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...
- 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
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Repositorio Institucional USTA |
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|
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 |
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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. 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