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Augmented Reality in Video Production: Impact and Evaluation Methodology

   

Added on  2022-11-19

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Research purpose
Background context
Professional, legal and ethical
issues
Evaluation methodology
References
Augmented reality in video production
Research methodology
The main purpose of this research is to
address the Augmented reality in video
production.
The given research question will be
addressed throughout this investigation:
RQ1: What are the impact of augmented
reality in video production.
Schedule and publishing
An investigator would focus on
manipulation of information and
plagiarism to professionally complete
the research. Researcher will face the
ethical issues in terms of confidentiality,
authenticity, and privacy (Pedersen, et.
al., 2017).
Hence, researcher would keep the
privacy and confidentiality about data
regarding respondents to avoid the
issues of ethics from research.
Different legal act would be considered
in this research such as health and
safety acts, data protection acts, equality
act, human rights, and copyright and
defamation laws (Pai, et. al., 2015).
Augmented reality technology is used
preproduction and also already here in the
iPhone in current times. AR is an overlay
regarding digital content into real-world via
the screen. It also provides the modern
method for engaging with the customer's en
masse as well as, further blurs the line about
the advertisement. However, brands should
be useful, relevant as well as, entertaining to
be successful.
Video production has a requirement of twist
hence company needs to create a unique
video format native related to AR.
Moreover, video is a developed storytelling
and marketing techniques that only have a
higher impact on the period of social media.
Furthermore, the company should spend
thousands on professional videos in order to
get across their message as well as entertain
their customers (Anderson, et. al., 2016).
In this research, survey through questionnaire
and literature review will be used to increase the
depth understanding regarding research issues.
Survey through questionnaire is used for
capturing the primary information about
research issues and literature review is used for
capturing the reliable information (Cao, et.
al.,2018).
Data would be collected through both primary
and secondary data collection method. Primary
data will be selected for capturing the first hand
information as it will lead to obtain positive
results. Secondary would be selected for
obtaining authentic information regarding
research sources. There are different sources
for gathering the secondary information such as
journal articles, academic publication and text
books (Chung, et. al., 2018).
In this research statistical data analysis would
be selected for assessing the gathered data in a
meaningful manner (Bramley, et. al., 2018).
Under this investigation, formative evaluation will be
implemented to evaluate the program for duration of
development. This evaluation tool is beneficial to
create an early improvement (Marques, et. al., 2019).
Mixed research methodology will be selected by
research as it considers the features of both
qualitative and quantitative research design. In
this way, quantitative data will be gathered via
survey through questionnaire and qualitative data
will be gathered via literature review. This
methodology will be beneficial for capturing the
reliable and valid information regarding AR in
video production.
In this research, simple random probability
sampling method would be used to choose the
feasible sample from high amount of population.
10 video production manager would be selected
from different companies who focuses on
augmented reality (Díaz, et. al., 2018).
Activities that would be
applied
Duration for finishing the research practices
1 2 3 4 5 6 7 8 9 10 11 12 13
Selecting appropriate research
concern
Constructing aim and
objectives
Gathering the data via data
gathering technique
Framing survey through
questionnaire
Determining sample from
large number of population
Data analysis and findings
Final draft and report writing
Submitting the research
project
text-book. These academic publications would be effective to get the authentic information in minimum time.
Publishing
In order to access the literature review, several
secondary sources will be implemented like academic
journals, online resources, editorial,, and text-book.
These academic publications will be beneficial to get
the authentic facts and figures in minimum time
(Schmidt-Daly, et. al., 2016).
Anderson, R., Gallup, D., Barron, J.T., Kontkanen, J., Snavely, N., Hernández, C., Agarwal, S. and Seitz, S.M., 2016. Jump: virtual reality video. ACM Transactions on Graphics (TOG), 35(6), p.198.Anderson, R., Gallup, D., Barron, J.T., Kontkanen, J., Snavely, N., Hernández, C., Agarwal, S. and Seitz, S.M., 2016. Jump: virtual reality video. ACM Transactions on Graphics (TOG), 35(6), p.198.Anderson, R., Gallup, D., Barron, J.T., Kontkanen, J., Snavely, N., Hernández, C., Agarwal, S. and Seitz, S.M., 2016. Jump: virtual reality video. ACM Transactions on Graphics (TOG), 35(6), p.198.Anderson, R., Gallup, D., Barron, J.T., Kontkanen, J., Snavely, N., Hernández, C., Agarwal, S. and Seitz, S.M., 2016. Jump: virtual reality video. ACM Transactions on Graphics (TOG), 35(6), p.198.Anderson, R., Gallup, D., Barron, J.T., Kontkanen, J., Snavely, N., Hernández, C., Agarwal, S. and Seitz, S.M., 2016. Jump: virtual reality video. ACM Transactions on Graphics (TOG), 35(6), p.198.
Anderson, R., Gallup, D., Barron, J.T., Kontkanen, J., Snavely, N.,
Hernández, C., Agarwal, S. and Seitz, S.M., 2016. Jump: virtual
reality video. ACM Transactions on Graphics (TOG), 35(6), p.198.
Bramley, I., Goode, A., Anderson, L., and Mary, E., 2018. Researching in-
store, at home: Using virtual reality within quantitative
surveys. International Journal of Market Research, 60(4), pp.344-351.
Cao, C., Li, Z., Zhou, P. and Li, M., 2018. Amateur: Augmented Reality
Based Vehicle Navigation System. Proceedings of the ACM on Interactive,
Mobile, Wearable and Ubiquitous Technologies, 2(4), p.155.
Chung, N., Lee, H., Kim, J.Y. and Koo, C., 2018. The role of augmented reality for
experience-influenced environments: The case of cultural heritage tourism in
Korea. Journal of Travel Research, 57(5), pp.627-643.
Díaz, P., Bellucci, A., Yuan, C.W. and Aedo, I., 2018. Augmented Experiences in Cultural
Spaces through Social Participation. Journal on Computing and Cultural Heritage
(JOCCH), 11(4), p.19.
Marques, B., McIntosh, J., and Carson, H., 2019. Whispering tales: using augmented
reality to enhance cultural landscapes and indigenous values. AlterNative: An
International Journal of Indigenous Peoples, p.1177180119860266.
Pai, Y.S., Yap, H.J. and Singh, R., 2015. Augmented reality-based programming,
planning, and simulation of a robotic work cell. Proceedings of the Institution of
Mechanical Engineers, Part B: Journal of Engineering Manufacture, 229(6), pp.1029-
1045.
Pedersen, I., Gale, N., Mirza-Babaei, P. and Reid, S., 2017. More than meets the eye:
The benefits of augmented reality and holographic displays for digital cultural
heritage. Journal on Computing and Cultural Heritage (JOCCH), 10(2), p.11.
Schmidt-Daly, T.N., Riley, J.M., Amburn, C.R., Hale, K.S. and David Yacht, P., 2016,
September. Video gameplay and effect on spatial knowledge tasks using an augmented
sand table. In Proceedings of the Human Factors and Ergonomics Society Annual
Meeting (Vol. 60, No. 1, pp. 1429-1433). Sage CA: Los Angeles, CA: SAGE Publications.

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