This was a presentation on Augmented Reality I gave at IHAF (In House Agency Forum) in Boston on October 7, 2010. The presentation covers basics of Augmented Reality, Best Practices, Examples That Work and Demos.
2. Hello! Weâre Zugara Snapshot: Zugara develops Augmented Reality software and robust applications that advance the way in which people are able to interact with real time digital data. Founded: 2001 Location: Los Angeles Web: www.zugara.com Blog: www.weareorganizedchaos.com Facebook: www.facebook.com/augmentedreality YouTube: www.youtube.com/zugara Twitter: www.twitter.com/zugara
3. Weâve Worked With a Number of Brands Retail / Fashion Reebok Nike PING Chiliâs KFC John Deere Automotive Toyota Lexus American Racing Volkswagen Fletcher Jones Mercedes Benz Fletcher Jones Porsche Travel Norwegian Cruise Line Southwest Airlines Entertainment Sony Pictures Television Playboy Comcast Gaming Activision Blizzard Sony PlayStation (SCEA) Square Enix 989 Sports Glu Mobile Tecmo Games Xseed Games THQ Disney Interactive Games Toys Hasbro CPG Red Bull Slim Jim Peanut Chews Consumer Electronics Sony Connect Active Media (ITV) Non-Profit / Government U.S. Air Force Legacy Foundation HopeLab Strategy Dominoâs Pizza Best Buy Walmart Healthcare Blue Cross B2B Schlumberger TV Guide ESPN AT&T Mohawk Flooring Agencies GSD&M Crispin Porter & Bogusky Ad*itive The Martin Agency Rodgers/Townsend Weiden Kennedy Vitro-Robertson Hal Riney
20. Whereâs The ROI? Since the launch of Hotels.com Virtual Vacation micro-site using AR, bookings soared by 36% (Hotels.com, 2010) 70% of Dabs.com visitors engaged with their AR experience. Of that group 13% then purchased (utalkmarketing.com, 2010) Swiss watchmaker Tissot saw in-store sales of its watches rise by 85% (utalkmarketing.com, 2010)
21. AR + Integrated Channels Major advertising and marketing channels have started using AR.
61. Evolution of the NUI Microsoft âKinectâ Both Sony and Microsoft will be launching motion based gaming systems this year, entering a marketplace that is currently dominated by the NinendoWii. Peopleâs awareness and comfort level with this type of interface will subsequently skyrocket as we can expect robust advertising dollars to be put behind all of the gaming systems. Sony âMoveâ
66. The Webcam Social ShopperAugmented Reality ShoppingA Proprietary Application
67. The Problem Shopping offline is a social and emotionally rewarding experience for Madison. Online is a different story. Her experience is utilitarian. Itâs solitary, and has remained largely unchanged since the mid 90s. THE RESULT: -- Conversion Rates Are Low -- Return Rates Are High
102. Connected TVs Will Be a Powerful Medium U.S. shipments of web-enabled consumer electronic (CE) devices that support TV applications will grow from 14.6 million in 2010 to 83.4 million by 2014. By 2014, over 59 million U.S. broadband households willown at least one CE device that supports TV applications. By 2014, the U.S. installed base of CE devices that support TV applications will be 136 million units. (IN-STAT)
103. âThe best way to predict the future is to invent it.â - Alan Kay
104. Thank You! Matthew Szymczyk CEO, Zugara matt@zugara.com Twitter.com/kobrakai Facebook.com/AugmentedReality
106. Proprietary Technology #1 ZugMO (Zugara Motion Capture) Â Â Â Â ZugMO is a computer interface that allows people to interact with their computer via their web cam rather than their keyboard or mouse. With ZugMO a personâs movements, or motions, are captured by their web cam. This allows the person to interact with their system while several feet away.
107. Proprietary Technology #2 ZugSTAR (Zugara STreaming AR) ZugSTAR is a web based video conferencing technology that allows people in different locations to have shared AR experiences. Like other video conferencing systems ZugSTAR allows for two-way video transmissions, but with the added functionality of allowing people to interact with one another's âaugmentedâ experience in real time. DID YOU KNOW? Gartner IT predicts that by 2015 over 200 million people will be paying for video conferencing. With ZugSTAR, Augmented Reality becomes a technology that facilitates collaboration. People no longer need to be in the same room to manipulate and discuss 3D models, as physical distance becomes less of a barrier.
108. Proprietary Technology #3 ZugMUG (Zugara Facial Tracking) Â Â Â Â ZugMUG is a piece of facial tracking software that allows the webcam to determine where a personâs face is within the video stream. With ZugMUG a personâs face can become the âmarkerâ, subsequently allowing for Augmented Reality executions where people no longer need to hold a piece of paper up to the webcam.
110. Augmented Reality Revenue Handheld platforms will transform the Augmented Reality ecosystem, with revenue associated with Augmented Reality growing from about $6 million in 2008 to more than $350 million in 2014. (ABI Research study âAugmented Reality: Adding Information to Our View of the Worldâ)
111. Worldwide Webcam Growth Rate Markets for webcams at $1.8 billion in 2008 are anticipated to reach $3.2 billion by 2015, growing in response to decreases in unit costs and increases. (Wintergreen Research - Worldwide WebCam Market Shares, Strategies, and Forecasts, 2009-2015)
112. Webcam Video Uploads on Facebook As of last March 2009, 40% of Facebook Video Uploads were via Webcam (Businessweek â Facebook Grows As A Video Platform)
113. Cannonballz! Game Stats Case Study (over a one year period) Â Â Â Â Â Unique Visitors 22,926 Average Time Spent On Site 4 min 44 sec % Of Unique Repeat Visitors 27% % Of Unique Visitors That Logged Into Facebook 14% % Of Unique Visitors That Had Webcams* 78% *Note: this number is in line with what Best Buy saw (78%) when they integrated an AR execution into a Sunday circular
114. AR Polls: Browser Plug-In Would you view an online Augmented Reality experience if it required you to download and install an Internet Browser plug-in other than Flash? (256 Votes)
115. AR Polls: Do You Have a Webcam? Do you have a webcam on any of your computers, or do you plan to have one within 6 months? (307 Votes)
Talking the fundamental, physical process of validating a purchase. Look at a thumbnail add to cart, purchase. Not talking about groupon, gilt or the like.