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360° Technology Applied to Touristic Marketing

2022 , Cóndor-Herrera, Omar , Ramos Galarza, Carlos

360° technology for images or videos allows the covering of a 360° vision angle in two axles (X and Y), and it can be seen on a screen in an interactive way. This means that we can see everything that is around the point where the picture or video was taken, up, down, in front, behind and the sides, which allows us to reproduce the stereoscopic human vision. In this article, the usage of this technology is proposed as a tool to enhance the touristic marketing area, giving the users an innovative expérience. © 2022, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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Neuromarketing: Current Applications in Favor of Consumerism

2022 , López M.J. , Ramos Galarza, Carlos

Neuromarketing is an innovative branch of neuroscience that seeks to provide for the consumer’s wishes through the understanding of its brain structure, which will allow to comprehend and develop products or publicity that can be more attractive, new and attached to what has been created. Neuromarketing is integrated in this new digital age in an extraordinary way due to it having more opportunities to be applied. This science can be observed in each ad, which makes the individual feel the need to spend money on a product. Big companies have benefited from this almost-magic formula that allows the emotion and reasoning behind each purchase. Thanks to neuromarketing, each product could be attractive enough in the neuro-sensory aspect for it to be consumed, science being the only needed thing. This investigation provides the knowledge on the reason why it is one of the most researched sciences by the producer nowadays. © 2022, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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Escape rooms and breakouts: Novel educational strategies

2022 , Jadán Guerrero, Janio , Chacón-Castro, M. , Aimacaña-Espinosa, L.

The escape rooms and breakouts are immersive games in which the participants are locked in a room and must solve a series of puzzles to escape. In virtuality, these games have also aroused interest in the educational field as a learning tool to transform students from passive spectators to active participants. Immersive learning allows students to learn about a topic while practicing teamwork and communication. This chapter aims to explain how these tools work and describe the implementation process using digital educational resources available on the web. Some examples developed by the authors are mentioned, and the evaluation results concerning the students' motivation, satisfaction, and participation in a virtual environment are presented. © 2022, IGI Global. All rights reserved.

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Demand Analysis for the Creation of a Technology Application to Improve Decision Making

2022 , Silva-Barragán M. , Ramos Galarza, Carlos

This chapter proposes a mobile application aimed at improving the decision-making process through conscious stimulation of the prefrontal cortex using a smartphone application. It is expected to be useful for adolescents and young adults, considering the brain maturation and important decisions taken at this stage, which can have positive or negative consequences. The research design followed consists of a longitudinal descriptive study. The positive perception and social reception of the prototype should be considered as results. Finally, the demand analysis and its results are presented. © 2022, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.