Development of Digital Squeeze Frame as Creative Media Advertisement for Metaverse
- DOI
- 10.2991/978-94-6463-364-1_26How to use a DOI?
- Keywords
- squeeze frame; digital advertising; metaverse
- Abstract
Marketing in selling products through certain channels and disseminating services and ideas is called Advertising. There are several problems within advertising on television one of which is zapping occurs when the audience switches to other channels while the ad is running. According to one study, approx one third of TV ad viewers have the potential to switch channels when an ad is broadcast. Because of that, there are several ways to advertise, one of which is squeeze frames, advertisements that appear during the program and will shrink image on television without changing the aspect ratio, so blank spots will be created elbow-shaped (L), and in the empty area it is used to put information and promotions, but not only in the form of an elbow (L) but also (U) or just a beam under when the event takes place, and shapes other. That way advertisers can use squeeze frame ads to avoid zapping as ads will be served during the program. The existing squeeze frame ads currently only use 2-dimensional assets and typefaces with pop-up and exit animations, with technology developments include 3D animation which used to be difficult become easier. In according with the development of technology, advertising not only on a real world, but also on the virtual world, Metaverse. With the existence of Metaverse and various technological devices supporters, it is very possible for users to feel the sensation of being in a very real virtual environment. Digital squeeze ad graphic development frames become 3D then digital advertisements can be displayed to the virtual world 3D digital advertisements will later contain public service advertisements will be tested on one of the metaverse platforms namely Decentraland. Testing the results of digital advertising will be measured by color using vectorscope.
- Copyright
- © 2024 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Novita Astin AU - M. Hasbi As Siddiq AU - Rachmat Santoso PY - 2024 DA - 2024/02/17 TI - Development of Digital Squeeze Frame as Creative Media Advertisement for Metaverse BT - Proceedings of the International Conference on Applied Science and Technology on Engineering Science 2023 (iCAST-ES 2023) PB - Atlantis Press SP - 267 EP - 275 SN - 2352-5401 UR - https://doi.org/10.2991/978-94-6463-364-1_26 DO - 10.2991/978-94-6463-364-1_26 ID - Astin2024 ER -