of executing the construction of building. GIS is relatively an emerging field for managing the spatial and the non-spatial data. The aim of the study is intended to demonstrate methodology of creating the GIS based 4D Model for optimization and real time monitoring of the project. The plan of the building drafted using the drafting software (AutoCAD) and the corresponding schedule of the building generated by Project Management Software (MS Project) were interlinked using GIS platform. This enables the planner to get a clear picture in the planning stage and better control for the progress of the work in the most appropriate manner rather than the conventional methods of controlling the progress of the work with the help of management software. GIS based enclosure also paves the way to include the non-spatial information like bill of quantities, labour requirement, safety recommendations, etc. and can be stored as a tabular form for the corresponding drawing. A case study of one storey residential building at Thangam nagar in Erode, Tamilnadu, India has been selected for the study.
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