jack - January 27th, 2012

Branded Augmented Reality Campaigns Provide High Engagement Metrics

The end of last year we partnered with SocialVibe and Deutsch to launch the “Anthem Blue Cross Webcam Exam” for Zynga’s network.   It was a branded engagement that used augmented reality to allow people to interact with three Doctor’s tools – if you’re interested you can read more about it here.   Today, I just wanted to share some of the data being released:

The average time spent with the Anthem Blue Cross ad is 76.1 seconds, Seventy-seven percent of consumers run through all three tools, and 71.6% of consumers click through to the landing page for more information after completing the interaction with the advertisement. (source)

Not bad numbers for an ad huh?

Below is a little visual walk-through of the experience…

jack - January 24th, 2012

A List – Augmented Reality And Venture Capital Funding

Investment in augmented reality development is one key to our industry’s success. So we thought we’d aggregate, and share a list of our industry’s “success stories”.  We’d like this list to not only be about the developers that are getting venture capital funding, but the large corporations that are validating the space by investing their resources/money towards AR as well.

As you can see, the space is starting to heat up.

We’ll try to update this list regularly, so please feel free to add anything I’m missing in the comments.

    • Total Immersion gets $5.5M to expand augmented reality (Link)
    • Layar Augments Reality With $14M in New Funding (Link)
    • Tonchidot Raises $12 Million Round B, Expands Augmented Reality/Social Gaming Platform SoLAR Globally (Link)
    • EU backs ST-Ericsson to deliver augmented reality (Link)
    • Google, Apple Making Augmented Reality Cool Amid CES (Link)
    • Microsoft And TechStars Launch Kinect Accelerator For New Kinect-Based Startups (Link)
    • Qualcomm opens submissions for its $200,000 Augmented Reality Developer Challenge (Link)
    • Blippar raises seed funding from Qualcomm for mobile augmented reality technology (Link)
    • Gamma III structures first round funding of Mobilizy GmbH (Makers of Wikitude) (Link)
    • HP Acquires Control of Autonomy Corporation (Makers of Aurasma) (Link)
    • Augmented Reality App Maker CrowdOptic Scores $500,000 In New Funding (Link)
    • More funding news in Poland: augmented reality game ShootAR is backed by IIF (Link)
    • 110 Stories: Augmented Reality Twin Towers iPhone App (Link)
    • GoldRun Scores Funding for Mobile Discovery/AR App (Link)
    • DARPA’s next-gen wearable display: augmented-reality, holographic sunglasses (Link)
    • AR Developers Ogmento Raise $3.5M for Augmented Gaming Apps (Link)
Updated 1/27/12
jack - January 12th, 2012

Ever Wish Your Car Had A Heads Up Display?

Are you kidding me?  A Heads Up Display (HUD) for my car…  just like a fighter pilot?  I’m in.  Wait… do we get missile lock too?

jack - December 8th, 2011

Augmented Reality “3D Virtual Fitting Rooms” — The Good & The Bad

Have you seen the coverage of these  “3D Virtual Fitting Rooms”?  Thanks to the power of the Microsoft Kinect several of these hacks products have entered the market over the past few months, and they’re getting a bit of media attention (wait, here’s another one that just launched yet is claiming to be the “first”).  Because of these articles, I’ve been asked by a few people for my thoughts on these 3D Virtual Fitting Rooms, hence the post below.  Hopefully this post will initiate a bit of dialogue among us, and whether you agree or disagree with me, I’d love for you to weigh in below.

So, without further ado, let me give you a run down of our thinking on 3D Virtual Fitting Rooms:

THE GOOD

  1. Depth Sensing Cameras – The cameras these executions are using are cutting edge and offer (developers) some huge opportunities to create compelling motion/gesture based user interfaces, and overall more sophisticated augmented reality user experiences. A depth sensing camera’s functionality is simply leaps and bounds more advanced than the average person’s webcam… it’s not even close. To borrow a Larry Miller quote: “It’s the difference between shooting a bullet and throwing it.”
  2. Powerful Hardware Systems – When we’re looking at In-Store 3D Virtual Fitting Rooms, developers are able to control the hardware that’s powering the experience. That means they can create significantly more powerful applications since they don’t need to build software for the hardware the average user has at home (like we do). This is definitely a benefit.
  3. Foot Traffic – These types of systems are pretty novel, and initially people will be interested in playing around with them. So if you’re one of the first stores to utilize the tech, you’ll probably generate a bit of extra foot traffic, and a bit of buzz.

THE BAD

  1. At Home Hardware & Penetration – All of these 3D Virtual Fitting Rooms claim to work in people’s homes. And technically, that’s possible. They can be made to work in a home, but I’m going to get right to the point: do you have a depth sensing camera at home? Probably not. In short, that means you can’t use the 3D Virtual Fitting Room.  The fact is PCs and connected TVs are a few years away from having depth sensing cameras integrated natively, so realistically your only opportunity to have a depth sensing camera at home is to own a Microsoft Kinect.  So, let’s assume you have a Microsoft Kinect at home — after all, as of March there were already 10 million units sold. First off, as we discuss consumer reach, is should be noted that that number pales in comparison to the PC numbers Intel noted recently: over 1 million computers are sold daily and there are 1.5 billion in use. Second, Microsoft hasn’t announced details around commercial licenses for the Kinect. And that’s important. Will a retailer have to pay 50 grand to create Xbox applications? Will Microsoft take 30% of sales and kill any margins? Will they even allow a third party shopping application on X-Box Live or will they “reject” them when submitted? These are all questions that today we don’t know the answers to. So, if only a minority of people even have potentially compatible hardware, and those that do have no ability to access the software… how can people realistically use a retailer’s 3D Virtual Fitting Room at home?
  2. Content Is King, And There Is No Content – This one will be quick: Manufacturers/Retailers don’t have 3D assets of their clothing items, and as of today 3D assets for augmented reality are cost prohibitive to produce. And without clothes, it’s not a very compelling “fitting room” is it?
  3. “Fit” Just Can’t Be Done – Even if retailers could create perfect looking 3D assets in a cost effective manner, these alleged “3D Virtual Fitting Rooms” can’t accurately portray fit (i.e. where a garment would actually bunch, hang, or bulge on a person’s very unique body), or provide shopper’s with the tactile feedback that’s such a key component of the “promise of fit”.
  4. What’s The Value-Ad For The In-Store Shopper? – Question: What exactly does the spate of 3D Virtual Fitting Rooms add to the current in-store shopping experience? It’s new… and different, sure. But does it truly help the shopper shop? Once they get past some initial “wow factor”, will it continue to add to the shopping experience? I mean, the actual dress is three feet away on a hanger. If they’re at home, I get it.  It can help them to better visualize what the item might look like on them.  But why would a shopper that’s in a store prefer to “hold up” a digital dress, rather than feel and interact with the real deal? They made the effort to leave their homes, and come to a store. Why would they then opt for an experience they could pretty much have at home on their laptop?

As I’m sure you can guess, in my opinion the “bad” outweighs the “good” for today’s crop of 3D Virtual Fitting Rooms. The technology is incredibly powerful but I think that the realities of the current marketplace make this technology an unwise investment for retailers.  To be honest, if a retailer has the luxury of being on a development timeline that lasts a few years and can afford some R&D, then my advice would change. But with budgets being tight, if a retailer wants to make an impact today, I think it’s way more prudent for them to start with a 2D experience online. It’ll cost less; will be easier to produce/execute; will be usable by significantly more of their shoppers; and, already has data to support its effectiveness.

As always, I’d love to hear your thoughts below…  And you can find me on twitter here.

 

jack - December 2nd, 2011

LAUNCHED: Two More Retailers Utilizing The Webcam Social Shopper

We’d like to introduce you to the two newest online retailers to license and launch our ecommerce augmented reality software, The Webcam Social Shopper (WSS):

K-BEE LEOTARDS – A U.S. based retailer of girl’s gymnastics leotards. (Link)


LAZY LAZY – Based in Denmark, it’s an online shopping centre, where unique brand shops (such as Diesel) are displayed side by side in their own unique environments. (Link)

 

We’re thankful to work with retailers that “get” that the future of ecommerce is social, visual and interactive. And as you can see, this isn’t just U.S. based thinking. It’s global. We now have clients in Russia, Italy, Poland, Denmark, the U.K. and of course the U.S. And we have retailers in Turkey, Brazil, Malaysia and the Czech Republic in production…

Speaking of being thankful, it is the season of giving, so we’d like to let you all know that for the next two weeks we’re offering (new) retailers a 90-Day risk free trial of WSS. So if you’re a retailer that’s interested in checking out what WSS can do for your shoppers, now’s the time to pull the trigger. Or, if you know someone that might be interested in this offer, please do us a favor and share this blog post with them.

For anyone that’s interested in licensing WSS, please contact us at info(at)Zugara(dot)com.

jack - November 29th, 2011

CNN Features Zugara In A Piece On AR & Online Sales

You gotta love it when you’re “randomly” checking out a video on CNN (because it’s titled “Augmented Reality Revamps Online Sales”) and you stumble upon the fact that a demo of your product is heavily featured.   Of course, it would have been nice to have actually been credited for our work…   All in all, it’s still an exciting day for us.  If you’re interested, the video is below (the section featuring the Webcam Social Shopper begins around 47 seconds in).

jack - November 21st, 2011

Who Does AR Better? Disney, National Geographic or Lynx?

This year we’ve seen some pretty cool “out of home” branded augmented reality executions.  Below are videos from Disney, National Geographic and Lynx showcasing their work.  As you’ll see, they are pretty similar in concept, and yet subtly different in execution.

It’s always fun to watch people’s reactions in these videos. Part amazement, part wonder and part pure joy.  I like all three executions, but personally, the National Geographic’s one is my favorite.  Admittedly, I’m a bit of a nerd about NatGeo (among other things).  I love that channel.  But I also love that they used some gesture controls to make the AR experience more interactive.

So what do you think?  Which one do you like best?  I’d love to get your thoughts below…

DISNEY

Highlight: According to Mashable “many of the character interactions are done live. That means that the characters can respond directly to how guests are moving and reactions from the crowds.”

NATIONAL GEOGRAPHIC

Highlight: Appears to include gesture controls, so people can interact and engage with the experience.

LYNX

Highlight: They did it first, before Disney or National Geographic.

jack - November 14th, 2011

AR Used To Teach Proper Breast Cancer Exam Technique

When it comes to Cancer, the importance of regular self examinations cannot be overstated. But, what’s the right way to administer those exams? The fact is, most people don’t know how to properly examine themselves, and many are too embarrassed to ask…

So we teamed up with Saatchi & Saatchi Mexico to create a Breast Cancer Awareness application for Olay that utilizes an animated silhouette (and a motion capture interface) to educate women on the proper technique to use when giving themselves a breast exam. All women need is the right Olay t-shirt and a webcam, and they are good to go.

This is yet another example of how augmented reality can be used to facilitate a particular experience, one that in this case educates in an interactive manner.

jack - November 11th, 2011

Another Augmented Reality Brand Engagement Goes Live

Hey Folks! Our newest augmented reality brand engagement is live, and you can check it out here. Unfortunately, we’re not cleared to discuss any of the details around the execution (in this blog) so this is going to be the extent of this post. But, you’re a smart crowd, so I’m pretty sure you’ll be able to figure it out once you click on the link above…

Note:  The engagement actually launches as a pop-up off the site, so please make sure you allow pop-ups on the page.

jack - November 3rd, 2011

Building Online Shopping Experiences Drives Offline Sales

One of the great things about ecommerce is that ROI has always been seemingly straight forward and easy to measure. All the necessary data is right there, at every retailer’s fingertips. They know what they invested, and they can measure the direct effect that that investment had on their business. But it turns out that in today’s marketplace, only measuring an online investment’s affect online no longer gives an accurate look into that investment’s true ROI. That’s because what retailers do online, directly affects whether or not they are driving sales in store too.

In a recent Forbes op-ed Raj Rao (global director, eCommerce and Digital Marketing, 3M Corporate Marketing) cites a ComScore report that states that 2/3rds of shoppers begin their shopping process online, usually on the retail site itself. The report also notes that nearly half of shoppers who begin their search on retail sites make a purchase in the physical store, while 40% transact online. Think about that. More of a retailer’s site visitors will end up purchasing in store, than on the actual site itself.  Obviously, measuring ROI is no longer as straight forward as it once seemed.

The data above, and his own experiences point Rao towards the following conclusion: “Marketers must rise to the challenge. The solution isn’t banner ads or page take-overs that consumers despise. Instead we need to do the hard work of true marketing and ask: What is the consumer experience at retail sites, and how can I positively impact this?”

It probably comes as no shock to you, but we here at Zugara agree with Mr. Rao. Today, online retailers are content providers. Publishers. And just like in any other content driven business, the retailers that produce the best content, the best experience, will win.  So what do you think?  What stores are “doing it right”?

(Warning: Shameless Self Promotion) Oh, and speaking of online shopping experiences… have you heard of our product: The Webcam Social Shopper? :-)

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