” We are a few years away from an economy based on fun,” says consultant @marwschaefer. Games are the newest layer of engagement after augmented reality, mobil and social.
(via The future of business: Six layers of customer engagement)
” We are a few years away from an economy based on fun,” says consultant @marwschaefer. Games are the newest layer of engagement after augmented reality, mobil and social.
(via The future of business: Six layers of customer engagement)
Orville Redenbacher’s Tries Augmented Reality on Facebook | ClickZ
Augmented reality marketing has proven its durability in recent weeks, with Volkswagen, Bratz Dolls, and now Orville Redenbacher’s making use of the technology.
A game launching today on the ConAgra brand’s Facebook page invites people to enable their webcams, mark the position of their mouth in a video mirror image of themselves, and then contort their necks to “catch” the puffed kernels as they fall like snow on the screen.
Called “Pop Cam,” the game was created by Possible Worldwide - which has held the Orville Redenbacher’s account for more than four years (back then the agency was called Bridge). Aimed in part at Facebooking moms navigating the treacherous waters of family snacking, it continues an ad strategy embraced last spring, when TV, Internet, and mobile ads began touting popcorn’s health credentials (whole grain, high fiber, low sodium - that is until you shower it with salt).
Augmented Reality in Macy’s Dressing Rooms
I love the idea of using AR as a virtual dressing room.
“Using a unique blend of augmented reality, app technology, and social media, Macy’s and LBi have re-invented the dressing room experience for New Yorkers visiting Macy’s Herald Square store.
Customers enter a dressing booth outfitted with with a 72-inch multi-touch mirror and an iPad. The customer then selects clothing from the iPad application and transfers the items on their body’s image on the mirror with a flick of the wrist. Naturally, photos of customers in various outfits can be shared on their social network using emails or SMS.”
(with the purpose of getting live feedback from their friends).
(via trendd: PSFK » Macy’s Rethinks The Fitting Room Experience)
A new report from Juniper Research has found that an increasing number of leading brands, retailers and mobile vendors are investing in mobile augmented reality (AR) applications and services, with global revenues expected to approach $1.5 billion by 2015.
According to the announcement, the report found that the installed base of AR capable smartphones had increased from 8 million in 2009 to more than 100 million in 2010, while at the same time, AR apps – initially the preserve of smaller development companies and/or researchers at technological institutes – were now increasingly created/facilitated by the larger players.
The Mobile Augmented Reality report highlighted several developments that were key in this regard:
According to report author Dr Windsor Holden, “One of the key benefits from this heightened activity is the fact that it generates press interest and public awareness: even if consumers don’t necessarily understand how it works, they can see real life examples of AR in action. Likewise, it serves to generate wider interest amongst brands and developers who can see potential applications for AR technology; it educates the market.”
However, the report warned that both developers and consumers had yet to be convinced that AR apps were more than “gimmicks” or offered much in the way of customer retention, given that many early deployments featured an AR element that had been added at the last minute to a pre-existing app, or else the use of AR was limited and failed to engage with the end user.
The Mobile Augmented Video Whitepaper and the Mobile Augmented White Paper is available to download from the Juniper website together with further details of the study ‘Mobile Augmented Reality: Opportunities, Forecasts & Strategic Analysis 2011-2015’.
Source; GPS World
Total Immersion Augmented Reality Demo Reel 2010
What is AR? Where the physical world and 3D digital worlds come together and become smarter.
Join the Smarter Leaders Augmented Reality project on Tagwhat — the first augmented reality creation and distribution system — as part of the launch of the 2010 CEO Study Student Survey.