| Literature DB >> 35634042 |
Ye Zhu1, Chong Wang1,2.
Abstract
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.Entities:
Mesh:
Year: 2022 PMID: 35634042 PMCID: PMC9135539 DOI: 10.1155/2022/2485460
Source DB: PubMed Journal: Comput Intell Neurosci
Figure 1System architecture of Augmented Reality (the image materials in the figure are from the network.).
Figure 2AR experience marketing application function matrix.
Figure 3Technical roadmap of AR application in Guilin Museum.
Figure 4Nuo Mask model.
Figure 5Nuo Mask deformation topological grid.
Figure 6Set the animation of blend shape in Maya.
Figure 7Deformation editing in Maya and mesh fusion of Blendshapes in Unity.
Figure 8Mask model deformation under the influence of weight.
Figure 9Nuo Mask model and deformation effect.
Figure 10Wearing effect of ordinary Nuo Mask.
Figure 11Wearing and morphing effect of Nuo Mask after adding Blendshapes.
Core code of real-time detection and updating of cultural relic cards.
| private void TrackedImages (ARTrackedImagesChangedEventArgs eventArgs) { |
| foreach (var trackedImage in eventArgs.added){ |
| AddedList (trackedImage);} |
| for (int |
| UpdatedImagesChanged (eventArgs.updated [ |
| for (int |
| RemovedList (eventArgs.removed [ |
| private void UpdatedImagesChanged (ARTrackedImage referenceImage){ |
| string targetImage = referenceImage.referenceImage.name; |
| models[targetImage]?.SetActive (referenceImage.trackingState = = TrackingState.Tracking); |
| SetIntroduce(referenceImage); |
| AudioClip audioClip = GetAudioClip (clipDic, referenceImage); |
| PlaySound (audioSource,audioClip);} |
Figure 12AR display effect of virtual commentator.
Figure 13AR display effect of dynamic plum vase pattern.
Figure 14AR virtual experience marketing structure model.
AR virtual experience strategic model variables, elements, item settings (for Guilin Museum cultural relics card), and references.
| Model variables | Essential factor | Measurement item | Reference |
|---|---|---|---|
| Sensory experience | Technical usability | AR application can be used more easily | Lin and Chen [ |
| Sensory irritation | AR application has positively stimulated my senses (including vision, hearing, taste, smell, and touch), and I have a certain perception of cultural relics | ||
| Sense immersion | AR application allows virtual objects to better integrate into the real world. I am satisfied with the rendering effect and enjoy it | ||
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| |||
| Emotional experience | Interesting application | AR application has aroused my interest and curiosity about museum relics | Brito et al. [ |
| Emotional resonance | Agree with the cultural value and folk spirit conveyed by AR application | ||
| Positive emotions | AR application makes me feel curious, happy, excited, and other positive emotions | ||
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| |||
| Thinking experience | Information and usefulness | The AR application helps me to have an in-depth understanding of museum cultural relics and meets my needs for information cognition. AR system is considered useful | Lu and Smith [ |
| Trigger thinking | AR application allows me to think more deeply and actively about cultural relics | ||
| Knowledge retention | Compared with the traditional text interpretation form, with deeper understanding of the virtual information provided by AR application and more knowledge retention | ||
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| |||
| Action experience | Instant interaction | The interaction of AR system is immediate and effective | Brito et al. [ |
| Interactive form | The interaction form of AR system is more interesting | ||
| Active participation | AR system makes me want to actively experience and participate in it, with a high degree of participation | ||
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| Associated experience | Associate with peers | Hope to experience the AR effect with my friends around me | Lin and Chen [ |
| Associated with platform | Hope to share the experience effect on the social platform | ||
| Application promotion | Hope to recommend the AR app to others | ||
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| Brand attitude | Experience satisfaction | Satisfied with the experience of AR application in Guilin Museum | Brito et al. [ |
| Brand impression | A positive and good impression is left in the Guilin Museum | ||
| Brand loyalty | Compared with other similar museums, give priority to the Guilin Museum | ||
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| |||
| Use intention and purchase intention | Persuasive effect | After using the AR application, the idea of deeply understanding the Guilin Museum was generated. Before that, only cultural relic cards were watched, without this idea | Lin and Chen [ |
| Use intention | Want to use AR system to visit the Guilin Museum | ||
| Purchase intention | Want to purchase museum cultural relic cards or visit Guilin Museum in person | ||
Demographic data of respondents.
| Variable | Classification | Number of cases | Percentage |
|---|---|---|---|
| Gender | Male | 129 | 58.90 |
| Female | 90 | 41.10 | |
|
| |||
| Age | <18 | 18 | 8.22 |
| 18–25 | 116 | 52.97 | |
| 25–35 | 32 | 14.61 | |
| 35–45 | 37 | 16.89 | |
| 45–55 | 16 | 7.31 | |
|
| |||
| Education | Primary school | 13 | 5.94 |
| Junior high school | 28 | 12.79 | |
| High school | 30 | 13.70 | |
| Undergraduate college | 109 | 49.77 | |
| Graduate school | 39 | 17.80 | |
Reliability analysis of questionnaire.
| Gauge | Cronbach's coefficient | Number of items |
|---|---|---|
| Sensory experience | 0.926 | 3 |
| Emotional experience | 0.850 | 3 |
| Thinking experience | 0.895 | 3 |
| Action experience | 0.874 | 3 |
| Associated experience | 0.921 | 3 |
| Brand attitude | 0.883 | 3 |
| Use intention and purchase intention | 0.897 | 3 |
Validity analysis of questionnaire.
| KMO value | 0.889 | |
|---|---|---|
| Bartlett spherical test | Approximate Chi-square | 3447.166 |
| Freedom | 210 | |
| Significance | 0.001 | |
Interpretation of total variance.
| Component | Initial eigenvalue | Extract the sum of squares of loads | Sum of squares of rotating loads | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Total | Percentage variance | Cumulative% | Total | Percentage variance | Cumulative% | Total | Percentage variance | Cumulative% | |
| 1 | 8.997 | 42.841 | 42.841 | 8.997 | 42.841 | 42.841 | 3.249 | 15.469 | 15.469 |
| 2 | 2.105 | 10.024 | 52.866 | 2.105 | 10.024 | 52.866 | 2.813 | 13.396 | 28.865 |
| 3 | 1.686 | 8.028 | 60.894 | 1.686 | 8.028 | 60.894 | 2.736 | 13.029 | 41.894 |
| 4 | 1.540 | 7.332 | 68.226 | 1.540 | 7.332 | 68.226 | 2.668 | 12.703 | 54.596 |
| 5 | 1.175 | 5.594 | 73.819 | 1.175 | 5.594 | 73.819 | 2.573 | 12.254 | 66.850 |
| 6 | 1.035 | 4.929 | 78.748 | 1.035 | 4.929 | 78.748 | 2.499 | 11.898 | 78.748 |
| 7 | 0.944 | 4.494 | 83.242 | ||||||
| 8 | 0.457 | 2.176 | 85.418 | ||||||
| 9 | 0.393 | 1.870 | 87.287 | ||||||
| 10 | 0.337 | 1.605 | 88.893 | ||||||
| 11 | 0.331 | 1.578 | 90.470 | ||||||
| 12 | 0.298 | 1.419 | 91.890 | ||||||
| 13 | 0.267 | 1.270 | 93.159 | ||||||
| 14 | 0.246 | 1.172 | 94.332 | ||||||
| 15 | 0.238 | 1.133 | 95.465 | ||||||
| 16 | 0.199 | 0.948 | 96.413 | ||||||
| 17 | 0.184 | 0.875 | 97.287 | ||||||
| 18 | 0.179 | 0.851 | 98.138 | ||||||
| 19 | 0.146 | 0.694 | 98.832 | ||||||
| 20 | 0.126 | 0.598 | 99.431 | ||||||
| 21 | 0.120 | 0.569 | 100.000 | ||||||
Correlation between factors.
| Sensory experience | Emotional experience | Thinking experience | Action experience | Associated experience | Brand attitude | Use intention and purchase intention | |
|---|---|---|---|---|---|---|---|
| Sensory experience | 1 | 0.374 | 0.451 | 0.258 | 0.306 | 0.441 | 0.471 |
| Emotional experience | 0.374 | 1 | 0.525 | 0.382 | 0.364 | 0.500 | 0.580 |
| Thinking experience | 0.451 | 0.525 | 1 | 0.278 | 0.329 | 0.525 | 0.539 |
| Action experience | 0.258 | 0.382 | 0.278 | 1 | 0.358 | 0.452 | 0.480 |
| Associated experience | 0.306 | 0.364 | 0.329 | 0.358 | 1 | 0.460 | 0.455 |
| Brand attitude | 0.441 | 0.500 | 0.525 | 0.452 | 0.460 | 1 | 0.598 |
| Use intention and purchase intention | 0.471 | 0.580 | 0.539 | 0.480 | 0.455 | 0.598 | 1 |
Model fitting index.
| Common indicators |
| RMSEA | GFI | NFI | RFI | IFI | TLI | CFI |
|---|---|---|---|---|---|---|---|---|
| Judgment standard value | <3 | <0.10 | >0.9 | >0.9 | >0.9 | >0.9 | >0.9 | >0.9 |
| 1.408 | 0.043 | 0.912 | 0.934 | 0.917 | 0.980 | 0.975 | 0.980 |
Figure 15Structural equation model.
Path coefficient diagram of the structural model.
| Standardization coefficient | SE | CR |
| |||
|---|---|---|---|---|---|---|
| Brand attitude | <- | Sensory experience | 0.165 | 0.050 | 2.510 | 0.012 |
| Brand attitude | <- | Emotional experience | 0.165 | 0.085 | 2.017 | 0.044 |
| Brand attitude | <- | Thinking experience | 0.276 | 0.082 | 3.460 |
|
| Brand attitude | <- | Action experience | 0.242 | 0.056 | 3.731 |
|
| Brand attitude | <- | Associated experience | 0.185 | 0.056 | 2.858 | 0.004 |
| Use intention and purchase intention | <- | Sensory experience | 0.134 | 0.047 | 2.158 | 0.031 |
| Use intention and purchase intention | <- | Emotional experience | 0.266 | 0.083 | 3.386 |
|
| Use intention and purchase intention | <- | Thinking experience | 0.162 | 0.080 | 2.097 | 0.036 |
| Use intention and purchase intention | <- | Action experience | 0.189 | 0.055 | 2.996 | 0.003 |
| Use intention and purchase intention | <- | Associated experience | 0.096 | 0.054 | 1.561 | 0.118 |
| Use intention and purchase intention | <- | Brand attitude | 0.208 | 0.085 | 2.465 | 0.014 |