文創傳設行動應用與管理計畫
無所不在廣告
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Mobile Marketing
Mobile Marketing
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Mobile marketing is marketing on or with a mobile device, such as a cell phone.
Any marketing activity conducted through a ubiquitous network to which consumers are constantly connected using a personal m obile device.
the degree of consumer knowledge and
the trigger of communication,
to differentiate between four types of mobile marketing applications: Stranger s, Victims, Groupies, and Patrons.
The use of the mobile medium as a means of marketing communica tion
Distribution of any kind of promotional or advertising message s to customer through wireless networks
Using interactive wireless media to provide customers with tim
e and location sensitive, personalized information that promot
es goods, services and ideas, thereby generating value for all
stakeholders.
Mobile Marketing Strategies
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SMS marketing
MMS (Multimedia Message Service)
Push notifications
In-game mobile marketing
Mobile web marketing
QR codes
Bluetooth
Infrared
Proximity Systems
Proximity marketing is the localized wireless distribution of advertising content associated with a particular place.
Location-based services
User-controlled media
Privacy concerns in mobile marketing
Mobile marketing: Classification of mobile marketing applica tions
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Trigger of communication Push
Trigger of communication Pull
Degree of consumer knowledge
High
Victims
AT&T sent SMS text messages to
75 million customers suggesting they watch
American Idol and vote for candidates using their AT&T phone
Patrons
Pop icon Britney Spears
enabled fans to receive–—for
$2.99 per month–—Britney’s Diary: a weekly text message about her life during a concert tour
Degree of consumer knowledge
Low
Strangers
Toyota teamed up with Fox Broadcasting to insert 10- second commercials into 26 short mobile movies, so-
called ‘mobisodes,’ for the TV show
Prison Break
Groupies
Calvin Klein used Quick
Response codes (QR codes) on
billboards in New York to allow
users to pull up an exclusive
40-second Commercial
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Mobile Social Media
Social Networking
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Mobile Social Media
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Mobile social media is defined as a group of mobile marketing appli cations that allow the creation and exchange of user-generated cont ent.
Companies engaging in mobile social media will often have some sort of knowledge about the consumers with whom they’re dealing, such a s current geographical position in time or space.
These users will nearly always agree to receiving information from the company, for example by ‘checking-in’ at certain locations. T his makes mobile social media users a specific form of patrons in o ur mobile marketing classification.
Similar to mobile marketing in general, we differentiate between fo
ur types of mobile social media applications, depending on whether
the message takes account of the specific location of the user (loc
ation-sensitivity) and whether it is received and processed by the
user instantaneously or with a time delay (time-sensitivity).
Classification of mobile social media applications
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Location-sensitivity No
Location-sensitivity Yes
Time-
sensitivity Yes
Quick-timers
Transfer of traditional social media applications to mobile devices to increase
immediacy (e.g., posting Twitter messages or
Facebook status updates)
Space-timers
Exchange of messages with relevance for one specific
location at one specific point-in time (e.g., Facebook Places;
Foursquare; Gowalla)
Time-
sensitivity No
Slow-timers
Transfer of traditional social media applications to mobile devices (e.g., watching a YouTube video or reading a Wikipedia entry)
Space-locators
Exchange of messages, with relevance for one specific
location, which are tagged to a
certain place and read later by
others (e.g., Yelp; Qype)
Four I’s see more than two: Mobile social media adv ice
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Mobile social media offer two pieces of information not avail able through any other channel: data on the consumer’s time and place. This makes it possible for businesses to see clien ts in a completely different light.
And since it is commonly said that four eyes see more than tw o, we have developed the ‘Four I’s’ of mobile social media usage to help firms entertaining this new environment.
First–—and to the greatest extent possible–— companies should try to
integrate their mobile social media activities into the lives of users, t
o avoid being a nuisance. Second, such integration can be achieved by ind
ividualizing activities to take account of each user’s preferences and i
nterests, and provide the opportunity to, third, involve the user through
engaging in conversation. If firms are really lucky, they might, fourth,
even initiate the creation of user-generated content and word-of-mouth, w
hich allows for tighter integration of activities into users’ lives.
Mobile Social Media Advice
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INTEGRATE your activities into your users' life to
avoid being a nuisance INTEGRATE
your activities into your users' life to
avoid being a nuisance
INDIVIDUA LIZE your activities to
take account of
user preferences
interests and INDIVIDUA
LIZE your activities to
take account of
user preferences
interests and
INVOLVE the user
through engaging conversatio
ns INVOLVE
the user through engaging conversatio
ns INITIATE
the creation of user- generated
content INITIATE the creation
of user- generated
content
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Social Networks in Pervasive
Advertising
Social Networks – Fans Ranking
14 http://fanpagelist.com/
T H E K I L L E R A P P L I C A T I O N F O R T H E 2 1 S T C E N T U R Y 15
Ubiquitous Advertising
Ubiquitous Advertising
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In 2001, John Laird and Michael van Lent, two artificial intelligence researchers at the Uni versity of Michigan, claimed that interactive computer games were the “killer application”
for human-level AI.
This survey article makes a parallel claim tha
t advertising is the killer application for ub
iquitous computing.
Ubiquitous Advertising
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Advertising will be the next major application for ubiquitous computing.
Ads will support ubiquitous computing, and ubi
quitous computing will support advertisers wit
h ad targeting, ad feedback, customer awarenes
s, and privacy.
Ubiquitous Advertising
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A more important connection between advertisin g and ubiquitous computing is apparent from so me of the major problems that advertisers face
targeting potential customers
evaluating ads’ effectiveness
customer awareness, and
ensuring privacy
Advertising Supports Ubiquitous Computi ng
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Many ubicomp applications will eventually be s upported by advertising.
For example, imagine a mobile, nearby friend f inder supported by ads that suggest meeting pl aces in the vicinity, such as restaurants or c offee shops.
Consumers are generally more willing to accept
advertising than pay for a service, and mobile
advertising is expected to grow quickly, inclu
ding trades of services for ads.
Ad Targeting
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While ubicomp practitioners can use advertisin g to fund their services, advertisers will inc reasingly turn to ubicomp to increase their ad s’ effectiveness. The most obvious way for ub icomp to help is ad targeting.
Two important issues
Segmenting and Targeting
Targeting with Ubicomp
Segmenting and Targeting (1/4)
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Advertisers want to maximize their ads’ effec tiveness by paying to have them shown to only those most likely to respond positively, and t hey want their ads designed to be especially e ffective for their intended recipients.
Traditionally, the first step is to segment th
e population into different groups in hopes th
at some groups will be better targets.
Segmenting and Targeting (2/4)
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Segmenting is often done by characteristics such as dem ographics, life stage, location, psychographics, behavi or, and benefits sought, with demographics broken down as age, gender, family type, race and ethnicity, occupa tion, income, sexual orientation, religion, education, and household size.
Different segments will be exposed to different types o f media and respond to different types of advertising.
Age is the dominant factor that advertisers currently use for targ eting ads.
As an example, a Harris poll found that of the four age groups the
y surveyed, those aged 59 and older were more likely than any othe
r age group to watch network television news.
Segmenting and Targeting (3/4)
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A more abstract segmentation is VALS (Values a nd Lifestyles), which puts potential customers in categories of different psychological trait s that affect buying behavior.
Eight categories segment people by personality
traits, such as thinkers, achievers, believers
, and strivers. GeoVALS gives the proportions
of VALS types in given geographic regions to h
elp advertisers know whether to advertise in a
certain area, and if so, to know which types o
f ads to run.
Segmenting and Targeting (4/4)
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A more recent, better targeted advertising approach is beh avioral targeting, in which ads are presented based on the potential viewer’s behavior.
This is most easily done on Web pages, where the user’s b rowsing history gives advertisers a clue to which ads woul d be most enticing.
Google is experimenting with this approach, using browsing
history to segment people into 600 different categories. W
hereas Google’s browsing history is limited to sites usin
g its AdSense technology, Internet service providers have
experimented with “deep packet inspection” that looks at
all of a person’s online activity, including Web surfing,
email, and downloading.
Targeting with Ubicomp (1/2)
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Ubicomp research has had little direct impact on advertising to d ate, but advertisers are still experimenting with ubicomp technol ogies to better target their audience. This demonstrates advertis ers’ appetite for ubicomp technology.
As an example, location sensing has always been a significant par t of ubicomp, such as Intel Research’s Place Lab project that us es a database of Wi-Fi access points and cell towers to allow wir eless devices to compute their own location.
Skyhook Wireless has commercialized similar technology. Skyhook c laims that the click-through rate on its location-based ads are 1 0 times higher than otherwise similar location-insensitive ads.
Acuity Mobile uses location, both current and predicted, along wi
th time of day and other context queues to deliver mobile ads.
Targeting with Ubicomp (2/2)
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Another form of context-sensitive, mobile adve rtising is traditional-looking ads that change as they move.
Vert developed digital signs for the tops of moving tax is that can automatically change based on time and loca tion.
New York City is testing a similar idea: ads presented
on video screens on the sides of moving transit buses.
Ubicomp Technologies for Targeted Advertising (1/3)
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Ubicomp researchers have claimed the area of conte xt-sensitive computing and continue to advance the state of the art in context sensing and inference.
Context data like this will be extremely valuable to adverti sers. Projects such as PlaceLab seek to sense simple events in the home, such as opening cabinets using embedded sensors , then using this sensor data to infer the occupant’s activ ities.
Donald Patterson and colleagues showed how to infer a travel
er’s mode of transportation—walking, driving, bus, for exa
mple—based on GPS traces. Frequent walkers are likely more
often in the market for shoes, drivers need automobile maint
enance, and bus riders might want MP3 players.
Ubicomp Technologies for Targeted Advertising (2/3)
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A second method had a human intervene, attemptin g to convert the reported activity to a search q uery that would return relevant ads.
Participants rated both the relevance and useful ness of the resulting ads.
The study found that ads based on the raw text d
escribing the activity were more relevant than r
andom ads, but not more useful. Surprisingly, ad
s from the second method, using human interventi
on, were considered neither more relevant nor mo
re useful than random ads.
Ubicomp Technologies for Targeted Advertising (3/3)
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Advertisers have shown their desire for targeting bas ed on aggregate demographic data that can be used to predict a consumer’s sensitivity to a given ad. Howe ver, demographics is an impoverished projection of a consumer’s true propensity for making a purchase. He nce, advertisers have turned to more innovative techn ologies to target ads, such as behavioral targeting a nd simple context sensitivity based on time, location , and real-time demographic estimates.
Looking forward, ubicomp provides powerful, deep beha
vioral inferencing that advertisers could exploit to
their advantage.
Advertising Feedback (1/5)
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Advertisers are famously uncertain about their ads’ effectiveness, illustrated by the classi c quote from John Wanamaker, an early 1900’s Philadelphia department store baron
“I know half my advertising is wasted, but I don’t kn ow which half.”
A Forrester report says that only a third of m
arketers consider their marketing effective, a
nd it’s estimated that only 41 percent of mon
ey spent on ads produces a sale.
Advertising Feedback (2/5)
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Verifying a direct causal relationship between a given advertisement and sales is difficult, so advertisers have adopted advanced technolog y to assess their ads’ effectiveness.
The eye-level billboards equipped with cameras can anal yze the images to infer the onlookers’ gender and age, and, importantly, how long they looked at the ad.
Both Brickstream and VideoMining provide camera-based t
echnology to brick-and-mortar stores to track customer
behavior, including their stops at in-store display ads
.
Advertising Feedback (3/5)
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Despite efforts by advertisers, there is not yet wides pread technology that connects buying behavior to ad e xposure. Advertisers are anxious for more data on how potential consumers respond to ads.
Context awareness “in the wild” generally depends on frequent measurements of a person’s activities, and c ontext researchers seek more sensed data for making in ferences.
For example, a mobile sensor package from Intel Research and the
University of Washington, designed for activity sensing, include
s a microphone, visible light sensor, infrared light sensor, thr
ee-axis accelerometer, barometer, thermometer, humidity sensor,
compass, 3D magnetometer, and 3D gyro.
Advertising Feedback (4/5)
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For ad feedback, advertisers are most interested in the connection between ad exposure and buying behavior.
With targeted ads increasingly delivered on ubic omp devices such as mobile phones and digital ki osks, the research community will be in a positi on to easily detect ad impressions.
While credit cards and shopper loyalty cards can
be used to detect purchases, ubicomp researchers
have already looked at using shopping receipts t
o find lists of what people buy.
Advertising Feedback (5/5)
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One can easily imagine a combination of ubicom
p technologies providing ad feedback, such as
a sensor package that can tell if someone is l
ingering in front of an ad, incentivized exper
ience sampling to ask about an ad’s impact, a
nd the correlation of ad exposure with purchas
e data. Thus, ubicomp technology is poised to
resolve much of advertisers’ uncertainty abou
t their advertising’s effectiveness.
Knowing the Customer (1/3)
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When developing an advertising strategy, marke ters need to know how consumers make buying de cisions.
As an example, some new home-cleaning products were fou nd to be especially slow-selling in Italy.
Researchers from the affected companies found that Ital ian women are particularly devoted to keeping their hom es clean, and the women tended to avoid products that s eemed to make the job too easy. One company changed its ads, emphasizing its product’s strength as opposed to its convenience.
This exemplifies how advertisers are anxious to know th
eir customers in order to position their products in an
appealing way.
Knowing the Customer (2/3)
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The observational methods that marketers use h ave close parallels in ubicomp.
Both ubicomp researchers and advertisers are t
rying to understand how people behave, what th
ey like, and why they do what they do.
Knowing the Customer (3/3)
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Each of these three methods of studying people—diaries, f ield studies, and ethnography—has been successfully used by both advertisers and ubicomp researchers.
Both fields are trying to discover people’s habits and pr
eferences. For the ubicomp studies, it’s easy to imagine
the research as a precursor to a marketing campaign, in wh
ich the study can reveal which aspects of products are mos
t likely to appeal to potential buyers. This close alignme
nt in methods and goals suggests that ubicomp has the righ
t expertise to aid advertisers in future studies of these
types. By its nature, ubicomp is especially well positione
d to study people in situ as it attempts to bring technolo
gy to bear on even the mundane parts of life.
Privacy
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Privacy is an issue for advertisers as they at tempt to gather more detailed information abou t their target subjects in an attempt deliver ever more tailored, personalized messages.
Whereas advertisers might consider privacy an
annoying obligation, ubicomp researchers have
been addressing the issue with technical solut
ions that enhance privacy and preserve conveni
ence—solutions that advertisers will eventual
ly adopt for their own systems.
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Ned experiences ubiquitous advertising during his day.
(Figure by Jim St. George, Microsoft Research.)
Summary (1/4)
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Given the inevitability, what can ubicomp resear chers do to prepare? Below are some suggestions:
Design for ad-supported ubicomp
If some ubicomp services will eventually be supported by adv ertising, there must be underlying system protocols for acce ssing and presenting ads that are smoothly integrated into t he experience.
Alternate business models
Alternate business models. If you find the idea of ad-suppor
ted ubicomp undesirable, seek different business models and
prove their feasibility. Alternatives include open source, o
ne-time fees, subscriptions, and donations.
Summary (2/4)
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Seek to make ads more tolerable
Not surprisingly, a study showed that mobile ads considere d entertaining or informative were perceived as most accep table.51 With its emphasis on context awareness, ubicomp h as the potential to make ads that inform at the right time .
Understand consumers’ privacy concerns
Advertisers want to know a lot about potential customers,
but we need to understand how much information customers a
re willing to give about themselves.
Summary (3/4)
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Be aware of what advertisers want
Here is to outline some advertiser goals: targeting, feedb ack, knowing the customer, and consumer privacy. Also, it
’s important to understand that although many ads overtly
try to induce a purchase, advertisers are interested in mo
re subtle persuasion. Advertisers try to build positive br
and awareness, attempt to induce certain behavior (includi
ng non-buying behavior such as quitting smoking), and assu
re consumers after a purchase.
Summary (4/4)
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Ubicomp technologies provide many things that
advertisers want, whether or not this has been
their intention. For our research field, the a
rrival of advertising gives us the chance to a
ffect the future of advertising. We are in a p
osition to increase the effectiveness of adver
tising, for better or for worse, but also to m
ake advertising more helpful and private from
the consumer’s point of view.
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Personalized Mobile Advertis
ing
Comparison of Advertisement Media
45 Media type Magazine/
newspape r
TV Radio Internet Mobile
(Wireless)
Transmitted
media Text/pictu re/physica l
Video Voice Video/picture/
text Video/picture/
text
Delivery
style Pull Push Push Pull and push Pull and push
Involvement Medium Low Low High High
Target
market Specific target market
Mass
market Specific target market
Mass market and
segmented personalized market
Mass market and
segmented personalized market
Content Detailed Limited Limited Detailed Limited
Personalization
Medium Difficult Medium Easy Easy
Communication
s
One-way One-way One-way Two-way Two-way
Three Types for Mobile advertisements (1/2)
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Permission-based advertising
permission-based advertising sends messages on specific goods and services targeted at individuals who show a c lear willingness to receive advertisements. Therefore, if mobile-advertisement-related businesses can obtain t he user's permission to send messages, then user accept ance will be relatively high.
Incentive-based advertising
incentive-based advertising provides individuals with i
ncentives to agree to receive advertisements for promot
ional events. Consumer willingness to accept this type
of advertising is relatively high.
Three Types for Mobile advertisements (2/2)
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Location-based advertising
location-based advertising sends advertisements associa
ted with an individual's current location or destinatio
n. Location-based services can ascertain the exact loca
tion of a user via mobile devices and wireless networks
, allowing advertisers to provide location-related rea
l-time messaging services. Therefore, not only can mobi
le advertisements provide rich and diverse multimedia c
ontent, but they are also no longer limited by time, pl
ace, or other factors when conducting real-time interac
tive communication, giving the mobile advertising marke
t huge potential business opportunities.
Research Topics for Mobile Advertising (1/2)
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Contextualized mobile advertising
Location-based Services
Consumer attitude
Factors influencing consumers' acceptance
Advertising platform management
Influence of content presentation methods
Mobile advertising influence on consumer perce ption
Business model
Research Topics for Mobile Advertising (2/2)
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Relationship between consumer attitude and pre sentation style
Policy issues
Personalized mobile advertisement
Consumer behavior
… and more
Compiled chart of personalized mobile advertising attributes
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Weather
User activities
Location
Time
Device type
Promotion
Price
Brand name
Background information
Preference
Interests
Search history
Virtual community
???
Mobile Advertising Industry Value Chain
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Advertiser
Content provider
Mobile service provider
Mobile phone user
Mobile advertising Platform
Providers/advertising Media agencies
Marketing and planning outsourcing
Feedback information Marketing
expense
Service charge
Marketin g
Advertisement send/receive feedback information
Content production
Content production
Profit sharing
Advertisement send/receive
fees
Advertisement transmit and
response
Transport fee or monthly communicatio
ns fees
Information flow
Cash flow
Interplayer relationship in the mobile advertising industry value chain (1/5)
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Advertiser
Advertisers want to use mobile advertising to consolidate exis ting markets and develop new potential customers.
Hence, aside from sending advertisements to their own members, they also use the mobile service provider's database to select appropriate targets to which to send the additional advertisem ents.
The advertisement text production and event planning are entru sted to mobile marketing agencies and content providers, who w ill then send the completed advertising messages to users via the mobile service providers.
Interested users can find interactive advertising and further
access relevant information. McDonald's, Coca-Cola, and Adidas
are examples of such advertisers.
Interplayer relationship in the mobile advertising industry value chain (2/5)
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Content providers
Content providers are responsible for producing content for mobile advertisements. However, they lack advertise ment planning and other aspects of marketing knowledge and will therefore likely cooperate or form strategic a lliances with advertising agencies.
For example, Cyber Agenthxyc and Pentsu established a j
oint venture with NTT DoCoMo to form CA Mobile.
Interplayer relationship in the mobile advertising industry value chain (3/5)
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Mobile service provider
Mobile service providers provide the fundamental infras tructure to transmit mobile advertisements and use thei r large user databases to help advertisers select appro priate recipients to improve advertising effectiveness.
Cooperating with mobile marketing agencies and content
providers, mobile service providers, such as Chunghwa T
elecom, Taiwan Mobile, and FarEaston, create advertisem
ent texts and plan marketing activities.
Interplayer relationship in the mobile advertising industry value chain (4/5)
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Mobile advertising platform providers
Mobile advertising platform providers (i.e., advertisin
g media agencies) play an important role in leading the
mobile advertising industry value chain. They are respo
nsible for planning content and marketing activities fo
r advertisers, as well as assessing and reporting resul
ts, so that advertisers can maintain advertising effect
iveness.
Interplayer relationship in the mobile advertising industry value chain (5/5)
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Mobile phone users
Mobile phone users who anticipate mobile advertising content can proactively search for advertisements that fit their pref erences and interests, and can also register certain products to receive advertising information for related products on a regular basis.
For mobile phone users to see the value of personalized mobil
e advertising, all players in the mobile marketing industry v
alue chain will need to work together in a seamless manner. A
s each player in the value chain has different business objec
tives and interests, creating a collaborative model for all p
layers to work together will be critical. The key successful
factor is adding value to mobile phone users in their daily a
ctivities.
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Multipurpose Interactive Pub
lic Displays in the Wild
Multipurpose Interactive Public Displays (1/3)
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To gain more in-depth knowledge about the real-world use of interactive public displays, as part of our Urban Inte r-actions (UBI) Research program, we deployed 12 multi-pu rpose interactive displays in 2009 at six outdoor and six indoor locations around downtown Oulu, Finland.
Each display, or UBI hotspot, consists of a 57-inch high- definition LCD panel with
a capacitive touchscreen foil,
two cameras,
a near-field code and radio frequency ID (NFC/RFID) reader,
a loudspeaker, and
Wi-Fi and Bluetooth access points, and high-speed Internet access.
Multipurpose Interactive Public Displays (2/3)
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The objective in deploying these displays was to understand how users derive value from inte ractive public displays that provide real serv ices based on real content over an extended pe riod.
The hotspots offer 25 distinct interactive ser
vices, provided by us, the City of Oulu, priva
te businesses and nongovernment organizations,
and creative communities.
Multipurpose Interactive Public Displays (3/3)
60
The outdoor hotspots are double-sided displays
along walkways in the heart of the city and in
the market area. The six indoor hotspots are s
ingle-sided displays in popular municipal buil
dings such as the main library, the youth and
culture center, and the swimming hall.
61
Outdoor UBI hotspot along a walkway, where a user is interacting
with version 2 of the UBI portal
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Outdoor UBI hotspot in the market area of downtown Oulu
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The screen is split between the UBI channel (top left), a customizable multi-media playlist;
the quick-launch menu providing one-touch access to selected services (bottom left);
Future Challenges
64
To move ahead, public display research must fi nd ways to motivate interaction, such as
combating interaction blindness and overcoming entrench ed inhibitions to using public space technology, and
to ease the transition to multipurpose displays.
Combating Interaction Blindness (1/2)
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Recent advances in display technologies have enabled the pr oliferation of large displays in public spaces. To date, ho wever, these displays are still used primarily as one-way c ommercial digital signs. Existing display technologies are opening the opportunity to replace this passive single-purp ose broadcasting with dynamic multipurpose interaction.
Display blindness (not noticing the display) and interactio n enticement10 are well-known challenges for public display s, but interaction blindness is a relatively new obstacle.
From interviews and diary studies of the use of technology
in public spaces, we have seen that people in all populatio
n demographics do not interact with the hotspots because th
ey simply do not know that they can.
Combating Interaction Blindness (2/2)
66
One way to overcome interaction blindness and entice interaction is make the interface more natural. Proxemic interactions —in which the display system interprets cues such as body position and adjusts the interface a ccordingly—are emerging as a potential paradigm for realizing natural i nterfaces. Several research efforts have produced proof-of-concept labor atory prototypes, but our simple visual proxemic cue (the “Touch me!”
animation) did not noticeably increase user interaction.
Our interview results also suggest that people are hesitant to use techn
ology in public. Many interviewees said that they did not use the displa
ys because they were afraid they might break them or compromise their op
eration. Some people believe that using the display could upset others i
n the vicinity, analogous to changing the TV settings in a crowded cafe
where the fear of displeasing others inhibits a customer who might want
to turn up the volume or change the channel. We are finding that people
carry these entrenched inhibitions into their hotspot experience, creati
ng a formidable interaction obstacle.
Transitioning to Multipurpose Displays
67
Moving from single-application displays to multipurpose hotspots creates new possibilities for display design.
The transition to multipurpose displays raises a host o f new questions:
What is the best way to present multiple applications to users?
How can we exploit the competition among applications for user att ention?
How many applications should a display have?
Should displays present one identical application grouping to all users, or should they adapt and customize their menu structure?
Should users be able to install their own applications on the disp
lays?
A C O M M U N I C A T I O N S M E D I U M F O R T H E 2 1 S T C E N T U R Y 68
Open Display Networks
Open Display Networks (1/3)
69
The decreasing cost of hardware and the increasing di fficulty of reaching the general public through fragm ented conventional media have led to the ubiquitous d eployment of public display systems.
However, the vast majority of today’s public display s effectively disappear: people have become so accust omed to their low utility that they are highly skille d at ignoring them.
Display operators try to counter this lack of attenti
on by using invasive techniques, such as increasing t
he number of displays or the amount of motion in the
content.
Open Display Networks (2/3)
70
This trend stands in sharp contrast to Mark Weiser’s origina l vision of calm computing—a future in which computers fade into the background of our lives. Rather than disappearing, w e believe that 21st-century public displays should form the b ackbone of a new communications medium with the same potentia l impact on society as radio, television, and the Internet.
Our vision of the 21st century includes large-scale networks of pervasive public displays and associated sensors that are open to applications and content from many sources.
We expect these open display networks to support the same lev
els of rapid innovation that boosted first the Internet and t
hen the mobile phone sector into their defining societal role
s.
Open Display Networks (3/3)
71
The observations and experience are grounded i n work on five key building blocks:
open architectures that support application development
situated information and applications
privacy-compliant personalization and control,
engaging and efficient user interaction models, and
viable business models.
Open Architectures (1/4)
72
From a developer’s viewpoint, creating applic
ations for open public display networks requir
es novel paradigms and programming tools.4 For
example, how should developers approach schedu
ling content on a display without knowing the
specifics about its identity? How should they
access and control screen geometries and place
ment? How should their designs interact with o
ther applications within the system?
Open Architectures (2/4)
73
First, the developer must be able to identify the connected displays and their spatial relat ionships.
After application and content creation, develo pers still need support to distribute their ap plications within a display network.
Public display systems comprise numerous compo
nents, including player software and hardware
for display nodes and server-side support for
content creation, scheduling, and distribution
.
Open Architectures (3/4)
74
Realizing the overall vision of a global network of p ublic displays requires developing a system that is o pen, scalable, and extensible, yet also offers good s tability and performance.
Although stability and performance are fairly generic requirements for many large systems, public displays represent a particularly challenging domain because o f the mix of performance requirements (high-quality c ontent presented in a timely fashion), cost considera tions, and the difficulty of maintaining and managing a highly distributed network with many nodes situated
“in the field.”
Open Architectures (4/4)
75
In addition to creating the required monitoring and ma nagement services, a remaining challenge is dealing wi th the conflicting requirements for openness and secur ity.
Open display networks offer the potential for abuse at three levels: offensive content, in-network attacks to subvert displays (for example, by an application deplo yed within the network that tries to access more scree n resources than it should), and traditional computer attacks, such as hacking and denial of service.
Indeed, viruses could someday target open display netw
orks and require specific countermeasures.
Situated Displays (1/2)
76
Openness does not stop at developers: public display systems should also be open to content from users. Allowing users to actively influence the content on their displays could increa se participation in—and the relevance of—such systems, alon g the lines of the Web 2.0 paradigm. How can we achieve simil ar participatory effects in the context of display networks?
Public displays in general are strongly situated artifacts de eply embedded in their specific physical, social, and cultura l circumstances.
This placement in relation to a location, situation, or set o
f circumstances is an essential element for their interpretat
ion and marks a key difference between a public display and s
imply carrying a mobile device.
77
An example of autopoiesic content. Passersby stop in front of a public display
running the FunSquare application, which shows self-generated situation-aware “fun
facts” that should stimulate discussion among viewers. In this example, a built-in
camera in the system has counted the average number of weekly viewers in front of
the display and compares the energy generated by that many human brains with the
energy used by an electric car to cover 100 km.
Situated Displays (2/2)
78
We also developed a software platform that support s the creation of “places”—public display profi les obtained from automatically sensed data and th e digital footprints generated by people who activ ely engage in interaction around a display.
Based on the information gleaned from these profil es, applications on the display can generate conte nt tailored to what’s going on near the display.
By detecting and aggregating the presence of nearb
y virtual pins, the display can reflect its viewer
s’ interests and preferences.
Privacy and Personalization (1/2)
79
To provide content relevant to passersby, displays must off er sophisticated personalization.
However, such personalization often raises privacy concerns in three broad disclosure areas: location tracking; the dis play of inappropriate or revealing content; and interaction with the display infrastructure.
To maintain any semblance of privacy, an approach that requ ires users to register with some sort of central server tha t will subsequently track their movements in front of world wide displays is not an option.
Instead, users should stay in control of their data and dec
ide for themselves when to personalize a particular display
and what information to provide to support this.
Privacy and Personalization (2/2)
80
Display owners open up their screens to content from trusted application providers, which can then persona lize the information they send to displays to suit th e set of users currently near the display without hav ing to disclose user identities to the display provid er.
Via publicly available maps of displays and their sup
ported applications, users can exploit self-positioni
ng technology such as GPS to decide which display the
y want to personalize and then trigger personalized i
nformation display via the applications to which they
have subscribed.
81
Instead of having to trust a potentially unlimited number of display providers, viewers in the Tacita Public Display Personalization System form trust relationships directly with application providers. The application provider keeps all personal information.
Similarly, display owners can rely on trusted application developers to provide quality personalized content for their displays.
Applicatio n
Display
Provides content
Requests content Wants access/
information Trusts
Owns
User Owner
Trusts Pro vid
es acc ess To dis
pla y Pr ov ide s p er so na liz at ion
da ta
82
This display shows personalized
weather
information for
three locations—the display’s home
location, a
randomly selected location, and a
location chosen by the user—to
support plausible deniability by
viewers.
Engaging Interaction (1/3)
83
To entice viewers and passersby to engage with
open display networks, interaction must be bot
h efficient and rewarding. Different interacti
on models are possible. For example, displays
can react to users walking by (implicit intera
ction) or users can decide to interact with th
e content currently displayed (explicit intera
ction).
Engaging Interaction (2/3)
84
A wide range of techniques for explicit intera ction are currently available, including media ted interaction (such as through a mobile phon e or other device) and direct interaction (suc h as using a touchscreen).
Although significant research has examined how
individual users can interact with displays,9
the problem of supporting interaction with mul
tiple displays for a potentially large set of
users is much less studied.
Engaging Interaction (3/3)
85
Providing such explicit means for interaction requires that users understand the basic mecha nisms for personalization and contextualizatio n to feel in control.
One key challenge is to how to arrive at an ap
propriate set of well-understood techniques fo
r confidently interacting with a wide range of
public displays.
Viable Business Models (1/4)
86
Traditionally, advertising-based business models h ave dominated public display installations, either with ads from the display owners or “space” on t he displays sold via ad brokers.
Display owners (or more specifically, the stakehol ders for the space in which the displays are deplo yed) have tended to adopt a conservative approach about displayed content as it has a direct impact on viewers’ perception of the physical space.
For example, the owner of a high-end shopping mall
would not want ads for low-cost bulk goods.
Viable Business Models (2/4)
87
Understanding the specific require-ments that
different business models place on pervasive d
isplay systems is a significant challenge that
will require input from both computer scientis
ts and business specialists.
Viable Business Models (3/4)
88
The opening up and globalization of display netwo rks will challenge these existing business models and attitudes relating to public displays.
Our experiences have shown that, with appropriate care, stakeholders can enter into new forms of tr ust relationships with content producers and open up their displays to content without requiring me chanisms to issue prior approval.
This is particularly significant as it suggests t
hat we can indeed overcome a major barrier to ope
n display networks.
Viable Business Models (4/4)
89
Understanding the specific requirements that d ifferent business models place on pervasive di splay systems is a significant challenge that will require input from both computer scientis ts and business specialists.
A specific challenge is how to support opennes
s while ensuring that the network provides app
ropriate safeguards for content producers’ ri
ghts management, censorship, and freedom of sp
eech.
Open Display Networks in Use (1/2)
90
How would an open public display network change our lives? Although the smartphone market’s rap id rise exemplifies how difficult it is to predi ct the implications of opening up an existing sy stem to user innovation, the effort of trying to extrapolate from our vision to a small set of in tegrated scenarios is probably worthwhile.
At a minimum, these ideas might act as seeds for
novel applications, as well as offer a hint of f
urther social and economic challenges that go we
ll beyond the technology itself.
Open Display Networks in Use (2/2)
91
Emergency services
Allowing emergency services to spontaneously appropriate displays to get information to citizens in a timely mann er could help in cases of natural disasters or terrorist incident.
Influencing behavior
Self-expression and personalization
Display networks might help channel this creativity and
desire for personalization. Street applications might em
erge that allow new ways of associating personalization,
identity, or membership. New types of interactive situat
ed games can similarly create new activities.
Summary
92
Our scenarios are designed to provide a glimps e of how an open public display network might emerge as a new communications medium for the 21st century.
We believe that the innovation required to ach
ieve this transformation can only take place i
f display networks move from their current, cl
osed model to a new, open one that supports co
ntent and applications from a wide range of so
urces.
93
Advertising on Public Displa
y Networks
Public Display Networks (1/2)
94
For advertising-based public display networks to become truly pervasive, they must provide a tangible social benefit and be engaging withou t being obtrusive, blending advertisements wit h informative content.
Advertising performs a vital function in socie
ty by conveying information about products and
services, which benefits both producers and co
nsumers. It is hard to imagine a modern capita
listic economy without it.
Public Display Networks (2/2)
95
Public displays are conceptually similar to comm ercial billboards and posters, which traditional ly contain little or no content besides advertis ing. A resulting challenge in creating public di splay networks is to make them attractive to vie wers while at the same time catering to other st akeholders’ needs.
Designers must consider two dimensions: how to p
resent content—through time or space multiplexi
ng, or in an integrated format—and whether the
user or system should initiate interaction.
Mixing Information and Ads
96
Interaction
type Time
multiplexing Space
multiplexing Integrated User-initiated Full-screen
advertising display that switches to a store directory upon being
touched
Browsable bus timetable with ads next to the schedule
Interactive ball game with a corporate logo attached to the balls
System-
initiated Looping
slideshow of various types of content including ads and
information
Ads and
information displayed side- by-side on the same screen
City map with embedded
restaurant ads
Content presentation mode
Success Factors
97
The most important factor in a public display
’s success is its location—in general, the m ore traffic (pedestrian or vehicular), the mor e attention it will attract. However, other gu idelines are important in designing and implem enting the system.
Quantifying user behavior
Measuring advertising performance
Attracting attention
Communicating interactivity
Motivating interaction
Content Presentation
98
Combining visual communication channels with o ther output modalities, such as audio, smell, and tactile feed-back, can create more powerfu l ads.
To realize such innovative experiences, advert
ising agencies and display providers will need
to collaborate with computer scientists in fie
lds ranging from human-computer interaction to
image processing to game design.
Sensing the User
99
Integrating various technologies with public d isplays can help obtain information about pass ersby as well as enable user interaction.
Touch technologies
Optical and audio sensors
Audience measurement and analysis
User interaction
Tradeoffs
10 0
Unlike mobile phones, public displays present d esigners with the choice of focusing on local a dvertising content or appealing to a global aud ience.
There are various tradeoffs to consider in desi gning public displays and in crafting advertisi ng content for such displays.
Calm versus engaging advertising
Privacy versus personalization
Local versus global advertising
Persuasion versus manipulation
10 1
Looking Glass used an interactive ball game to engage passersby.
10 2
Interactive displays’ form factor can strongly
influence levels of public engagement.
10 3
Digifieds, a digital classified ads platform, demonstrated that both content providers and users are interested in locally relevant
information and that under the right circumstances users are
willing to share sensitive data in a public space.
L O C A T I O N - B A S E D S E R V I C E S H A V E A T T R A C T E D
C O N S I D E R A B L E A T T E N T I O N D U E T O T H E I R P O T E N T I A L T O T R A N S F O R M M O B I L E C O M M U N I C A T I O N S A N D T H E P O T E N
T I A L
F O R A R A N G E O F H I G H L Y P E R S O N A L I Z E D A N D C O N T E X T - A W A R E S E R V I C E S .
10 4
Challenges and Business Models for Mob ile Location-based Services and Advert
ising
Key Insights
10 5
Professionals should be aware of technical- and busines s-related challenges as they develop solutions for locat ion-based services.
Location-based mobile advertising has potential to gener ate significant revenues leading to successful business models.
Awareness of multiple business models that can play key roles in mobile advertising—and how these models compar e to one another—would be essential in the successful d eployment of location-based services.
Professionals should also consider the imminent challeng
es as the develop and implement location-based services.
Location-Based Services (LBS)
10 6
Advertising Database
User Preferences
Specific Users Specific Locations
Mobile Advertising
Emergency Services
Wireless and Pervasive Infrastructure
Vendors/Dealers
Mobile Inventory/Product Location Tracking & Monitoring
Information on services, places, and mobile information services
Location-Info
10 7
Location- Based Services
Applications Required Quality of Service (QoS)
Information /
directory services
• Dynamic yellow pages that
automatically informs consumer of location of nearest hospitals,
restaurants, shopping malls and theatre, and ATM
• Nearest parking lot, drug store or gas Station
• Location accuracy of a tens of meters
• Response time of few seconds
• Need for high reliability (98%–99%)
Tracking and
navigation services
• Tracking of children, locating lost pets
• Locating friends in a particular area
• Tracking stolen vehicles, asset tracking
• Dynamic navigational guidance
• Voice-enabled route description
• Location accuracy of few meters
• Response time of few seconds
• Need for very high reliability (Goal should be 100%)
Emergency services
• Roadside assistance
• Search and rescue missions
• Police and fire response
• Emergency medical ambulance, E911
• Location accuracy of a tens of meter
• Response time of few seconds or less
• Need for very high reliability (Goal should be 100%)
Location- based
advertising
• Wireless coupon presentation, targeted & customized ads
• Marketing promotions and alerts
• Customer notification and
identification in the neighborhood store
• Location accuracy of few meters
• Response time of a minute
• Need for high reliability (98–
99%)
Characteristics of location-based services (1/2)
10
Types of LBS Characteristics 8
Person-
oriented LBS • Consists of applications where a service is user based
• User usually controls how location information is collected and utilized
Device-
oriented LBS
• Applications are external to user
• Person or the device located is not controlling the service
Push versus pullbase applications
• Push-based: information delivered to the mobile terminal (end user) automatically when certain event occurs
• Pull-based: Mobile terminal (end user) initiates the request
Direct versus indirect
profile
• Based on how the user profile is collected: directly from the user during the set up phase, by tracking the user’s behavior pattern or from third parties
• Security and privacy issues become critical to maintain user trust and to avoid fraudulent activities
Availability of profile
information
• Profile information requested on the fly or already
available to the LBS
Types of LBS Characteristics Mobility and
Interaction
• Range of mobility scenarios exist based on combinations of mobility of users and network components
• The level and type of interactions depend the mobility scenario
State of
interaction • Stateless interaction: Each request is an
independent transaction unrelated to previous request
• Stateful interaction: The LBS preserves the state across service requests (beneficial to for forecasting future transactions, requests and behavior)
Static versus dynamic
information source
• Static: Data about historical buildings and landmarks, places of attraction, hotels and restaurants, maps
• Dynamic: Information that changes with time (weather, traffic and road conditions)
Source of location
information
• Location information provided by the user or the network infrastructure or by a third party.
Accuracy of location
information
• Depending on the positioning technology used in the network infrastructure, different accuracy for localization request of mobile terminals result.
Characteristics of location-based services (2/2)
10
9
Various technologies for location-based services
11 0
Location management using sensor and RFID
Satellite-based location Tracking (GPS)
Location management in LANs/PANs
Location management in
3G/4G broadband wireless networks (802.16 and long-term-evolution) Wireless LAN
802.11
PAN
(Ad hoc network)
MSC
HLR/VLR
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MSC
HLR/VLR
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