Pasantía simulación de interacción con productos, para la adquisición de muebles, mediante una estrategia de marketing con realidad aumentada

Este 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 amobla...

Full description

Autores:
Suárez Londoño, Juan Diego
Botello Herrera, Antony Reynel
Tipo de recurso:
Trabajo de grado de pregrado
Fecha de publicación:
2021
Institución:
Universidad Santo Tomás
Repositorio:
Repositorio Institucional USTA
Idioma:
spa
OAI Identifier:
oai:repository.usta.edu.co:11634/31659
Acceso en línea:
http://hdl.handle.net/11634/31659
Palabra clave:
Augmented reality
Prestashop
AWS
Ide@soft
E-commerce
ARCore
Mobile App
Simulation
Ingeniería de sistemas
Realidad Aumentada
Prestashop
AWS
Ide@soft
E-commerce
ARCore
Aplicación Móvil
Simulación
Rights
openAccess
License
Atribución-NoComercial-SinDerivadas 2.5 Colombia
id SANTTOMAS2_681219e648f208a0f1bc9dab9a1f0834
oai_identifier_str oai:repository.usta.edu.co:11634/31659
network_acronym_str SANTTOMAS2
network_name_str Repositorio Institucional USTA
repository_id_str
dc.title.spa.fl_str_mv Pasantía simulación de interacción con productos, para la adquisición de muebles, mediante una estrategia de marketing con realidad aumentada
title Pasantía simulación de interacción con productos, para la adquisición de muebles, mediante una estrategia de marketing con realidad aumentada
spellingShingle Pasantía simulación de interacción con productos, para la adquisición de muebles, mediante una estrategia de marketing con realidad aumentada
Augmented reality
Prestashop
AWS
Ide@soft
E-commerce
ARCore
Mobile App
Simulation
Ingeniería de sistemas
Realidad Aumentada
Prestashop
AWS
Ide@soft
E-commerce
ARCore
Aplicación Móvil
Simulación
title_short Pasantía simulación de interacción con productos, para la adquisición de muebles, mediante una estrategia de marketing con realidad aumentada
title_full Pasantía simulación de interacción con productos, para la adquisición de muebles, mediante una estrategia de marketing con realidad aumentada
title_fullStr Pasantía simulación de interacción con productos, para la adquisición de muebles, mediante una estrategia de marketing con realidad aumentada
title_full_unstemmed Pasantía simulación de interacción con productos, para la adquisición de muebles, mediante una estrategia de marketing con realidad aumentada
title_sort Pasantía simulación de interacción con productos, para la adquisición de muebles, mediante una estrategia de marketing con realidad aumentada
dc.creator.fl_str_mv Suárez Londoño, Juan Diego
Botello Herrera, Antony Reynel
dc.contributor.advisor.spa.fl_str_mv Fonseca Barinas, Iván Fernando
dc.contributor.author.spa.fl_str_mv Suárez Londoño, Juan Diego
Botello Herrera, Antony Reynel
dc.subject.keyword.spa.fl_str_mv Augmented reality
Prestashop
AWS
Ide@soft
E-commerce
ARCore
Mobile App
Simulation
topic Augmented reality
Prestashop
AWS
Ide@soft
E-commerce
ARCore
Mobile App
Simulation
Ingeniería de sistemas
Realidad Aumentada
Prestashop
AWS
Ide@soft
E-commerce
ARCore
Aplicación Móvil
Simulación
dc.subject.lemb.spa.fl_str_mv Ingeniería de sistemas
dc.subject.proposal.spa.fl_str_mv Realidad Aumentada
Prestashop
AWS
Ide@soft
E-commerce
ARCore
Aplicación Móvil
Simulación
description Este 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.
publishDate 2021
dc.date.accessioned.spa.fl_str_mv 2021-01-28T19:17:02Z
dc.date.available.spa.fl_str_mv 2021-01-28T19:17:02Z
dc.date.issued.spa.fl_str_mv 2021-01-15
dc.type.local.spa.fl_str_mv Trabajo de grado
dc.type.version.none.fl_str_mv info:eu-repo/semantics/acceptedVersion
dc.type.coar.none.fl_str_mv http://purl.org/coar/resource_type/c_7a1f
dc.type.drive.none.fl_str_mv info:eu-repo/semantics/bachelorThesis
format http://purl.org/coar/resource_type/c_7a1f
status_str acceptedVersion
dc.identifier.citation.spa.fl_str_mv Suárez Londoño, J., & Botello Herrera, A.( 2021). Pasantía simulación de interacción con productos, para la adquisición de muebles, mediante una estrategia de marketing con realidad aumentada. Tesis de pregrado. Universidad Santo Tomás. Tunja.
dc.identifier.uri.none.fl_str_mv http://hdl.handle.net/11634/31659
dc.identifier.reponame.spa.fl_str_mv reponame:Repositorio Institucional Universidad Santo Tomás
dc.identifier.instname.spa.fl_str_mv instname:Universidad Santo Tomás
dc.identifier.repourl.spa.fl_str_mv repourl:https://repository.usta.edu.co
identifier_str_mv Suárez Londoño, J., & Botello Herrera, A.( 2021). Pasantía simulación de interacción con productos, para la adquisición de muebles, mediante una estrategia de marketing con realidad aumentada. Tesis de pregrado. Universidad Santo Tomás. Tunja.
reponame:Repositorio Institucional Universidad Santo Tomás
instname:Universidad Santo Tomás
repourl:https://repository.usta.edu.co
url http://hdl.handle.net/11634/31659
dc.language.iso.spa.fl_str_mv spa
language spa
dc.relation.references.spa.fl_str_mv Zhang, D., Zhu, P., & Ye, Y. (2016). The effects of E-commerce on the demand for commercial real estate. Cities, 106-120.
Yuen, S. C.-Y., Yaoyuneyong, G., & Johnson, E. (2011). Augmented Reality: An Overview and Five Directions for AR in Education. Journal of Educational Technology Development and Exchange (JETDE), 118-140.
Yenny, F. M., & Facundo, V. G. (2018). Las TIC como estrategia de mejora para la competitividad de las pymes: Caso municipio de Florencia-Caquetá Colombia. TICs y transferencia de conocimiento como promotores de la competitividad, 137-162.
Williams, T. (1996). City of Golden Shadow. United States: Legend Books.
Weitzenfeld, A. (2005). Ingenieria de Software Orientada a Objetos con UML Java e Internet. Ciudad de Mexico: THOMSON.
Wagner, D., Pintaric, T., & Schmalstieg, D. (2004). The Invisible Train: A Collaborative Handheld Augmented Reality Demostrator. Viena: Vienna University of Technology.
Wagner, D., Langlotz, T., & Schmalstieg, D. (2008). Robust and Unobtrusive Marker Tracking on Mobile Phones. IEEE International Symposium on Mixed and Augmented Reality 2008, 121-124.
UNCTAD. (24 de 03 de 2015). Information Economy Report 2015: Unlocking the potential of E-commerce for developing countries. Obtenido de unctad: https://unctad.org/system/files/official-document/ier2015_en.pdf
Trujillo, P. B. (2018). El Uso de las TIC, la Cara y Sello de la Productividad Laboral. Bogotá: UNIVERSIDAD MILITAR NUEVA GRANADA.
Thomas, B., Close, B., Donoghue, J., Squires, J., De Bond, P., Morris, M., & Piekarski, W. (2000). ARQuake: An Outdoor/Indoor Augmented Reality First Person Application. Digest of Papers: Fourth International Symposium on Wearable Computers, 139-146.
Terry, E. (2019). Silicon at the Heart of HoloLens 2. Cupertino: IEEE Hot Chips 31 Symposium (HCS).
Sutherland, I. E. (1968). A head-mounted three dimensional display*. Fall Joint Computer Conference, 757-764.
Sutherland, I. E. (1965). The Ultimate Display. Proceedings of IFIP Congress, 506-508.
Spielberg, S. (Dirección). (2018). Ready Player One [Película].
Singh, A. (2012). Study of Comparison of Channel Satisfaction Among Employees Across the Various Retail Stores. International Journal of Innovative Research and Development, 78-94.
Shankar, V., Inman, J., Mantrala, M., Kelley, E., & Rizley, R. (2011). Innovations in Shopper Marketing: Current Insights and Future Research Issues. Journal of Retailing, S29-S42.
Scrittura, P. (05 de 12 de 2017). Microsoft HoloLens Commercial Suite y Development Edition, ya disponibles en España. Recuperado el 24 de 11 de 2020, de GITALAVmagazine: https://www.digitalavmagazine.com/it/2017/12/05/microsoft-hololens-commercial-suite-y-development-edition-ya-en-espana/
Science and Technology. (s.f.). Realidad Aumentada. Recuperado el 24 de 11 de 2020, de Timetoast: https://www.timetoast.com/timelines/realidad-aumentada-97d926a1-d8a8-4e7b-a2b5-cdcbd44544ca
Schmalstieg, D., & Hollerer, T. (2016). Augmented Reality: Principles and Practice. Santa Barbara: Addison-Wesley Professional.
Rucker, R. (1994). The Hacker and the Ants. United States: AvoNova.
Rosenberg, L. (1992). The use of Virtual Fixtures As Perceptual Overlays To Enhance Operator Performance In Remote Environments. Brooks City-Base: Armstrong Laboratory.
Rojas Rojas, S. E., & Jiménez Ricaurte, O. M. (2019). El sistema económico y producti-vo colombiano, transformaciones y cambios de cara a las Tecnologías de la Información y Comunicación (TIC). Revista Colombiana de Ciencias Administrativas, 23-39.
Reitmayr, G., & Schmalstieg, D. (2004). Collaborative Augmented Reality for Outdoor Navigation and Information Browsing. Vienna University of Technology, 31-41.
Ravela, S., Weiss, R., Draper, B., Pinette, B., Hanson, A., & Riseman, E. (1994). Stealth Navigation: Planning and Behaviors. Amherst: University of Massachusetts.
Puerto Velásquez, N. R. (2019). Ventajas más Comunes en la Implementación de Ecommerce que Deben Conocer las Empresas en Colombia. Bogotá: UNIVERSIDAD MILITAR NUEVA GRANADA.
PrestaShop. (11 de 07 de 2019). Requisitos del sistema para PrestaShop. Recuperado el 24 de 11 de 2020, de PrestaShop: https://www.prestashop.com/es/requisitos-del-sistema
Peddie, J. (2017). Augmented Reality: Where We Will All Live. Tiburón: Springer.
Patrascu, D. (10 de 06 de 2019). Genesis G80 Demo Car Shows the Wonders of Augmented Reality HUD at CES 2019. Recuperado el 24 de 11 de 2020, de autoevolution: https://www.autoevolution.com/news/genesis-g80-demo-car-shows-the-wonders-of-augmented-reality-hud-at-ces-2019-131523.html
Pantano, E., & Timmermans, H. (2014). What is Smart for Retailing? Procedia Environmental Sciences, 101-107.
Pandey, H., Maurya, A., Prajapati, R., Pandey, A., & Nagve, V. (2020). Augmented Reality in Agriculture. Manchester: EasyChair.
Ogallar, G. (22 de 02 de 2018). Seguridad en PrestaShop. Recuperado el 24 de 11 de 2020, de La Primera Telecomunicación: https://laprimera.net/seguridad-en-prestashop/#:~:text=El%20captcha%20es%20una%20medida,no%20un%20ordenador%20o%20robot.
Ochoa, O. L. (2016). Cultura Digital: Construyendo Nuevos Comportamientos y Hábitos en la Organización para Maximizar el Potencial de la Tecnología. BOLETIN DE ESTUDIOS ECONOMICOS, 71-83.
Newsroom. (04 de 06 de 2018). Apple desvela ARKit 2. Recuperado el 24 de 11 de 2020, de Newsroom: https://www.apple.com/es/newsroom/2018/06/apple-unveils-arkit-2/
Neges, M., Koch, C., König, M., & Abramovici, M. (2017). Combining visual natural markers and IMU for improved AR based indoor navigation. Advanced Engineering Informatics, 18-31.
Muhammed, A. S., & Ucuz, D. (2020). Comparison of the IoT Platform Vendors, Microsoft Azure, Amazon Web Services, and Google Cloud, from Users’ Perspectives. Beirut: Perspectives. 2020 8th International Symposium on Digital Forensics and Security (ISDFS).
Motte, S. (18 de 06 de 2018). Augmented Reality: A Comprehensive History (Part 1). Recuperado el 24 de 11 de 2020, de Vertebrate: https://www.vertebrae.com/blog/history-augmented-reality-1/
Morris, C. (30 de 10 de 2018). Why Walmart and Other F500 Companies are Virtual Reality to Train the Next Generation of American Workers. Recuperado el 24 de 11 de 2020, de CNBC: https://www.cnbc.com/2018/10/29/why-f500-companies-use-virtual-reality-to-train-workers-of-the-future.html
moghwan. (20 de 10 de 2020). docker-prestashop-boilerplate. Obtenido de GitHub: https://github.com/moghwan/docker-prestashop-boilerplate
moghwan. (20 de 10 de 2020). docker-prestashop-boilerplate. Obtenido de GitHub: https://github.com/moghwan/docker-prestashop-boilerplatev
Milgram, P., Takemur, H., Utsumi, A., & Kishin, F. (1994). Augmented Reality: A class of displays on the reality-virtuality continuum. Kyoto: Telemanipulator and Telepresence Technologies (.
Merriam-Webster. (20 de 11 de 2020). Augmented reality. Recuperado el 23 de 11 de 2020, de Merriam-Webster: https://www.merriam-webster.com/dictionary/augmented%20reality
Mellado, M. (2011). Development and Implementation of a Mobile AR-Based Assistance System on the Android-Platform for the SmartFactory. Kaiserslautern: Ricardo Campos García.
Medley, J. (14 de 01 de 2019). Augmented reality for the web. Recuperado el 24 de 11 de 2020, de Web: https://developers.google.com/web/updates/2018/06/ar-for-the-web
Maw, I. (2017 de 12 de 2017). Introducing the First Enterprise-Class AR Video Calling Platform for Microsoft HoloLens. Obtenido de engineering: https://www.engineering.com/AdvancedManufacturing/ArticleID/16170/Introducing-the-First-Enterprise-Class-AR-Video-Calling-Platform-for-Microsoft-HoloLens.aspx
Manning, L. (1933). The Man Who Awoke. United States: Ballantine Books.
Makarov, A. (11 de 09 de 2020). 9 Augmented Reality Trends to Watch in 2020. Recuperado el 24 de 11 de 2020, de MobiDev: https://mobidev.biz/blog/augmented-reality-future-trends-2018-2020
Ludlow, B. (2015). Virtual Reality: Emerging Applications and Future Directions. Rural Special Education Quarterly, 3–10.
Liu, T.-Y. (2009). A context-aware ubiquitous learning environment for language listening and speaking. Journal of Computer Assisted Learning, 515-527.
Lintern, G., Roscoe, S., & Sivier, J. (1990). Display Principles, Control Dynamics, and Environmental Factors in Pilot Training and Transfer. HUMAN FACTORS, 299-317.
Lee, K. (2012). Augmented Reality in Education and Training. TechTrends, 12-21.
Lee, H. Y., & Hyung, W. (12 de 2014). A Study on Interactive Media Art to Apply Emotion Recognition. Recuperado el 24 de 11 de 2020, de ResearchGate: https://www.researchgate.net/figure/Myron-Krueger-Videoplace-1975_fig1_274621011
Lapowsky, I. (24 de 02 de 2015). Magic Leap CEO Teases 'Golden Tickets' for Its Augmented-Reality Device. Recuperado el 24 de 11 de 2020, de Wired: https://www.wired.com/2015/02/magic-leap-reddit/
Lampropoulos, G., Keramopoulos, E., & Diamantaras, K. (2020). Enhancing the functionality of augmented reality using deep learning, semantic web and knowledge graphs: A review. Visual Informatics, 32-42.
Ladd, M. (26 de 12 de 2012). LyteShot. Recuperado el 24 de 11 de 2020, de Crunchbase: https://www.crunchbase.com/organization/lyteshot
Kurzweil. (02 de 04 de 2013). Meta’s AR headset lets you play with virtual objects in 3D space. Recuperado el 24 de 11 de 2020, de Kurzweil accelerating intelligence: https://www.kurzweilai.net/metas-ar-headset-lets-you-play-with-virtual-objects-in-3d-space?utm_source=feedblitz&utm_medium=FeedBlitzEmail&utm_content=594480&utm_campaign=0
Krueger, M. (1977). Responsive environments. National Computer Conference, 423-433.
Krevelen, V., & Poelman, R. (2010). A Survey of Augmented Reality Technologies, Applications and Limitations. The International Journal of Virtual Reality, 1-20.
KPIT. (18 de 11 de 2017). How smart glasses are transforming backend processes in manufacturing. Recuperado el 24 de 11 de 2020, de Forbes: https://www.forbesindia.com/blog/technology/how-smart-glasses-are-transforming/
Koyama, T. (2009). Introduction to flartoolkit. Adobe System Incorporated.
Klopfer, E., & Squire, K. (2008). Environmental Detectives—the development of an augmented reality platform for environmental simulations. Education Tech Research Development, 203–228.
Klopfer, E., & Sheldon, J. (2010). Augmenting your own reality: Student authoring of science-based augmented reality games. NEW DIRECTIONS FOR YOUTH DEVELOPMENT, 85-94.
Klopfer, E. (2008). Augmented Learning: Research and Design of Mobile Educational Games. Cambridge: MIT Press.
Kelly, M. (28 de 11 de 2018). Microsoft secures $480 million HoloLens contract from US Army. Recuperado el 24 de 11 de 2020, de THE VERGE: https://www.theverge.com/2018/11/28/18116939/microsoft-army-hololens-480-million-contract-magic-leap
Kato, H. (1999). ARToolKit. Obtenido de HITLab: http://ns1.hitl.washington.edu/artoolkit/
Julier, S., Baillot, Y., Lanzagorta, M., Brown, D., & Rosenblum, L. (2000). BARS: Battlefield Augmented Reality System. Washington, DC: Naval Research Laboratory.
Julier, S., & Bishop, G. (2002). Tracking: How Hard Can It Be? IEEE Computer Graphics and Applications, 22-23.
Johnson, L., Levine, A., Smith, R., & Haywood, K. (2010). Key Emerging Technologies for Postsecondary Education. Horizon Report: Postsecondary Level, 34-38.
Jaiswal, M. (2019). Software Architecture and Software Design. International Research Journal of Engineering and Technology (IRJET), 2452-2454.
Ilyukha, V. (s.f.). The Most Advanced AR Development Tools in 2020. Recuperado el 24 de 11 de 2020, de Jelvíx: https://jelvix.com/blog/5-best-tools-for-ar-development
Hughes, C., & Stapleton, C. (06 de 2005). The Shared Imagination: Creative Collaboration in Augmented Virtuality. Recuperado el 24 de 11 de 2020, de ResearchGate: https://www.researchgate.net/figure/Milgrams-continuum-with-examples-from-MCL-projects_fig1_244445536
Huet, E. (24 de 02 de 2015). Magic Leap CEO: Augmented Reality Could Replace Smartphones. Recuperado el 24 de 11 de 2020, de Forbes: https://www.forbes.com/sites/ellenhuet/2015/02/24/magic-leap-ceo-augmented-reality-could-replace-smartphones/?sh=58babd562680
Huang, T.-L., & Liao , S. (2015). A model of acceptance of augmented-reality interactive technology: the moderating role of cognitive innovativeness. Electronic Commerce Research, 269-295.
Howard, M., Dhruv, G., & Raymond , P. H. (1992). The Value of Time Spent in Price-Comparison Shopping: Survey and Experimental Evidence. Journal of Consumer Research, 52-61.
Houchard, J., Kervin, P., African, J., Ku, D., Medran, R., & Lambe, J. (1994). Orbital debris detection program highlights from the Air Force Maui Optical Station. United States: Space Instrumentation and Dual-Use Technologies.
Hopping, D. (2000). Technology in retail. Technology in Society, 63-74.
Hall, J. (08 de 09 de 2017). How Augmented Reality Is Changing The World Of Consumer Marketing. Recuperado el 24 de 11 de 2020, de Forbes: https://www.forbes.com/sites/forbesagencycouncil/2017/11/08/how-augmented-reality-is-changing-the-world-of-consumer-marketing/?sh=4acbb9cc54cf
Guerra, J. P., Pinto, M. M., & Beatio, C. (2015). Virtual Reality - Shows a New Vision For Tourism And Heritage. European Scientific Journal, 49-54.
George, D., & Morris, R. (1989). A Compiter-Driven Astronomical Telescope Guidance And Control System With Superimposed Star Field And Celestial Coordinate Graphics Display. Journal of the Royal Astronomical Society of Canada, 32-41.
Gartner. (01 de 04 de 2019). Gartner Says 100 Million Consumers Will Shop in Augmented Reality Online and In-Store by 2020. Recuperado el 24 de 11 de 2020, de Gartner: https://www.gartner.com/en/newsroom/press-releases/2019-04-01-gartner-says-100-million-consumers-will-shop-in-augme
G2. (s.f.). Compare Amazon Simple Storage Service (S3), DigitalOcean Spaces, Google Cloud Storage, and IBM Cloud Object Storage. Recuperado el 24 de 11 de 2020, de G2: https://www.g2.com/compare/amazon-simple-storage-service-s3-vs-digitalocean-spaces-vs-google-cloud-storage-vs-ibm-cloud-object-storage
Fossum, E. (1993). Active Pixel Sensors: Are CCD's Dinosaurs? Pasadena: Jet Propulsion Laboratory.
Feiner, S., Macintyre, B., & Sellgmann, D. (1993). Knowledge Based Augmented Reality. Communications of the ACM, 53-62.
Evans, D., Murray, S., & Schmalensee, R. (2016). Why Online Retail Sales are Much Larger than US Census Data Report. Revised Version of Draft Dated January, 1-39.
Dunleavy, M., Dede, C., & Mitchell , R. (2009). Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning. Journal of Science Education and Technology, 7-22.
Diligent Team. (s.f.). Comparativa de las 4 plataformas de eCommerce más conocidas 2017. Recuperado el 24 de 11 de 2020, de Diligent: https://www.diligent.es/comparativa-de-las-5-plataformas-de-ecommerce-mas-conocidas/
Dickson, P., Block, J., Echevarria, G., & Keenan, K. (2017). An Experience-based Comparison of Unity and Unreal for a Stand-alone 3D Game Development Course. Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education, 70-75.
Diaz Aparicio, M. Y. (2019). La implementación de las TICs hace mas competitivas a las Organizaciones. Bogotá: UNIVERSIDAD MILITAR NUEVA GRANADA.
Delgado, F., Altman, S., Abernathy, M., & White, J. (2000). Virtual Cockpit Window for the X-38 Crew Return Vehicle. Enhanced and Synthetic Vision 2000, 63-70.
Delgado, F., Abernathy, M., White, J., & Lowrey, B. (1999). Real-Time 3-D Flight Guidance with Terrain for the X-38. Orlando: Enhanced and Synthetic Vision 1999.
Davies, C. (28 de 06 de 2013). Meta plans true augmented reality with Epson-powered wearable. Recuperado el 24 de 11 de 2020, de SlashGear: https://www.slashgear.com/meta-plans-true-augmented-reality-with-epson-powered-wearable-28266900/
Cutler, B., Fowers, S., & Chang, W. (s.f.). Holoportation. Recuperado el 24 de 11 de 2020, de Microsoft: https://www.microsoft.com/en-us/research/project/holoportation-3/
CRC. (27 de 03 de 2017). El Comercio, Elecronico en Colombia, Analisis Integral y Perspectiva Regulatoria. Recuperado el 24 de 11 de 2020, de CRCOM: https://www.crcom.gov.co/recursos_user/2017/ComElecPtd_0.pdf
Correa Wachter, J. F., Cardona Acosta, J. C., Galviz Cataño, D. F., Caycedo Sánchez, V. M., & Ramírez, J. G. (2019). Evolición del Ecommerce en Colombia. Tendencias en la Investigacion Universitaria: Una Vision desde Latinoamérica, 132-149.
Cline, E. (2011). Ready Player One. Estados Unidos: Crown Publishing Group.
Cisco. (2019). Cisco. Recuperado el 24 de 11 de 2020, de Musion 3D: http://www.musion3d.co.uk/portfolio/cisco-2/
Chapman, R., Riddle, D., & Merlo, J. (2009). Techniques for Supporting the Author of Outdoor Mobile Multimodal Augmented Reality. Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting.
Chang, G., Morreale, P., & Medicherla, P. (2010). Applications of Augmented Reality Systems in Education. In Society for Information Technology & Teacher Education International Conference, 1380-1385.
Caudell, T., & Mizell, D. (1992). Augmented Reality: An Application of Heads-Up Display Technology to Manual Manufacturing Processes. Boeing Computer Services, Research and Technology, 659-669.
Carmigniani, J., & Furht, B. (2011). Augmented Reality: An Overview. Handbook of Augmented Reality. Florida Atlantic University, 3-46.
Broll, W., Lindt, I., Herbst, I., Ohlenburg, J., Braun, A.-K., & Wetzel, R. (2008). Toward Next-Gen Mobile AR Games. IEEE Computer Graphics and Applications, 40-48.
Bond, S. (2016 de 07 de 2016). After The Success Of 'Pokémon GO,' How Will Augmented Reality Impact Archaeological Sites? Recuperado el 24 de 11 de 2020, de Forbes: https://www.forbes.com/sites/drsarahbond/2016/07/17/after-the-success-of-pokemon-go-how-will-augmented-reality-impact-archaeological-sites/?sh=76ba1ab042a1
Boland, M. (27 de 12 de 2018). 990 Million ARKit & ARCore Smartphones in the Wild. Recuperado el 24 de 11 de 2020, de ARInsider: https://arinsider.co/2018/12/27/990-million-arkit-arcore-smartphones-in-the-wild/
Bohn, D. (24 de 02 de 2019). Microsoft's HoloLens 2: a $3,500 Mixed Reality Headset for the Factory, not the Living Room. Recuperado el 24 de 11 de 2020, de The Verge: https://www.theverge.com/2019/2/24/18235460/microsoft-hololens-2-price-specs-mixed-reality-ar-vr-business-work-features-mwc-2019
Bodhani, A. (2012). Shops offer the e-tail experience. Engineering & Technology, 46.
Bejarano Nicho, T. G., Marcos Mendoza, D., Pezo Mallcco, E. D., & Villanueva Enrique, A. (2020). Milista.com. Lima: UNIVERSIDAD PERUANA DE CIENCIAS APLICADAS.
Behringer, 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.
Behringer, R., Klinker, G., & Mizell, D. (1999). Augmented Reality: Placing Artificial Objects in Real Scenes. Cleveland: CRC Press.
Beck, 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.
Baum, 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.
Azuma, R. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, 355-385.
Ayoubi, 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_o
Animation 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/
dc.rights.*.fl_str_mv Atribución-NoComercial-SinDerivadas 2.5 Colombia
dc.rights.uri.*.fl_str_mv http://creativecommons.org/licenses/by-nc-nd/2.5/co/
dc.rights.local.spa.fl_str_mv Abierto (Texto Completo)
dc.rights.accessrights.none.fl_str_mv info:eu-repo/semantics/openAccess
dc.rights.coar.none.fl_str_mv http://purl.org/coar/access_right/c_abf2
rights_invalid_str_mv Atribución-NoComercial-SinDerivadas 2.5 Colombia
http://creativecommons.org/licenses/by-nc-nd/2.5/co/
Abierto (Texto Completo)
http://purl.org/coar/access_right/c_abf2
eu_rights_str_mv openAccess
dc.format.mimetype.spa.fl_str_mv application/pdf
dc.coverage.campus.spa.fl_str_mv CRAI-USTA Tunja
dc.publisher.spa.fl_str_mv Universidad Santo Tomás
dc.publisher.program.spa.fl_str_mv Ingeniería Informática
dc.publisher.faculty.spa.fl_str_mv Facultad de Ingeniería de Sistemas
institution Universidad Santo Tomás
bitstream.url.fl_str_mv https://repository.usta.edu.co/bitstream/11634/31659/5/license.txt
https://repository.usta.edu.co/bitstream/11634/31659/1/2020juansuarez.pdf
https://repository.usta.edu.co/bitstream/11634/31659/3/Derechos%20de%20autor.pdf
https://repository.usta.edu.co/bitstream/11634/31659/2/Carta%20Aprobaci%c3%b3n%20de%20la%20Facultad.pdf
https://repository.usta.edu.co/bitstream/11634/31659/4/license_rdf
https://repository.usta.edu.co/bitstream/11634/31659/6/2020juansuarez.pdf.jpg
https://repository.usta.edu.co/bitstream/11634/31659/7/Derechos%20de%20autor.pdf.jpg
https://repository.usta.edu.co/bitstream/11634/31659/8/Carta%20Aprobaci%c3%b3n%20de%20la%20Facultad.pdf.jpg
bitstream.checksum.fl_str_mv aedeaf396fcd827b537c73d23464fc27
764194a3d07b36d918c19615fccd8f8d
19d9645a1510cd4b14623388f13a70a6
f4ee3f005f2e545e1004fd819e6ae424
217700a34da79ed616c2feb68d4c5e06
5387a76e2ffb82a03b89fe6dc3af8ecf
23a7f979c57d7d2ad3c619401078b3d9
8a458ea38c01296ea3bc617f7dd1aa4b
bitstream.checksumAlgorithm.fl_str_mv MD5
MD5
MD5
MD5
MD5
MD5
MD5
MD5
repository.name.fl_str_mv Repositorio Universidad Santo Tomás
repository.mail.fl_str_mv repositorio@usantotomas.edu.co
_version_ 1782026354551685120
spelling Fonseca Barinas, Iván FernandoSuárez Londoño, Juan DiegoBotello Herrera, Antony Reynel2021-01-28T19:17:02Z2021-01-28T19:17:02Z2021-01-15Suárez Londoño, J., & Botello Herrera, A.( 2021). Pasantía simulación de interacción con productos, para la adquisición de muebles, mediante una estrategia de marketing con realidad aumentada. Tesis de pregrado. Universidad Santo Tomás. Tunja.http://hdl.handle.net/11634/31659reponame:Repositorio Institucional Universidad Santo Tomásinstname:Universidad Santo Tomásrepourl:https://repository.usta.edu.coEste 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.This 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.Ingeniero InformáticoPregradoapplication/pdfspaUniversidad Santo TomásIngeniería InformáticaFacultad de Ingeniería de SistemasAtribución-NoComercial-SinDerivadas 2.5 Colombiahttp://creativecommons.org/licenses/by-nc-nd/2.5/co/Abierto (Texto Completo)info:eu-repo/semantics/openAccesshttp://purl.org/coar/access_right/c_abf2Pasantía simulación de interacción con productos, para la adquisición de muebles, mediante una estrategia de marketing con realidad aumentadaAugmented realityPrestashopAWSIde@softE-commerceARCoreMobile AppSimulationIngeniería de sistemasRealidad AumentadaPrestashopAWSIde@softE-commerceARCoreAplicación MóvilSimulaciónTrabajo de gradoinfo:eu-repo/semantics/acceptedVersionhttp://purl.org/coar/resource_type/c_7a1finfo:eu-repo/semantics/bachelorThesisCRAI-USTA TunjaZhang, D., Zhu, P., & Ye, Y. (2016). The effects of E-commerce on the demand for commercial real estate. Cities, 106-120.Yuen, S. C.-Y., Yaoyuneyong, G., & Johnson, E. (2011). Augmented Reality: An Overview and Five Directions for AR in Education. Journal of Educational Technology Development and Exchange (JETDE), 118-140.Yenny, F. M., & Facundo, V. G. (2018). Las TIC como estrategia de mejora para la competitividad de las pymes: Caso municipio de Florencia-Caquetá Colombia. TICs y transferencia de conocimiento como promotores de la competitividad, 137-162.Williams, T. (1996). City of Golden Shadow. United States: Legend Books.Weitzenfeld, A. (2005). Ingenieria de Software Orientada a Objetos con UML Java e Internet. Ciudad de Mexico: THOMSON.Wagner, D., Pintaric, T., & Schmalstieg, D. (2004). The Invisible Train: A Collaborative Handheld Augmented Reality Demostrator. Viena: Vienna University of Technology.Wagner, D., Langlotz, T., & Schmalstieg, D. (2008). Robust and Unobtrusive Marker Tracking on Mobile Phones. IEEE International Symposium on Mixed and Augmented Reality 2008, 121-124.UNCTAD. (24 de 03 de 2015). Information Economy Report 2015: Unlocking the potential of E-commerce for developing countries. Obtenido de unctad: https://unctad.org/system/files/official-document/ier2015_en.pdfTrujillo, P. B. (2018). El Uso de las TIC, la Cara y Sello de la Productividad Laboral. Bogotá: UNIVERSIDAD MILITAR NUEVA GRANADA.Thomas, B., Close, B., Donoghue, J., Squires, J., De Bond, P., Morris, M., & Piekarski, W. (2000). ARQuake: An Outdoor/Indoor Augmented Reality First Person Application. Digest of Papers: Fourth International Symposium on Wearable Computers, 139-146.Terry, E. (2019). Silicon at the Heart of HoloLens 2. Cupertino: IEEE Hot Chips 31 Symposium (HCS).Sutherland, I. E. (1968). A head-mounted three dimensional display*. Fall Joint Computer Conference, 757-764.Sutherland, I. E. (1965). The Ultimate Display. Proceedings of IFIP Congress, 506-508.Spielberg, S. (Dirección). (2018). Ready Player One [Película].Singh, A. (2012). Study of Comparison of Channel Satisfaction Among Employees Across the Various Retail Stores. International Journal of Innovative Research and Development, 78-94.Shankar, V., Inman, J., Mantrala, M., Kelley, E., & Rizley, R. (2011). Innovations in Shopper Marketing: Current Insights and Future Research Issues. Journal of Retailing, S29-S42.Scrittura, P. (05 de 12 de 2017). Microsoft HoloLens Commercial Suite y Development Edition, ya disponibles en España. Recuperado el 24 de 11 de 2020, de GITALAVmagazine: https://www.digitalavmagazine.com/it/2017/12/05/microsoft-hololens-commercial-suite-y-development-edition-ya-en-espana/Science and Technology. (s.f.). Realidad Aumentada. Recuperado el 24 de 11 de 2020, de Timetoast: https://www.timetoast.com/timelines/realidad-aumentada-97d926a1-d8a8-4e7b-a2b5-cdcbd44544caSchmalstieg, D., & Hollerer, T. (2016). Augmented Reality: Principles and Practice. Santa Barbara: Addison-Wesley Professional.Rucker, R. (1994). The Hacker and the Ants. United States: AvoNova.Rosenberg, L. (1992). The use of Virtual Fixtures As Perceptual Overlays To Enhance Operator Performance In Remote Environments. Brooks City-Base: Armstrong Laboratory.Rojas Rojas, S. E., & Jiménez Ricaurte, O. M. (2019). El sistema económico y producti-vo colombiano, transformaciones y cambios de cara a las Tecnologías de la Información y Comunicación (TIC). Revista Colombiana de Ciencias Administrativas, 23-39.Reitmayr, G., & Schmalstieg, D. (2004). Collaborative Augmented Reality for Outdoor Navigation and Information Browsing. Vienna University of Technology, 31-41.Ravela, S., Weiss, R., Draper, B., Pinette, B., Hanson, A., & Riseman, E. (1994). Stealth Navigation: Planning and Behaviors. Amherst: University of Massachusetts.Puerto Velásquez, N. R. (2019). Ventajas más Comunes en la Implementación de Ecommerce que Deben Conocer las Empresas en Colombia. Bogotá: UNIVERSIDAD MILITAR NUEVA GRANADA.PrestaShop. (11 de 07 de 2019). Requisitos del sistema para PrestaShop. Recuperado el 24 de 11 de 2020, de PrestaShop: https://www.prestashop.com/es/requisitos-del-sistemaPeddie, J. (2017). Augmented Reality: Where We Will All Live. Tiburón: Springer.Patrascu, D. (10 de 06 de 2019). Genesis G80 Demo Car Shows the Wonders of Augmented Reality HUD at CES 2019. Recuperado el 24 de 11 de 2020, de autoevolution: https://www.autoevolution.com/news/genesis-g80-demo-car-shows-the-wonders-of-augmented-reality-hud-at-ces-2019-131523.htmlPantano, E., & Timmermans, H. (2014). What is Smart for Retailing? Procedia Environmental Sciences, 101-107.Pandey, H., Maurya, A., Prajapati, R., Pandey, A., & Nagve, V. (2020). Augmented Reality in Agriculture. Manchester: EasyChair.Ogallar, G. (22 de 02 de 2018). Seguridad en PrestaShop. Recuperado el 24 de 11 de 2020, de La Primera Telecomunicación: https://laprimera.net/seguridad-en-prestashop/#:~:text=El%20captcha%20es%20una%20medida,no%20un%20ordenador%20o%20robot.Ochoa, O. L. (2016). Cultura Digital: Construyendo Nuevos Comportamientos y Hábitos en la Organización para Maximizar el Potencial de la Tecnología. BOLETIN DE ESTUDIOS ECONOMICOS, 71-83.Newsroom. (04 de 06 de 2018). Apple desvela ARKit 2. Recuperado el 24 de 11 de 2020, de Newsroom: https://www.apple.com/es/newsroom/2018/06/apple-unveils-arkit-2/Neges, M., Koch, C., König, M., & Abramovici, M. (2017). Combining visual natural markers and IMU for improved AR based indoor navigation. Advanced Engineering Informatics, 18-31.Muhammed, A. S., & Ucuz, D. (2020). Comparison of the IoT Platform Vendors, Microsoft Azure, Amazon Web Services, and Google Cloud, from Users’ Perspectives. Beirut: Perspectives. 2020 8th International Symposium on Digital Forensics and Security (ISDFS).Motte, S. (18 de 06 de 2018). Augmented Reality: A Comprehensive History (Part 1). Recuperado el 24 de 11 de 2020, de Vertebrate: https://www.vertebrae.com/blog/history-augmented-reality-1/Morris, C. (30 de 10 de 2018). Why Walmart and Other F500 Companies are Virtual Reality to Train the Next Generation of American Workers. Recuperado el 24 de 11 de 2020, de CNBC: https://www.cnbc.com/2018/10/29/why-f500-companies-use-virtual-reality-to-train-workers-of-the-future.htmlmoghwan. (20 de 10 de 2020). docker-prestashop-boilerplate. Obtenido de GitHub: https://github.com/moghwan/docker-prestashop-boilerplatemoghwan. (20 de 10 de 2020). docker-prestashop-boilerplate. Obtenido de GitHub: https://github.com/moghwan/docker-prestashop-boilerplatevMilgram, P., Takemur, H., Utsumi, A., & Kishin, F. (1994). Augmented Reality: A class of displays on the reality-virtuality continuum. Kyoto: Telemanipulator and Telepresence Technologies (.Merriam-Webster. (20 de 11 de 2020). Augmented reality. Recuperado el 23 de 11 de 2020, de Merriam-Webster: https://www.merriam-webster.com/dictionary/augmented%20realityMellado, M. (2011). Development and Implementation of a Mobile AR-Based Assistance System on the Android-Platform for the SmartFactory. Kaiserslautern: Ricardo Campos García.Medley, J. (14 de 01 de 2019). Augmented reality for the web. Recuperado el 24 de 11 de 2020, de Web: https://developers.google.com/web/updates/2018/06/ar-for-the-webMaw, I. (2017 de 12 de 2017). Introducing the First Enterprise-Class AR Video Calling Platform for Microsoft HoloLens. Obtenido de engineering: https://www.engineering.com/AdvancedManufacturing/ArticleID/16170/Introducing-the-First-Enterprise-Class-AR-Video-Calling-Platform-for-Microsoft-HoloLens.aspxManning, L. (1933). The Man Who Awoke. United States: Ballantine Books.Makarov, A. (11 de 09 de 2020). 9 Augmented Reality Trends to Watch in 2020. Recuperado el 24 de 11 de 2020, de MobiDev: https://mobidev.biz/blog/augmented-reality-future-trends-2018-2020Ludlow, B. (2015). Virtual Reality: Emerging Applications and Future Directions. Rural Special Education Quarterly, 3–10.Liu, T.-Y. (2009). A context-aware ubiquitous learning environment for language listening and speaking. Journal of Computer Assisted Learning, 515-527.Lintern, G., Roscoe, S., & Sivier, J. (1990). Display Principles, Control Dynamics, and Environmental Factors in Pilot Training and Transfer. HUMAN FACTORS, 299-317.Lee, K. (2012). Augmented Reality in Education and Training. TechTrends, 12-21.Lee, H. Y., & Hyung, W. (12 de 2014). A Study on Interactive Media Art to Apply Emotion Recognition. Recuperado el 24 de 11 de 2020, de ResearchGate: https://www.researchgate.net/figure/Myron-Krueger-Videoplace-1975_fig1_274621011Lapowsky, I. (24 de 02 de 2015). Magic Leap CEO Teases 'Golden Tickets' for Its Augmented-Reality Device. Recuperado el 24 de 11 de 2020, de Wired: https://www.wired.com/2015/02/magic-leap-reddit/Lampropoulos, G., Keramopoulos, E., & Diamantaras, K. (2020). Enhancing the functionality of augmented reality using deep learning, semantic web and knowledge graphs: A review. Visual Informatics, 32-42.Ladd, M. (26 de 12 de 2012). LyteShot. Recuperado el 24 de 11 de 2020, de Crunchbase: https://www.crunchbase.com/organization/lyteshotKurzweil. (02 de 04 de 2013). Meta’s AR headset lets you play with virtual objects in 3D space. Recuperado el 24 de 11 de 2020, de Kurzweil accelerating intelligence: https://www.kurzweilai.net/metas-ar-headset-lets-you-play-with-virtual-objects-in-3d-space?utm_source=feedblitz&utm_medium=FeedBlitzEmail&utm_content=594480&utm_campaign=0Krueger, M. (1977). Responsive environments. National Computer Conference, 423-433.Krevelen, V., & Poelman, R. (2010). A Survey of Augmented Reality Technologies, Applications and Limitations. The International Journal of Virtual Reality, 1-20.KPIT. (18 de 11 de 2017). How smart glasses are transforming backend processes in manufacturing. Recuperado el 24 de 11 de 2020, de Forbes: https://www.forbesindia.com/blog/technology/how-smart-glasses-are-transforming/Koyama, T. (2009). Introduction to flartoolkit. Adobe System Incorporated.Klopfer, E., & Squire, K. (2008). Environmental Detectives—the development of an augmented reality platform for environmental simulations. Education Tech Research Development, 203–228.Klopfer, E., & Sheldon, J. (2010). Augmenting your own reality: Student authoring of science-based augmented reality games. NEW DIRECTIONS FOR YOUTH DEVELOPMENT, 85-94.Klopfer, E. (2008). Augmented Learning: Research and Design of Mobile Educational Games. Cambridge: MIT Press.Kelly, M. (28 de 11 de 2018). Microsoft secures $480 million HoloLens contract from US Army. Recuperado el 24 de 11 de 2020, de THE VERGE: https://www.theverge.com/2018/11/28/18116939/microsoft-army-hololens-480-million-contract-magic-leapKato, H. (1999). ARToolKit. Obtenido de HITLab: http://ns1.hitl.washington.edu/artoolkit/Julier, S., Baillot, Y., Lanzagorta, M., Brown, D., & Rosenblum, L. (2000). BARS: Battlefield Augmented Reality System. Washington, DC: Naval Research Laboratory.Julier, S., & Bishop, G. (2002). Tracking: How Hard Can It Be? IEEE Computer Graphics and Applications, 22-23.Johnson, L., Levine, A., Smith, R., & Haywood, K. (2010). Key Emerging Technologies for Postsecondary Education. Horizon Report: Postsecondary Level, 34-38.Jaiswal, M. (2019). Software Architecture and Software Design. International Research Journal of Engineering and Technology (IRJET), 2452-2454.Ilyukha, V. (s.f.). The Most Advanced AR Development Tools in 2020. Recuperado el 24 de 11 de 2020, de Jelvíx: https://jelvix.com/blog/5-best-tools-for-ar-developmentHughes, C., & Stapleton, C. (06 de 2005). The Shared Imagination: Creative Collaboration in Augmented Virtuality. Recuperado el 24 de 11 de 2020, de ResearchGate: https://www.researchgate.net/figure/Milgrams-continuum-with-examples-from-MCL-projects_fig1_244445536Huet, E. (24 de 02 de 2015). Magic Leap CEO: Augmented Reality Could Replace Smartphones. Recuperado el 24 de 11 de 2020, de Forbes: https://www.forbes.com/sites/ellenhuet/2015/02/24/magic-leap-ceo-augmented-reality-could-replace-smartphones/?sh=58babd562680Huang, T.-L., & Liao , S. (2015). A model of acceptance of augmented-reality interactive technology: the moderating role of cognitive innovativeness. Electronic Commerce Research, 269-295.Howard, M., Dhruv, G., & Raymond , P. H. (1992). The Value of Time Spent in Price-Comparison Shopping: Survey and Experimental Evidence. Journal of Consumer Research, 52-61.Houchard, J., Kervin, P., African, J., Ku, D., Medran, R., & Lambe, J. (1994). Orbital debris detection program highlights from the Air Force Maui Optical Station. United States: Space Instrumentation and Dual-Use Technologies.Hopping, D. (2000). Technology in retail. Technology in Society, 63-74.Hall, J. (08 de 09 de 2017). How Augmented Reality Is Changing The World Of Consumer Marketing. Recuperado el 24 de 11 de 2020, de Forbes: https://www.forbes.com/sites/forbesagencycouncil/2017/11/08/how-augmented-reality-is-changing-the-world-of-consumer-marketing/?sh=4acbb9cc54cfGuerra, J. P., Pinto, M. M., & Beatio, C. (2015). Virtual Reality - Shows a New Vision For Tourism And Heritage. European Scientific Journal, 49-54.George, D., & Morris, R. (1989). A Compiter-Driven Astronomical Telescope Guidance And Control System With Superimposed Star Field And Celestial Coordinate Graphics Display. Journal of the Royal Astronomical Society of Canada, 32-41.Gartner. (01 de 04 de 2019). Gartner Says 100 Million Consumers Will Shop in Augmented Reality Online and In-Store by 2020. Recuperado el 24 de 11 de 2020, de Gartner: https://www.gartner.com/en/newsroom/press-releases/2019-04-01-gartner-says-100-million-consumers-will-shop-in-augmeG2. (s.f.). Compare Amazon Simple Storage Service (S3), DigitalOcean Spaces, Google Cloud Storage, and IBM Cloud Object Storage. Recuperado el 24 de 11 de 2020, de G2: https://www.g2.com/compare/amazon-simple-storage-service-s3-vs-digitalocean-spaces-vs-google-cloud-storage-vs-ibm-cloud-object-storageFossum, E. (1993). Active Pixel Sensors: Are CCD's Dinosaurs? Pasadena: Jet Propulsion Laboratory.Feiner, S., Macintyre, B., & Sellgmann, D. (1993). Knowledge Based Augmented Reality. Communications of the ACM, 53-62.Evans, D., Murray, S., & Schmalensee, R. (2016). Why Online Retail Sales are Much Larger than US Census Data Report. Revised Version of Draft Dated January, 1-39.Dunleavy, M., Dede, C., & Mitchell , R. (2009). Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning. Journal of Science Education and Technology, 7-22.Diligent Team. (s.f.). Comparativa de las 4 plataformas de eCommerce más conocidas 2017. Recuperado el 24 de 11 de 2020, de Diligent: https://www.diligent.es/comparativa-de-las-5-plataformas-de-ecommerce-mas-conocidas/Dickson, P., Block, J., Echevarria, G., & Keenan, K. (2017). An Experience-based Comparison of Unity and Unreal for a Stand-alone 3D Game Development Course. Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education, 70-75.Diaz Aparicio, M. Y. (2019). La implementación de las TICs hace mas competitivas a las Organizaciones. Bogotá: UNIVERSIDAD MILITAR NUEVA GRANADA.Delgado, F., Altman, S., Abernathy, M., & White, J. (2000). Virtual Cockpit Window for the X-38 Crew Return Vehicle. Enhanced and Synthetic Vision 2000, 63-70.Delgado, F., Abernathy, M., White, J., & Lowrey, B. (1999). Real-Time 3-D Flight Guidance with Terrain for the X-38. Orlando: Enhanced and Synthetic Vision 1999.Davies, C. (28 de 06 de 2013). Meta plans true augmented reality with Epson-powered wearable. Recuperado el 24 de 11 de 2020, de SlashGear: https://www.slashgear.com/meta-plans-true-augmented-reality-with-epson-powered-wearable-28266900/Cutler, B., Fowers, S., & Chang, W. (s.f.). Holoportation. Recuperado el 24 de 11 de 2020, de Microsoft: https://www.microsoft.com/en-us/research/project/holoportation-3/CRC. (27 de 03 de 2017). El Comercio, Elecronico en Colombia, Analisis Integral y Perspectiva Regulatoria. Recuperado el 24 de 11 de 2020, de CRCOM: https://www.crcom.gov.co/recursos_user/2017/ComElecPtd_0.pdfCorrea Wachter, J. F., Cardona Acosta, J. C., Galviz Cataño, D. F., Caycedo Sánchez, V. M., & Ramírez, J. G. (2019). Evolición del Ecommerce en Colombia. Tendencias en la Investigacion Universitaria: Una Vision desde Latinoamérica, 132-149.Cline, E. (2011). Ready Player One. Estados Unidos: Crown Publishing Group.Cisco. (2019). Cisco. Recuperado el 24 de 11 de 2020, de Musion 3D: http://www.musion3d.co.uk/portfolio/cisco-2/Chapman, R., Riddle, D., & Merlo, J. (2009). Techniques for Supporting the Author of Outdoor Mobile Multimodal Augmented Reality. Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting.Chang, G., Morreale, P., & Medicherla, P. (2010). Applications of Augmented Reality Systems in Education. In Society for Information Technology & Teacher Education International Conference, 1380-1385.Caudell, T., & Mizell, D. (1992). Augmented Reality: An Application of Heads-Up Display Technology to Manual Manufacturing Processes. Boeing Computer Services, Research and Technology, 659-669.Carmigniani, J., & Furht, B. (2011). Augmented Reality: An Overview. Handbook of Augmented Reality. Florida Atlantic University, 3-46.Broll, W., Lindt, I., Herbst, I., Ohlenburg, J., Braun, A.-K., & Wetzel, R. (2008). Toward Next-Gen Mobile AR Games. IEEE Computer Graphics and Applications, 40-48.Bond, S. (2016 de 07 de 2016). After The Success Of 'Pokémon GO,' How Will Augmented Reality Impact Archaeological Sites? Recuperado el 24 de 11 de 2020, de Forbes: https://www.forbes.com/sites/drsarahbond/2016/07/17/after-the-success-of-pokemon-go-how-will-augmented-reality-impact-archaeological-sites/?sh=76ba1ab042a1Boland, M. (27 de 12 de 2018). 990 Million ARKit & ARCore Smartphones in the Wild. Recuperado el 24 de 11 de 2020, de ARInsider: https://arinsider.co/2018/12/27/990-million-arkit-arcore-smartphones-in-the-wild/Bohn, D. (24 de 02 de 2019). Microsoft's HoloLens 2: a $3,500 Mixed Reality Headset for the Factory, not the Living Room. Recuperado el 24 de 11 de 2020, de The Verge: https://www.theverge.com/2019/2/24/18235460/microsoft-hololens-2-price-specs-mixed-reality-ar-vr-business-work-features-mwc-2019Bodhani, A. (2012). Shops offer the e-tail experience. Engineering & Technology, 46.Bejarano Nicho, T. G., Marcos Mendoza, D., Pezo Mallcco, E. D., & Villanueva Enrique, A. (2020). Milista.com. Lima: UNIVERSIDAD PERUANA DE CIENCIAS APLICADAS.Behringer, 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.Behringer, R., Klinker, G., & Mizell, D. (1999). Augmented Reality: Placing Artificial Objects in Real Scenes. Cleveland: CRC Press.Beck, 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.Baum, 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.Azuma, R. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, 355-385.Ayoubi, 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_oAnimation 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/LICENSElicense.txtlicense.txttext/plain; charset=utf-8807https://repository.usta.edu.co/bitstream/11634/31659/5/license.txtaedeaf396fcd827b537c73d23464fc27MD55open accessORIGINAL2020juansuarez.pdf2020juansuarez.pdfTrabajo principalapplication/pdf4998893https://repository.usta.edu.co/bitstream/11634/31659/1/2020juansuarez.pdf764194a3d07b36d918c19615fccd8f8dMD51open accessDerechos de autor.pdfDerechos de autor.pdfCarta derechos de autorapplication/pdf277622https://repository.usta.edu.co/bitstream/11634/31659/3/Derechos%20de%20autor.pdf19d9645a1510cd4b14623388f13a70a6MD53metadata only accessCarta Aprobación de la Facultad.pdfCarta Aprobación de la Facultad.pdfCarta aprobación facultadapplication/pdf670325https://repository.usta.edu.co/bitstream/11634/31659/2/Carta%20Aprobaci%c3%b3n%20de%20la%20Facultad.pdff4ee3f005f2e545e1004fd819e6ae424MD52metadata only accessCC-LICENSElicense_rdflicense_rdfapplication/rdf+xml; charset=utf-8811https://repository.usta.edu.co/bitstream/11634/31659/4/license_rdf217700a34da79ed616c2feb68d4c5e06MD54open accessTHUMBNAIL2020juansuarez.pdf.jpg2020juansuarez.pdf.jpgIM Thumbnailimage/jpeg4513https://repository.usta.edu.co/bitstream/11634/31659/6/2020juansuarez.pdf.jpg5387a76e2ffb82a03b89fe6dc3af8ecfMD56open accessDerechos de autor.pdf.jpgDerechos de autor.pdf.jpgIM Thumbnailimage/jpeg10238https://repository.usta.edu.co/bitstream/11634/31659/7/Derechos%20de%20autor.pdf.jpg23a7f979c57d7d2ad3c619401078b3d9MD57open accessCarta Aprobación de la Facultad.pdf.jpgCarta Aprobación de la Facultad.pdf.jpgIM Thumbnailimage/jpeg7511https://repository.usta.edu.co/bitstream/11634/31659/8/Carta%20Aprobaci%c3%b3n%20de%20la%20Facultad.pdf.jpg8a458ea38c01296ea3bc617f7dd1aa4bMD58open access11634/31659oai:repository.usta.edu.co:11634/316592022-12-16 03:14:52.765open accessRepositorio Universidad Santo Tomásrepositorio@usantotomas.edu.coQXV0b3Jpem8gYWwgQ2VudHJvIGRlIFJlY3Vyc29zIHBhcmEgZWwgQXByZW5kaXphamUgeSBsYSBJbnZlc3RpZ2FjacOzbiwgQ1JBSS1VU1RBCmRlIGxhIFVuaXZlcnNpZGFkIFNhbnRvIFRvbcOhcywgcGFyYSBxdWUgY29uIGZpbmVzIGFjYWTDqW1pY29zIGFsbWFjZW5lIGxhCmluZm9ybWFjacOzbiBpbmdyZXNhZGEgcHJldmlhbWVudGUuCgpTZSBwZXJtaXRlIGxhIGNvbnN1bHRhLCByZXByb2R1Y2Npw7NuIHBhcmNpYWwsIHRvdGFsIG8gY2FtYmlvIGRlIGZvcm1hdG8gY29uCmZpbmVzIGRlIGNvbnNlcnZhY2nDs24sIGEgbG9zIHVzdWFyaW9zIGludGVyZXNhZG9zIGVuIGVsIGNvbnRlbmlkbyBkZSBlc3RlCnRyYWJham8sIHBhcmEgdG9kb3MgbG9zIHVzb3MgcXVlIHRlbmdhbiBmaW5hbGlkYWQgYWNhZMOpbWljYSwgc2llbXByZSB5IGN1YW5kbwptZWRpYW50ZSBsYSBjb3JyZXNwb25kaWVudGUgY2l0YSBiaWJsaW9ncsOhZmljYSBzZSBsZSBkw6kgY3LDqWRpdG8gYWwgdHJhYmFqbyBkZQpncmFkbyB5IGEgc3UgYXV0b3IuIERlIGNvbmZvcm1pZGFkIGNvbiBsbyBlc3RhYmxlY2lkbyBlbiBlbCBhcnTDrWN1bG8gMzAgZGUgbGEKTGV5IDIzIGRlIDE5ODIgeSBlbCBhcnTDrWN1bG8gMTEgZGUgbGEgRGVjaXNpw7NuIEFuZGluYSAzNTEgZGUgMTk5Mywg4oCcTG9zIGRlcmVjaG9zCm1vcmFsZXMgc29icmUgZWwgdHJhYmFqbyBzb24gcHJvcGllZGFkIGRlIGxvcyBhdXRvcmVz4oCdLCBsb3MgY3VhbGVzIHNvbgppcnJlbnVuY2lhYmxlcywgaW1wcmVzY3JpcHRpYmxlcywgaW5lbWJhcmdhYmxlcyBlIGluYWxpZW5hYmxlcy4K