School of Art and Design, Guilin University of Electronic Technology, Guilin 450305, China.
School of Business, Guilin University of Electronic Technology, Guilin 450305, China.
Comput Intell Neurosci. 2022 May 19;2022:2485460. doi: 10.1155/2022/2485460. eCollection 2022.
With the development of emerging digital technologies such as Augmented Reality and Artificial Intelligence, Augmented Reality (AR) technology-enabled experience marketing model can bring brand new virtual experience to the users, improve the brand attitudes of users, and increase the use and purchase intention of users. Based on the theoretical basis of experience marketing and AR, the AR application of Guilin Museum was designed and developed by using Unity as the software development tool and using AR Foundation as the AR development framework. The implementation of this application was mainly based on face detection and tracking, image detection, and tracking in the underlying API of AR Foundation. Subsequently, an AR virtual experience marketing model was constructed based on the Schmitt strategic experience module, and the usage data of AR applications were collected. Furthermore, the collected data were analyzed and evaluated using SPSS and AMOS software, and the relationships and influences of sensory experience, emotional experience, thinking experience, action experience, and association experience on the brand attitudes of users and use intention and purchase intention in AR application were tested.
随着增强现实(AR)和人工智能等新兴数字技术的发展,AR 技术支持的体验式营销模式可以为用户带来全新的虚拟体验,提高用户对品牌的态度,并增加用户的使用和购买意愿。基于体验式营销和 AR 的理论基础,本研究使用 Unity 作为软件开发工具,使用 AR Foundation 作为 AR 开发框架,设计和开发了桂林博物馆的 AR 应用程序。该应用程序的实现主要基于 AR Foundation 底层 API 中的人脸检测和跟踪、图像检测和跟踪。随后,基于 Schmitt 战略体验模块构建了 AR 虚拟体验营销模型,并收集了 AR 应用的使用数据。然后,使用 SPSS 和 AMOS 软件对收集的数据进行分析和评估,测试了感官体验、情感体验、思维体验、行动体验和联想体验对用户品牌态度以及 AR 应用中使用意愿和购买意愿的关系和影响。
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