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Post-demographic consumption is evolving swiftly as a result of the twenty-first century's rapid technology improvements. It is now clear that people of all ages and in all marketplaces feel compelled to create their own identities rather than rely on consumption patterns defined by traditional demographic groupings based on age, gender, or income status (Liarokapis et al., 2004). Since then, advancements have resulted in the creation of the HoloLens by Microsoft, which works through integrated reality (IR), virtual reality (VR), and augmented reality (AR), a technology that allows people to perceive the world in a three-dimensional framework and thus assist them in working or studying. Considering the challenging nature of the lifestyle of students, psychologically impaired students, and the aged population, the use of IR, VR and IR is expected to augment software with hardware and enable the target markets to perceive better personalized learning processes.
One way of describing the application of the technology in personalized learning is the consideration that it allows for access of global information and the collective brand awareness. Consumers in almost all aspects of life increasingly have to refer to the products of the same megabrands. For example, the students studying in engineering and architecture fields often have to communicate with other students in the same field on a specific subject and through dedicated AL processor, the unity and familiarity with these issues is made even simpler (Pursel, 2010). The students can thus access the information from a variety of setting and which eases their educational process significantly.
It is also worth highlighting that the use of AR is expected to improve the ability to experiment with a wider variety of brand and in the process fuel the post-demographic personalization process. People having challenges in comprehending issues such as those suffering from Attention Deficit Hyperactivity Disorders (ADHD) and adults who are engaged in lifelong processes usually require access to a wide-range of information before they can be in a position to make use of it (Pressman, 2017). The expansion of predicts choice in reference to the learning aids for this group is massive and in the process allows for a greater access of online social networks that can aid in the groups interaction and learning ability hence enabling the group to identify with many brands including those which they cannot purchase, which makes learning easier for them.
Lastly, it is noted that the technology is also leading in the improvement of the desire element through enabling the target population to overcome the connection between financial resources and social status. It means that it is easier to access information that one desire regardless of one’s social status, as opposed to the trend where consumerism and status have been linked to acquisition (Paolis & Mongelli, 2016). For example, the chronically ill children or senior middle-class citizens often have a lower purchasing power but through the use of VR, one can perceive the new status symbols related to the issue they wish. There is a level the playing field for heath, sustainable lifestyle, and authenticity. Thus, the technology has improved the way the socially lower class perceive issues they desire.
In summary, the implementation of AR, IR, and IG technology through HoloLens enables the consumes in the target groups to pick and choose the products that they best identify with regardless of their demographic convention. The outcome means that students in school, those with learning disabilities, adults in lifelong learning, the chronically ill populations, and other groups can now fulfil the dream of desiring and acquiring what they need in their lives.
Liarokapis, F., Sylaiou, S., Basu, A., Mourkoussis, N., White, M., & Lister, P. F. (2004). An Interactive Visualisation Interface for Virtual Museums. VAST 2004 The 5th International Symposium on Virtual Reality Archaeology and Cultural Heritage, 47–56. http://doi.org/10.2312/VAST/VAST04/047-056
Paolis, D. L. T., & Mongelli, P. (2016). Augmented Reality, Virtual Reality, and Computer Graphics. Third International Conference.
Pressman, A. (2017). Microsoft Is Designing Its Own AI Chips for the Next HoloLens. Fortune. Retrieved from http://fortune.com/2017/07/24/microsoft-ai-chip-hololens/
Pursel, B. (2010). Information, People, and Technology. Information, People, and Technology B.
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