Now showing items 21-30 of 64
Creative Technologies and The City
(Royal Geographical Society with IBG, 2017-09-01)
The presentation was delivered as part of a themed panel on the roles of creative technologies in future smart cities. The session outlined how creative technologies have the capacity to transpose and transform traditional ...
Gamifying a brand experience: insights from an explorative case
(Academy of Marketing Annual Conference, 2014)
Towards a manifesto for Machinima.
States of consciousness: performing sensory perceptions
(Oxford-Globe Forum, 2017-12-02)
This conference discussion paper outlines the potential impacts of our emerging scientific understanding of the breadth of human (and non-human) sensory perceptions on the future of theatrical performance. We examine how ...
Using eye-gaze visual technologies to compare consumer response in real and 3D virtual worlds: an exploratory application to retail.
(Academy of Marketing Annual Conference, 2011)
This paper reports on the development and findings of a research investigation using visual technologies to investigate comparisons into consumer responses of store-based and virtual retail environments. The visual ...
Emergence of gamified commerce: Turning Virtual to Real
This paper, published in large part in Ciaramitaro’s (2011) Virtual Worlds and E-Commerce, reflects how gaming and virtual worlds have impacted on ecommerce in recent years. A dynamic commercial environment with massive ...
Developing buyer-seller relationships through face-to-face negotiations
(Taylor and Francis, 2006)
Machinima: extending brand reach
An overview of content analysis
(The Marketing Review, 2003)