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Proceedings ArticleDOI

The Impact of Using Virtual-Augmented Reality on Some Design Careers (Product, Multimedia, Graphic)

28 May 2020-
TL;DR: The expected and increased relation of product, multimedia, and graphic design professions in the light of using these new technologies in the product design, advertising, marketing... etc., and its effect on the labor market and the design process practicing is discussed.
Abstract: The Product, Multimedia and Graphic design represent vital areas of the design, which human need in all daily life, as in many other areas of design, such as accessories, jewelry, clothes, fabrics, furniture, ceramics, sculpture, architecture, urban planning... etc. The Product, multimedia, and graphic design careers were greatly influenced by the emergence of new information's technologies, including virtual and augmented reality (50% of mobile users now make electronically shopping using augmented reality techniques), which contributed to the emergence of new areas of design practices and 3D modeling in the labor market, these new changes have led to the urgent need for new generation and one teamwork of product, multimedia, and graphic designers who have the new innovative capabilities and familiarity with many of modern sciences like cinematic tricks, 3D motion graphics, application programming, 3D modeling, virtual models... etc., which all are associated with such new technologies. The virtual and augmented reality makes such design careers closer to each other, so this paper discusses the expected and increased relation of product, multimedia, and graphic design professions in the light of using these new technologies in the product design, advertising, marketing... etc., and its effect on the labor market and the design process practicing..
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Journal ArticleDOI
TL;DR: In this article , a case study of case studies in literature and consideration of utility for the profession through a curriculum of virtual and augmented reality technologies with specifications that suit multiple areas of design (product and graphic design).
Abstract: Abstract With the rapid digital developments, the practice and study of VR/AR technologies reached almost all the design disciplines by considering different applications. Therefore, there is continuous pressure on design education, where course programs in graphic design, media design, fashion design, and product design must promptly incorporate these new technologies and create complete unity between the various design professions. This paper provides a careful examination of case studies in literature and consideration of utility for the profession through a curriculum of virtual and augmented reality technologies with specifications that suit multiple areas of design (product and graphic design). This approach demystifies these new technologies from the design process to product marketing. Interviews and discussions were conducted with a sample of approximately 100 participants (60% students, 30% design educators, 10% designers, and employers). The study included different universities from UAE, Egypt, and Italy. During the academic year 2020/2021. Furthermore, the results of this research were applied to design the Virtual Reality and its Derivatives course within the new study plan of the Graphic Design Department, College of Mass Communication at Ajman University in the United Arab Emirates.

4 citations

References
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Book
01 Jun 1993
TL;DR: The second edition of Randall's introductory text for general marketing courses, combining academic rigour with an accessible writing style as mentioned in this paper, provides a comprehensive overview of 'classical' marketing, including the shift from transactions to relationships, one-to-one marketing and mass customisation, changes in the role and organization of the marketing function, marketing accountability and marketing metrics.
Abstract: This is the second edition of Randall's concise introductory text for general marketing courses, combining academic rigour with an accessible writing style. While providing a comprehensive overview of 'classical' marketing, the book also covers 'new' marketing, including the shift from transactions to relationships, one-to-one marketing and mass customisation, changes in the role and organization of the marketing function, marketing accountability and marketing metrics. With new chapters on e-commerce and branding, there is also additional material on marketing ethics/social responsibility, knowledge management and technical developments, environmental marketing, and a focus on financial marketing in the services marketing chapter.

3,676 citations

BookDOI
28 Sep 2011
TL;DR: This book is intended for a wide variety of readers including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students.
Abstract: Augmented Reality (AR) refers to the merging of a live view of the physical, real world with context-sensitive, computer-generated images to create a mixed reality. Through this augmented vision, a user can digitally interact with and adjust information about their surrounding environment on-the-fly. Handbook of Augmented Reality provides an extensive overview of the current and future trends in Augmented Reality, and chronicles the dramatic growth in this field. The book includes contributions from world expert s in the field of AR from academia, research laboratories and private industry. Case studies and examples throughout the handbook help introduce the basic concepts of AR, as well as outline the Computer Vision and Multimedia techniques most commonly used today. The book is intended for a wide variety of readers including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students. This book can also be beneficial for business managers, entrepreneurs, and investors.

342 citations

Book
01 Jan 2006
TL;DR: The essential design handbook "What is Product Design?" as mentioned in this paper provides an essential guide to the world of industrial design that explores what constitutes successful design, how it works and how product design creates a market for itself.
Abstract: This handbook provides an essential guide to the world of industrial design. Within its pages, it explores what constitutes successful design, how it works and how product design creates a market for itself. It also delves into the multifarious role of product designers, as new technology and materials present new possibilities for both form and function. "What is Product Design?" proves itself to be such essential reading through the many areas that it covers. These include issues of longevity and life cycles, concept generation, prototyping and product placement. "What is Product Design?" is not just an in-depth exploration of successful design, it is also a stunning, diverse portfolio of cutting-edge work from designers and studios throughout the globe. Like the other titles in the "Essential Design Handbooks" series, this will be necessary reading for all graphic designers, professional and student alike.

154 citations

01 Jan 1990

94 citations


"The Impact of Using Virtual-Augment..." refers background in this paper

  • ...ACM ISBN 978-1-4503-7741-6/20/04…$15.00 DOI: https://doi.org/10.1145/3404716.3404736 hearing, vision, touch, taste, and smell., and according to interaction with the artificial environment, the users through their actions can be able to influence the environment in which he/she is placed, the term “virtual reality” basically means Near Reality [4], [5]....

    [...]

  • ..., and according to interaction with the artificial environment, the users through their actions can be able to influence the environment in which he/she is placed, the term “virtual reality” basically means Near Reality [4], [5]....

    [...]

Book
01 Jan 2004
TL;DR: In this article, the authors described the following: "Isruetfoli(@xnaイ~スpqmjybz>Aモニメフノ`h�
Abstract: Issues(歴史;マーケティングの問題;マーケティング・ミックスにおけるパッケージ ほか) Anatomy(構造設計;カートン;ボトル ほか) Portfolios(Arnell Group;キュリオシティ;Doyle Partners ほか) Etcetra

57 citations


"The Impact of Using Virtual-Augment..." refers background in this paper

  • ...[17], [18] Also marketing refers to all the activities for taking goods and products from the place of processing and production to the place of sale or consumption....

    [...]