Author Archive

matt - Monday, April 16th, 2012

Amazing Tupac Hologram at Coachella Music Festival

There’s debate as to whether holograms are technically augmented reality but either way, the advances with hologram technology are simply amazing.   Japanese virtual star, Hatsune Miku, has been selling out real concerts and you can view that embedded video below.  But, even more impressive (and albeit a tad creepy) was the recent hologram of Tupac performing with Dr. Dre at the Coachella Music Festival.  You can view that video here or also embedded below.

HATSUNE MIKU

TUPAC

 

matt - Tuesday, July 5th, 2011

Webcam Penetration Rates & Adoption

With the surge in online Augmented Reality, we often get asked, “How many people actually have webcams?” Given webcams are becoming a standard accessory to new laptops (and desktops) we’ve spent some time compiling numbers that we’d like to share:

  • 79% of laptops now have webcams. (source: PC world)
  • 72% of 18-20 year olds own a laptop. (source: Pew Internet & American Life Project)
  • 83% of college students own a laptop. (source: Student Monitor)
  • More than 50% of Gen Y owns a webcam. (source: Cisco)
  • As of March 2011, more than 40% of Skype minutes involve video to video calls (source: Skype)

Furthermore, on recent web-based Augmented Reality projects we’ve launched both on our own (Cannonballz) and for clients, we’ve seen on average approximately 78% of users with webcams enabled.

With the continued growth of video chat and Augmented Reality, it’s an inevitability that webcam’s will be a standard of any PC experience in the near future.  Though most web-based Augmented Reality is a solo experience, with the growing popularity of video chat, we can expect to see Augmented Reality evolve to a one-to-one and even one-to-many proposition.  The following press announcements from Google, Facebook and Skype help to show how video chat is integrating itself into the social experience:

Social Media is all the rage now, but interactive video chats will help evolve conversations and collaboration to an even more real-time experience.  If you haven’t seen our ZugSTAR prototype, take a minute to check it out below to see how the interactive video chat experience can work from anything to Virtual Dressing Rooms to Telemedicine.

matt - Sunday, May 22nd, 2011

Is 3D Projection Mapping Really Augmented Reality?

Augmented Reality has become a term now that’s an umbrella of sorts, covering everything from gestural interaction to projection mapping.  AR has now gone beyond it’s literal definition of “animations in a live video feed”.  When the animations occur outside of a video feed (or mobile device), is it not still augmenting one’s view of reality?  Most projection mapping occurs under optimal circumstances (i.e. very dark areas so the projection can be seen) and is, at it’s core, an engagement mechanism (i.e. advertising).  However, it does appears that the technology is evolving for more beneficial uses for the consumer such as mapping features of a car in a showroom so a prospective buyer can see the technical and mechanical benefits – inside and out.

Wherever you fall on this thought, you can’t deny that 3D Projection Mapping is continuing to evolve with some very engaging examples.  The best two I’ve seen to date are for Lexus and Toyota…embedded below.

matt - Tuesday, March 22nd, 2011

Teen Girls View Shopping As Entertainment

eMarketer recently had an interview with Catherine Moellering who runs the Tobe Report, a fashion industry publication that forecasts trends.  There were a few important insights on Teen Girls and their shopping habits that are listed below:

  • Teen girls are motivated by what their peers are doing and what they’re wearing
  • You have to find a way to engage this consumer (teen girls) and keep her involved beyond sales promotions and coupons
  • It’s really about providing the tools on your site so girls will start to associate you, the retailer, as a great place for putting together their prom look

Bottom line – its important to engage the teen girl shopping demographic with social media, innovative tools, and other emerging media/tech they use in their lives.  You can read the interview here.

matt - Monday, March 21st, 2011

Microsoft’s Advances With The NUI

Fascinating video from Kinect Hacks showing what Microsoft’s been working on with Natural User Interfaces (NUI). How soon this will be a reality is unknown, but it’s definitely making the future look that much cooler…

matt - Monday, March 7th, 2011

Augmented Reality – What Marketer’s Need To Know

This is an op-ed written by Matthew Szymczyk, CEO of Zugara, that was originally published in AdAge on February 28, 2011. The entire article can be found here.  You can also read the full article below:

Augmented reality — that’s just one of the latest marketing catchphrases, right?

The traditional definition of augmented reality, or AR, refers to the overlay of digital information on a live video feed. If you’ve watched an NFL game on TV and have seen the superimposed 10 yard, first-down line, that’s AR. AR has also started to encompass other areas such as gestural control and motion capture. Microsoft’s Kinect is one example of gestural control where you see yourself in the actual game on TV and interact with it by movement and gestures.

What isn’t augmented reality?

AR is not virtual reality or Second Life 2.0. AR at its most basic form is using digital to enhance your real-world user interfaces and experiences. All you’re doing is “augmenting” your viewable surroundings with digital information.

What brands are using AR?

While many brands such as GE, Nestle, Lego and others have been using AR, there are certain brands and products for which AR might not be a good fit. Don’t force AR onto your product if it doesn’t seem like a natural fit, and think through the consumer experience.

What’s the ROI of AR?

Don’t count on measuring its “click-through rate.” As with any emerging technology, there’s the question of ROI and how to measure it, and you’re likely to have different measures depending on the program and the goals of the program. For example, AR can be used to enhance product training, and you might measure its success by whether it increases user satisfaction with the product. For marketing, there are already signs that AR has increased awareness and engagement for certain product campaigns. In addition, AR can be used to increase purchase conversions in e-commerce and drive purchase intent at retail.

How does AR fit into my digital planning?

When using any digital technology or media, it’s important to develop your digital strategy first. Why do you want to use AR? What are your objectives? Are you planning for engagement, awareness, etc.? If you’re unclear on how AR can be used effectively, contact an AR company or specialist that can help you develop a proper strategy. Using AR solely for a PR play won’t work anymore.

So is it just a fad or here to stay?

Like every emerging medium, there is hype around a new technology that often outpaces the current technology’s limitations. Mobile AR is one area right now where the limitations of mobile technology don’t match brand or consumer expectations for mobile AR. Forrester recently released a report on the mobile-AR ecosystem and uncovered similar findings — that mobile AR isn’t ready yet. It also found that web- and kiosk-based AR are much more mature and more practical right now for a brand’s AR initiatives. Naturally, as a company that specializes in AR, we believe AR is here to stay.

Wait, what’s with the different kinds of AR — web, kiosk and mobile?

Yes, there are three types:

WEB-BASED AR

uses a consumer’s PC and webcam to offer an enhanced experience often via a marker, image or through motion capture.

Examples: GE’s Plug Into the Smart Grid is a great example of web-based augmented reality. This online execution allowed users to hold up a piece of paper — called a “marker” — to their computer’s webcam and see themselves holding an animated model of a smart grid on the screen. There’s also the Fashionista dressing-room app we created for online fashion boutique Tobi, which lets you “virtually” try on clothing items using your webcam and a marker on a printed piece of paper. Once you’ve “tried on” the outfit you want to see yourself in, you can send the image to friends via social media and ask them for tier opinion.

Pros: It delivers the greatest global reach for AR, especially when using Flash, as it doesn’t use a plug-in or download, it’s generally lower cost, and social media can easily be integrated.

Cons: You have to develop for minimum PC requirements, and it requires the user to have a webcam.

KIOSK-BASED AR

is similar to web-based AR, but often runs more powerful AR applications using 3D or facial tracking.

Example: At a store in downtown Orlando, shoppers can hold up a boxed Lego set to an in-store kiosk, and the kiosk will show an image of them holding the kit as it looks when put together.

Pros: Kiosk AR can leverage multiple processors –more powerful than the typical at-home PC — for multiple uses, such as out-of-home or point-of-purchase marketing. It also doesn’t require a user to create a marker or have a webcam.

Cons: Higher cost, fixed location, usually no internet access.

MOBILE AR

uses the viewfinder on a mobile phone to show enhanced digital information in your surroundings.

Examples: The iButterfly app, created in Japan by Dentsu, lets you track and find digital butterflies using your iPhone GPS and camera. Hold your iPhone camera up at appointed spots and when you look at your surroundings through the camera, you’ll see animated butterflies flapping by. Each iButterfly contains coupons for nearby businesses. In another example, World Lens lets you use your smartphone to translate printed words. Hold the camera phone up to a sign in Spanish and it’ll translate it to English.

Pros: Mobile AR can leverage location, and smartphone adoption is rising, increasing its potential reach.

Cons: You’re dealing with a fragmented development environment, as some smartphones run on the iOS platform, others on Android and still others on Windows or Blackberry; and limited processing power and battery life can be restrictive. Additionally, there can be user-interface/user-experience issues and the hype around this type of AR is out of control.

Where can I find AR companies?

Though AR is a relatively new technology, some companies have been building software and innovating in the space for awhile. There’s even an AR Consortium that lists many of the players in the industry.

In addition, there’s an annual AR event called ARE that’s held in Santa Clara, Calif., and features many, if not all, of the major AR companies. It specifically focuses on business, marketing and technology tracks and issues at hand for the AR industry. There is also an exhibit hall where AR companies show off their latest technology.

What are some AR words and phrases I need to know?

Facial tracking: Webcam can track the face for object placement and orientation.
Facial Recognition: Webcam can detect the face and in some cases, recognize the user (Gender, age, etc.)
Marker: Black-and-white image that resembles a QR code. This is used so the webcam can recognize size and positioning of the asset in relation to the webcam.
Image recognition: Using an image (i.e., packaging or logo) that the webcam and software can recognize and identify in lieu of the marker.
Example: Google Goggles.
Motion capture: The webcam can detect areas where movement occurs.
Gestural control: More advanced than motion capture where the system can identify the body and gestures. Example: Microsoft Kinect.
Natural user interface (NUI): Term used to identify the evolution of the mouse/keyboard input to natural gestures and interaction with a computer. Think “Minority Report” and “Iron Man 2.” And with 8 million Kinects sold in two months, Generation Y and Z are now starting to interact with computers through the NUI. As some of us old geezers (Gen X and baby boomers) are just getting accustomed to touchpad interfaces, the younger generations are already getting primed on the next human-to-computer interaction evolution.

matt - Monday, February 21st, 2011

Mike Tyson’s Punchout + Kinect = AWESOME!

From Kinect Hacks is another hack showing how old school NES game Mike Tyson’s Punchout can work with Kinect.  Now imagine what this will do for previous game titles.  Hopefully somebody doesn’t get Kinect working with MAME or I’ll never be seen or heard from again…

matt - Friday, February 4th, 2011

Kinect Fail Videos – Some People Aren’t Ready For The Natural User Interface…

Here’s some videos of some lighthearted moments where people are getting familiar with the new Natural User Interface (NUI) on Kinect…Nobody said adoption of a radical new gestural interface would be easy :-)

matt - Thursday, February 3rd, 2011

VW The Force – Keeping The 60-Second Spot Alive On YouTube

Though we usually blog about Augmented Reality, once in awhile an ad comes along that justifies (or keeps alive)  the 60 second spot…at least on YouTube.  3 Million Views (and counting) in 1 day…

matt - Tuesday, February 1st, 2011

Mobile Augmented Reality Overhyped; More Opportunity With Web & Kiosk AR; Great Potential For E-Commerce – Forrester

The blog post below initially ran on AdAge last Friday, January 28th and you can view the actual post here.  It’s no secret how we feel about the current crop of Mobile AR apps being overhyped to the point they’ll damage credibility for the entire AR industry, but read below and let us know your own thoughts on whether or not you agree…at least we’re content knowing Forrester Research shares the same opinion…

We get quite a few inquiries involving mobile AR and pass on most of them. Why? For starters, we don’t feel like we should waste potential clients money.  There’s a gaping gulf between the practicality of current mobile AR and what’s shown in marketing driven or concept videos.  A great example of this is World Lens.  If you haven’t yet checked out this AR tech it’s a concept that is game changing – it will literally translate Spanish text into English text in your mobile viewfinder when you load the app and point your viewfinder at text.  But there’s a problem when you view the promise of the video and actually try the current execution.  I’ve tried the app and though the potential is unlimited for this technology, the experience is subpar.  I’ve included the marketing video for World Lens below and I suggest you watch that and then read this review from ReadWriteWeb which did a more formal review of the app itself.  In short, the execution doesn’t live up to the concept video and current user reviews on iTunes reinforce that.

Though World Lens is the type of mobile AR app that promises utility and will likely be game changing once the kinks are worked out, it’s the current crop of “iPhone Lite AR” mobile AR apps that have fueled the level of hype for AR that will be hard to overcome.  Though iTunes created an Augmented Reality section for these types of apps, most of them aren’t even true AR.  Most of them involve using a stationary image you place via your viewfinder on an object or use the viewfinder itself as the backdrop for the app.  The Star Wars Falcon Gunner game is a great example of this.  Is it true AR? Not really.  Though this is a fun game, when you use the AR option, it’s basically removing the Death Star in-game background and replacing it with your real world viewfinder background.  There’s no additional interaction from the game with the real world background so it really is “Lite AR” in that the AR function itself doesn’t provide any additional gameplay value or interaction.  Most of the iPhone Mobile AR games also use this same approach and it’s not helping to advance the mobile AR field one bit.  In fact it’s hurting the field and leading to underwhelming consumer expectations of mobile AR.

A recent research report from Forrester sums up what we’ve been saying for the last 2 years – that mobile augmented reality is very overhyped and not ready for primetime.  We’ve blogged numerous times about issues and limitations of mobile AR – processing power, battery life, development fragmentation (iOS / Android) and so on.  Though everybody in the AR industry will agree that mobile AR will one day become the focal point of all AR, it’s not there yet and won’t be for another few years.  We’ll likely start seeing some innovation in the mobile AR area in 2011 but it likely won’t be until 2013 or so that mobile AR really starts reaching its potential.

However, there are some mobile AR executions that do show potential and where the mobile AR field is headed.  Layar is the most prominent mobile AR developer and they’re doing some interesting things with their platform mostly as it pertains to enhanced information.  And I’m referring to executions like showing where the Berlin Wall used to be when visiting Germany vs. overlaying directional information in the mobile viewfinder which is still inaccurate and limited to current mobile handset technology.  Two of my other favorite mobile AR apps include Sunseeker and iButterfly and show that utility based AR applications can be developed with current technology.

The press often assumes that all of AR is mobile AR. But it’s not.  As even Forrester points out, web and kiosk based AR executions are much further along in terms of consumer adoption and you’ll likely see more of these executions in 2011 than others:

“According to Mr. Husson, mobile augmented reality applications are not delivering. There are more significant short-term opportunities to tap into with Web-based and kiosk-based augmented reality solutions and there is great potential for the technology in ecommerce.”

There’s a reason why web and kiosk based-AR is more practical for your brand right now.  With the web, you have the greatest reach for your AR application especially when you develop with Adobe Flash to obtain the greatest reach without the need for a proprietary plug-in.  And with kiosks, you have greater processing power and removal of consumer barriers (i.e. markers, webcams) to achieve innovative and engaging executions for retail, OOH, POP and event marketing. But with mobile you still have the limitations I listed above that are not going to be overcome in 2011, much less 2012.  Though tablets might provide some innovation in the mobile AR arena, web and kiosk-based AR will likely be your best bet for any AR initiatives you’re targeting to develop.  Even Connected TV sets and gaming devices that offer webcam functionality will likely be a more developed and practical platform for AR than mobile.  Microsoft Kinect with 8 million sales in it’s first 60 days is already showing quick adoption of AR in the digital living room.

In final, the PR value for AR is diminishing quickly for brands and doing an AR application or initiative just to do it, does not make sense anymore.  If I had a nickel for every inquiry we get where “I want to have the consumer point their phone at an old car and change it into X brand”, well I’d be able to buy a 99 cent mobile AR app.  AR can be a very useful technology for many different areas and industries and it’s contingent on brands and their agencies to look to utility, practicality and value over quick PR and concept reels for their AR needs.

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