This research paper looks at a selection of science-fiction films and its connection with the progression of the use of television, telephone and print media. It also analyzes statistical data obtained from a questionnaire conducted by the research group regarding the use of communication media.
Emotional reactions to marketing stimuli are essential to tourist destination marketing, yet difficult to validly measure. A neuromarketing experiment was peformed to establish whether brain event-related potentials (ERPs), elicited by destination photos, can be used to evaluate the effectiveness of tourist destination marketing content in movies. Two groups of participants viewed pictures from the cities of Bruges and Kyoto. Prior to viewing the pictures, one group saw an excerpt from the movie In Bruges, which positively depicts Bruges’ main tourist attractions. The other group saw a movie excerpt that did not feature Bruges (the Rum Diary). An early emotional response was osberved to the subsequently presented Bruges pictures for the In Bruges group only; no reliable between-group differences were found in ERPs to pictures from Kyoto. In conclusion, EEG-based neuromarketing is a valuable tool for evaluating the effectiveness of destination marketing, and popular movies can positively influence affective destination image.
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Lectoraat Crossmedia van de Hogeschool van Amsterdam gaat samen met creatief bureau Fonk, Centrum Wiskunde en Informatica en festival deBeleving een inventariserend project starten gericht op het effect van gepersonaliseerde aftermovies op de verlening van de beleving bij festivals. Daarbij wordt gekeken naar de beleving van de bezoeker en de technische (front end en netwerk) aspecten om dit mogelijk te maken. Het is een aanzet voor een groter project gericht op festivalbeleving. De output zal zijn: • Eén of meerdere Business modellen vanuit het STOF model gebaseerd op: o Ontwerpprincipes voor de front- en backend van een app voor gepersonaliseerde video (FONK) o Verwachtingen en behoeftes van bezoekers met betrekking tot gebruik van draadloze netwerken in festivals (CWI) o Gebruikersonderzoek over de beleving tijdens en na festival deBeschaving (HvA) • Demonstrator in de vorm van een concrete innovatieve dienst (gepersonaliseerde aftermovie) voor het verlengen van de customer experience voor festivals • Netwerkbijeenkomsten met HvA, Fonk, CWI en festivals door aansluiting bij SAX programma • Interne vooraanmelding HvA en consortium vorming RAAK subsidie aanvraag.
Research related to the development and use of 'virtual production' technologies. The research relates to software and hardware solutions, and creative topics related to writing, filming, and performance on virtual production stages.
Creating and testing an innovative HRM VR service: “Experience your first day at work” for AEGON Realizing and testing a Virtual Reality (VR) world based on the Aegon candidate journey, in order to provide candidates with a unique and innovative Aegon experience. In doing so, turn the Aegon application journey into a memorable experience and attract new types of employees. Aegon deals with a sector in which it is difficult to attract new type of young talent employees. Aegon is optimizing the ‘Aegon candidate experience journey’ to get the best candidates and let them feel being part of Aegon as from the start. To do this, it is important that Aegon digitally captures all important experience moments in the journey. The solution was to ‘Experience a day at Aegon in VR’. Creating an enriching Aegon customer experience journey, by means of real-time CG VR and 360o movies, so that candidates feel like having worked at Aegon. A cinematic based building experience is created in which a water based surrounding will slowly become the main hall of the Aegon building (experience the beauty and size of the main hall). In the building the candidate can access different 360O picture and movie experiences of important candidate touchpoints and feel present among Aegon staff. Research showed the added value of a VR experience compared to traditional media experiences.