Pasantía Simulación de Interacción con Productos, para la Adquisición de Muebles, Mediante una Estrategia de Marketing con Realidad Aumentada

dc.contributor.advisorFonseca Barinas, Iván Fernando
dc.contributor.authorBotello Herrera, Antony Reynel
dc.contributor.authorSuárez Londoño, Juan Diego
dc.contributor.corporatenameUniversidad Santo Tomásspa
dc.contributor.cvlachttps://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0001558601
dc.contributor.cvlachttps://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0002174635
dc.contributor.cvlachttps://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0001031660
dc.contributor.googlescholarhttps://scholar.google.com/citations?hl=es&user=LrG5N9QAAAAJ
dc.contributor.googlescholarhttps://scholar.google.com/citations?hl=es&user=Av7qMnsAAAAJ
dc.contributor.orcidhttps://orcid.org/0009-0003-5955-8148
dc.contributor.orcidhttps://orcid.org/0000-0002-4916-2487
dc.date.accessioned2021-01-28T19:17:02Z
dc.date.available2021-01-28T19:17:02Z
dc.date.issued2021-01-15
dc.descriptionEste trabajo reporta el estado del arte de las diferentes tecnologías que llevaron al desarrollo de la realidad aumentada y actuales innovaciones, así como el desarrollo de una aplicación de realidad aumentada que le permite al usuario interactuar con objetos de muebles virtuales simulando un amoblado a escala real en una superficie deseada, esto en conjunto con una página web. El estudio del estado del arte muestra como desde referencias de la imaginación de unos pocos autores a estrambóticos dispositivos diseñados para tratar de simular una experiencia completa de inmersión, la AR tuvo un inicio muy idílico y del cual muy pocos inversores dieron cuenta real de los visionarios que se atrevieron a apostar por el desarrollo de esta tecnología con una traza en estas épocas casi desapercibida y adelantada para ese entonces. Sin embargo, hoy en día está experimentando un apogeo en diferentes campos de la industria (Makarov, 2020), beneficiándose aún más del cambio de paradigma actual en el que se ve envuelto el mundo con el brote de COVID-19. El desarrollo de la aplicación de realidad aumentada para simular la visualización de mobiliaria frente a un entorno real de una habitación demostró como desde un dispositivo móvil con las características necesarias, se puede tener una perspectiva previa de un catálogo de productos antes de decidir una compra, y sobre todo, el obviar la presencialidad en cualquier punto físico de venta evitando así el desplazamiento, la interacción directa con el vendedor y el aglomeramiento de clientes, puntos que son vitales a tratar en estos tiempos de pandemia.spa
dc.description.abstractThis work reports the state of the art of the different technologies that led to the development of augmented reality and current innovations, as well as the development of an augmented reality applications that allows the user to interact with virtual furniture objects, simulating furniture to scale real on a desired surface The study of the state of the art shows how from references of the imagination of a few authors to bizarre devices designed to try to simulate a complete immersion experience, the AR had a very idyllic beginning and of which very few investors gave real account of the visionaries who dared to bet on the development of this technology with a trace in these times almost unnoticed and advanced by that time. However, today it is experiencing a peak in different fields of the industry (Makarov, 2020), benefiting even more from the current paradigm shift in which the world is engulfed with the COVID-19 outbreak. The development of the augmented reality application to simulate the visualization of furniture in front of a real environment of a room showed how from a mobile device with the necessary characteristics, you can have a preliminary perspective of a product catalog before deciding on a purchase, and above all, obviating presence at any physical point of sale, to avoiding displacement, direct interaction with the seller and crowding of customers, points that are vital to deal with in these times of pandemic.spa
dc.description.degreelevelPregradospa
dc.description.degreenameIngeniero Informáticospa
dc.format.mimetypeapplication/pdf
dc.identifier.citationBotello Herrera, A. R. y Suárez Londoño, J. D. (2021). Pasantía Simulación de Interacción con Productos, para la Adquisición de Muebles, Mediante una Estrategia de Marketing con Realidad Aumentada. [Trabajo de Grado, Universidad Santo Tomás]. Repositorio Institucional.spa
dc.identifier.instnameinstname:Universidad Santo Tomásspa
dc.identifier.reponamereponame:Repositorio Institucional Universidad Santo Tomásspa
dc.identifier.repourlrepourl:https://repository.usta.edu.cospa
dc.identifier.urihttp://hdl.handle.net/11634/31659
dc.language.isospa
dc.publisherUniversidad Santo Tomásspa
dc.publisher.branchCRAI-USTA Tunjaspa
dc.publisher.facultyFacultad de Ingeniería de Sistemasspa
dc.publisher.programIngeniería Informáticaspa
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dc.relation.referencesBejarano Nicho, T. G., Marcos Mendoza, D., Pezo Mallcco, E. D., & Villanueva Enrique, A. (2020). Milista.com. Lima: UNIVERSIDAD PERUANA DE CIENCIAS APLICADAS.spa
dc.relation.referencesBehringer, R., Tam, C., McGee, J., Sundareswaran, S., & Vassiliou, M. (2000). A Wearable Augmented Reality Testbed for Navigation and Control, Built Solely with Commercial-Off-The-Shelf (COTS) Hardware. Ptoceeding IEEE and ACM International Symposium on Augmented, 12-19.spa
dc.relation.referencesBehringer, R., Klinker, G., & Mizell, D. (1999). Augmented Reality: Placing Artificial Objects in Real Scenes. Cleveland: CRC Press.spa
dc.relation.referencesBeck, M., & Crié, D. (2018). I virtually try it … I want it ! Virtual Fitting Room: A tool to increase on-line and off-line exploratory behavior, patronage and purchase intentions. Journal of Retailing and Consumer Services, 279-286.spa
dc.relation.referencesBaum, L. F. (1901). The Master Key: An Electrical Fairy Tale, Founded Upon The Mysteries Of Electricity And The Optimism Of Its Devotees. Indianapolis: Bowen-Merrill.spa
dc.relation.referencesAzuma, R. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, 355-385.spa
dc.relation.referencesAyoubi, A. (21 de 09 de 2017). IKEA Launches Augmented Reality Application. Recuperado el 24 de 11 de 2020, de Architect: https://www.architectmagazine.com/technology/ikea-launches-augmented-reality-application_ospa
dc.relation.referencesAnimation Boss. (07 de 08 de 2019). The Lion King VFX Breakdown. Recuperado el 24 de 11 de 2020, de Animation Boss Online Animation, Gaming VFX News: http://www.animationboss.net/the-lion-king-vfx/spa
dc.rightsAtribución-NoComercial-SinDerivadas 2.5 Colombia
dc.rights.accessrightsinfo:eu-repo/semantics/openAccess
dc.rights.coarhttp://purl.org/coar/access_right/c_abf2
dc.rights.localAbierto (Texto Completo)spa
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/2.5/co/
dc.subject.keywordAugmented realityspa
dc.subject.keywordPrestashopspa
dc.subject.keywordAWSspa
dc.subject.keywordIde@softspa
dc.subject.keywordE-commercespa
dc.subject.keywordARCorespa
dc.subject.keywordMobile Appspa
dc.subject.keywordSimulationspa
dc.subject.lembIngeniería de sistemasspa
dc.subject.proposalRealidad Aumentadaspa
dc.subject.proposalPrestashopspa
dc.subject.proposalAWSspa
dc.subject.proposalIde@softspa
dc.subject.proposalE-commercespa
dc.subject.proposalARCorespa
dc.subject.proposalAplicación Móvilspa
dc.subject.proposalSimulaciónspa
dc.titlePasantía Simulación de Interacción con Productos, para la Adquisición de Muebles, Mediante una Estrategia de Marketing con Realidad Aumentadaspa
dc.typebachelor thesis
dc.type.coarhttp://purl.org/coar/resource_type/c_7a1f
dc.type.coarversionhttp://purl.org/coar/version/c_ab4af688f83e57aa
dc.type.driveinfo:eu-repo/semantics/bachelorThesis
dc.type.localTesis de pregradospa
dc.type.versioninfo:eu-repo/semantics/acceptedVersion

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