The World itself is the final platform for engagement. Combining LBS and AR technologies unlocks a powerful formula for true brand engagement. Case studies include Halo: King of the Hill by Ogmento.
5. Brand Engagement Campaign for Fun and Rewards
LBS / AR Game Mechanic to become “King of Hill” (7-Elevens), and Fuel up to
win game via scanning Pepsi products
Halo 4:King of the Hill – Case Study
5
6. 6
Loca*on
and
Computer
Vision
play
key
roles
in
the
game
experience,
and
drive
engagement
with
brands
for
fun
and
rewards.
Campaign
deemed
great
success.
Expect
to
see
more
of
these
types
of
campaigns.
Halo 4:King of the Hill – Case Study
7. 7
Halo 4:King of the Hill
Engage with Brands
World is Game Board
As Smartphones evolve to Wearables, this type of campaign will evolve further…
with everyday 3D objects becoming triggers for reward and play.
9. OBOTO - Background
The Future of Games and Interactive Content
Will Be Experienced in the Real World
10. OBOTO – Evolution to RealWorld
• The
era
of
Fiducial
markers
is
over.
• QR
Codes
will
one
day
follow
suit,
as
CV
advances
and
“everything”
becomes
as
a
trigger
for
content.
• Nobody
wants
to
print
something
out,
and
/
or
carry
it
around.
• The
world
itself
is
the
new
arena
for
content..
And
where
characters
will
thrive
11. Design
to
Support
the
Transi*on
to
Wearables
From Smartphone to Smartwear
OBOTO – Evolution to RealWorld
12. Computer
Vision
Programming
to
track
the
world…
Homography,
SLAM,
PTAM…
Designing
For
a
World
as
Seen
Though
Machine
Eyes
OBOTO – Evolution to RealWorld
13. • Advanced AR Tracking –
Uses Homography tracking for
zero-initialization experience.
Allows for Pan and Zoom
from most surfaces.
• Animated personality -
Flying, Dancing, Drinking, Laser
Fire, Laughing, Hugs, and more.
• Photo and Video Social
Sharing – Make your own
Robot movies using AR tech
(full 360 degree camera
moves)
OBOTO Case Study
14. Designing Digital Characters for
a
PhysicalWorld
Some features to focus on…
Zero Initialization
Most
consumers
wont
take
*me
for
seUng
stage.
Interaction with Environment
Understanding
of
surfaces,
objects,
people,
etc.
SurfaceTracking
Pan
and
Zoom
off
of
most
surfaces
(no
markers,
print
outs,
etc.)
Occlusion
Key
feature
coming
soon.
OBOTO Case Study
15. Tour
Guide
Coach
Mascot
Teacher
Game
Opponent
Companion
Digital Characters / PhysicalWorld
Opportuni*es…
16. Custom Parts
Only Available when
at 7-Eleven
Custom Animations
Unlock with
Mtn Dew Product
• Design
to
support
brand
engagement,
drive
mobility,
and
incen*vize
interac*on
with
fun
and
rewards.
• Unlock
custom
parts,
anima*ons,
skins,
addi*onal
interac*ve
features
and
game
mechanics.
• Unlocks
can
be
triggered
via
in-‐
game,
or
GPS
and
CV
recogni*on
of
brands,
logos,
images,
etc..
• Social
sharing
on
Facebook,
etc.
Digital Characters / PhysicalWorld
17. 17
Some FinalThoughts…
WORLD AS PLATFORM
• Places and things (not just printed
materials) as triggers for interaction
and content -- the next frontier for
engagement.
AR / COMPUTER VISION
• It’s becoming a wearable world, as
CV technology continues to
advance rapidly. Those who literally
think outside the Smartphone box
will be in high demand.
CONTENT
• Tech should be Invisible, so content
shines. In other words, be leading
edge, but not bleeding edge.
18. THANK YOU!
Let’s Connect… and Create!
CONTACT ME!
Brian Selzer
Email:
Brian@BrianSelzer.com
Twitter :
BrianSe7en
Web:
BrianSelzer.com