This document discusses how augmented reality can help marketers break through clutter. It defines augmented reality and outlines its history. Four attributes that lead to marketing clutter are identified: what, when, how, and why brands communicate. Augmented reality is proposed as a new "how" channel that can decrease clutter when used alongside other traditional channels like print. Successful AR applications from brands like IBM, Shiseido, De Beers and Dulux are summarized that enhanced the shopping experience. The document concludes augmented reality is a valuable new tool for marketers to engage consumers amidst increasing marketing messages.
I was asked to present my prediction of what will happen in VR Market on 2017, based on our experience in developing VR Apps and Games. For more info, pls send eMail to Yariv@AppReal-VR.COM
A case study on Adstuck's Augmented Reality ventures (Amity University) by Pa...Dr Ritesh Malik
This document is a minor project report on augmented reality in the context of Adstuck, an Indian advertising company. It includes sections on the company profile of Adstuck, research methodology used in the project, findings on the technology behind various augmented reality apps and concepts developed by Adstuck, an analysis and SWOT analysis of augmented reality applications in different industries. The report was submitted in partial fulfillment of an MBA degree and includes standard elements like a declaration, acknowledgements, table of contents and figures.
A Study on Augmented Reality as a Marketing ToolMridul Dohutia
This document summarizes a research paper on augmented reality as a marketing tool. The paper introduces augmented reality and how it is being used by companies in experiential marketing campaigns. It then discusses some examples of companies using augmented reality, including Ray-Ban, BMW, Amazon, and McDonald's. Finally, it provides an overview of the literature review section of the research paper, which discusses the rise of experiential marketing and how augmented reality can be used to create customer value and satisfaction.
IRJET- 3D Hologram Virtual Personal Assistant using Cloud Services : A SurveyIRJET Journal
This document discusses adding hologram technology to create a 3D holographic virtual personal assistant using cloud services. Key points:
- The assistant would use hologram projection and OLED displays to make it appear that a real person is talking to the user.
- Amazon Web Services and Amazon Sumerian would be used to model the design and ensure secure data transmission.
- The holographic projections would be projected into mid-air without the need for glasses, allowing for a more realistic 3D experience.
- This type of virtual assistant could help manage tasks through voice commands while incorporating cutting-edge hologram technology for an improved user experience.
Virtual Reality in Marketing and PR - What you should know and why you should...Stefan Spinnler
Virtual reality (VR) provides an immersive 3D experience that transports users inside digital environments instead of restricting them to 2D displays. This allows marketers to communicate experiences in a more engaging way. There are two main types of VR content: 360-degree videos which users can passively view, and interactive environments rendered in real-time. Mobile VR using smartphones is already widespread, while higher-fidelity tethered VR headsets connected to PCs will soon provide improved graphics, tracking, and controls. VR gives marketers a new tool to engage and educate consumers, boosting the impact of their content marketing by bringing concepts to life in an immersive way.
This document discusses opportunities for content providers to capitalize on growing interest in virtual and augmented reality technologies. It projects that VR and AR device shipments will grow substantially over the next decade, reaching tens or hundreds of millions of devices annually by 2025. The document outlines several strategies content providers can pursue to engage viewers in VR and AR environments, such as virtual cinema experiences, 180-degree and 360-degree VR video, and social viewing features. It also examines technical considerations for different VR and AR formats and the potential convergence of these technologies.
2d to 3D converted movies:
The question being, should it matter to the Audiences? Also, is it better to convert a normal movie to 3D or Shoot it in 3D in the first place?
I lean to the point of having a bias toward shooting with real (or CG) stereoscopic cameras. 2D to 3D conversion studios that service Hollywood argue that it‟s better to shoot a film as regular 2D and then convert it to 3D later.
22nd June 2017 was a special day at Maac Kolkata for those at MAAC Chowringhee | Rashbehari | Kakurgachi, as students, faculty and staff alike gathered at the Academy of Fine Arts, Kolkata for a unique experience.
I was asked to present my prediction of what will happen in VR Market on 2017, based on our experience in developing VR Apps and Games. For more info, pls send eMail to Yariv@AppReal-VR.COM
A case study on Adstuck's Augmented Reality ventures (Amity University) by Pa...Dr Ritesh Malik
This document is a minor project report on augmented reality in the context of Adstuck, an Indian advertising company. It includes sections on the company profile of Adstuck, research methodology used in the project, findings on the technology behind various augmented reality apps and concepts developed by Adstuck, an analysis and SWOT analysis of augmented reality applications in different industries. The report was submitted in partial fulfillment of an MBA degree and includes standard elements like a declaration, acknowledgements, table of contents and figures.
A Study on Augmented Reality as a Marketing ToolMridul Dohutia
This document summarizes a research paper on augmented reality as a marketing tool. The paper introduces augmented reality and how it is being used by companies in experiential marketing campaigns. It then discusses some examples of companies using augmented reality, including Ray-Ban, BMW, Amazon, and McDonald's. Finally, it provides an overview of the literature review section of the research paper, which discusses the rise of experiential marketing and how augmented reality can be used to create customer value and satisfaction.
IRJET- 3D Hologram Virtual Personal Assistant using Cloud Services : A SurveyIRJET Journal
This document discusses adding hologram technology to create a 3D holographic virtual personal assistant using cloud services. Key points:
- The assistant would use hologram projection and OLED displays to make it appear that a real person is talking to the user.
- Amazon Web Services and Amazon Sumerian would be used to model the design and ensure secure data transmission.
- The holographic projections would be projected into mid-air without the need for glasses, allowing for a more realistic 3D experience.
- This type of virtual assistant could help manage tasks through voice commands while incorporating cutting-edge hologram technology for an improved user experience.
Virtual Reality in Marketing and PR - What you should know and why you should...Stefan Spinnler
Virtual reality (VR) provides an immersive 3D experience that transports users inside digital environments instead of restricting them to 2D displays. This allows marketers to communicate experiences in a more engaging way. There are two main types of VR content: 360-degree videos which users can passively view, and interactive environments rendered in real-time. Mobile VR using smartphones is already widespread, while higher-fidelity tethered VR headsets connected to PCs will soon provide improved graphics, tracking, and controls. VR gives marketers a new tool to engage and educate consumers, boosting the impact of their content marketing by bringing concepts to life in an immersive way.
This document discusses opportunities for content providers to capitalize on growing interest in virtual and augmented reality technologies. It projects that VR and AR device shipments will grow substantially over the next decade, reaching tens or hundreds of millions of devices annually by 2025. The document outlines several strategies content providers can pursue to engage viewers in VR and AR environments, such as virtual cinema experiences, 180-degree and 360-degree VR video, and social viewing features. It also examines technical considerations for different VR and AR formats and the potential convergence of these technologies.
2d to 3D converted movies:
The question being, should it matter to the Audiences? Also, is it better to convert a normal movie to 3D or Shoot it in 3D in the first place?
I lean to the point of having a bias toward shooting with real (or CG) stereoscopic cameras. 2D to 3D conversion studios that service Hollywood argue that it‟s better to shoot a film as regular 2D and then convert it to 3D later.
22nd June 2017 was a special day at Maac Kolkata for those at MAAC Chowringhee | Rashbehari | Kakurgachi, as students, faculty and staff alike gathered at the Academy of Fine Arts, Kolkata for a unique experience.
This document summarizes Elena Masolova's presentation on using virtual reality for corporate training. Some key points include:
- VR provides an immersive experience that allows trainees to learn skills in simulated real-life environments, similar to how NASA uses VR to train astronauts.
- Companies already using VR training include oil rigs to teach safety, orientations for new employees, military recruiting, and railroad recruiting.
- 3600 video may be better than programs like Unity for training because it provides more realistic immersive experiences, while graphics in programs can be less realistic.
- Common uses of VR training include facility tours, sales meetings, and customer service interactions. However, VR training also has limitations like high costs and
Animation can explain behaviours better than thousand of words that’s why interaction designer should learn from motion designer.
Technological advances have allowed, in the last few years, a big step forward in the dynamic behaviors and interactions patterns that we used to do with software in the past. Motion is one of the key element of this change but how can we imagine & sketch the way something feels & reacts? Starting from the basic of motion design, we’ll discover a set of “standard” motion patterns and how we can sketch & use them in a design project to increase affordance, to simplify complex interactions and to give a new dynamic brand identity to our products.
Presented @Interaction 14, Amsterdam
http://interaction14.ixda.org/program/saturday/241-design-in-motion-the-new
Talk here:
https://vimeo.com/86763511
A ‘white paper’ overview by Dr Mike Hobbs, Visiting research fellow, CEMP, Bournemouth University and Professor Debbie Holley, CEMP and Department of Nursing Sciences Bournemouth University
This briefing paper outlines and summarises recent developments in the context and range of technologies for delivering Augmented Reality (AR). We share some of the uses of the products and examples of applications in social, commercial, medical and educational applications; but make no claim as to this being a full inventory. The work can be read as an independent document or as an extended commentary providing more detail to support the Augmented Reality for Education article in the Encyclopaedia of Educational Innovation (Holley, Hobbs 2020) and the Augmented Reality and Learning Innovation presentation at Edutech 2021 (Holley 2021).
Toronto animation-companies-case-studiesMike Efford
One of the most experienced Toronto animation companies in the field of technical animation presents 7 case studies profiling a diverse group of compamies who have used 3D animation to market their product ideas. Animate your vision...
Companies are using VR to let people experience their services: hospitality and travel services providers can convince someone they can offer amazing experiences by letting people experience them in VR.
Workshop taught by Mark Billinghurst at the ICIDM 2013 conference about using the Junaio platform for designing mobile AR applications. Presented on December 2nd 2013. Provides material about using Metaio Creator, and Junaio coding for developing marker based and GPS based mobile AR applications.
This document provides a snapshot of the VR publishing and monetization landscape in September 2016 based on interviews with over two dozen VR industry experts. It finds that while definitions of VR vary, immersiveness is key. Publishers are creating VR content ranging from 360 videos to interactive experiences, with costs depending on complexity. VR's strengths include immersive storytelling, opportunities for shopping/product demos, and its ability to stir emotions. Experts predict continued growth in the next 24 months as audiences and monetization models expand.
This document discusses augmented reality (AR), defining it as a type of virtual reality that combines real and computer-generated scenes. It distinguishes AR from virtual reality by noting AR enhances real environments while VR replaces reality. Examples of AR applications like Wikitude, Layar and Google Glass are provided. The document also outlines several industries where AR is used and discusses advantages like uniqueness, personalization and virality, as well as disadvantages like privacy concerns, advertising issues, and physical dangers.
This document discusses the past, present and future of augmented reality (AR) and virtual reality (VR). It summarizes how VR content development went off course by focusing too much on 360-degree video rather than stereoscopic 3D. It argues that AR needs to incorporate stereoscopic 3D smartphone cameras to enable user-generated VR content and camera-through AR capabilities. The document reviews notable companies and technologies in areas like volumetric capture, waveguide displays, and optical see-through displays. It envisions smartglasses that combine eye tracking, depth sensors, computer vision and electroencephalography to create a general purpose AR interface controlled by thought instead of voice.
2016 Revised Resume - Richard Garvin resumeRichard Garvin
This document provides a summary of Richard Garvin's professional experience and qualifications. He has over 30 years of experience in retail and product design, including roles as Creative Director, Vice President of various design firms, design faculty at OCAD University, and as owner of his own retail design firm. His areas of expertise include store design, branding, merchandising, and incorporating new technologies. He has extensive experience designing for major retailers globally.
The document discusses the art of storytelling for marketers using an adapted version of the BCG matrix. It outlines three key assumptions made in storytelling: the story has a point of view, the storyteller has an objective, and the audience has the ability to understand. It also discusses the elements of identification and appreciation that audiences experience with stories. An adapted BCG matrix is presented to evaluate a story's mind share and potential for viral spread. The document concludes with three rules for effective storytelling: hide the storyteller, grab audience attention at the start, and build up to an ending without fully concluding.
Richard Garvin is an instructor and retail expert based in Canada. He has experience designing for retailers globally and a specialized interest in emerging trends, technologies, and product innovation. The document discusses several of Richard's past projects involving space suits, deep sea diving equipment, exoskeletons, and smart textiles. It also explores potential new applications of technologies inspired by natural materials and designs.
Este documento analiza la relación entre las variables cuantitativas "altura" y "peso" en un conjunto de datos. Determina que estas variables no siguen una distribución normal y por lo tanto usa el test no paramétrico de Spearman. El análisis muestra una correlación positiva pero muy débil entre las variables, indicando que no están fuertemente relacionadas.
Este documento describe cómo realizar análisis de tablas de contingencia y asociación entre variables usando R Commander. Se presentan dos ejercicios: el primero analiza la asociación entre el consumo de tabaco y el bajo peso al nacer, y el segundo analiza la asociación entre variables como sexo, práctica de deporte y consumo de fruta en un conjunto de datos. Ambos ejercicios involucran la construcción de tablas de contingencia, pruebas de chi-cuadrado y cálculo de odds ratios.
The document discusses vertical take-off and landing (VTOL) aircraft and their applications. It describes how VTOL technology was initially developed for military uses but is now being adapted for civilian purposes, including delivery drones and autonomous vehicles. The document proposes a concept for an urban VTOL vehicle called the City VTOL that could serve delivery and emergency response roles better than helicopters by having a smaller footprint and ability to precisely land in urban areas. Further study is needed to determine the optimal design configuration.
Este documento presenta instrucciones para crear tablas de frecuencia, gráficos y resúmenes estadísticos usando datos sobre hábitos de salud. Se seleccionan variables cualitativas como "botellón" y "cerveza" para crear tablas de frecuencia e interpretar los resultados. Luego, se crean tablas de frecuencia para variables cuantitativas como "comunicación familiar" y "horas de práctica deportiva", y se interpretan los resultados. Finalmente, se muestran instrucciones para crear gráficos de
Waleed Wagih Abdelhamid Abd-Elfattah is seeking a challenging position in a professional environment that encourages growth. He has 7 years of experience as a Field Specialist II for Baker Hughes Cementing in Egypt and Mauritania. He is proficient in Microsoft Office, cementing operations, and maintenance and operation of cementing equipment. He has worked on various offshore and onshore oil rigs and with different oil companies in Egypt.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
Augmented reality (AR) enhances real-world environments by superimposing computer-generated images over a user's view of the real world. AR originated in the 1950s and 1960s from the work of Ivan Sutherland. Key developments included the first use of the term "augmented reality" in 1990 and a 1997 survey of AR uses. AR hardware includes head-up displays, eyeglasses, contact lenses, and retinal displays. Applications of AR span archaeology, architecture, art, commerce, education, games, healthcare, manufacturing, and military uses. However, challenges remain regarding technology limitations, social acceptance, and usability issues that must be addressed for further advancement of AR.
The document discusses augmented reality (AR) and its potential applications. It begins by defining AR as enhancing one's current perception of reality by overlaying digital information. The technology aims to seamlessly blend virtual objects with the real world by tracking a user's movements and positioning graphics accordingly. Some key points:
- AR is still in the early research phase but may become widely available by the next decade in the form of glasses.
- It has applications in education, gaming, military, and more by providing contextual information about one's surroundings.
- The main components of an AR system are head-mounted displays, tracking systems, and mobile computing power.
- There are two main types of head-mounted
Yogesh Baisla's seminar presentation provided an overview of augmented reality (AR). AR superimposes digitally rendered images onto the real world using markers recognized by mobile apps. The seminar discussed the history of AR from the 1960s, how it works technically, main applications like medical, manufacturing, and entertainment. It also compared AR to virtual reality, described implementation frameworks using off-the-shelf hardware and software, reviewed advantages like increased knowledge but also disadvantages like privacy issues. The seminar concluded AR has potential to enhance our lives but also faces challenges like technological limitations and social acceptance.
The document discusses using virtual reality for engagement in human resources applications such as recruitment, onboarding, sensitivity training, and continual employee education. It provides an overview of VR technology and history. Examples are given of VR being used for safety training at Texas Mutual, crane operation training, sexual harassment prevention, and retail store training. The benefits of VR for training include creating engaging experiences, practicing dangerous scenarios safely, improved learning retention, and reducing costs.
This document summarizes Elena Masolova's presentation on using virtual reality for corporate training. Some key points include:
- VR provides an immersive experience that allows trainees to learn skills in simulated real-life environments, similar to how NASA uses VR to train astronauts.
- Companies already using VR training include oil rigs to teach safety, orientations for new employees, military recruiting, and railroad recruiting.
- 3600 video may be better than programs like Unity for training because it provides more realistic immersive experiences, while graphics in programs can be less realistic.
- Common uses of VR training include facility tours, sales meetings, and customer service interactions. However, VR training also has limitations like high costs and
Animation can explain behaviours better than thousand of words that’s why interaction designer should learn from motion designer.
Technological advances have allowed, in the last few years, a big step forward in the dynamic behaviors and interactions patterns that we used to do with software in the past. Motion is one of the key element of this change but how can we imagine & sketch the way something feels & reacts? Starting from the basic of motion design, we’ll discover a set of “standard” motion patterns and how we can sketch & use them in a design project to increase affordance, to simplify complex interactions and to give a new dynamic brand identity to our products.
Presented @Interaction 14, Amsterdam
http://interaction14.ixda.org/program/saturday/241-design-in-motion-the-new
Talk here:
https://vimeo.com/86763511
A ‘white paper’ overview by Dr Mike Hobbs, Visiting research fellow, CEMP, Bournemouth University and Professor Debbie Holley, CEMP and Department of Nursing Sciences Bournemouth University
This briefing paper outlines and summarises recent developments in the context and range of technologies for delivering Augmented Reality (AR). We share some of the uses of the products and examples of applications in social, commercial, medical and educational applications; but make no claim as to this being a full inventory. The work can be read as an independent document or as an extended commentary providing more detail to support the Augmented Reality for Education article in the Encyclopaedia of Educational Innovation (Holley, Hobbs 2020) and the Augmented Reality and Learning Innovation presentation at Edutech 2021 (Holley 2021).
Toronto animation-companies-case-studiesMike Efford
One of the most experienced Toronto animation companies in the field of technical animation presents 7 case studies profiling a diverse group of compamies who have used 3D animation to market their product ideas. Animate your vision...
Companies are using VR to let people experience their services: hospitality and travel services providers can convince someone they can offer amazing experiences by letting people experience them in VR.
Workshop taught by Mark Billinghurst at the ICIDM 2013 conference about using the Junaio platform for designing mobile AR applications. Presented on December 2nd 2013. Provides material about using Metaio Creator, and Junaio coding for developing marker based and GPS based mobile AR applications.
This document provides a snapshot of the VR publishing and monetization landscape in September 2016 based on interviews with over two dozen VR industry experts. It finds that while definitions of VR vary, immersiveness is key. Publishers are creating VR content ranging from 360 videos to interactive experiences, with costs depending on complexity. VR's strengths include immersive storytelling, opportunities for shopping/product demos, and its ability to stir emotions. Experts predict continued growth in the next 24 months as audiences and monetization models expand.
This document discusses augmented reality (AR), defining it as a type of virtual reality that combines real and computer-generated scenes. It distinguishes AR from virtual reality by noting AR enhances real environments while VR replaces reality. Examples of AR applications like Wikitude, Layar and Google Glass are provided. The document also outlines several industries where AR is used and discusses advantages like uniqueness, personalization and virality, as well as disadvantages like privacy concerns, advertising issues, and physical dangers.
This document discusses the past, present and future of augmented reality (AR) and virtual reality (VR). It summarizes how VR content development went off course by focusing too much on 360-degree video rather than stereoscopic 3D. It argues that AR needs to incorporate stereoscopic 3D smartphone cameras to enable user-generated VR content and camera-through AR capabilities. The document reviews notable companies and technologies in areas like volumetric capture, waveguide displays, and optical see-through displays. It envisions smartglasses that combine eye tracking, depth sensors, computer vision and electroencephalography to create a general purpose AR interface controlled by thought instead of voice.
2016 Revised Resume - Richard Garvin resumeRichard Garvin
This document provides a summary of Richard Garvin's professional experience and qualifications. He has over 30 years of experience in retail and product design, including roles as Creative Director, Vice President of various design firms, design faculty at OCAD University, and as owner of his own retail design firm. His areas of expertise include store design, branding, merchandising, and incorporating new technologies. He has extensive experience designing for major retailers globally.
The document discusses the art of storytelling for marketers using an adapted version of the BCG matrix. It outlines three key assumptions made in storytelling: the story has a point of view, the storyteller has an objective, and the audience has the ability to understand. It also discusses the elements of identification and appreciation that audiences experience with stories. An adapted BCG matrix is presented to evaluate a story's mind share and potential for viral spread. The document concludes with three rules for effective storytelling: hide the storyteller, grab audience attention at the start, and build up to an ending without fully concluding.
Richard Garvin is an instructor and retail expert based in Canada. He has experience designing for retailers globally and a specialized interest in emerging trends, technologies, and product innovation. The document discusses several of Richard's past projects involving space suits, deep sea diving equipment, exoskeletons, and smart textiles. It also explores potential new applications of technologies inspired by natural materials and designs.
Este documento analiza la relación entre las variables cuantitativas "altura" y "peso" en un conjunto de datos. Determina que estas variables no siguen una distribución normal y por lo tanto usa el test no paramétrico de Spearman. El análisis muestra una correlación positiva pero muy débil entre las variables, indicando que no están fuertemente relacionadas.
Este documento describe cómo realizar análisis de tablas de contingencia y asociación entre variables usando R Commander. Se presentan dos ejercicios: el primero analiza la asociación entre el consumo de tabaco y el bajo peso al nacer, y el segundo analiza la asociación entre variables como sexo, práctica de deporte y consumo de fruta en un conjunto de datos. Ambos ejercicios involucran la construcción de tablas de contingencia, pruebas de chi-cuadrado y cálculo de odds ratios.
The document discusses vertical take-off and landing (VTOL) aircraft and their applications. It describes how VTOL technology was initially developed for military uses but is now being adapted for civilian purposes, including delivery drones and autonomous vehicles. The document proposes a concept for an urban VTOL vehicle called the City VTOL that could serve delivery and emergency response roles better than helicopters by having a smaller footprint and ability to precisely land in urban areas. Further study is needed to determine the optimal design configuration.
Este documento presenta instrucciones para crear tablas de frecuencia, gráficos y resúmenes estadísticos usando datos sobre hábitos de salud. Se seleccionan variables cualitativas como "botellón" y "cerveza" para crear tablas de frecuencia e interpretar los resultados. Luego, se crean tablas de frecuencia para variables cuantitativas como "comunicación familiar" y "horas de práctica deportiva", y se interpretan los resultados. Finalmente, se muestran instrucciones para crear gráficos de
Waleed Wagih Abdelhamid Abd-Elfattah is seeking a challenging position in a professional environment that encourages growth. He has 7 years of experience as a Field Specialist II for Baker Hughes Cementing in Egypt and Mauritania. He is proficient in Microsoft Office, cementing operations, and maintenance and operation of cementing equipment. He has worked on various offshore and onshore oil rigs and with different oil companies in Egypt.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
Augmented reality (AR) enhances real-world environments by superimposing computer-generated images over a user's view of the real world. AR originated in the 1950s and 1960s from the work of Ivan Sutherland. Key developments included the first use of the term "augmented reality" in 1990 and a 1997 survey of AR uses. AR hardware includes head-up displays, eyeglasses, contact lenses, and retinal displays. Applications of AR span archaeology, architecture, art, commerce, education, games, healthcare, manufacturing, and military uses. However, challenges remain regarding technology limitations, social acceptance, and usability issues that must be addressed for further advancement of AR.
The document discusses augmented reality (AR) and its potential applications. It begins by defining AR as enhancing one's current perception of reality by overlaying digital information. The technology aims to seamlessly blend virtual objects with the real world by tracking a user's movements and positioning graphics accordingly. Some key points:
- AR is still in the early research phase but may become widely available by the next decade in the form of glasses.
- It has applications in education, gaming, military, and more by providing contextual information about one's surroundings.
- The main components of an AR system are head-mounted displays, tracking systems, and mobile computing power.
- There are two main types of head-mounted
Yogesh Baisla's seminar presentation provided an overview of augmented reality (AR). AR superimposes digitally rendered images onto the real world using markers recognized by mobile apps. The seminar discussed the history of AR from the 1960s, how it works technically, main applications like medical, manufacturing, and entertainment. It also compared AR to virtual reality, described implementation frameworks using off-the-shelf hardware and software, reviewed advantages like increased knowledge but also disadvantages like privacy issues. The seminar concluded AR has potential to enhance our lives but also faces challenges like technological limitations and social acceptance.
The document discusses using virtual reality for engagement in human resources applications such as recruitment, onboarding, sensitivity training, and continual employee education. It provides an overview of VR technology and history. Examples are given of VR being used for safety training at Texas Mutual, crane operation training, sexual harassment prevention, and retail store training. The benefits of VR for training include creating engaging experiences, practicing dangerous scenarios safely, improved learning retention, and reducing costs.
This document discusses augmented reality (AR), which superimposes digitally rendered images onto the real world. It provides a brief history of AR dating back to the 1960s and defines AR as augmenting the real world rather than replacing it like virtual reality. The document outlines how AR works using markers and mobile apps to overlay virtual images. It lists medical, manufacturing, entertainment and military as key application areas and discusses challenges like performance issues, user interaction limitations, and achieving social acceptance. In conclusion, AR has potential to enhance daily life by displaying additional contextual information.
Augmented Reality Report by Singhan Gangulysinghanganguly
The document is a project report on augmented reality (AR) submitted by Singhan Ganguly to the Department of Electronics and Communication Engineering at Future Institute of Engineering & Management. It provides an overview of AR, including a definition, history, examples and applications. It discusses how AR superimposes computer-generated graphics, sounds, and other information over real-world environments in real-time. A key example discussed is the popular AR game Pokémon Go, which uses location tracking and GPS on smartphones to overlay virtual Pokémon characters onto real-world locations and environments.
Business Applications of Virtual RealityApoorv Parmar
The document discusses various business applications of virtual reality (VR). It begins by defining VR and how it works by tracking physical movement and immersing users in computer-generated worlds. VR modelling language (VRML) is discussed as a standard for VR applications on the web. Examples of companies using VR like DuPont for plant engineering are provided. Several VR products for different uses and price points are outlined, including HTC Vive, Google Cardboard, Samsung Gear VR, Oculus Rift and Microsoft HoloLens. VR applications in various industries like construction, engineering, sports, education and defence are summarized.
This document provides an overview of augmented reality (AR), including its definition, history, differences from virtual reality, display technologies, techniques, components, and potential application domains. It defines AR as combining real and virtual objects in real time and discusses optical and video see-through displays. Example applications mentioned include medical imaging, tourism, manufacturing, and education.
This document discusses augmented reality (AR) applications and the results of a survey on people's views of AR. It begins with an introduction to AR and examples of entertainment applications like Snapchat filters, Pokémon Go, and an app for deciding on tattoos. Medical and sports uses are also described. The survey found that 75% of people were interested in AR after learning about it, and the most familiar applications were medical, AR handsets, and handheld equipment. Opinions varied on whether AR will replace human workers. The document concludes with potential for further development in digital marketing, education, commerce, and industries, as well as both positive and negative effects of AR.
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR combines real and virtual worlds, with real-time interaction. Current uses of AR include heads-up displays, smartphone apps, and more. Future applications of AR are predicted in industries like military, medicine, education, and gaming. Continued AR research aims to instantly retrieve and display related data based on a user's real-world view.
This document provides an overview of augmented reality (AR) including what it is, examples of how it works, a brief history, and potential applications. AR overlays computer-generated images on top of the real world, enhancing one's current perception. Early examples include overlaying replays with ball trajectories during sports matches. The document traces the evolution of AR from Ivan Sutherland's 1968 "Sword of Damocles" system to modern uses in gaming, healthcare, education, and real estate. AR has the potential to transform how we experience the world through interactive overlays of information.
“Augmented Reality or Computer-Mediated Reality is nothing but the extension of existing reality in real time with the help of computer software’s or programs which helps the user to better interact with it.”
This document discusses augmented reality (AR) including its definition, technology, and applications. It begins by defining AR as a live view of the physical real-world environment that is augmented by computer-generated perceptual information. The technology section describes hardware components like smartphones and head-mounted displays used in AR. Applications discussed include archaeology, commerce, education, and B2B marketing case studies. Overall the document provides an overview of AR technology and examples of how it can be used.
Augmented reality (AR) involves overlaying digital information on real-world environments and began development in the 1990s. AR enhances reality through devices like smartphones by overlaying digital images and information. It differs from virtual reality (VR) which immerses users in simulated environments. Major AR applications include Pokémon Go, education, healthcare, and advertising. An example of an influential AR advertising campaign was Netflix and Snapchat's AR filters for Stranger Things season two, which allowed users to interact with the show's environments and characters through their mobile devices.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
This document summarizes a presentation on augmented reality. It discusses what augmented reality is, the components and technologies used including displays, tracking and input devices. Examples of medical, manufacturing, education and military applications are provided. Recent innovations in augmented reality apps and future innovations like AR glasses are outlined. The educational benefits of augmented reality are explained. In conclusion, while augmented reality is still developing, applications in areas like aircraft manufacturing show promise.
This document discusses augmented reality trends and provides two case studies of AR applications.
1) Augmented reality enhances real-world environments with computer-generated perceptions. It has applications in sports, retail, navigation, and medicine. Case studies highlight the San Jose Earthquakes soccer team using AR to share videos and promotions, and Tesco using AR for virtual dressing rooms and 3D product views.
2) While AR offers engagement benefits, its success requires adding value for consumers rather than just being novel. Early examples like the Earthquakes app and Tesco's 3D catalog are promising but require broader adoption to fully realize their business potential.
3) The future of AR looks promising as technologies mature and networks grow
Virtual reality (VR) allows users to immerse themselves in simulated, computer-generated environments that appear and feel real. VR is used in various fields including military, sports, mental health, medical training, education, and fashion. In architecture, VR allows designers to visualize and experience designs in 3D before construction begins, improving communication with clients and identifying potential issues. VR is improving quality control and accessibility in the construction industry by enabling inspection of virtual models at any project stage.
Augmented reality and virtual reality technologyAMAN148668
This document presents an industrial training presentation on augmented reality. It begins with defining augmented reality as enhancing the real world with computer-generated information using software, apps and hardware like AR glasses. It then discusses why AR was introduced, such as for interactive learning experiences. The document outlines what AR is, how it works by superimposing digital information onto the real world, its current uses and applications. It also covers the impact, future potential in areas like education, gaming and more, as well as limitations and why continued research is important.
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2. Breaking the Clutter: An opportunity for Marketers
Author- Jasleen Kaur Gumber Page 2
1.1 Challenges Marketers Face
“You cannot walk down the street without being bombarded”
- Bob Garfield, Advertising Writer
"I think the biggest issue everyone faces—regardless of the industry—are customers
suffering from information overload and cutting through that clutter," says Pam
Nochlin , Marketing Creative Manager for Citi Cards, the credit card division of banking
and financial services provider Citi.
(Reference- September 2, 2014 at http://www.targetmarketingmag.com/article/marketings-biggest-challenges-1-cutting-
through-clutter/1)
Could we remember how many marketing messages we've seen or heard since we woke
up this morning? Probably the answer is no. Messages stemming from advertising,
promotions, PR, direct marketing, and salesmen are everywhere. We encounter them on
our way to work, in newspapers and magazines, stores and restaurants, when watching
our favorite sports, looking out of an airplane window, or even while socializing with
friends. As a consumer, it is impossible to keep track of everything marketers are trying to
tell us.
This abundance of marketing messages is often referred to as Clutter. Clutter makes
consumers less likely to pay attention to marketing messages. What is more, clutter
breeds avoidance behavior and skepticism, which makes consumers more likely to
actively resist marketing messages.
Clutter is a function of Four attributes- What, When, How and Why?
1. What- What is the brand trying to drive through its Marketing communications? It
might range from Brand Promise to promoting specific products and technologies
2. When- When are the communications established in the market? Is the
communication scheduled only brand is facing crisis like- decrease in market share/
sales/ brand recall?
3. How- How is the brand talking to the consumer? Which all channels are deployed-
print, online, TV, etc?
4. Why- Why is the brand communicating what it is communicating with the
consumers? Is the objective brand awareness or Consumer engagement?
3. Breaking the Clutter: An opportunity for Marketers
Author- Jasleen Kaur Gumber Page 3
Shuffling within these four attributes and the sublets brands discover different
permutation for themselves which might affect the marketing results by minimizing the
clutter effect in the market.
For E.g. - Brand A Corp is in consumer durables and relies heavily on ‘Print’ under the
‘How’ Attribute. ABC realizes the print medium is getting saturated with the
advertisement from the industry and creating a clutter.
A Corp should then map the four clutter attributes of their brand with communication. An
example is shown below for their competitors- B Ltd and C &Co
A Corp B Ltd C & Co
Attributes
What Product
Sales
Promotion
Product
When Seasonally Continuously Continuously
How Print Print/ Online Print/ Outdoor
Why
Consumer Engagement
and Brand Recall
Increase Sales
Consumer Engagement
and Brand Recall
In the given scenario, a shuffle in the attributes can decrease the clutter created by
competition for A Corp. Understanding the customer attributes to marketing is the first
step to measuring the amount of clutter, consumer is getting bombarded with. If A Corp
tries to embrace platforms like Online and Outdoor more extensively it will face lesser
competition from both competitors put collectively as in Print.
This framework would also help marketers to explore newer opportunities to connect and
communicate with the consumers.
4. Breaking the Clutter: An opportunity for Marketers
Author- Jasleen Kaur Gumber Page 4
Clutter
Attributes
What
*Brand Message
*Brand Promise
*Product Information
*Brand Awareness
*Sales Promotion offers
*Value Proposition
When
*Contunuously
*Periodically
*Seasonlly
*During Sales Dip
*Based on Budget
allocation
*Competition dependent
How
*Print
*TV
*Radio
*Outdoor
*Online
*Ambient
*Direct Mailer
*Augmented Reality
Why
*Increase Brand Recall
*Prompt Customer
Engagement
*Increase Sales
*Consumer Perception
Change
*Comsumer Awareness
*Brand Building
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Author- Jasleen Kaur Gumber Page 5
1.2 Introduction to Augmented Reality
There are a lot of newer ways to connect with your consumers amongst the prevailing
heap of brand communication and one of the most effective and upcoming is the use of
Augmented Reality.
Abbreviated as AR, AUGMENTED REALITY is a type of virtual reality that aims to
duplicate the world's environment in a computer. An augmented reality system generates
a composite view for the user that is the combination of the real scene viewed by the user
and a virtual scene generated by the computer that augments the scene with additional
information.
The virtual scene generated by the computer is designed to enhance the user's sensory
perception of the virtual world they are seeing or interacting with. The goal of Augmented
Reality is to create a system in which the user cannot tell the difference between the real
world and the virtual augmentation of it.
AR is a live, direct or indirect, view of a physical, real-world environment whose elements
are augmented by computer-generated sensory input such as sound, video, graphics or
GPS data. It is related to a more general concept called mediated reality, in which a view of
reality is modified (possibly even diminished rather than augmented), by a computer. As a
result, the technology functions by enhancing one’s current perception of reality. By
contrast, virtual reality replaces the real world with a simulated one.
Augmentation is conventionally in real-time and in semantic context with environmental
elements, such as sports scores on TV during a match. With the help of advanced AR
technology (e.g. adding computer vision and object recognition) the information about the
surrounding real world of the user becomes interactive and digitally manipulable.
Artificial information about the environment and its objects can be overlaid on the real
world.
The key to augmented reality is the software. Augmented reality programs are written in
special 3D augmented reality programs such as D'Fusion, Unifye Viewer or
FLARToolKit. These programs allow the developer to tie animation or contextual digital
information in the computer program to an augmented reality "marker" in the real world.
Today Augmented Reality is used in media, entertainment, military training, engineering
design, robotics, manufacturing and other industries.
6. Breaking the Clutter: An opportunity for Marketers
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1.3 Origin of AR
From 1957, a gentleman known by the name of Morton Helig began building a machine
called the Sensorama. It was designed as a cinematic experience to take in all your senses
and, shaped, rather like arcade machine from the 80s. It blew wind at you, vibrated the
seat you sat on, played sounds to your eyes and projected a form of
a stereoscopic 3D environment to the front and sides of your head. It was supposed to be
impressive with its demo film of a cycle ride through the streets of Brooklyn but it never
sold commercially and was very expensive to make films for largely because it involved
the camera man having three cameras strapped to him at all times, and while it was really
more an adventure in full virtual reality, there are clearly elements of AR involved with
both the devices in place between the user and the environment and that fact that the
environment itself was, itself, the real world viewed in a real time situation - even if
recorded.
In 1961, Philco Corporation engineers developed the first HMD known as the Headsight.
The helmet consisted of a video screen along with a tracking system. Then they linked to a
closed circuit camera system. Then somewhat similar HMD was used for helicopter pilots.
While flying in the dark these were of great help.
In 1966 Professor Ivan Sutherland of Electrical Engineering
at Harvard University invented the first model of one of the most important devices used
in both AR and VR (Virtual Reality) today - the head-mounted display or HMD. It was a
monumental piece of kit that was too heavy for the human head to actually bear and so
hung suspended from the ceiling of the lab instead which was how it got its nickname as
The Sword of Damocles. Being early in the scale of computer technology, its graphical
prowess was fairly limited and provided just simple wireframe models of generated
environments. Nonetheless, it was the first step in making AR a usable possibility.
(Exhibit- 1 shows the picture sketch)
While it might have been around for a few years in one shape or other, the phrase
Augmented Reality is supposed to have been coined by Professor Tom Caudell while
working in Boeing’s Computer Services' Adaptive Neural Systems Research and
Development project in Seattle. In a search to find an easier way to help the aviation
company’s manufacturing and engineering process he began to apply virtual reality
technology and eventually came up with some complex software that could overlay the
positions of where certain cables in the building process were supposed to go. It means
the mechanics didn't have to ask or try to translate from what they found described in
abstract diagrams in manuals.
7. Breaking the Clutter: An opportunity for Marketers
Author- Jasleen Kaur Gumber Page 7
At the same time, in 1992, two other teams were made big steps into this new world. LB
Rosenberg creates what’s widely recognized as the first functioning AR system for the US
Air Force known as Virtual Fixtures where fixtures were what he described as cues to help
guide the user in their task and did so in very big letters.
A second group, also fond of capping things up, made up of Steven Feiner, Blair
MacIntyre and Doree Seligmann - all of whom now lead in the field of AR - submitted a
paper on a prototype system they called KARMA (Knowledge-based Augmented Reality
for Maintenance Assistance). The team from Columbia University built an HMD with
Logitech-made trackers attached to it and the object they were dealing with - a printer.
The project was then to develop 3D graphics of a ghost image to show people how to load
and service the machine without having to refer to instructions. The paper went down
rather well and was widely cited within the science community.
And just to prove it’s not all work, work, work, AR hit the arts world in 1994 as Julie
Martin became the first person to bring the concept into public performance. She created a
government-funded show in Australia, sounding rather like a ITV celeb show, called
Dancing in Cyberspace where dancers and acrobats interacted with virtual objects
projected into the same physical space as themselves.
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1.4 Successful implementations of AR
There have been some breakthrough innovations in this field and marketers have been
really quick in adopting them for their brands.
Some of the most successful have been enlisted below-
1. IBM Application- Research by IBM showed that 58% of consumers want to get
product information in-store before a purchase, and that 19% of customers will
browse mobile devices whilst shopping. To address this consumer need in a way
they are using, IBM launched their AR app. Acting like a personal shopper, it uses
augmented reality technology to provide shoppers with personalised information
whilst browsing the shelves.
https://www.youtube.com/watch?v=EAVtHjzQnqY
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2. Try Live- This website allows users to try on glasses, jewelry, shoes, clothes,
and allows users to customize their home as well. This is awesome for those of
you who like to shop online, now the user can try things on before buying.
10. Breaking the Clutter: An opportunity for Marketers
Author- Jasleen Kaur Gumber Page 10
3. Shisedo Makeup Mirror- Many women struggle to find the right shades of makeup
or want to know how things will look before they commit to a purchase. The
augmented reality makeup mirror from Shiseido takes an image of a shopper’s face,
before showing them what the latest cosmetics products will look like on their face
11. Breaking the Clutter: An opportunity for Marketers
Author- Jasleen Kaur Gumber Page 11
4. De Beer Forever Fitiing- Diamonds may be a girl’s best friend, but choosing the
right ring for a loved one can be a difficult task. That’s where ‘Forevermark Fitting’
from De Beers comes in. The AR download allows shoppers to try on the
Forvermark collection through their webcam, and see how pieces would look in
certain lights and against certain skin tones.
12. Breaking the Clutter: An opportunity for Marketers
Author- Jasleen Kaur Gumber Page 12
5. Visualizer Mobile App for Dulux- Dulux parent company, AkzoNobel, combined
mobile interactivity and repainting walls with an augmented reality (AR) app that
allows consumers to dynamically re-colour walls using their mobile device.
The Visualizer mobile app was developed by UK computing company, String, in
partnership with AkzoNovel, Tessella and Webcredible. Using AR, consumers have
the ability to re-colour their walls as they move about room with a mobile device. As
well as choosing, storing and viewing colours and colour schemes, consumers can
use the app to save screenshots and share these with friends. The app was launched
in June on Google Play and Apple App Store in 40 markets excluding the US, in 28
languages and across 25 of AkzoNobel’s paint brands including Dulux, Flexa,
Nordsjo and Coral.
https://www.youtube.com/watch?v=QFr5R94BUH8
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Author- Jasleen Kaur Gumber Page 13
1.5 Exhibits
Exhibit-1