The Evolution of Internet : How consumers use technology and its impact on th...
Next Frontiers of Marketing: Virtual & Mixed Reality, Artificial Intelligence & Cognitive
1. Next frontiers of marketing
Virtual & mixed reality,
Artificial intelligence & cognitive
RORI DUBOFF @RDUBOFF
GLOBAL HEAD OF STRATEGY
2. MEDIA
One-way
advertising via
TV, radio, print
1900s
• Product
positioning
• Promotions
• Placements
PROMOTION
Traditional
The Evolution of Media
BRAND
EXPERIENCE
STRATEGIES
Rori DuBoff May 2016
3. MEDIA
Digital
1990s
INTERACTION
One-way
advertising via
TV, radio, print
1900s
• Product
positioning
• Promotions
• Placements
PROMOTION
Traditional
The Evolution of Media
Two-way
communication,
transactions via
Web/Internet
BRAND
EXPERIENCE
STRATEGIES
• User Interfaces
• Rich media
• Real-time content
• Personalization
• Ecommerce
Rori DuBoff May 2016
5. MEDIA
Digital
1990s
INTERACTION
Social
Group
conversations,
collaborations via
shared networks
2000s
COMMUNITY
Mobile
Cross Platform
Multi device,
Internet of Things
2010s
CONNECTIVITY
One-way
advertising via
TV, radio, print
1900s
• Product
positioning
• Promotions
• Placements
PROMOTION
Traditional
The Evolution of Media
• User-generated
content/tools
• Influencer
marketing
• Social commerce
Two-way
communication,
transactions via
Web/Internet
BRAND
EXPERIENCE
STRATEGIES
• User Interfaces
• Rich media
• Real-time content
• Personalization
• Ecommerce
• Location-based
• Mobile Apps
• Wearables &
smart objects
• MCommerce
Rori DuBoff May 2016
6. MEDIA
Digital
1990s
INTERACTION
Social
Group
conversations,
collaborations via
shared networks
2000s
COMMUNITY
Mobile
Cross Platform
Multi device,
Internet of Things
2010s
CONNECTIVITY
2015
Virtual
• First person
narrative
• Interactivity,
Haptics & HMDs
• Gaming
• AR & MR
360 presence
inside a multi-
sensory computer
simulated world
IMMERSION
One-way
advertising via
TV, radio, print
1900s
• Product
positioning
• Promotions
• Placements
PROMOTION
Traditional
The Evolution of Media
• User-generated
content/tools
• Influencer
marketing
• Social commerce
Two-way
communication,
transactions via
Web/Internet
BRAND
EXPERIENCE
STRATEGIES
• User Interfaces
• Rich media
• Real-time content
• Personalization
• Ecommerce
• Location-based
• Mobile Apps
• Wearables &
smart objects
• MCommerce
Rori DuBoff May 2016
7. Virtual & Mixed Reality is the next Internet platform
The market will grow from practically nothing today to
$150 billion by 2020 (Digi-Capital)
Predicted to scale 6x faster than the iPhone (The Next Web)
Rori DuBoff May 2016
8.
9. 24 million headsets sold annually
by 2018
(from 2.5 million in 2015)
500 million headsets sold
annually by 2025
$1 million to create one VR
device in 1990
($700 in 2016)
Source: Wired 2016
10. Cinematic VRCinematic VR
360 video360 video
Immersive VRImmersive VR
Full presenceFull presence
360 panoramic viewing of
images, video, animations
Computer simulated 3D
environment which creates the
sensation of being physically
present and enables interaction
Virtual Reality (VR)
Google Cardboard - $
360 Facebook, 360 YouTube - $
Samsung Gear - $$
Oculus $$$
HTC Vive $$$
Sony PlayStation - $$$
DEVICES & PLATFORMS (& COST)
Higher Reach Lower Reach
Rori DuBoff May 2016
11. Cinematic VR – 360 Journalism: NY Times
OVER 1.5 MILLION DISRTIBUTED SINCE NOV 2015
Rori DuBoff May 2016
14. Immersive Virtual Reality (VR)
Experience what you can’t do in real life
It’s like learning about a new function of your body or something.
It’s totally surreal to be able to just trick yourself into believing you’re somewhere else (Aaron Koblin, Vrse)
Get super-
powers to live
fantasies
Fly in the air, achieve
superhuman
strength/speed, create
magic
Connect closely
with people from
anywhere
Interact with
families/colleagues/frie
nds and experience a
shared virtual reality
Engage in
physical activity
without harm
Train for sports, fight
simulations, games,
competitions
Explore remote,
unreachable
places
Land on Mars, swim
with sharks underwater,
jump of mountain peaks
Rori DuBoff May 2016
19. Immersive VR: Haptic Senseperiences
Wearable Technologies & Haptics:
Hand, Body, Face Tracking, Motion capture, Depth Sensing, Body Sensors
Wearable Technologies & Haptics:
Hand, Body, Face Tracking, Motion capture, Depth Sensing, Body Sensors
Rori DuBoff May 2016
20. Social VR
‘Imagine sharing not just moments but entire experiences and adventures.
This is a new communication platform’ - Mark Zuckerberg
‘Imagine sharing not just moments but entire experiences and adventures.
This is a new communication platform’ - Mark Zuckerberg
Rori DuBoff May 2016
21. Cinematic VRCinematic VR
360 video360 video
Google Cardboard - $
360 Facebook, 360
YouTube - $
Samsung Gear - $$
Rori DuBoff / May 2016
Higher Reach
Immersive VRImmersive VR
Full presenceFull presence
Oculus $$$, HTC Vive $$
$
Sony PlayStation - $$$
Lower Reach
360 panoramic viewing
of images, video,
animations
Computer simulated 3D
environment which creates the
sensation of being physically
present and enables interaction
Mixed/HybridMixed/Hybrid
RealityReality
AugmentedAugmented
RealityReality
Blending real & virtual
worlds (physical & digital)
to generate hybrid realities
An added layer of digital
content super-imposed
onto the real world
Blippar - $
Google Glass - $$
Microsoft Hololens -- $$$$
Meta - $$$$
Magic Leap - $$$$
Higher Reach Lower Reach
Mixed Reality (MR)Virtual Reality (VR)
DEVICES & PLATFORMS (& COST)
Rori DuBoff May 2016
24. MEDIA
Digital
1990s
INTERACTION
Social
Group
conversations,
collaborations via
shared networks
2000s
COMMUNITY
Mobile
Cross Platform
Multi device,
Internet of Things
2010s
• Location-based
• Interoperable
• Wearables &
smart objects
• MCommerce
CONNECTIVITY
2015
Virtual
360 presence
inside a multi
sensory computer
simulated world
IMMERSION
One-way
advertising via
TV, radio, print
1900s
• Product
positioning
• Promotions
• Placements
PROMOTION
Traditional
The Evolution of Media
Two-way
communication,
transactions via
Web/Internet
BRAND
EXPERIENCE
STRATEGIES
• User-generated
content/tools
• Influencer
marketing
• Social commerce
• User Interfaces
• Rich media
• Real-time content
• Personalization
• Ecommerce
• First person
narrative
• 3D Interactivity &
Haptics
• Gaming
• Augmented Tech
Rori DuBoff May 2016
25. MEDIA
Digital
1990s
INTERACTION
Social
Group
conversations,
collaborations via
shared networks
2000s
COMMUNITY
Mobile
Cross Platform
Multi device,
Internet of Things
2010s
• Location-based
• Mobile Apps
• Wearables & smart
objects
• MCommerce
CONNECTIVITY
2015
Virtual
• First person
narrative
• Interactivity,
Haptics & HMDs
• Gaming
• AR & MR
360 presence
inside a multi
sensory computer
simulated world
IMMERSION
One-way
advertising via
TV, radio, print
1900s
• Product
positioning
• Promotions
• Placements
PROMOTION
Traditional
The Evolution of Media
Two-way
communication,
transactions via
Web/Internet
• User Interfaces
• Rich media
• Real-time content
• Personalization
• Ecommerce
BRAND
EXPERIENCE
STRATEGIES
2025
• User-generated
content/tools
• Influencer
marketing
• Social commerce
Artificial
intelligence
Bridging the
physical & digital
divide, generating
new solutions
• AI: EQ & IQ
• Machine learning
• Lifestyle
Robotics/Bots/Hum
anoids
• Mixed Realities
PROGRESSION
Rori DuBoff May 2016
27. Artificial Intelligence
Artificial intelligence (AI)
is the ability of a
computer
to perform tasks that
usually require human
intelligence.
Eventually, to think
like a human.
Rori DuBoff May 2016
28. Artificial Intelligence: Cognitive Systems
The adoption of AI by companies will be
necessary in order for them to stay in
business - - Goldman Sachs
IBM has committed 1 Billion to
commercializing ‘Watson’ –
the cognitive computing platform
Rori DuBoff May 2016
29. Accelerated Intelligence
Havas’ cognitive products solutions and services division.
+ =
New Strategies
New Services
New Products
New User Experiences
New Partnerships
Havas + IBM Watson = Cognitive
Rori DuBoff May 2016
VR uses a head mounted display (HDM)
and a small web camera.
The camera continuously captures pictures of what the person is looking at and sends them to the computer.
The user is free to move around and look in 360 degrees around the object.
McDonald's Sweden is launching a promotion that invites kids to turn Happy Meal boxes into virtual-reality viewers. Dubbed Happy Goggles, some 3,500 of them will be made available at 14 restaurants over the weekends of March 5 and March 12. The price is about $4.10.
McDonald's Sweden is launching a promotion that invites kids to turn Happy Meal boxes into virtual-reality viewers. Dubbed Happy Goggles, some 3,500 of them will be made available at 14 restaurants over the weekends of March 5 and March 12. The price is about $4.10.
McDonald's Sweden is launching a promotion that invites kids to turn Happy Meal boxes into virtual-reality viewers. Dubbed Happy Goggles, some 3,500 of them will be made available at 14 restaurants over the weekends of March 5 and March 12. The price is about $4.10.
Immersive Journalism: Using VR, immersive journalism places the audience on scene and offer’s the opportunity to engage with the story. ABC most recently launched VR news coverage in Syria to plunge viewers into the warzone.
This developing form of journalism will not only be an attempt to perpetuate awareness but strike a personal cord amongst audience members in order convert knowledge into action and ‘inspire people to care’.
Immersive Journalism: Using VR, immersive journalism places the audience on scene and offer’s the opportunity to engage with the story. ABC most recently launched VR news coverage in Syria to plunge viewers into the warzone.
This developing form of journalism will not only be an attempt to perpetuate awareness but strike a personal cord amongst audience members in order convert knowledge into action and ‘inspire people to care’.
“You vs. Sharapova” Fans had the opportunity to play against a CGI-version of Maria Sharapova at this year’s US Open. It was the first VR experience to feature live action, where consumers could swing a racket to try to return Sharapova’s 100-mph serve.
Hiking boot brand Merrell did one such activation at Sundance last month, partnering with Rolling Stone magazine to create the Merrell TrailScape—an immersive journey that had people feeling like they were walking around a crumbling ledge and over a treacherous wooden bridge high in the mountains.
The experience—which Merrell says was the first commercial use of "walk around" virtual reality—was created by Merrell agency Hill Holliday and designed by Framestore. The latter is the Oscar-winning effects house that worked on Gravity and also famously did the Oculus activation for HBO's Game of Thrones at South by Southwest last March. (It later opened a whole VR and immersive content studio.)
Second Life’s original inventor Philip Rosedale is spearheading High Fidelity, also based in San Francisco. The 20-employee startup has raised $17.5 million to date, with investors including Vulcan Capital, True Ventures and Linden. High Fidelity also plans to use personalized avatars to let people “travel” around a diverse but interconnected virtual world. As its name suggests, it wants to convincingly recreate real-world interactions in VR such as talking, shaking hands and sword fighting (really!).
ew Platform from Creator of Second Life Will Democratize Virtual Reality as a Creative Medium
SAN FRANCISCO - August 18, 2015 - Linden Lab®, the creators of Second Life®, today announced that a small number of creators have been exclusively invited to be the first to help test its new platform for virtual experiences, codenamed Project Sansar.
Slated for general availability in 2016, Project Sansar will democratize virtual reality as a creative medium. It will empower people to easily create, share, and monetize their own multi-user, interactive virtual experiences, without requiring engineering resources. The platform will enable professional-level quality and performance with exceptional visual fidelity, 3D audio, and physics simulation. Experiences created with Project Sansar will be optimized for VR headsets like the Oculus Rift, but also accessible via PCs and (at consumer launch) mobile devices. Users can explore and socialize within Project Sansar experiences through advanced expressive avatars, using text and voice chat.
The social VR features launching in a public testing phase from Oculus allow five people to watch a Vimeo or Twitch video together in a shared virtual home theater on the Gear VR. I just emerged from a session watching videos together in a room with CorvusVR, Will Mason and a guy named Steve.
Second Life’s original inventor Philip Rosedale is spearheading High Fidelity, also based in San Francisco. The 20-employee startup has raised $17.5 million to date, with investors including Vulcan Capital, True Ventures and Linden. High Fidelity also plans to use personalized avatars to let people “travel” around a diverse but interconnected virtual world. As its name suggests, it wants to convincingly recreate real-world interactions in VR such as talking, shaking hands and sword fighting (really!).
ew Platform from Creator of Second Life Will Democratize Virtual Reality as a Creative Medium
SAN FRANCISCO - August 18, 2015 - Linden Lab®, the creators of Second Life®, today announced that a small number of creators have been exclusively invited to be the first to help test its new platform for virtual experiences, codenamed Project Sansar.
Slated for general availability in 2016, Project Sansar will democratize virtual reality as a creative medium. It will empower people to easily create, share, and monetize their own multi-user, interactive virtual experiences, without requiring engineering resources. The platform will enable professional-level quality and performance with exceptional visual fidelity, 3D audio, and physics simulation. Experiences created with Project Sansar will be optimized for VR headsets like the Oculus Rift, but also accessible via PCs and (at consumer launch) mobile devices. Users can explore and socialize within Project Sansar experiences through advanced expressive avatars, using text and voice chat.
The social VR features launching in a public testing phase from Oculus allow five people to watch a Vimeo or Twitch video together in a shared virtual home theater on the Gear VR. I just emerged from a session watching videos together in a room with CorvusVR, Will Mason and a guy named Steve.
VR uses a head mounted display (HDM)
and a small web camera.
The camera continuously captures pictures of what the person is looking at and sends them to the computer.
The user is free to move around and look in 360 degrees around the object.
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So we scaled our relationship with IBM to a cognitive center of excellence:
Havas design, strategy and execution expertise – grounded in our deep relationship knowledge with our marketing clients, coupled with IBM Watson’s technical expertise and knowledge are leading to new Strategies, services, products, experiences and most importantly ground breaking partnerships. These the next generation of brands we are building..
Sophia's lifelike skin is made from patented silicon and she can emulate more than 62 facial expressions. Cameras inside her "eyes," combined with computer algorithms, enable her to "see," follow faces and appear to make eye contact and recognize individuals.
CNN
News
m.me/cnn
Wall Street Journal
News
m.me/wsj
TechCrunch
News
m.me/TechCrunch
Poncho
Weather
m.me/hiponcho
1-800-Flowers
Flowers
m.me/1800flowers
Sequel Stories
Literature
m.me/storiesonsequel
Spring
Shopping
m.me/springNYC
HP Print Bot
Printing
m.me/HPPrintBot
Operator
Shopping
http://m.me/operatorapp
Health Tap
Health
m.me/HealthTap
F8 Bot
Conference
m.me/f8bot
Assist
Personal Assistant
m.me/assist
Besure
Food
m.me/besure.io
Miss Piggy
Entertainment
m.me/MuppetsMissPiggy
* active 10am - 12noon PT ONLY
Zork
Game
m.me/playzork
Detective Kees
Game
m.me/detectivekees
Hudson
News, Weather
m.me/hudsonapp
EstherBot
Personal Profile Bot
http://m.me/helloestherbot/
JessieHumani
Game
https://www.facebook.com/JessieHumani/
As an example
…..with the toys our children play with….
Cognitoy, from Elemental Path is a company based here in NYC
What you are seeing here would not have been possible to build had it not been for Watson’s cognitive capabilities
The Dinosaur, with the natural language processing and machine learning capabilities of Watson underneath, can adapt to your child’s personality, likes, interests and line of questioning as it interacts with vast amounts of information
An educational smart dinosaur backed by Watson; it converses with children whilst simultaneously adapting to their age by responding with age appropriate answers. It uses the information from the dialogue with the child to track the progress of the child developmentally. The toy develops a unique personality that continues to evolve based on the child’s interactions with it. Since the dinosaur is connected to the cognitive computing capabilities of IBM Watson via wireless internet, it can learn in real-time and get answers to questions that might not have been programmed into the toy from the outset.
The toymakers have envisaged parenting in 2025 with hologram toys that bridge the physical and digital divide. Holograms are used to enhance regular toys (e.g. the Rock-a-stack, covered in felt and technologically enabled so that a hologram of a bird is released once the felt rings are properly stacked). “Our current technologies and AI systems exist in cages. In the future, they will be more integrated in our lives, and become autonomous within our environments”- Steve Brown
http://www.psfk.com/2016/03/fisher-price-future-of-hologram-toys.html