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.
This blog post originally ran on Power Retail – you can view it here.
We’re currently in the midst of a revolution on the internet in regards to how information is interacted with, digested and shared. Social media has been the main driver of this new era in communication on the internet (both fixed and mobile), so it’s no surprise that this revolution is also impacting online retail. Social media tools are just now being incorporated into most online retail sites which are giving consumers a new method in which to pre-validate purchases through peer feedback. However, interactive video is set to alter the way in which consumers interact with product information by not only integrating what works from social media but also altering the way consumers interact with digital content.
Online shopping itself has to date been a very solitary experience and not entirely interactive. Consumers would often review listings of a product, view respective photos and maybe even see a standard product video – all to base their buying decision on. The Achilles heel of online shopping has always been the lack of interaction with the product itself to make a more informed purchase decision. However, innovative uses of interactive video are quickly changing that perception. Interactive video is providing that next step just short of reaching out and physically touching a product (that’s another installment though as 3D printing might change things in the near future). Some online retailers are even using interactive video as a customer service model to better connect with the online shopper. Though interactive video itself is a technical breakthrough, it will continue to evolve online due to its integration of social media fundamentals. Here are a few examples of how interactive video is changing the online shopping experience:
ZAPPOS’ INTERACTIVE PRODUCT VIDEOS
With a partnership with Nike and Overlay.tv, Zappos is offering interactive product videos for the consumer to get product info and other information all through an interactive video interface. Consumers can also leave their own video testimonial through their webcam. Zappos’experience has shown it increased conversions from 6% to 30% for products that use video.
SAMSUNG PRODUCT SUPPORT TV
Even the customer service experience will be affected as online shoppers expect to deal with a live person versus an automated response. Samsung is offering live video streaming for online shoppers to have a more personable way to solicit information from their customer service end.
AUGMENTED REALITY SHOPPING
Webcam usage is skyrocketing, so it’s only a matter of time until shoppers expect to have the ability to ‘try on’ digital clothing while they shop. Enter Augmented Reality Shopping. Tobi.com recently integrated Augmented Reality into their site to provide this innovation for their customers. (Disclaimer: Zugara created Fashionista based off its Webcam Social Shopper technology)
SUMMARY
Webcam sales alone are expected to grow to $3.2 billion by 2015 and video chat services such as Skype are currently handling 22 million users concurrently at any given time. I think it’s safe to say that as interactive video continues its growth on the web, webcam and video chat integration will as well.
Join me at my presentation at the Online Retailer Expo & Conference in Sydney on July 7, 2010 as I show even more demonstrations of how emerging media and technology are contributing to this evolution of both the internet and online shopping.
So the numbers above show that there is avid consumer interest for broadcasts that happen over the net, in realtime and streamed. But what of Interactive Video Conferencing? Though the events above offer social media integration they aren’t ‘true’ interactive video conferencing events. To date, most of these livestream broadcasts allow people to chat with one another about the event as it’s happening or to pose questions that a moderator will ask the subject of the livestream itself. But is this true ‘interactivity’? I would argue a definitive no.
Skype and live 1-to-1 video conferencing systems offer interaction between connected hosts in a live, connected video feed. So there’s already an inherent difference between the current examples of ‘livestreams’ and the systems in place for ‘video conferences’. Conferences being the keyword that implies basic live video interaction between stream members. But, apart from making headlines on Techcrunch or Mashable, most videoconferencing and livestreaming hasn’t achieved a level of critical mass adoption yet.
Twitter was the catalyst to help microblogging explode onto the scene and even went so far as to create an ecosystem around it – url shorteners, service clients (Tweetdeck, Seesmic) and so on. Similar patterns are emerging with the recent massive growth Chatroulette is experiencing. Part of this is due to curiosity (like every new trend) but I would wager that Chatroulette itself has just become the catalyst for interactive video conferencing and will accelerate adoption of video conferencing by the masses.
Here in no particular order are a few stats on the webcam and videoconferencing ecosystem:
Markets for webcams at $1.8 billion in 2008 are anticipated to reach $3.2 billion by 2015. You can see by this stat alone that by 2015, most new computers should be webcam ready or have an integrated webcam installed.
As of March 2009, 40% of video uploads on Facebook were via webcam. I would guesstimate that by now this number is in the 55-65% range as webcam usage has most likely continued to gain traction on the Facebook platform.
Gartner predicts that 200 million people will pay for desktop videoconferencing by 2015. I’m not sure how pay is being defined since it will be extremely hard to change current consumer mindset as Skype and like services are either ad-supported or free to use for video conferencing.
Note: Chatroulette is a new video chat service that can be very NSFW (Not Safe For Work). It is suggested you read here before going to the site so you know what to expect.
So these are ‘official stats’ but what of Chatroulette? Since the service has only been out a few months, there’s not much in way of official stats but here’s what I’ve been able to dig up or have seen after using the service:
Traffic has almost doubled in a week from 20,000 concurrent users on 2/13 to almost 40,000 on 2/20
Approximately 75% of users seem to fall into the 18-24 age group.
Though there is still quite a bit of obscene content, it seems to have diminished ratio wise with the larger traffic numbers. Maybe more ‘normal’ people are starting to use the service
An ecosystem around Chatroulette is already developing. The 1st out of the gate – software that allows you to modify your live video stream. Manycam is one such system which allows for Augmented Reality-like features such as applying animations to your face through facial tracking.
The most important observation – clones of the service are already appearing in record time – Redditroulette, Tinychat and others.
So what Chatroulette has shown is that there is definitely consumer interest in and a market for interactive video conferencing – especially with the Gen Y demographic. This is not surprising as both Gen Y and Gen Z are demographic sets that will be growing up with these types of interactive systems in place (similar to initial text based chat systems that were in place for Gen X.)
Furthermore, Chatroulette has shown that a simple UI and Flash based video conferencing system can work – efficiently and effectively. This probably isn’t good news for startups and tech companies that have been trying to sell 5-6 figure teleconferencing platforms and systems to businesses. Expect to start seeing ‘generated backlash’ against the Flash-based technology even though the genie is already out of the bottle.
Finally, this recent surge in traffic with Chatroulette shows that desktop based video conferencing only has room for growth. As adoption grows, we’ll also see more advanced uses of video conferencing which include more advanced interactivity. This is the main reason we developed ZugSTAR technology to allow Augmented Reality based interactivity between video streams.
In summary, it remains to be seen if Chatroulette itself is a fad or the next Twitter. However, what is has shown is that interactive video conferencing is here to stay and is positioning itself to be the de facto method of communication very soon.
Any comments, hit me up on Twitter @kobrakai or leave comments below.
Augmented Reality is pretty hot right now and is looking like another evolutionary step not only for the web but for mobile, retail, print and other marketing & advertising channels. But for the web specifically, Augmented Reality is going to have to overcome a pretty large barrier to adoption in order for it to become mainstream.
Can you guess what that might be?
If you said, “Webcam” that’s only partially right and not the main barrier to adoption. Here’s why:
Most webcams cost less than 50 bucks and are also coming standard in laptops so without doing too much math you can see that webcam usage is skyrocketing.
The main barrier to adoption for Augmented Reality on the web is something that’s proven time and time again to be the death knell of many web based software programs – the Internet Browser Plug-In. Software reliant on a consumer installing a plug-in when visiting a site to view it won’t increase it’s adoption rate. Anybody remember Shockwave? I can tell you from first-hand experience over the last 10 years that it’s very rare if we ever present any web based technology to our clients that requires a plug-in as it’s become a form of taboo in interactive marketing circles.
Right now there are 3 competing technologies in the Augmented Reality space specific to the Internet Browser. (Note: I know there are more but the 3 main ones I’m going to list for now.)
Those 3 are:
1. Total Immersion. Requires a proprietary plug-in.
So right from that list you can gather that options 1 & 2 require the consumer to download an additional browser plug-in from an unknown source while FLARToolkit only requires the Flash plug-in that’s pretty much standard on everybody’s browser. It’s no secret that consumers do not like installing plug-in’s to view content on a website, so this issue might be insurmountable for both Total Immersion and Metaio’s proprietary plug-ins to overcome. Unless of course they have the type of cash that Microsoft has to pay developers and sites alike to try and force feed adoption of a technology like Silverlight.
Finally, there is one final barrier to adoption if you’re using Augmented Reality on the Web. Making sure your tech is actually working. This is from the Coraline site and somehow my top of the line Dual Core, 2.16ghz, 2gig RAM Alienware PC is not compatible. No bueno…
We Are Organized Chaos (WAOC) is Zugara’s (www.zugara.com) interactive marketing and advertising blog where we’ll be featuring some great projects and discussing upcoming trends in the digital world. Work — good and bad — will be critiqued. Hope you’ll enjoy reading our insights and thoughts on interactive.