Posts Tagged ‘Mobile AR’

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.

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, September 21st, 2010

Augmented Reality Gaming On Android

Came across this video for an Augmented Reality game for the Android called Modroids.  This is optimized for the Samsung Galaxy which is playing up its mobile AR capabilities on the Android-based tablet.  Love the multiplayer aspect of the game and ability to play anywhere…

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…

matt - Tuesday, January 26th, 2010

Augmented Reality Examples For Storefront Displays, Event Marketing, Point Of Purchase And More…

About a month ago, I wrote an op-ed for Adweek entitled “2010: The Year of Augmented Reality“.  What I was trying to convey in the op-ed is that while Mobile will be the key component of AR in the future, right now there are many different advertising and marketing channels that can actually utilize AR in creative and innovative ways.  Though I won’t republish the article here (you can read it on Adweek’s site), I did want to include embedded video examples below of how channels such as Interactive Storefront Displays, Digital Billboards, Event Marketing and Point Of Purchase are currently using AR.  Web, Mobile and Print get all the press but these examples show how brands should think of AR as being adaptable to pretty much any marketing or advertising channel.  If interested in even more examples than below, check out the Facebook Augmented Reality Page which has just about every recent AR example out there.  So, without further adieu…

POINT OF PURCHASE

POP might be the most advantageous channel for AR given that a well-planned and executed AR initiative can easily turn consumer purchase interest to intent in a matter of seconds.  Kiosk format provides little to no barrier of entry for consumer.

Developed by Metaio

INTERACTIVE DIGITAL BILLBOARDS

Numerous brands could leverage the unique participatory interaction of an interactive billboard.

Developed by Chris O’Shea

EVENT MARKETING

Event Marketing, like point of purchase, is also a great channel for AR, given most consumers will likely already have interest in your brand. Though most of these executions are gimmicks, this channel is maturing.

Developed by Total Immersion

Developed by Metaio

INTERACTIVE STOREFRONT DISPLAYS

AR-based storefront displays can be used in myriad ways to help drive consumers into your store.

Developed by Simon & John

Developed by Jim George & Karolina Sobecka

MUSEUM / PUBLIC WORKS

The binoculars or viewing mechanism mimic how optical AR can function in the future.  For now though, AR helps museums become interactive by making history come alive.

Developed by Mindpsace Solutions

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