lessor de la réalité virtuelle mobile

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Réalité Virtuelle

Karl Pomerleau Hardy

Définition« VR has been defined as a highly interactive, 3-D

computer generated program in a multimedia

environment that provides an immersion effect to

the users. It enables humans to directly interact with

computer generated environments that simulate the

physical world. »

2Abdelaziz, M. A., M, A. E. D., & Senousy, M. B. (2014). Challenges and issues in building virtual reality-based e-learning system. International Journal of e-Education, e-Business, e-Management and e-Learning, 4(4), 320-328. doi:http://dx.doi.org.ezproxy.usherbrooke.ca/10.7763/IJEEEE.2014.V4.347

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Réalité

augmentée

5

Réalité virtuelle

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Réalité virtuelle

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ICI

Réalité virtuelle

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ICI

Réalité virtuelle

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ICI

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Et ICI

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Situation actuelle

12https://www.thinkwithgoogle.com/

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HYPE

Gartner

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Utilisateurs

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Marketerswill use an AR strategy in

the next year7%

eMarketer

18Kreuser, A. P. (2016, May 11). Why Virtual Reality Might Totally Transform Brand Marketing. Retrieved November 13, 2016, fromhttp://www.inc.com/amanda-pressner-kreuser/4-brands-killing-it-with-virtual-reality-marketing.html

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http://www.volvocars.com/us/about/our-points-of-pride/google-cardboard

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http://www.adweek.com/adfreak/merrell-thrills-and-frightens-people-crazy-oculus-rift-mountainside-hike-162831

15https://www.youtube.com/watch?v=-HcKRBKlilg

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RVMOBILEMARKETING.CA

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Meilleures pratiques

241MultiPlateformes

https://www.thinkwithgoogle.com/

252Show

the wayhttps://www.thinkwithgoogle.com/

263Keep itsimple

https://www.thinkwithgoogle.com/

Tendances futures

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Conclusion

Questions30

Sources• Abdelaziz, M. A., M, A. E. D., & Senousy, M. B. (2014). Challenges and issues in building virtual reality-based e-learning system. International Journal of e-

Education, e-Business, e-Management and e-Learning, 4(4), 320-328. doi:http://dx.doi.org.ezproxy.usherbrooke.ca/10.7763/IJEEEE.2014.V4.347

• Cox, A. (2016, November). Virtual Reality Is the Next Frontier. Make Sure You Don't Leave Your Consumers Behind. Retrieved November 16, 2016, fromhttps://www.thinkwithgoogle.com/articles/virtual-reality-marketing-technology-ads.html?utm_medium=email-d&utm_source=content-alert&utm_team=twg-us&utm_campaign=20161110-twg-us-video-alert-OT-DM-DV&utm_content=Video-title&mkt

• Walter, M. J., Burton, B., & Cantara, M. (2016, July 19). Hype Cycle for Emerging Technologies, 2016. Retrieved November 16, 2016, fromhttp://www.gartner.com/document/3383817?ref=solrAll&refval=176640148&qid=5709d9bea6c0c2c6961f89ce705eb41e

• Yeager, B. (2016, January 28). Virtual Reality and Beyond: The Current State and Future Potential of Immersive Digital Marketing Experiences. RetrievedOctober 19, 2016, from http://totalaccess.emarketer.com/Reports/Viewer.aspx?R=2001719&dsNav=Ntk:relevance|virtual realityretail|1|,Ro:1,Nr:NOT(Type:Comparative Estimate)

• Augmented Reality Takes Baby Steps in Canada. (2015, November 5). Retrieved November 16, 2016, fromhttp://totalaccess.emarketer.com/Article.aspx?R=1013192&dsNav=Ntk:relevance|Augmented Reality Takes Baby Steps in Canada|1|,Ro:-1,Nr:NOT(Type:Comparative Estimate)

• Kreuser, A. P. (2016, May 11). Why Virtual Reality Might Totally Transform Brand Marketing. Retrieved November 13, 2016, fromhttp://www.inc.com/amanda-pressner-kreuser/4-brands-killing-it-with-virtual-reality-marketing.html

• http://www.volvocars.com/us/about/our-points-of-pride/google-cardboard

• http://www.adweek.com/adfreak/merrell-thrills-and-frightens-people-crazy-oculus-rift-mountainside-hike-162831

• https://www.youtube.com/watch?v=-HcKRBKlilg

• Cearley, D. W., Walker, M. J., & Burke, B. (2016, October 14). Top 10 Strategic Technology Trends for 2017. Retrieved November 16, 2016, fromhttp://www.gartner.com/document/3471559?ref=TypeAheadSearch&qid=d35476b05f7744c648d1d0c34f405fc9

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