957 resultados para QR Code


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The internet as well as all technologies arising from it are transforming and changing socially and economically, the forms of relationships between people and organizations. The environment of digital mobile communication is on the rise, allowing more communication strategies in public relations to be enhanced, in order to allow effective dialogue, relationship and interaction between organizations and their stakeholders. Accordingly, the purpose of this paper is to analyze digital communications, especially a locative media tool that has been gaining ground in communication activities: Quick Response Code. So in addition to conceptualize and contextualize it, one tried to map out various campaigns, both national and international, who made use of the QR Code, highlighting the strategic role that this tool can have in Integrated PR planning, in order to create visibility and to establish effective and lasting relationships with the brand / organization

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Le metodologie per la raccolta delle idee e delle opinioni si sono evolute a pari passo con il progresso tecnologico: dalla semplice comunicazione orale si è passati alla diffusione cartacea, fino a che l'introduzione e l'evoluzione di internet non hanno portato alla digitalizzazione e informatizzazione del processo. Tale progresso ha reso possibile l'abbattimento di ogni barriera fisica: se in precedenza la diffusione di un sondaggio era limitata dall'effettiva possibilità di distribuzione del sondaggio stesso, lo sviluppo della rete globale ha esteso tale possibilità (virtualmente) a tutto il mondo. Nonostante sia un miglioramento non indifferente, è importante notare come la valorizzazione della diffusione di un sondaggio abbia inevitabilmente portato a trascurarne le proprietà e i vantaggi intrinsechi legati alla sua diffusione prettamente locale. Ad esempio, un sondaggio che mira a valutare la soddisfazione degli utenti riguardo alla recente introduzione di una nuova linea di laptop ottiene un guadagno enorme dall'informatizzazione, e dunque delocalizzazione, del processo di raccolta dati; dall'altro lato, un sondaggio che ha come scopo la valutazione dell'impatto sui cittadini di un recente rinnovamento degli impianti di illuminazione stradale ha un guadagno pressoché nullo. L'idea alla base di QR-VEY è la ricerca di un ponte tra le metodologie classiche e quelle moderne, in modo da poter sfruttare le proprietà di entrambe le soluzioni. Tale ponte è stato identificato nella tecnologia del QR-Code: è possibile utilizzare un generico supporto che presenti proprietà di localizzazione, come un foglio cartaceo, ma anche un proiettore di una conferenza, come base per la visualizzazione di tale codice, ed associare alla scansione dello stesso funzionalità automatizzate di raccolta di dati e opinioni.

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Dissertação de Mestrado apresentada ao Instituto de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Marketing Digital, sob orientação de Doutor José Freitas Santos

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Purpose – This paper describes visitors' reactions to using an Apple iPad or smartphone to follow trails in a museum by scanning QR codes and draws conclusions on the potential for this technology to help improve accessibility at low-cost. Design/methodology/approach – Activities were devised which involved visitors following trails around museum objects, each labelled with a QR code and symbolised text. Visitors scanned the QR codes using a mobile device which then showed more information about an object. Project-team members acted as participant-observers, engaging with visitors and noting how they used the system. Experiences from each activity fed into the design of the next. Findings – Some physical and technical problems with using QR codes can be overcome with the introduction of simple aids, particularly using movable object labels. A layered approach to information access is possible with the first layer comprising a label, the second a mobile-web enabled screen and the third choices of text, pictures, video and audio. Video was especially appealing to young people. The ability to repeatedly watch video or listen to audio seemed to be appreciated by visitors with learning disabilities. This approach can have low equipment-cost. However, maintaining the information behind labels and keeping-up with technological changes are on-going processes. Originality/value – Using QR codes on movable, symbolised object labels as part of a layered information system might help modestly-funded museums enhance their accessibility, particularly as visitors increasingly arrive with their own smartphones or tablets.

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Woodworking industries still consists of wood dust problems. Young workers are especially vulnerable to safety risks. To reduce risks, it is important to change attitudes and increase knowledge about safety. Safety training have shown to establish positive attitudes towards safety among employees. The aim of current study is to analyze the effect of QR codes that link to Picture Mix EXposure (PIMEX) videos by analyzing attitudes to this safety training method and safety in student responses. Safety training videos were used in upper secondary school handicraft programs to demonstrate wood dust risks and methods to decrease exposure to wood dust. A preliminary study was conducted to investigate improvement of safety training in two schools in preparation for the main study that investigated a safety training method in three schools. In the preliminary study the PIMEX method was first used in which students were filmed while wood dust exposure was measured and subsequently displayed on a computer screen in real time. Before and after the filming, teachers, students, and researchers together analyzed wood dust risks and effective measures to reduce exposure to them. For the main study, QR codes linked to PIMEX videos were attached at wood processing machines. Subsequent interviews showed that this safety training method enables students in an early stage of their life to learn about risks and safety measures to control wood dust exposure. The new combination of methods can create awareness, change attitudes and motivation among students to work more frequently to reduce wood dust. 

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Customer Satisfaction Surveys (CSS) have become an important tool for public transport planners, as improvements in the perceived quality of service lead to greater use of public transport and lower traffic pollution. Until now, Intelligent Transportation System (ITS) enhancements in public transport have traditionally included fleet management systems based on Automatic Vehicle Location (AVL) technologies, which can be used to optimize routing and scheduling, and to feed real-time information into passenger information channels. However, surveys of public transport users could also benefit from the new information technologies. As most customers carry their smartphones when traveling, Quick Response (QR) codes open up the possibility of conducting these surveys at a lower cost.This paper contributes to the limited existing literature by developing the analysis of QR codes applied to CSS in public transport and highlighting their importance in reducing the cost of data collection and processing. The added value of this research is that it provides the first assessment of a real case study in Madrid (Spain) using QR codes for this purpose. This pilot experience was part of a research project analyzing bus service quality in the same case study, so the QR code survey (155 valid questionnaires) was validated using a conventional face-to-face survey (520 valid questionnaires). The results show clearly that, after overcoming a few teething troubles, this QR code application will ultimately provide transport management with a useful tool to reduce survey costs

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The following paper attempts to encompass the opportunities for applying QR codes for museums and exhibits through the example of the Hungarian Museum of Environmental Protection and Water Management (Esztergom, Hungary). Besides providing interactivity in the museum for the mobile phone generation through the utilization of a device and a method that they are familiar with, it is important to explain how and why it is worthwhile to “adorn” the exhibits with these codes. In this paper we also touch upon the technical issues of how an existing mobile phone application can be incorporated into and used for the presentation of the museum.

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The following paper presents an application of QR code marking of digital iconographical collections for their outdoor mobile access and exploring through the GUIDE@HAND audio tourist guide.

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Two slides that can be copied to PowerPoint presentations to a) describe how students can vote and b) provide a QR code to simplify accessing the ResponseWare URL

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L’obiettivo della tesi è dimostrare come da un’idea progettuale si arriva alla realizzazione di un prodotto finito passando attraverso la sua modelizzazione. In questo caso l’oggetto dell’attività voleva essere quello di risolvere la problematica degli accessi nelle Ztl. Per risolvere questa problematica è sufficiente comunicare l’accesso al comando dei vigili urbani, per questo i canali di comunicazione scelti dall’azienda sono multipli, in particolare nella tesi verrà mostrato in che modo si arriva al prodotto finale attraverso l’attività di modellizzazione, usando il canale APP versione QR-Code.

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L'obiettivo di questa tesi, in base all'analisi di atti di convegni e workshop, lettura di libri e articoli pubblicati in siti Web, in materie di gamification, è per prima cosa, spiegare il concetto della gamification, partendo da alcune definizioni date da ricercatori e progettisti di videogiochi, cercando di capire sia i fattori positivi, sia i fattori negativi. Si vogliono elencare e spiegare gli elementi di gioco che compongono la gamification, con particolare attenzione alle meccaniche, come punti, distintivi, premi e dinamiche, come competenza, espressione di sè, status sociale, elementi collegati tra di loro, analizzando quali meccaniche originano certe dinamiche. Si cercherà anche di analizzare la gamification sotto gli aspetti psicologici e di User Experience che innescano le motivazioni intrinseche ed estrinseche delle persone, le prime azionate dalle meccaniche, le seconde azionate dalle dinamiche della gamification e l'importanza di ciò nella progettazione di applicazioni gamificate. Si vogliono esaminare ed illustrare in generale, progetti i quali adottano tecniche di gamification, che spaziano dal fitness fino ad attività di marketing per capire i benefici riscontrati. Si vuole inoltre scoprire se ci sono dei validi presupposti per sviluppare App gamificate per smarphone, che sfruttino alcune specifiche tecniche dei dispositivi mobili come, connettività, il GPS ed i sensori come ad esempio, l'accelerometro ed altre tecnologie come il lettore NFC, QR-code. Infine, come caso di studio, saranno testate tre app per smarphone, Foursquare, tramite la quale un utente può consultare e lasciare consigli sui luoghi nelle sue vicinanze, Swarm, tramite la quale un utente oltre ad effettuare il check-in in un luogo, può vedere se ci sono amici nelle vicinanze e Waze, tramite la quale un utente può inviare ed apprendere informazioni relative al traffico.

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In 1938, a young folk music collector named Alan Lomax—destined to become one of the legendary folklorists of the 20th century recorded Michigan’s richly varied folk music traditions for the Archive of American Folk-Song at the Library of Congress. Michigan in the 1930s was experiencing a golden age of folksong collecting, as local folklorists mined the trove of ballads remembered by aging lumbermen and Great Lakes schoonermen. In addition to the ballads of these north woods singers, Lomax recorded a vibrant mix of ethnic music from Detroit to the western Upper Peninsula. The multimedia performance event Folksongs from Michigan-i-o combines live performance with historic images, color movie footage, and recorded sound from the Great Depression. Some of these materials haven’t been heard or seen by the general public for more than seven decades. The traveling exhibition Michigan Folksong Legacy: Grand Discoveries from the Great Depression brings Alan Lomax’s 1938 field trip to life through words, song lyrics, photographs, and sound recordings. Ten interpretive banners explore themes and each panel contains a QR code that links to related sound recordings from the Alan Lomax Collection at the American Folklife Center, Library of Congress.

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In 1938, a young folk music collector named Alan Lomax—destined to become one of the legendary folklorists of the 20th century recorded Michigan’s richly varied folk music traditions for the Archive of American Folk-Song at the Library of Congress. Michigan in the 1930s was experiencing a golden age of folksong collecting, as local folklorists mined the trove of ballads remembered by aging lumbermen and Great Lakes schoonermen. In addition to the ballads of these north woods singers, Lomax recorded a vibrant mix of ethnic music from Detroit to the western Upper Peninsula. The multimedia performance event Folksongs from Michigan-i-o combines live performance with historic images, color movie footage, and recorded sound from the Great Depression. Some of these materials haven’t been heard or seen by the general public for more than seven decades. The traveling exhibition Michigan Folksong Legacy: Grand Discoveries from the Great Depression brings Alan Lomax’s 1938 field trip to life through words, song lyrics, photographs, and sound recordings. Ten interpretive banners explore themes and each panel contains a QR code that links to related sound recordings from the Alan Lomax Collection at the American Folklife Center, Library of Congress.

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In 1938, a young folk music collector named Alan Lomax—destined to become one of the legendary folklorists of the 20th century recorded Michigan’s richly varied folk music traditions for the Archive of American Folk-Song at the Library of Congress. Michigan in the 1930s was experiencing a golden age of folksong collecting, as local folklorists mined the trove of ballads remembered by aging lumbermen and Great Lakes schoonermen. In addition to the ballads of these north woods singers, Lomax recorded a vibrant mix of ethnic music from Detroit to the western Upper Peninsula. The multimedia performance event Folksongs from Michigan-i-o combines live performance with historic images, color movie footage, and recorded sound from the Great Depression. Some of these materials haven’t been heard or seen by the general public for more than seven decades. The traveling exhibition Michigan Folksong Legacy: Grand Discoveries from the Great Depression brings Alan Lomax’s 1938 field trip to life through words, song lyrics, photographs, and sound recordings. Ten interpretive banners explore themes and each panel contains a QR code that links to related sound recordings from the Alan Lomax Collection at the American Folklife Center, Library of Congress.

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Este proyecto fin de carrera trata de mejorar los sistemas actuales de control en la visualización de diapositivas. La solución adoptada constará de un sistema con modelo cliente-servidor. El servidor formado por un mini ordenador, en este caso una Raspberry Pi, que estará conectado al proyector de video. Este servidor se mantendrá a la espera de recibir una conexión entrante vía Bluetooth. Una vez se realice la conexión interpretará los comandos mandados por el cliente a través de una API con formato JSON y realizará las acciones indicadas para el control de la presentación. El cliente será una aplicación móvil para dispositivos Android. A través de ella el profesor accederá al servidor escaneando un código QR que será proyectado y una vez conectado enviará los comandos de control de la presentación, tales como abrir una presentación, avanzar y retroceder diapositiva, etc. La solución final deberá ser eficiente, sencilla de utilizar y con un bajo coste para resultar atractiva y ser así útil en el mundo real. Para ello se contará con valores añadidos como el poder iniciar la presentación desde el dispositivo móvil, el mostrar las notas de la diapositiva actual o contar con un temporizador para permitir un mejor control sobre el tiempo disponible para la presentación. ABSTRACT. This final project pursues the improvement of the current presentation control systems. The solution it provides is based on a server-client architecture. The server will be a mini PC, a Raspberry Pi model in this case, that will be connected to a video projector or a screen monitor. This server will remain idle waiting for an incoming Bluetooth connection. Once the connection is accepted the server will parse the commands sent by the client through a JSON API and will execute them accordingly to control the system. The client we decided to develop is an Android application. The speaker will be able to connect with the server by scanning a QR code that will be generated and displayed into the projector or screen monitor. Once the connection is accepted the client will sent the commands to control the slides, such as opening a presentation, move forward and backwards, etc. The adopted solution must be efficient, easy to use and with low cost to be appealing and useful to the real world. To accomplish the task this project will count with improvements over the current systems, such as the possibility to open a presentation from the smartphone, the visualization of the current slide notes from the mobile phone and a countdown timer to have a better control over the available time for the presentation.