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Response of Public to Smartphone Projector Feature

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Added on  2023/01/11

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AI Summary
This research analyzes the response of the public to the new smartphone feature of a projector. It aims to understand the demand for a replacement gadget that can reduce stress on the eyes and body caused by prolonged smartphone use. The study also investigates techniques to improve projector quality and battery backup. Findings show that people want a solution to their eye and body strain from smartphone use. The research provides valuable insights for targeting customers and developing pricing and features.

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Table of Contents
ABSTRACT....................................................................................................................................1
INTRODUCTION...........................................................................................................................1
RATIONALE..................................................................................................................................1
Research Tools and Methods...........................................................................................................4
Results and Visualization................................................................................................................6
Analysis...........................................................................................................................................8
Limitations and Implications...........................................................................................................8
CONCLUSION..............................................................................................................................10
REFERENCES..............................................................................................................................11
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ABSTRACT
The research conducted is about the response of public about the new smartphone feature which
is projector in a phone and also analyzes their choice about what extra they prefer in this new
idea. The researcher aimed at understanding the basic demand for any replacement in gadget
which can solve the current problem of stress on eyes and body due to continue watching videos,
chatting and reading on smartphones. Further the researcher’s objective was to understand the
different alternatives available to meet the available demand and solve this problem. The
researcher in this project also aimed to investigate external techniques available which can
improve the quality of projector in smartphones and also take care of battery backup. Descriptive
and statistical research methods have been adopted through observing the variables collected
from different sources. It was found that maximum people wants replacement which can solve
their existing problem which is stress on their eyes and body due to long use of smartphones. The
original value of research is $1000, as it will provide the information about what people actually
wants regarding price margin, extra features and customer segment information; it can support
company in targeting the customer. All the names used to demonstrate observer are hypothetical,
matching of these name with any real characters can only be coincidence. To keep the privacy of
participants, name of these observer have been kept confidential.
INTRODUCTION
HTC projectors are increasingly being embedded in consumer electronic devices, such as mobile
phones and digital cameras. HTC projector sales are predicted to increase from half a million
units (worth $117 million) in 2011 to 142 million units (worth $13.9 billion) in 2019, with sales
of embedded units expected to be double that of stand-alone units. As sales increase, the prices
are expected to drop to as low as $20 by 2019, and projectors are likely to become standard cell
phone components. Projector phones may become as common as camera phones.
RATIONALE
Business Aim:
Over the past few years, changes in technology and innovation have been drastic.
Technology helps and assists business in almost every industry. It can be argued that the last few
years have witnessed one of the biggest waves in innovation and technological advancements.
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With the increasing use of technology in our day-to-day lives, the usage of screen has also
increased significantly which is causing a lot of strain on human eyes. Aspect of work which is
related with using technology is increasing for everyone which makes it almost impossible to
decrease or reduce the amount of time which a person spends in front of any screen or display
emitting digital radiations. Every part of job these days is somehow related to technology such as
business meeting are being conducted on laptops and video-calls, e-mails, desk jobs etcetera all
involves the interaction between human eye and a digital screen. The use of screens in not only
limited to these avenues. Reading books, watching TV shows, social media addiction, online
surfing etcetera are among the key activities which keeps people engaged for long durations with
their phones. It results into harmful effects such as stress, sleeping disorder, fatigue, anxiety,
impaired concentration and many more harmful effects on health and sensory organs. The project
is conducted with the major purpose and motive of finding an alternative which can help people
in decreasing or reducing the screen time or in some way reduces the impact or strain which is
being caused to human eye as a result of prolonged interaction with screens (Beardsley and
et.al., 2005). The project has an objective of developing a solution which assists balanced use of
gadgets and no stress or strain on eyes and brains. Use of projectors in schools and offices is
increasing with a rapid pace and this has influenced the idea on which the project is based which
involves development of mobile based projectors which can be used by the people to simply plug
their mobile phones and watch and stream on big screens with the help of mobile projectors. It
will not only help the people to reduce strain on eye in the short-term but developing a habit of
using and streaming videos and other things only through mobile projectors will also help the
people in decreasing normal fatigue usage of their mobile screens.
Scope for strategic decision-making:
There exists a vast scope of strategic decision-making in the idea which has been
proposed in the project. The project proposes a idea which has huge potential for market growth
and capturing a market share initially. There are no such products which are available currently
in the market and even if there are, the effectiveness in distribution and marketing strategy of
these products is limited which has also restricted the market opportunity for any such existing
products. Tactical and strategic decision-making with respect to the marketing campaign,
penetration of the market, launch of the product, design of the product, influencing the decision
of people to buy the product etcetera will help in taking leverage of the potential which exists in
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the business idea. Hence, there is a vast scope of tactical and strategic decision-making in the
project.
Business Values:
The project has huge potential for generating high revenues and business growth. With
respect to business values, there is a market gap which exists between the need and requirements
of the customer to interact with such technologies and ensure that it doesn’t result into any harm
on their eyes and mental stress levels. The market gap can be successfully addressed with the
help of proposed business idea and this leads into creation of a huge business value. Idea of
developing mobile based projectors has the attractive as well as need satisfying abilities which
can provide a huge advantage in terms of future business growth. Since no other companies are
majorly involved in this idea, there is also a possibility of having early monopoly benefits and
business value creation (Sharp, 2001).
Public Interest:
The project is in complete harmony and alignment with the interest of society and public
at large. The increasing use of technology in our day-to-day lives have created a sort of
dependency which has definite harmful effects such as stress, strain on brain and human eyes,
fatigue etcetera. Using spectacles has become a very common thing in today’s era. Hence, the
idea presented in the report has the potential of satisfying the need of customers and guarding the
public interest with the help of mobile based projectors which can be used for streaming videos
and other things on mobile devices with no harmful effects (Blasko, Coriand and Feiner, 2005).
Marketing Campaign:
Marketing campaign of the project can be developed along the lines of addressing the
need to decrease or reduce the harmful effects of these gadgets and technological devices on our
health and eyes. The campaign for the project will have the objective of increasing awarness
among the masses about the harmful effects which are associated with prolonged usage of
screens. Need identification will be the primary element which will form the basic structure of
the marketing campaign for mobile based projectors.
Customer Preferences:
Over the last few years, the awareness among the people who are addicted to using
screens and mobile devices for various purposes such as work related to office, reading books,
streaming entertainment, socia media etcetera about the harmful effects of these gadgets and
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devices has certainly increased. The people are now preferring devices which have screen
resolution which reduces the harmful effects, devices with in-built eye radiation protectors are
being made which are being purchased by people as an alternative to any real solution for the
problem (Sugimoto, and et.al., 2005). The effectiveness and efficiency of these products in
solving the real problem associated with using gadegts and mobile devices is limited to a very
small extent. Thus, it is expected and analysed that the idea which is proposed in the project to
develop mobile based projectors is already having a customer preference and target market with
a very suitable environment which is pre-existent. Preference of customers these days is shifting
towards taking care of the health effects which are associated with using mobile devices and
sitting in front of screens for long durations.
Research Tools and Methods
The two important strategies for analyzing the information used by different analysts are
thematic and quantitative methods. Quantitative strategies are used to analyze critical
information used by the de facto tools to arrive at the end result. This strategy encourages the
analyst to understand the change in ratings in the questions asked of respondents. The thematic
methodology for the analysis of supporting information is widely used because the specialist in
the division of optional information supports writing ideas and analyzes the information and
perceptually comments providing internal and external information to the point (Todeschini and
Baccini, 2016).
The research strategy is the general approach used by the analyst in conducting the research
campaign. Quantitative research involves the classification of information so that data can be
computed for processing facts to aid or defy information statements. The logical research is an
imaginative procedure of revelation, created by an analyst, planned for delivering new
information expanding on existing information. Hence it is the best procedure to deliver new
data and bits of knowledge in a cyclic and consistent manner.
Two unique strategies are generally used to play out an inquiry: quantitative and subjective.
There have consistently been various positions with respect to these examination techniques:
there are the individuals who guarantee that they are two totally autonomous procedures and
dependent on elective perspectives on the setting in which to do a hunt, and the individuals who,
nonetheless, blend these ways to deal with acquire more prominent inconstancy of information
(Bryman and Buchanan, 2018). In any case, these are two distinct methods of doing research,
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which rely upon the substance and targets, and which lead to summing up the outcomes in an
alternate manner. Subjective research is exploratory, quantitative research is increasingly
organized.
Subjective research prompts the assortment of perceptible data in non-numerical structure,
however through a progression of marks or characterizations. The information is obtained using
an open poll, a meeting or a centre gathering. This kind of research contemplates the emotional
viewpoints that rise suddenly from the gathering and the trading of reflections inside the chose
gathering, which has comparative issues and ends up playing out a similar capacity (Kunc,
Malpass and White, 2016).
Method:
This study was exploratory in nature, designed to uncover practices and test wonders. In order to
ensure that the projector's telephone habits appeared normally, the study imposed very small
requirements on customers (Powney and Watts, 2018). Members did not know how to use the
projector. Fundamentally, we provided a proctor phone with unrestricted management of
information, told members the best way to get started with the proctor, and asked them to
provide it with them while they expected trial concludes. We gave members the decision to
donate their donated phone instead of or even their mobile phone, and everyone chose to give up.
We conducted this study in response to a study by UbiSketch, an application that allows the
sharing of paper images with informal groups, via mobile phones. With UbiSketch, a customer
draws or puts make-up with the pen of Anoto's computer on paper, the pen digitizes the sketch -
pouring the data via Bluetooth into a mobile phone - and the mobile phone makes it advance to
administrations on the Internet, for example Facebook, Twitter or email. We conducted
management meetings and pre-audit meetings to review members' previous experience using
portable projectors. At that time, we conducted follow-up interviews week after week about what
happened.
Near the end of the research, we had one last meeting with all members. We rejected this
thematic information by using established conceptual components, collecting members' ideas out
of sympathy and presenting results that emerged from the information.
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Qualitative data collection
The researcher in this project used the qualitative technique to analyses the problems and
issues face by common people in using smarphones in the form of stress on their eyes, neck and
effect on brain surged. This helped the researcher to link present problems with the academic
research inputs and analyzes the same effectively.
Results and Visualization
In order to provide evidence that a particular practice is and is actually happening, it is
necessary to examine real world practice. As a result, we have chosen to conduct a 4-week small-
scale exploratory study in the country. Although such a study design is appropriate for our
research questions, a longer study would be needed to draw additional conclusions about typical
or average behaviour and unusual onions. Participants: we employed 10 participants, 4 females
and 6 males, ages 22-46 (average = 31.9). We gave each participant a pseudonym, starting with
the letters A through J. Anna is a computer science student, Ben is an artist / teacher, Charles is a
health seller / educator, Darryl is a chef / photographer, Faye is a graduate in conference
(Greaves and Rukzio, 2009). Student, Emily is a housewife mom / jewellery artist, Gabriel and
Helen are college students, Irving is an artist / teacher and James is a computer programmer
(Heun, Kasahara and Maes, 2013).
Pre-study data:
Eight participants had never used a projector or projector phone before. Two of the
participants had used a projector phone before: Anna had tried once with a friend and Ben had
more extensive experience after using one for several months. Of the 8 participants who had not
used HTC projectors, 3 had used large portable projectors: Darryl and Faye owned one they used
to watch movies and play video games at home or with friends, to make presentations at school
or work, and to create backgrounds for artistic portraits, and Irving had used one to present
exhibitions to his students. 6 of the 8 without video projector experience had never seen one in
person or in an ad or video presentation and 2 had never seen one. The 8 of them expressed
interest in using a proctor phone, citing the following reasons: '' it's new and it feels good '', it
could design a much larger display than a screen mobile phones and allows them to use their
phones more socially - with friends, children or students (Luff, Heath and Jirotka, 2000).
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Observations:
Of the ten members, five used the HTC coordinated projector during the study for several
reasons. Anna made it clear that she has used "" since it was connected to my phone and it was
cool.” Charles agreed, using the projector” since he was there "," and taking in: '' if I had one on
my regular phone, I would always use it. '' Ben appreciated the mechanics of the car, making it
clear '', the wow factor is high. '' Several members commented on the large size of the exhibition:
'' the opportunity to enlarge the image '' (Ben), '' is getting bigger than my PC screen '' (Charles)
and ''the screen is almost on the phone '' (Darryl). Four of the five members who used the
projector regularly brought it with them and kept it connected to the phone. Anna made it clear
why she sent the projector: 'nobody can say when you might need a projector, and I wouldn't
want it without one (Hang, Rukzio and Greaves, 2008). The remaining five members did not use
the projector, after some testing, despite communicating their commitment to using it. Some
members made it clear that they did not use the projector because they neglected or had no
incentive to use it, suggesting that there would be no hypothetical application. Others made it
clear that the projector was not with them when they were going to use it. We accept that a larger
number of members might have used the projector if it had been coordinated in their essential
mobile phone, given the availability of the device is essential to support collaboration without
restrictions. Four of the five members who did not use the projector usually did not broadcast it
with them, and none kept the projector connected to the phone. These members made it clear that
they didn't keep the projector because it was too big to consider putting in a bag or pocket, it was
too big, they were worried about breaking it, or they were thought to drop out the faster the
phone battery (Kindberg, and et.al., 2005).
Projector usage: frequency and duration
The use of the projector has increased in length and recycling. Table 1 illustrates this practice by
the five members used by the projectors during the experiment. Ben and Charles, who regularly
used the projectors, were a big hit with them. Ben was communicating, "" I like the projector
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phone, and “I don't need a phone that no longer has a projector." Charles agreed, saying, '' I'm
obsessed with that projector. I think it's the coldest thing since cutting bread. "" Participants
expected the show on a wide range of surfaces, including individuals, individual clothes, and
design components (e.g. partitions, floors, ceilings, windows and building veneers) and for most
of what it was located near the ground (e.g. decorative containers and explosives in a bar). They
also expected them to be in a hurry, from inside the moving vehicles and bearing in mind that
they would walk. As Ben explained, "it's so normal to expand. Any 'purpose [the projector] is
directly in your hand and wherever you move it, you expect.' "The participants had different
ideas about their favourite projector surface types. Ben preferred a "lighter and quieter surface"
since the projection was easier to see, and Anna agreed.
Interestingly, Darryl preferred cream with multiple surfaces. He clarified that when he made a
projection using UbiSketch, the schematic sketch was developed as a computer extension
between the physical and computer worlds: "surface is on paper, there is no surface on the
internet, so a division for or -a positive evaluation that is definitely an environment (Harrison,
Tan and Morris, 2010). For me it was a bit more enjoyable than seeing it on paper to see on a
computer on paper, they weren't meant to look carefully. ''
Analysis
From the above comments, we can immediately see that members have gone beyond the
previously given operations for projector phones, using a variety of display methods for use
purposes. Partial investigations have revealed some classes of use of projector phones. Let us
first analyze how a situation has affected the projector's telephone communication. At that time,
we analyze how customers communicate, disclose new components of a projector phone source,
and use graphical processes (Anoto AB, Digital Pen and Paper technology, 2020).
Limitations and Implications
The limits of this methodology are the extreme individuality and subjectivity with which a data
is collected: for this reason, it is often difficult to generalize the data to the general population.
The researcher has some limitations while managing a research project. Cameron, 2009 found
that the limitations observed by the expert limit the extent of the audit firm. Analysts here, as a
proxy, had difficulty obtaining real information for exchange rates (Wilson, and et.al., 2010).
The various intricacies of the information needed to be addressed to the scientist were the
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information gathered using the truth instrument. From now on, the researcher performed a
pressure test, which helped the expert examine the problems and effects of standard inversion
differences on each country's currency estimate. The question of limited access and finite
resources also necessitated the analyst's method of analysis.
The implications of the study indicate that projectors are the best thing to put in cell phones for a
long time, just like today's cameras. In addition, we assume the adoption of specific
communication processes, in which the expected presentation serves as a point of information
and performance. Imagine a future where there are universal projector phones and expected
displays that disable collaboration, instead of simple passive review (Photonics spectra, future
projections: cell phone market poised for projectors, Photonics Media, 2020).
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CONCLUSION
The individual projection creates rich forms of manifestation and articulation that affect the costs
of physical and IT collections. The members of our study planned to provide data and tutorials to
present individuals and transfer data between the computer and physical domains. They also
played a role in bringing and tapping into these areas to aid awareness, variety of ideas and
empowerment of reality. What we have used in our study is beyond the expected unattainable
uses of projector phones. Customers created the effect efficiently and powerfully by uniquely
and directly controlling the projector's phone, using the ability to inject their input and images
for minimal flexibility on the head. These individual projection devices controlled a variety of
illustrated strategies, such as cross-bending, interference, scaling, and liveliness. The ideal usage
scenario found in our study can illuminate the planning of new applications and collaboration
processes for HTC phones (Cowan, and et.al., 2012).
Along with the Almighty, everyone comes to at least one big, portable, stand-alone show.
However, the use of projector phones can be risky in open environments, promoting new
principles of good etiquette and possibly laws (Cao and Balakrishnan, 2006). In addition, special
applications and collaboration methods turn Procter phones into tools for a substantial
association, coordinated coding efforts, and innovative expressions. With future universal
personal projection, addressing the security of expected data and controlling access to the
expected interface is paramount (BBC News ‘Intrusion’ warning over mini projectors, 2008). As
small, multi-functional, discrete projectors become risky, this type of workload and activity
becomes increasingly open, as large and expensive projectors will no longer be needed. In our
exploratory study, we have just begun to see energetic, brutal, and meaningful projection
practices in large areas of daylight (Cao, Forlines and Balakrishnan, 2007). For example, Ben
anticipated the sides of his neighbour’s houses and joined the surrounding retreat during a
congregation of events. Next, we expect people and meetings to use individual projections for
creative and political interpretation (The Fastest Way to Identify New Revenue Opportunities,
2020).
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REFERENCES
Books and Journals
Beardsley, P., Van Baar, J., Raskar, R. and Forlines, C., 2005. Interaction using a handheld
projector. IEEE Computer Graphics and Applications, 25(1), pp.39-43.
Blasko, G., Coriand, F. and Feiner, S., 2005, October. Exploring interaction with a simulated
wrist-worn projection display. In Ninth IEEE international symposium on wearable
computers (ISWC'05) (pp. 2-9). IEEE.
Bryman, A. and Buchanan, D.A. eds., 2018. Unconventional Methodology in Organization and
Management Research. Oxford University Press.
Cao, X. and Balakrishnan, R., 2006, October. Interacting with dynamically defined information
spaces using a handheld projector and a pen. In Proceedings of the 19th annual ACM
symposium on User interface software and technology (pp. 225-234).
Cao, X., Forlines, C. and Balakrishnan, R., 2007, October. Multi-user interaction using handheld
projectors. In Proceedings of the 20th annual ACM symposium on User interface
software and technology (pp. 43-52).
Cowan, L.G., Weibel, N., Griswold, W.G., Pina, L.R. and Hollan, J.D., 2012. Projector phone
use: practices and social implications. Personal and Ubiquitous Computing, 16(1), pp.53-
63.
Greaves, A. and Rukzio, E., 2009, September. View & share: supporting co-present viewing and
sharing of media using personal projection. In Proceedings of the 11th International
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Hang, A., Rukzio, E. and Greaves, A., 2008, September. Projector phone: a study of using
mobile phones with integrated projector for interaction with maps. In Proceedings of the
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Harrison, C., Tan, D. and Morris, D., 2010, April. Skinput: appropriating the body as an input
surface. In Proceedings of the SIGCHI conference on human factors in computing
systems (pp. 453-462).
Heun, V., Kasahara, S. and Maes, P., 2013. Smarter objects: using AR technology to program
physical objects and their interactions. In CHI'13 Extended Abstracts on Human Factors
in Computing Systems (pp. 961-966).
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Ikawa, M., Okabe, M. and Schaffer, S.W., 2008. Taurine depletion caused by knocking
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Powney, J. and Watts, M., 2018. Interviewing in educational research. Routledge.
Sharp, P.A., 2001. RNA interference—2001. Genes & development, 15(5), pp.485-490.
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Sugimoto, M., Miyahara, K., Inoue, H. and Tsunesada, Y., 2005, September. Hotaru: intuitive
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Online
Anoto AB, Digital Pen and Paper technology, 2020; Available online through:
<https://www.anoto.com/>
BBC News ‘Intrusion’ warning over mini projectors, 2008; Available online through:
<http://news.bbc.co.uk/2/hi/technology/7265365.stm>
The Fastest Way to Identify New Revenue Opportunities, 2020; Available online through:
<https://www.marketsandmarkets.com/>
Photonics spectra, future projections: cell phone market poised for projectors. Photonics Media,
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