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    Sea Hero Quest Virtual Reality (Film Case)短视频广告营销案例

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    海上英雄任务虚拟现实 (电影案例)

    案例简介:继 2016年推出的手机游戏《海上英雄探索》取得惊人成功后,今天德意志电信和萨奇 & 萨奇伦敦推出了世界上第一个以消费者为中心的虚拟现实 (VR)任何人都可以通过游戏帮助科学家对抗痴呆症的游戏。海洋英雄探索虚拟现实旨在利用虚拟现实游戏的力量,通过帮助进一步提高我们对空间导航的理解来帮助痴呆症的研究,从而理解痴呆症的最早症状之一。随着德国电信继续通过技术联系人们下一次迭代代表了德意志电信的 # gameforgood 倡议的第二部分,以及它继续致力于推动技术边界来解决一些社会最大的问题,让人们的生活变得更好。海洋英雄探索虚拟现实为科学家提供了对海洋英雄探索手机收集的数据进行交叉验证的机会。他们将利用移动游戏收集的丰富数据集,利用最新的虚拟现实技术,更深入地了解人类空间导航 behaviours。提供比手机游戏精确 15 倍的数据,海洋英雄探索虚拟现实将使科学家们离帮助医生更早发现痴呆症更近一步。这是一个重要的发展,这可能会提供尚未开发的诊断工具的格式。仅仅花 2 分钟玩海洋英雄任务虚拟现实收集相当于 5 个小时的实验室研究。基于虚拟现实的实验已经存在,然而,这一举措标志着这一研究首次为大众市场消费者设计,能够从他们自己舒适的家中提供急需的科学数据。 “Sea 的海上英雄探索移动给了我们一个前所未有的数据集的规模,VR 游戏允许我们在人口水平上测量空间导航能力,它允许我们在此基础上以更高的精度测量人类微妙的行为反应。伦敦大学学院的雨果 · 斯皮尔斯博士解释道。“通过海洋英雄探索虚拟现实,我们也能够复制高度可信的基于实验室的实验,如“ 莫里斯水迷宫 ”(2016“ 大脑奖 ”的获胜者) 这不会很好地转化为视频或手机游戏格式。虚拟现实的直觉性质意味着这项研究可以向那些可能无法掌握手机游戏功能的人开放 -- 例如,一些患有晚期痴呆症的人。"

    海上英雄任务虚拟现实 (电影案例)

    案例简介:Following the astounding success of the mobile game Sea Hero Quest, launched in 2016, today Deutsche Telekom and Saatchi & Saatchi London launches the world’s first consumer focused Virtual Reality (VR) game where anyone can help scientists fight dementia through gameplay.Sea Hero Quest VR aims to harness the power of VR gameplay to aid dementia research by helping to further advance our understanding of spatial navigation, and therefore understand one of the earliest symptoms of dementia.As Deutsche Telekom continues to connect people through technology this next iteration represents the second instalment in Deutsche Telekom’s #gameforgood initiative and its continued commitment to pushing technological boundaries to solve some of society’s biggest problems, transforming people’s lives for the better.Sea Hero Quest VR presents scientists with the opportunity for cross validation of the data collected by Sea Hero Quest mobile. They will build on the rich data set collected by the mobile game by using the latest in virtual reality technologies to gain greater insight into human spatial navigation behaviours.Providing data that is 15x more precise than that of the mobile game, Sea Hero Quest VR will bring scientists one-step closer towards helping doctors detect dementia earlier. An important development, this is likely to provide the format of a diagnostic tool yet to be developed.Just 2 minutes spent playing Sea Hero Quest VR collects the equivalent of 5 hours of lab based research.VR based experiments within a lab-based setting are already in existence, however this initiative marks the first time that such a study has been designed for a mass market consumer audience, able to provide much needed scientific data from the comfort of their own home.“Whilst Sea Hero Quest mobile gave us an unprecedented data set in terms of its scale, allowing us to gauge spatial navigation abilities at a population level, the VR game allows us to build on this by measuring subtle human behavioural reactions with much greater precision.” explains Dr. Hugo Spiers, of University College London. “With Sea Hero Quest VR we have also been able to replicate highly credible lab based experiments such as the ‘Morris Water Maze’ (winner of the 2016 ‘Brain Prize’) that would not translate well to video or mobile game format. The intuitive nature of VR means that the study can be opened up to those who might not be able to grasp the function of the mobile game – some people with advanced dementia for example.”

    Sea Hero Quest Virtual Reality (Film Case)

    案例简介:继 2016年推出的手机游戏《海上英雄探索》取得惊人成功后,今天德意志电信和萨奇 & 萨奇伦敦推出了世界上第一个以消费者为中心的虚拟现实 (VR)任何人都可以通过游戏帮助科学家对抗痴呆症的游戏。海洋英雄探索虚拟现实旨在利用虚拟现实游戏的力量,通过帮助进一步提高我们对空间导航的理解来帮助痴呆症的研究,从而理解痴呆症的最早症状之一。随着德国电信继续通过技术联系人们下一次迭代代表了德意志电信的 # gameforgood 倡议的第二部分,以及它继续致力于推动技术边界来解决一些社会最大的问题,让人们的生活变得更好。海洋英雄探索虚拟现实为科学家提供了对海洋英雄探索手机收集的数据进行交叉验证的机会。他们将利用移动游戏收集的丰富数据集,利用最新的虚拟现实技术,更深入地了解人类空间导航 behaviours。提供比手机游戏精确 15 倍的数据,海洋英雄探索虚拟现实将使科学家们离帮助医生更早发现痴呆症更近一步。这是一个重要的发展,这可能会提供尚未开发的诊断工具的格式。仅仅花 2 分钟玩海洋英雄任务虚拟现实收集相当于 5 个小时的实验室研究。基于虚拟现实的实验已经存在,然而,这一举措标志着这一研究首次为大众市场消费者设计,能够从他们自己舒适的家中提供急需的科学数据。 “Sea 的海上英雄探索移动给了我们一个前所未有的数据集的规模,VR 游戏允许我们在人口水平上测量空间导航能力,它允许我们在此基础上以更高的精度测量人类微妙的行为反应。伦敦大学学院的雨果 · 斯皮尔斯博士解释道。“通过海洋英雄探索虚拟现实,我们也能够复制高度可信的基于实验室的实验,如“ 莫里斯水迷宫 ”(2016“ 大脑奖 ”的获胜者) 这不会很好地转化为视频或手机游戏格式。虚拟现实的直觉性质意味着这项研究可以向那些可能无法掌握手机游戏功能的人开放 -- 例如,一些患有晚期痴呆症的人。"

    Sea Hero Quest Virtual Reality (Film Case)

    案例简介:Following the astounding success of the mobile game Sea Hero Quest, launched in 2016, today Deutsche Telekom and Saatchi & Saatchi London launches the world’s first consumer focused Virtual Reality (VR) game where anyone can help scientists fight dementia through gameplay.Sea Hero Quest VR aims to harness the power of VR gameplay to aid dementia research by helping to further advance our understanding of spatial navigation, and therefore understand one of the earliest symptoms of dementia.As Deutsche Telekom continues to connect people through technology this next iteration represents the second instalment in Deutsche Telekom’s #gameforgood initiative and its continued commitment to pushing technological boundaries to solve some of society’s biggest problems, transforming people’s lives for the better.Sea Hero Quest VR presents scientists with the opportunity for cross validation of the data collected by Sea Hero Quest mobile. They will build on the rich data set collected by the mobile game by using the latest in virtual reality technologies to gain greater insight into human spatial navigation behaviours.Providing data that is 15x more precise than that of the mobile game, Sea Hero Quest VR will bring scientists one-step closer towards helping doctors detect dementia earlier. An important development, this is likely to provide the format of a diagnostic tool yet to be developed.Just 2 minutes spent playing Sea Hero Quest VR collects the equivalent of 5 hours of lab based research.VR based experiments within a lab-based setting are already in existence, however this initiative marks the first time that such a study has been designed for a mass market consumer audience, able to provide much needed scientific data from the comfort of their own home.“Whilst Sea Hero Quest mobile gave us an unprecedented data set in terms of its scale, allowing us to gauge spatial navigation abilities at a population level, the VR game allows us to build on this by measuring subtle human behavioural reactions with much greater precision.” explains Dr. Hugo Spiers, of University College London. “With Sea Hero Quest VR we have also been able to replicate highly credible lab based experiments such as the ‘Morris Water Maze’ (winner of the 2016 ‘Brain Prize’) that would not translate well to video or mobile game format. The intuitive nature of VR means that the study can be opened up to those who might not be able to grasp the function of the mobile game – some people with advanced dementia for example.”

    海上英雄任务虚拟现实 (电影案例)

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    Sea Hero Quest Virtual Reality (Film Case)

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