AR Immersion 2010 Video: Retail & E-Commerce

Sonya Rosas (Digital Out of Home Strategist, IPG Emerging Media Lab), Mike Marcinkowski (Senior Engineer, Gillette, P&G), John Leahy (CEO, ImmediaC), Michael Wharton (CEO, YOUReality) and Max Polisar (VP Sales, Total Immersion) speak at the Retail & E-Commerce panel at AR Immersion 2010 conference, November 9, Los Angeles, CA.

 

For more videos from AR Immersion, visit Total Immersion’s AR Immersion 2010 YouTube Channel.

 

AR Immersion 2010 Video: AR in Print

Andrew Pang (Managing Director, Leovation Ltd), Ruben Padilla (Managing Director, Augmented CPG) and Greg Davis (General Manager, Total Immersion) speak in the Augmented Reality in Print panel at AR Immersion 2010 conference, November 9, Los Angeles, CA.

For more videos from AR Immersion, visit Total Immersion’s AR Immersion 2010 YouTube Channel.

AR Immersion 2010: Summary: Success Factors of an AR Campaign

A panel of Total Immersion team members revealed a framework of best practices for successful AR projects.

Panelists

Business Planning: Greg Davis, Max Polisar, Jason Smith
Creative/Production Planning: Dan Marks, Melissa McManigal, Rebecca Rogers, Cyril Drouet, Helena Lam

Business Planning

  1. Focused Ideation: Begin with a collaborative discovery phase to focus on achieving objectives.
  2. Milestones: Define the stages and timing for development. First, define interactive elements and what happens in the AR experience. Next, move through stages of creative content design, programming, and final delivery and QA.
  3. Communication: Be clear, be concise across channel, and be prepared to support communication.
  4. Social Currency: AR is viral by nature; integrate social media where applicable.
  5. Integration: Proper integration into a campaign leads to the success of both AR component and the overall success of the campaign itself.
  6. Goal Setting/Measurement: Typical metrics for tracking goals include: total initializations/experiences, repeat web users, channel ID, time spent, each target used, and time spent with each unique target. Other metrics are measuring virality (friend challenges, number of photo and video shares, referrals), information requests, and tracking e-commerce channels.

Creative Production Planning

  1. Relevance: Maximize interactivity so the user feels in control and part of the experience, and AR and 3D are used to their best potential in a scenario.
  2. Engagement: Define what constitutes engagement in your experience, and improve it with games, content refreshes, contests, easter eggs, exploration, and social network integration.
  3. Reward: Award prizes or coupons, education and new knowledge, added product purchase value, personal status, social currency, new experiences, or contributions to a good cause.
  4. Usability: Design and test for usability in tracking, environment design, lighting, camera position and orientation, user interface, and hardware.
  5. Accessibility: Increase visitors to the experience externally through promotion and prominent placement, and internally through well-designed information architecture including clear instructions and calls to action.

 

AR Immersion 2010 Video: Toys & Entertainment

Brian Seth Hurst (CEO, The Opportunity Management Company), Alton Takeyasu (Senior Director Design, Mattel), and Jason Smith (Pre-Sales/Product Marketing, Total Immersion) speak in the Toys & Entertainment panel at AR Immersion 2010, November 9, Los Angeles, CA.

For more videos from AR Immersion, visit Total Immersion’s AR Immersion 2010 YouTube Channel.

AR Immersion 2010 Video: Keynote: The Past, Present and Future of AR

Ronald Azuma (Research Leader, Nokia Research Center) gives his keynote speech on the future of AR at AR Immersion 2010, November 9, Los Angeles, CA.

For more videos from AR Immersion, visit Total Immersion’s AR Immersion 2010 YouTube Channel.

AR Immersion 2010 Video: AR 101

Max Polisar (VP Sales, Total Immersion) introduces new participants to the world of augmented reality in AR 101 at AR Immersion 2010, November 9, Los Angeles, CA.

For more videos from AR Immersion, visit Total Immersion’s AR Immersion 2010 YouTube Channel.

AR Immersion 2010 Video: Mobile AR

Bruno Uzzan (Co-Founder and CEO, Total Immersion), Jason Smith (Pre-Sales/Product Marketing, Total Immersion), Hartwig Adam (Visual Search, Google Goggles) and Michael Breslin (VP Marketing, Glu Mobile) speak in the Mobile AR panel at AR Immersion 2010, November 9, Los Angeles, CA.

For more videos from AR Immersion, visit Total Immersion’s AR Immersion 2010 YouTube Channel.

AR Immersion 2010: Summary: Keynote: The Past, Present, and Future of AR

Dr. Ronald Azuma, Research Leader at Nokia Research Center and an accomplished scholar in the field of augmented reality, walked attendees at AR Immersion 2010 through a history of augmented reality and its motivations, starting with early military and medical prototypes which focused on professional applications.

Today, interest in AR centers around mass market applications. Mass market adoption is being driven by increasing CPU and GPU power, smarter computer vision algorithms, small, inexpensive sensors (in webcams, mobile phones, and video game peripherals), smartphones, and increasing usage of AR in marketing and advertising. Recently, AR has also been popularized by commercial conferences, a proliferation of global startups in the AR space, and a sense of commercial “critical mass”.

The future of AR holds many challenges. On the technical side: better displays, ubiquitous tracking and registration in outdoor spaces, and user interface design. However, Azuma noted that the most important challenge for AR will not be in technical specs but rather on the design, art, and business side. AR must create compelling experiences and stories to leap to the next level, to create a work as powerful as Citizen Kane was in moving the film industry from the flickers of “moving trains” in the early 1900s to a true art form.

Azuma illustrated capabilities of AR that were unique to the medium. It can capture the story and essence of a unique, powerful, evocative location such as Gettysburg. AR can also employ mixed reality effects and have the audience walk through a linear story. In one example, a hand drawn map became a basic part of the interface for an AR experience.

Azuma concluded by asking the audience, “What was the value of sending a man to the moon?” The answer: to gain a new perspective, to see the earth in a way in which it has never been perceived before. AR, too, allows us to see and improve our world from a new perspective.

AR Immersion 2010: Summary: Mobile AR

Bruno Uzzan, Jason Smith, Hartwig Adam and Michael Breslin gathered during the “Mobile AR” panel to discuss new features in Total Immersion’s D’Fusion Mobile SDK and what the future has in store for mobile augmented reality.

Total Immersion defines AR for mobile devices as markerless tracking and image-recognition, as opposed to geolocation (GPS, real-time 3D data) and marker-based tracking.  Developing successful mobile AR applications depends on integration with the unique hardware features of the smartphone as well as with mobile apps. The D’Fusion Mobile SDK , which boasts optimized algorithms for such tracking, is now available for partner development on the Android and iPhone, with such features as facetracking.

Glu’s Michael Breslin sees AR as spurring a revolution in mobile gaming. Smartphones have become an ubiquitous platform with a projected 3 billion sales in 2011, and an install base of 1.9 billion mobile cameras at the end of 2008. AR games can be defined as a “new and rich game experience allowing players to move and interact in their physical environment with 3D content”. Two current trends in mobile AR trends are small, modifiable apps, and larger-scale games that integrate physical and virtual triggers (i.e. geolocation-triggered text messages). The freemium model can be adapted to AR gaming with upsells for AR features and content. For example, in-game purchases of AR poker chips for a mobile poker game bring in more revenue than one-time downloads.

Google Goggles is an image-reading and recognition technology that connects user-submitted image queries with information and content on the web on a global scale, enabling mobile AR interactions. It can currently recognize 1B pieces of artwork, and other such image categories as logos and product packaging. Google’s streetview database also allows realtime location tracking, for such applications as 3D annotations and virtual graffiti. Query return speeds depend mainly on Wifi vs 3G; currently image-recognition takes 500 ms, making it the least significant contributor to latency.

AR Immersion 2010: Summary: Toys & Entertainment

In the Toys & Entertainment panel, Brian Seth Hurst (CEO, The Opportunity Management Company), Alton Takeyasu (Senior Director Design, Mattel), and Jason Smith (Pre-Sales/Product Marketing, Total Immersion) explored the role AR plays in connecting entertainment properties with consumers.

Smith began with an overview of the many ways in which AR can impact entertainment. The first was by becoming a character, through a combination of automatic facial recognition technology and using interactive AR experiences that incorporate YouTube to share and play videos. Second, AR could be used to enter the world of a property, such as by interacting with Avatar characters at home in front of a webcam through Mattel’s i-Tag toys. Finally, users could play along with properties, engaging with the brand through an AR powered game that incorporated trading and sharing with social media.

Takeyasu then presented a case study on integrating augmented reality with a new property and Hot Wheels Battle Force 5, using AR to bring a new vehicle to life. Kiosks were installed at Toys R Us that allowed shoppers to experience the toy inside the boy before taking it home. AR on the packaging introduced consumers to the characters and world and presented a video of the content, demonstrating how the playset, cars, and tracks worked in 3D. The kiosk served multiple purposes. Since this was a new product, the AR served as education, teaching children about the product and its functions. Next, the kiosk made the aisle more fun, encouraging shoppers to spend more time in it and buy the toy. Finally, the large amount of activity in the aisle drew in additional participants and encouraged group play.

Smith noted that AR is only limited by the imagination of the creator and its use will increase with the growth of technologies such as Microsoft’s Kinect. The AR could either be tracked by the product, product packaging, an external tracker (such as a dollar bill), or the participant. On the business, panelists discussed that AR metrics can be captured, including measuring engagement through time spent and the reactions of consumers.

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