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Augmented Reality
          Trends
History
 From 1957 as science
application

 90’th as complex engineering
software for modeling and 3D
graphics

 1999 ARToolKit as a birth of
modern AR
Principles
 video capture tracking of the real
world to combine with the interaction of
virtual objects

Needed:

1. Reality
2. Marker
3. Screen
4. AR logic and
graphics
Usage in marketing
 Visualization of product features
 Consumer engagement
 Gamification
 Additional information placement
Customer journey

 Awareness – through viral effect

 Consideration – WOW factor attention

 Inquiry – online product evaluation

 Purchase – POS installation

 Retention – follow-up attention
Typical Cases
 DOOH Interactive Installations

 Web projects

 Mobile Apps
Mobile AR
1. Mobile device
2. Application
3. Print as a marker:
 Magazine and newspaper
 Indoor and outdoor prints
 Billboards
Possible limitations
 Mobile Platform

 Screen Size

 Graphic Complicity

 Internet Connection

 Social acceptance
Cases
 http://vimeo.com/50638914
WonderBra

 http://vimeo.com/38579277
Coffe House

 http://vimeo.com/32153441
VW

 http://vimeo.com/33790882
Lacta

 http://www.youtube.com/watch?v=QQ8HNXtl7jQ
IKEA

 http://www.youtube.com/watch?v=2pjpQRiIgTs
Viking
Futurism




“The next big thing in AR will still be via smartphones, and we will
see developments in the field of image, object, color recognition.
<…> Also, location layers and image recognition might merge to
give users a more wholesome experience. In terms of beyond
mobile, I do believe an AR eye-lens and glasses will evolve, but
the gear needs to be lightweight, attractive and comfortable to
wear.”
Alex Vyatkin
   Account Director
   2Nova Interactive
    +79216577888
alex.vyatkin@2nova.ru

More Related Content

Augumented Reality trends

  • 2. History  From 1957 as science application  90’th as complex engineering software for modeling and 3D graphics  1999 ARToolKit as a birth of modern AR
  • 3. Principles  video capture tracking of the real world to combine with the interaction of virtual objects Needed: 1. Reality 2. Marker 3. Screen 4. AR logic and graphics
  • 4. Usage in marketing  Visualization of product features  Consumer engagement  Gamification  Additional information placement
  • 5. Customer journey  Awareness – through viral effect  Consideration – WOW factor attention  Inquiry – online product evaluation  Purchase – POS installation  Retention – follow-up attention
  • 6. Typical Cases  DOOH Interactive Installations  Web projects  Mobile Apps
  • 7. Mobile AR 1. Mobile device 2. Application 3. Print as a marker:  Magazine and newspaper  Indoor and outdoor prints  Billboards
  • 8. Possible limitations  Mobile Platform  Screen Size  Graphic Complicity  Internet Connection  Social acceptance
  • 9. Cases  http://vimeo.com/50638914 WonderBra  http://vimeo.com/38579277 Coffe House  http://vimeo.com/32153441 VW  http://vimeo.com/33790882 Lacta  http://www.youtube.com/watch?v=QQ8HNXtl7jQ IKEA  http://www.youtube.com/watch?v=2pjpQRiIgTs Viking
  • 10. Futurism “The next big thing in AR will still be via smartphones, and we will see developments in the field of image, object, color recognition. <…> Also, location layers and image recognition might merge to give users a more wholesome experience. In terms of beyond mobile, I do believe an AR eye-lens and glasses will evolve, but the gear needs to be lightweight, attractive and comfortable to wear.”
  • 11. Alex Vyatkin Account Director 2Nova Interactive +79216577888 alex.vyatkin@2nova.ru