@inproceedings{54caeda6e5024e29931f90f58755365d,
title = "In store shelf display technology for enhancing customer brand recognition",
abstract = "Customer brand recognition is a critical factor in the retail environment. Here, we tested two prototypes with ambient technology and gamification elements in a store shelf display for enhancing customer brand recognition. The first prototype focused on showcasing the environmental labor of the company when the customer played a ball tossing game. The second prototype was a shelf display with a virtual reality experience based on the brand identity. Subjects tested both prototypes using a user engagement scale and results show that they were positively perceived in usability and enhance user engagement, brand recall and brand perception.",
keywords = "Ambient technology, Brand recognition, Customer engagement, Gamification, Retail, Virtual reality",
author = "Carlos Arce-Lopera and Brayan Rodr{\'i}guez and Gilberto Avenda{\~n}o and Daniela Victoria",
note = "Publisher Copyright: {\textcopyright} 2018 Association for Computing Machinery.; 30th Australian Conference on Computer-Human Interaction, OzCHI 2018 ; Conference date: 04-12-2018 Through 07-12-2018",
year = "2018",
month = dec,
day = "4",
doi = "10.1145/3292147.3292186",
language = "English",
series = "ACM International Conference Proceeding Series",
publisher = "Association for Computing Machinery",
pages = "416--420",
editor = "Ann Morrison and George Buchanan and Jenny Waycott and Mark Billinghurst and Duncan Stevenson and J.H.-J. Choi and Mark Billinghurst and Ryan Kelly and Dana McKay and Artur Lugmayr",
booktitle = "Proceedings of the 30th Australian Computer-Human Interaction Conference, OzCHI 2018",
}