Posts Tagged ‘iButterfly’

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.

jack - Thursday, September 30th, 2010

Mobile AR is Sexy, But is it Practical?

I read a lot (which probably shocks those of you that know me) of articles, blog posts and the like on Augmented Reality (AR). And it’s interesting to me how much buzz Mobile AR is getting. In fact some articles seem to think that Mobile AR and AR are synonymous… that is, they seem to discuss it as if it’s the only type of AR. There’s some great work being done around the world with Kiosks and Online, yet everyone seems enamored with mobile. Ordinarily, I wouldn’t have much of an issue with that (“a rising tide lifts all boats”), but the problem for me, is that the buzz/hype is disproportionate to the near term practicality of the medium. I feel as though you brand and agency folks reading this might be getting a touch misled. The fact remains it just doesn’t make sense for most of you to do a Mobile AR campaign today. In a few years, it will be different (hopefully. I mean remember how it was “the year of mobile” in 1999, and 2000, and 2001, and 2002, and 2003….). But we aren’t talking about 2015 right now, we’re talking about 2010.

Now before I discuss the reasons I feel this way below I just want to make it clear that if you’re doing something with mobile that’s incredibly cool and your main goal is to get press, then my points aren’t applicable. I’m really only focusing on the brands/agencies that want to engage their consumers.

Now let’s get down to it. I think the main reason Mobile AR isn’t practical comes down to primarily two reasons: Technical Issues, and Consumer Reach.

TECHNICAL ISSUES

I wrote at length last August (2009) about the Technical Issues, specifically the inaccuracies of Civilian Grade GPS and the Compasses that are installed on smartphones. So I won’t rehash that here even though the points are still valid a year later (If you want to read that post though, please click here). I would like to bring up a new point briefly though, and that’s Data Accessibility. Simply put, the networks aren’t fast enough yet and web content loads too slow to provide a reliable and satisfying experience for mobile users. That’s not just my opinion, according to an eMarketer report that came out this morning 29% of people feel that the biggest problem with accessing the mobile web is that sites load too slow. Do you think people really want to wait 15 – 30 seconds on a street corner with their phone pointed in a direction waiting for the content to load? I don’t… Will 4G be the answer? Maybe. But what’s the penetration rate of 4G right now? And that gets me to my second point… consumer reach.

CONSUMER REACH

There was a great infographic yesterday on Mashable regarding the popularity of the iPhone. There were some fascinating stats in there. I learned that 83% of Americans have a mobile phone and 25% of phone owners (i.e. that 83%) own a smartphone (both numbers are higher than the rest of the world. Those numbers are 68% and 17% respectively). Now, obviously you need a smart phone to interact with AR, so where does that put us? Roughly 1 in 5 Americans has the technology to interact with your mobile AR execution. Not terrible numbers (as I’m sure you’re targeting the “early adopters” anyways), but it’s not actually the full picture. According to an InfoWeek article “Nielsen reports that 33% of smartphone owners in the U.S. haven’t even subscribed to a data plan”. Obviously why someone would own a smartphone with no data plan is a head-scratcher, but apparently a large number of people do it (and let’s not forget, that was before AT&T and Apple began phasing out the “all you can eat” data plan so it will be interesting to see how people use their phone’s when data is a bit more of a “precious resource”). Of course, no data plan means that 1 in 3 smartphone owners can’t technically access your execution. The potential reach of your execution just got much smaller…  Wait, you’re just creating an execution for the iPhone?  None of the other smartphone operating systems?  Again, your reach just got smaller.

Now, I don’t want to be a complete pessimist, so I wanted to point you towards two mobile AR executions that I really like.  That’s not to say that the issues above don’t still apply.  It’s just that if you plan on doing Mobile AR no matter what, these executions conceptually separate themselves from the pack:

1) A  “Tower Defense Game” called “ARDefender”.  Rather than try to describe it, I’ve embedded a video demo below. Once you watch the video, think about the potential of using product packaging to engage consumers in this way (are you reading this kid’s CPG manufacturers?).  The possibilities are pretty exciting…

2) iButterfly.  Now admittedly, this is an execution from Japan so we were unable to try it out.  But as you’ll see in the video below, the concept is unique, and engaging.

As always, I’d love your to read your thoughts below, or you can contact me directly at twitter.com/jack_benoff

matt - Tuesday, July 20th, 2010

iButterfly – A Great Example of Location-Based Couponing with Mobile Augmented Reality (Marketer’s Take Note…)

ibutterfly

Over the next few months, we’re likely going to see a deluge of marker based mobile Augmented Reality as marketers now have the ability to spin an animation on a marker in a mobile environment.  I wish I was more optimistic in this regard, but seeing how many brands created web-based AR executions solely for PR value, I see the same thing happening with Mobile AR as well.  Given that inevitability, I think most marketers should at least take note of this example of Mobile AR that works – iButterfly.  It’s using existing mobile AR technology to create a unique experience that involves 3 key areas for mobile AR:

  • Interaction with environment
  • Sharing
  • Drive to retail (via couponing)

Needless to say, the more I watch this video, the more this app is growing on me and becoming one of my favorite mobile AR executions.

P.S. My favorite Mobile AR app though is still Sunseeker.  This app allows you to see the position of the sun at any day/time throughout the year.   This would allow you to see when the sun would come in through a window in a new home, where a garden would be placed for optimal sunlight, and so on.  Case in point that Mobile AR can be useful even with tech at the stage it’s at…

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