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Augumented Reality trends

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Transcript

  • 1. Augmented Reality Trends
  • 2. History From 1957 as scienceapplication 90’th as complex engineeringsoftware for modeling and 3Dgraphics 1999 ARToolKit as a birth ofmodern AR
  • 3. Principles video capture tracking of the realworld to combine with the interaction ofvirtual objectsNeeded:1. Reality2. Marker3. Screen4. AR logic andgraphics
  • 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 AR1. Mobile device2. Application3. 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/50638914WonderBra http://vimeo.com/38579277Coffe House http://vimeo.com/32153441VW http://vimeo.com/33790882Lacta http://www.youtube.com/watch?v=QQ8HNXtl7jQIKEA http://www.youtube.com/watch?v=2pjpQRiIgTsViking
  • 10. Futurism“The next big thing in AR will still be via smartphones, and we willsee developments in the field of image, object, color recognition.<…> Also, location layers and image recognition might merge togive users a more wholesome experience. In terms of beyondmobile, I do believe an AR eye-lens and glasses will evolve, butthe gear needs to be lightweight, attractive and comfortable towear.”
  • 11. Alex Vyatkin Account Director 2Nova Interactive +79216577888alex.vyatkin@2nova.ru