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Brian Selzer	

BrianSelzer.com	
  
Redefining Brand Engagement 	

In an LBS /AR EnabledWorld
Brian Selzer	

brian@brianselzer.com
3	
  
TheWorld IsThe Platform	

GEO-SOCIAL / SOLOMO	

•  Real World Interaction	

•  Location and Contextual-Based	

•  Socially Connected and Aware	

AR / COMPUTER VISION	

•  Mixed Reality Experiences	

•  Surroundings as Content	

•  Brand Recognition as Triggers	

GAMES / GAMIFICATION	

•  Fun, Entertaining	

•  Motivational,Transformational	

•  Challenging, Engaging
4	
  
2 Case Studies	

TheWorld IsThe Platform	

OBOTO
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	
  
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	
  
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.
OBOTO Case Study	

Digital Characters in a Physical World 	

Open up Unlimited New Opportunities
OBOTO - Background	

The Future of Games and Interactive Content
Will Be Experienced in the Real World
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	
  
Design	
  to	
  Support	
  the	
  Transi*on	
  to	
  Wearables	
  
From Smartphone to Smartwear	

OBOTO – Evolution to RealWorld
Computer	
  Vision	
  
Programming	
  to	
  track	
  the	
  world…	
  
Homography,	
  SLAM,	
  PTAM…	
  	
  
Designing	
  For	
  a	
  World	
  as	
  Seen	
  Though	
  Machine	
  Eyes	
  
OBOTO – Evolution to RealWorld
•  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
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
Tour	
  Guide	
  	
   Coach	
   Mascot	
  
Teacher	
   Game	
  Opponent	
   Companion	
  
Digital Characters / PhysicalWorld	

Opportuni*es…	
  
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	
  
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.
THANK YOU!	

Let’s Connect… and Create!	

CONTACT ME!	

Brian Selzer	

Email: 	

 	

Brian@BrianSelzer.com 	

Twitter :	

 	

BrianSe7en	

Web:	

 	

 	

BrianSelzer.com

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Redefining Brand Engagement in an LBS / AR Enabled World

  • 1. Brian Selzer BrianSelzer.com   Redefining Brand Engagement In an LBS /AR EnabledWorld
  • 3. 3   TheWorld IsThe Platform GEO-SOCIAL / SOLOMO •  Real World Interaction •  Location and Contextual-Based •  Socially Connected and Aware AR / COMPUTER VISION •  Mixed Reality Experiences •  Surroundings as Content •  Brand Recognition as Triggers GAMES / GAMIFICATION •  Fun, Entertaining •  Motivational,Transformational •  Challenging, Engaging
  • 4. 4   2 Case Studies TheWorld IsThe Platform OBOTO
  • 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.
  • 8. OBOTO Case Study Digital Characters in a Physical World Open up Unlimited New Opportunities
  • 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