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Rojas, S., Contreras, R. (2016). Catálogo virtual con realidad aumentada [Tesis, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/621699
Rojas, S., Contreras, R. Catálogo virtual con realidad aumentada [Tesis]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2016. http://hdl.handle.net/10757/621699
@misc{renati/365424,
title = "Catálogo virtual con realidad aumentada",
author = "Contreras Sulca, Renzo Luis",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2016"
}
Title: Catálogo virtual con realidad aumentada
Authors(s): Rojas Pachas, Samuel Antonio; Contreras Sulca, Renzo Luis
Advisor(s): Pérez Pichis, Roy; Pérez Pichis, Roy
Keywords: Realidad aumentada; Dispositivos móviles; Desarrollo de software; Comercio electrónico; Ingeniería de Software
Issue Date: 1-Dec-2016
Institution: Universidad Peruana de Ciencias Aplicadas (UPC)
Abstract: El presente proyecto tiene como finalidad principal implementar una aplicación móvil de comercio electrónico (M-Commerce) que permita a usuarios en general la visualización de productos de una determinada empresa con la capacidad de interactuar con ellos y además poder adquirirlos. La tecnología usada para permitir la interacción con los productos es: Realidad Aumentada. Gracias a esta tecnología, un usuario puede interactuar con un producto específico visualizándolo en tres dimensiones y en un entorno real, a través de un dispositivo móvil. El objetivo general del proyecto, es lograr que la empresa que adquiera esta aplicación, pueda permitir a usuarios interactuar directamente con los productos que esta ofrece utilizando Realidad Aumentada como tecnología, lo que facilita la interacción del usuario con el producto, evitando devoluciones o cancelaciones de compra. A lo largo de este proyecto, se ha tenido en cuenta, tanto el desarrollo de artefactos que permitan el mejor control del mismo, como entregables que demuestren el avance de la aplicación considerando las funcionalidades establecidas para cada fase del proyecto. En el presente documento, se presentarán cinco capítulos abarcando desde el Marco Teórico del mismo hasta la gestión del presente proyecto, considerando los objetivos logrados y el estado del proyecto al momento del cierre del mismo.
This project primarily aims to develop a mobile commerce application (M-Commerce) that enables to display products of a particular company with the capability to interact with them and also purchase them. The technology used for the interaction with products is: Augmented Reality. With this technology, a user can interact with a specific product having the capability to visualize it in three dimensions (in a real environment) through a mobile device. The overall project objective, is to ensure that the company who purchase this application, allow general users to interact directly with the offered products using Augmented Reality as technology, which facilitates user interaction with the product, avoiding refunds or purchase cancellations. Throughout this project, it has been considered the development of artifacts that allow better control of it and also releases that demonstrate the progress of the application considering the features set for each project phase. This paper will present five chapters covering from the theoretical framework of the same to the management of this project, considering the achieved objectives and project status at the time of closing.
This project primarily aims to develop a mobile commerce application (M-Commerce) that enables to display products of a particular company with the capability to interact with them and also purchase them. The technology used for the interaction with products is: Augmented Reality. With this technology, a user can interact with a specific product having the capability to visualize it in three dimensions (in a real environment) through a mobile device. The overall project objective, is to ensure that the company who purchase this application, allow general users to interact directly with the offered products using Augmented Reality as technology, which facilitates user interaction with the product, avoiding refunds or purchase cancellations. Throughout this project, it has been considered the development of artifacts that allow better control of it and also releases that demonstrate the progress of the application considering the features set for each project phase. This paper will present five chapters covering from the theoretical framework of the same to the management of this project, considering the achieved objectives and project status at the time of closing.
Link to repository: http://hdl.handle.net/10757/621699
Discipline: Ingeniería de Software
Grade or title grantor: Universidad Peruana de Ciencias Aplicadas (UPC). Facultad de Ingeniería
Grade or title: Ingeniero de Software
Register date: 20-Jun-2017
This item is licensed under a Creative Commons License