Als een bank beweert de bank van sportend Nederland te zijn, dan moeten zij dit ook waarmaken. Al sinds enkele jaren loopt Rabobank voorop binnen de sportwereld met de website Rabosport.nl. Daar richten zij zich voornamelijk op de sporten wielrennen, hockey en paardensport. Maar Rabobank is niet alleen online actief bezig met het vergroten van de zichtbaarheid voor haar sporten, ook mobiel timmeren zij aan de weg. Omdat drie centrale sporten van de bank hun evenementen vooral in de zomer plaatshebben. Ook in de winter wil Rabosport dicht bij de Nederlandse atleten blijven. In navolging op de succesvolle Rabo iTour App van afgelopen zomer, die ruim 80.000 keer werd gedownload, introduceert Rabobank een app voor de Olympische winterspelen. Met de Rabo Sport App kunnen sportliefhebbers de prestaties van alle Nederlandse deelnemers aan de Olympische Spelen van Vancouver op de voet volgen. Na elke rit (schaatsen), run (bobsleeën en snowboarden) of heat (shorttrack) kunnen liefhebbers de tijden bekijken, ongeacht waar zij zich bevinden.
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Augmented reality (AR) mobile app advertising offers new opportunities for interactiveconsumer engagement to boost advertising effectiveness and elicit positive consumerresponses. In this study, we investigate the role of escapism by analyzing itsantecedents and consequences. We aim to shed light on how AR mobile app adver-tising can be used to enhance escapism experiences by considering two psychologicalmechanisms of mental imagery: narrative transportation (in response to ad storytelling)and spatial immersion. The consequences of escapism experiences include positivesocial media sharing, purchase intentions through brand attitudes, and new brandengagement via AR mobile app advertising. Prior brand preference does not affect therelationship between escapism and consumer responses after exposure to immersiveAR advertising. Our findings have meaningful implications for how industrypractitioners can enhance escapism in the context of AR mobile app advertising.
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Within the film and theater world, special effects make-up is used to adapt the appearance of actors for visual storytelling. Currently the creation of special effects makeup is a time-consuming process which creates a lot of waste that doesn’t fit in with the goals of a sustainable industry. Combine with the trend of the digitization of the movie and theater industry which require faster and more iterative workflows, the current ways of creating special effects makeup requires changing. Within this project we would like to explore if the traditional way of working can be converted to a digital production process. Our research consists of three parts. Firstly, we would like to explore if a mobile face scanning rig can be used to create digital copies of actors, and such eliminate the need to creates molds. Secondly, we would like to see if digital sculpting can replace the traditional methods of sculpting molds, casts and prosthetics. Here we would like to compare both methods in terms of creativity and time consumption. The third part of our project will be to explore the use of 3D printing for the creation of molds and prosthetics.