Business and marketing applications of Microsoft's Kinect technology.
Trend assessment assignment for MKTG 7546 Digital Marketing course at the University of Memphis.
Microsoft's new Kinect motion sensor accessory for the Xbox 360 transforms the human body into a giant mouse using facial recognition and voice commands. This represents the largest advancement in digital interfaces since the 1980s introduction of the mouse. Kinect has significant marketing potential beyond gaming by changing how people interact with digital technologies like computers, websites, and connected TVs. Marketers face both opportunities and challenges in leveraging Kinect's capabilities.
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.
Augmented Reality for Marketers and Developers: Analysis of the Leaders, the ...ReadWrite
This document provides an overview of the augmented reality market including:
- A definition of augmented reality and brief history of its development.
- Details on the current state of the AR market, including key players, growth estimates, and examples of large companies that have used AR solutions.
- Profiles of 10 leading AR development companies, including information on their services and client examples.
- A survey of AR developers on lessons learned regarding requirements, costs, timelines and challenges of AR application development.
The document serves as a comprehensive report on the AR supplier landscape, market trends, and insights gleaned from experienced developers.
Virtual Reality (VR) Continuum - AMP New VenturesAMP New Ventures
If the Internet is the sharing of information, then Virtual Reality (VR) is the sharing of experiences; and if most customer experiences are digital, then Virtual Reality (VR) must be important, for it is the next frontier in digital.
VR immerses users in indistinguishably real simulated environments, while Augmented Reality (AR) blends the digital into our physical environments. In the past month, PlayStation VR was released along with Google VR, to join a global ecosystem of VR content, infrastructure and platforms startups, projected to be worth $160bn by 2020.
Given It will transform experiences across industries, including Financial Services, and the expert consensus is that mainstream adoption is ~5 years away, we recommend Financial Services companies start exploring VR/AR possibilities now.
Top Brands using virtual reality for advertising campaigns Q2 2016Chris Rigatuso
This document discusses virtual reality (VR) and its potential for brand marketing campaigns. It defines VR and provides stats on the growing VR market. Examples are given of brands like Volvo, North Face, and Lowe's that have implemented successful VR experiences. Considerations for brands interested in VR include content delivery methods, audience targeting, and evaluating costs versus reach and media coverage. An assessment framework is outlined to help brands decide whether to pursue a VR marketing campaign.
Interactive Technology & Marketing In 2012tomchapman
The document discusses emerging trends in interactive technology, including touch screens, augmented reality, gestures, facial recognition, eye tracking, and voice control. It provides examples of how each trend is being applied across different contexts like retail displays, games, mobile devices, vehicles, and televisions. The document aims to analyze present and future interactive technology trends as they relate to business, culture and society.
Below is my recap for CES 2016. I distilled the event into 6 strategic territories:
1) The New Reality - This section outlines the various virtual reality offerings presented
2) 3D Everything - A look at the advancements in 3D printing & scanning
3) Beyond Screens - This is a comprehensive look at new forms of computing and ways to connect with consumers with light
4) Accessories that Empower - A key factor in digital growth has been the creation of systems that empower consumers to create, be it images, videos, etc... This section focuses on the next evolution of accessories that will empower the creation of immersive experiences.
5) Smarter Home - There is an arms race to be the primary hub for the smart home. This section provides examples from Lowe's, LG and others who are working to connect IoT systems and the profitable ecosystem of sensors that accompany it
6) Intelligent Robotics - Emotive robotics and artificial intelligence will fundamentally change consumer behavior. This is a recap of intelligent robotic systems that were on display at CES 2016.
We recently ran an agency briefing session on interactive technology; the underlying theme of the presentation was the emergence of natural user interface or NUI.
Microsoft's new Kinect motion sensor accessory for the Xbox 360 transforms the human body into a giant mouse using facial recognition and voice commands. This represents the largest advancement in digital interfaces since the 1980s introduction of the mouse. Kinect has significant marketing potential beyond gaming by changing how people interact with digital technologies like computers, websites, and connected TVs. Marketers face both opportunities and challenges in leveraging Kinect's capabilities.
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.
Augmented Reality for Marketers and Developers: Analysis of the Leaders, the ...ReadWrite
This document provides an overview of the augmented reality market including:
- A definition of augmented reality and brief history of its development.
- Details on the current state of the AR market, including key players, growth estimates, and examples of large companies that have used AR solutions.
- Profiles of 10 leading AR development companies, including information on their services and client examples.
- A survey of AR developers on lessons learned regarding requirements, costs, timelines and challenges of AR application development.
The document serves as a comprehensive report on the AR supplier landscape, market trends, and insights gleaned from experienced developers.
Virtual Reality (VR) Continuum - AMP New VenturesAMP New Ventures
If the Internet is the sharing of information, then Virtual Reality (VR) is the sharing of experiences; and if most customer experiences are digital, then Virtual Reality (VR) must be important, for it is the next frontier in digital.
VR immerses users in indistinguishably real simulated environments, while Augmented Reality (AR) blends the digital into our physical environments. In the past month, PlayStation VR was released along with Google VR, to join a global ecosystem of VR content, infrastructure and platforms startups, projected to be worth $160bn by 2020.
Given It will transform experiences across industries, including Financial Services, and the expert consensus is that mainstream adoption is ~5 years away, we recommend Financial Services companies start exploring VR/AR possibilities now.
Top Brands using virtual reality for advertising campaigns Q2 2016Chris Rigatuso
This document discusses virtual reality (VR) and its potential for brand marketing campaigns. It defines VR and provides stats on the growing VR market. Examples are given of brands like Volvo, North Face, and Lowe's that have implemented successful VR experiences. Considerations for brands interested in VR include content delivery methods, audience targeting, and evaluating costs versus reach and media coverage. An assessment framework is outlined to help brands decide whether to pursue a VR marketing campaign.
Interactive Technology & Marketing In 2012tomchapman
The document discusses emerging trends in interactive technology, including touch screens, augmented reality, gestures, facial recognition, eye tracking, and voice control. It provides examples of how each trend is being applied across different contexts like retail displays, games, mobile devices, vehicles, and televisions. The document aims to analyze present and future interactive technology trends as they relate to business, culture and society.
Below is my recap for CES 2016. I distilled the event into 6 strategic territories:
1) The New Reality - This section outlines the various virtual reality offerings presented
2) 3D Everything - A look at the advancements in 3D printing & scanning
3) Beyond Screens - This is a comprehensive look at new forms of computing and ways to connect with consumers with light
4) Accessories that Empower - A key factor in digital growth has been the creation of systems that empower consumers to create, be it images, videos, etc... This section focuses on the next evolution of accessories that will empower the creation of immersive experiences.
5) Smarter Home - There is an arms race to be the primary hub for the smart home. This section provides examples from Lowe's, LG and others who are working to connect IoT systems and the profitable ecosystem of sensors that accompany it
6) Intelligent Robotics - Emotive robotics and artificial intelligence will fundamentally change consumer behavior. This is a recap of intelligent robotic systems that were on display at CES 2016.
We recently ran an agency briefing session on interactive technology; the underlying theme of the presentation was the emergence of natural user interface or NUI.
General senses advanced technologies catalogueReda Makarem
This document provides an overview of General Senses and the technologies they offer related to augmented reality (AR), virtual reality (VR), and combining realities. It discusses how General Senses uses AR and VR across industries like real estate, marketing, education and more. General Senses has also pioneered combining VR and AR into hybrid apps and morphing experiences. The document outlines additional technologies General Senses leverages and the large market potential for AR and VR, projected to grow to over $162 billion by 2020.
The final part of virtual reality & marketing. In this section we see what things to consider when using VR to the top trends that are affecting this new technology.
Augmented reality (AR) adds an additional layer of digital information to the real physical world. AR works in real-time and contextualizes information. The basic components are a trigger, lens, and new content. Common triggers include images, locations, sounds and text. When triggered, additional images, videos, text or 3D models are displayed. AR information is shown through devices like smart glasses, projectors or mobile apps. Future directions for AR include visual search using cameras to access information and user-defined triggers where any object can be tagged to display content.
This document attempts to visualize the various markets affecting the future of networked experiences at the junction of the real and virtual worlds. These are simply for reference; contributors to the Future of Reality Map are encouraged to refer to and remix
The Different Between Virtual Reality and Augmented Reality, Digiday WTF VR, ...Digiday
Virtual reality immerses users in a digital environment, replacing the real-world environment. Augmented reality overlays digital content on the real world. Mixed reality combines aspects of augmented and virtual reality by overlaying digital objects that interact with the real world. The primary differences are that virtual reality completely replaces reality while augmented and mixed reality digitally enhance the real world. Both are works in progress, with virtual reality being more developed currently and augmented/mixed reality facing greater technical challenges but holding promise to transform how people experience digital content.
Augmented Reality Business Opportunities/ Business Ideas 2019colleen jansen
Augmented reality (AR) adds digital elements to live views using smartphone cameras. AR is projected to have 32 million users and be a $1.6 billion industry by 2025. AR is used in many industries like retail, education, manufacturing, and more. It can increase brand attention and connection, boost sales, and make products more interactive. The document provides examples of simple AR business opportunities that can be implemented today, such as AR manufacturing, product marketing, menus, and signage. It also discusses AR applications in repair, virtual showrooms, and more. Overall, the document argues that AR can boost business revenue significantly.
Part 2 of 3 of Virtual reality & marketing. In this part there's an overview of the manufactures producing virtual reality technology and companies that are currently using 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.
When will Virtual Reality become Reality? @NED2015Rori DuBoff
The evolution of Virtual Reality and Augmented Reality.
Brand Marketing Case examples across industries including retail, travel, hospitality, medical, sports, journalism, music, movies, education and more. Plus the future for expanded reality (XR)
The document discusses using augmented reality (AR) for mobile marketing. AR overlays digital content on real-world views through a smartphone camera. This allows brands to make printed ads and packaging come to life. Examples show how AR can enhance campaigns and provide interactive product demos. The mobile AR market is predicted to reach $5 billion by 2017. Case studies demonstrate how companies in various industries have used AR for promotions, catalogs, and brand engagement.
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.
Quest 2 and the future of metaverse v2.0 210908Michael Lesniak
Brief overview of the impact of the Quest 2 launch in S. Korea on the development of the metaverse here, and the near future of the metaverse worldwide.
Note:
Michael's Metaverse for Dummies by Michael A. Lesniak is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Based on a work at http://www.malesniak.com/2020/09/blog-post.html.
History about the industry AR/VR
A brief about the AR/VR industry, how far did it go? And what is the Obstacle?
What is Metaverse
How many “Universe” is there? What is the similarity and difference?
Metaverse may look like
weAR is an Italian SME that has supported industry 4.0 companies since 2014 in digitizing their processes using extended realities like VR, AR and MR. The company has designed a private corporate metaverse called MARKOVERSE based on the Unreal engine to allow multi-platform access for training and operations using virtual reality digital twins of products and assets. MARKOVERSE represents weAR's vision of using advanced human-machine interaction technologies to better leverage data from industry 4.0 components.
Total Immersion is a global leader in augmented reality since 1999. They have over 120 partners worldwide and have delivered over 950 AR projects. Augmented reality mixes real and virtual worlds together in real time using technologies like marker-based tracking, markerless tracking, and geolocation. Total Immersion helps companies use augmented reality for online and in-store marketing, events, consumer products, culture/leisure, and product lifecycle management to engage customers. Case studies demonstrate how augmented reality increased website traffic and interactions for Olympus cameras and Adriana Karembeu sunglasses.
Immersive technologies such as virtual and augmented reality are currently taking the world by storm. Over the past three years, we’ve seen a huge interest in immersive technologies from the likes of advertising agencies, games developers, construction companies and more… Here we take a look at what the hype is all about and what the future holds for these technologies!
This document discusses emerging trends in virtual reality (VR) and augmented reality (AR) and their impact on e-business. VR uses special glasses to simulate real environments, while AR enhances real-world objects with computer-generated perceptions. Examples of early VR/AR technologies are given from 1968 to 2017. The document outlines business opportunities like showcasing products in novel ways to increase customer satisfaction, as well as risks like user distraction. VR and AR are presented as effective e-business tools by allowing customers to virtually try products as if in person.
VR and AR are poised for mainstream adoption within the next 5 years according to experts. VR immerses users in simulated environments while AR blends digital elements into the physical world. The VR/AR ecosystem consists of infrastructure, platforms and content startups projected to be worth $160B by 2020. Financial services companies should start exploring VR/AR applications now given it will transform customer experiences across industries within 5 years. Examples of VR/AR applications discussed include virtual property tours, retirement planning visualizations, social networking, e-commerce, training and more.
The 6-hour, one-day workshop provides an introduction to metaverse technologies including augmented reality (AR), virtual reality (VR), mixed reality, artificial intelligence, blockchain, non-fungible tokens, digital twins, internet of things, and cloud computing. The workshop will demonstrate applications of these technologies in industries such as advertising, manufacturing, supply chain, finance, healthcare, and entertainment. Participants will receive a certificate and participate in hands-on demonstrations of AR and VR experiences. The workshop aims to have a minimum of 100 students per batch and commercials are Rs. 650 per participant.
Internet of Things: The Future of Digital MarketingIdea Imaji
The document discusses the Internet of Things (IoT) and its opportunities for digital marketing. IoT allows any device with an on/off switch to connect to the internet, and by 2020 over 50 billion things are expected to be connected. This connectivity generates large amounts of consumer data that can be used to improve customer relationships and personalize advertising. For example, smart home devices could provide targeted coupons to homeowners when products need replacing. The IoT also enables predictive social media and new online communities centered around connected devices. Marketers will be able to reach potential customers in more relevant ways without relying on crude ads. However, security is a major challenge for IoT adoption in Indonesia due to cyber threats.
General senses advanced technologies catalogueReda Makarem
This document provides an overview of General Senses and the technologies they offer related to augmented reality (AR), virtual reality (VR), and combining realities. It discusses how General Senses uses AR and VR across industries like real estate, marketing, education and more. General Senses has also pioneered combining VR and AR into hybrid apps and morphing experiences. The document outlines additional technologies General Senses leverages and the large market potential for AR and VR, projected to grow to over $162 billion by 2020.
The final part of virtual reality & marketing. In this section we see what things to consider when using VR to the top trends that are affecting this new technology.
Augmented reality (AR) adds an additional layer of digital information to the real physical world. AR works in real-time and contextualizes information. The basic components are a trigger, lens, and new content. Common triggers include images, locations, sounds and text. When triggered, additional images, videos, text or 3D models are displayed. AR information is shown through devices like smart glasses, projectors or mobile apps. Future directions for AR include visual search using cameras to access information and user-defined triggers where any object can be tagged to display content.
This document attempts to visualize the various markets affecting the future of networked experiences at the junction of the real and virtual worlds. These are simply for reference; contributors to the Future of Reality Map are encouraged to refer to and remix
The Different Between Virtual Reality and Augmented Reality, Digiday WTF VR, ...Digiday
Virtual reality immerses users in a digital environment, replacing the real-world environment. Augmented reality overlays digital content on the real world. Mixed reality combines aspects of augmented and virtual reality by overlaying digital objects that interact with the real world. The primary differences are that virtual reality completely replaces reality while augmented and mixed reality digitally enhance the real world. Both are works in progress, with virtual reality being more developed currently and augmented/mixed reality facing greater technical challenges but holding promise to transform how people experience digital content.
Augmented Reality Business Opportunities/ Business Ideas 2019colleen jansen
Augmented reality (AR) adds digital elements to live views using smartphone cameras. AR is projected to have 32 million users and be a $1.6 billion industry by 2025. AR is used in many industries like retail, education, manufacturing, and more. It can increase brand attention and connection, boost sales, and make products more interactive. The document provides examples of simple AR business opportunities that can be implemented today, such as AR manufacturing, product marketing, menus, and signage. It also discusses AR applications in repair, virtual showrooms, and more. Overall, the document argues that AR can boost business revenue significantly.
Part 2 of 3 of Virtual reality & marketing. In this part there's an overview of the manufactures producing virtual reality technology and companies that are currently using 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.
When will Virtual Reality become Reality? @NED2015Rori DuBoff
The evolution of Virtual Reality and Augmented Reality.
Brand Marketing Case examples across industries including retail, travel, hospitality, medical, sports, journalism, music, movies, education and more. Plus the future for expanded reality (XR)
The document discusses using augmented reality (AR) for mobile marketing. AR overlays digital content on real-world views through a smartphone camera. This allows brands to make printed ads and packaging come to life. Examples show how AR can enhance campaigns and provide interactive product demos. The mobile AR market is predicted to reach $5 billion by 2017. Case studies demonstrate how companies in various industries have used AR for promotions, catalogs, and brand engagement.
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.
Quest 2 and the future of metaverse v2.0 210908Michael Lesniak
Brief overview of the impact of the Quest 2 launch in S. Korea on the development of the metaverse here, and the near future of the metaverse worldwide.
Note:
Michael's Metaverse for Dummies by Michael A. Lesniak is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Based on a work at http://www.malesniak.com/2020/09/blog-post.html.
History about the industry AR/VR
A brief about the AR/VR industry, how far did it go? And what is the Obstacle?
What is Metaverse
How many “Universe” is there? What is the similarity and difference?
Metaverse may look like
weAR is an Italian SME that has supported industry 4.0 companies since 2014 in digitizing their processes using extended realities like VR, AR and MR. The company has designed a private corporate metaverse called MARKOVERSE based on the Unreal engine to allow multi-platform access for training and operations using virtual reality digital twins of products and assets. MARKOVERSE represents weAR's vision of using advanced human-machine interaction technologies to better leverage data from industry 4.0 components.
Total Immersion is a global leader in augmented reality since 1999. They have over 120 partners worldwide and have delivered over 950 AR projects. Augmented reality mixes real and virtual worlds together in real time using technologies like marker-based tracking, markerless tracking, and geolocation. Total Immersion helps companies use augmented reality for online and in-store marketing, events, consumer products, culture/leisure, and product lifecycle management to engage customers. Case studies demonstrate how augmented reality increased website traffic and interactions for Olympus cameras and Adriana Karembeu sunglasses.
Immersive technologies such as virtual and augmented reality are currently taking the world by storm. Over the past three years, we’ve seen a huge interest in immersive technologies from the likes of advertising agencies, games developers, construction companies and more… Here we take a look at what the hype is all about and what the future holds for these technologies!
This document discusses emerging trends in virtual reality (VR) and augmented reality (AR) and their impact on e-business. VR uses special glasses to simulate real environments, while AR enhances real-world objects with computer-generated perceptions. Examples of early VR/AR technologies are given from 1968 to 2017. The document outlines business opportunities like showcasing products in novel ways to increase customer satisfaction, as well as risks like user distraction. VR and AR are presented as effective e-business tools by allowing customers to virtually try products as if in person.
VR and AR are poised for mainstream adoption within the next 5 years according to experts. VR immerses users in simulated environments while AR blends digital elements into the physical world. The VR/AR ecosystem consists of infrastructure, platforms and content startups projected to be worth $160B by 2020. Financial services companies should start exploring VR/AR applications now given it will transform customer experiences across industries within 5 years. Examples of VR/AR applications discussed include virtual property tours, retirement planning visualizations, social networking, e-commerce, training and more.
The 6-hour, one-day workshop provides an introduction to metaverse technologies including augmented reality (AR), virtual reality (VR), mixed reality, artificial intelligence, blockchain, non-fungible tokens, digital twins, internet of things, and cloud computing. The workshop will demonstrate applications of these technologies in industries such as advertising, manufacturing, supply chain, finance, healthcare, and entertainment. Participants will receive a certificate and participate in hands-on demonstrations of AR and VR experiences. The workshop aims to have a minimum of 100 students per batch and commercials are Rs. 650 per participant.
Internet of Things: The Future of Digital MarketingIdea Imaji
The document discusses the Internet of Things (IoT) and its opportunities for digital marketing. IoT allows any device with an on/off switch to connect to the internet, and by 2020 over 50 billion things are expected to be connected. This connectivity generates large amounts of consumer data that can be used to improve customer relationships and personalize advertising. For example, smart home devices could provide targeted coupons to homeowners when products need replacing. The IoT also enables predictive social media and new online communities centered around connected devices. Marketers will be able to reach potential customers in more relevant ways without relying on crude ads. However, security is a major challenge for IoT adoption in Indonesia due to cyber threats.
Consumer behavior and expectations around user interfaces are rapidly evolving. As mobile devices become more integrated into daily life, consumers are accessing content in new ways and shifting away from traditional television and DVDs towards digital streaming. This has driven the development of more seamless, intuitive interfaces that improve the overall user experience. Major technology companies are pursuing new interface technologies like touchscreens, gestures, voice commands and augmented reality to create more immersive experiences and stay ahead of rising consumer demands. The user interface market is expected to grow significantly in coming years as interfaces continue to transform how people interact with technology.
The Digital Retail Theater: Shopping's FutureCognizant
Artfully deploying advanced technologies such as virtual reality, augmented reality, 3-D modeling, and digital avatars, our envisioned digital retail theater (DRT) offers huge benefits to both retailers and consumers. The digitally enhanced shopping experience is rapidly gaining momentum among both online and physical retailers.
The document discusses how customers are trying to build their own tools and applications to access and use their banking data in innovative ways, as banks provide limited and outdated interfaces. It argues banks should embrace this by providing APIs and open access to customer data and services, which would allow customers and developers to build many useful applications and give banks new opportunities. It cites examples from other industries embracing APIs and open data access, and argues this is the future direction of both technology and policy. Banks risk disruption if they do not proactively make their data more open and programmable.
StoryTech's CES 2015 Recap for MarketersAndy Maskin
At CES 2015 we saw an explosion of technologies aligned with what we call a meta-trend, "The Internet of Me." Within this idea are rapidly developing technology trends that will change the way we live our lives in the years to come. There are trends directly related to content consumption and mindshare, which has an obvious and direct impact on the way marketers reach and influence consumers. There are also trends that will ignite fascinating lifestyle changes for consumers, powered by new technologies.These trends challenge marketers to get creative about how to reach consumers, perhaps influencing them by becoming part of their lives and enabling real utility.
MEC CES 2017-key-takeaways-and-trends-finalBrian Crotty
The document provides details about CES 2017, including key facts and figures. It summarizes that CES 2017 attracted over 150,000 attendees, 3,800 exhibitors from around the world, covered over 2.6 million square feet, and launched over 20,000 new electronics products. Major themes included technologies like autonomous vehicles, robotics, VR/AR, and artificial intelligence.
12 Most Talked About Trends At CES 2014Stacy Minero
The document summarizes the major news and trends from CES 2014, including:
- Ultra HD TVs becoming more mainstream with lower prices and more models from top manufacturers.
- The emergence of 4K content from partners like Netflix and ESPN to accompany the new TVs.
- Interactive and immersive TV features like dynamic sports stats displayed in real-time.
- The growth of wearables into new categories and the launch of the Pebble app store.
- Increasing connectivity and digital features in cars through Android integration and 4G internet connections.
The document raises questions around the challenges of bringing these technologies to mainstream audiences and realizing their full potential.
The document discusses how the Internet of Things (IoT) has revolutionized the gaming industry. IoT allows for electronic devices like sensors and cameras to connect through local and global networks, enabling more interactive gaming experiences using technologies like augmented reality, virtual reality, and artificial intelligence. Major gaming companies like Microsoft and Sony have leveraged cloud computing through IoT to offer real-time multiplayer gaming online and develop high-end games. The gaming industry is exploring key trends with IoT like virtual reality gaming, sensor gaming suites, and using IoT in casinos. While IoT provides benefits like improved communication and automation, it also presents challenges regarding privacy, security, and technology dependence.
The document summarizes key highlights from the 2016 Consumer Electronics Show (CES). It discusses how the event attracted over 170,000 attendees and 3,500 exhibitors showcasing emerging technologies. Major themes included connected living, the Internet of Things, smart technology, automated vehicles, and higher quality content. Virtual and augmented reality were also prominent. The document also summarizes new innovations in wearable technology, including smart garments and health/fitness trackers, as well as advances in automotive technology like autonomous vehicles and enhanced connectivity.
Artificial Intelligence in Fashion, Beauty and related Creative industriesPetteriTeikariPhD
Quick introduction for artificial intelligence / deep learning applications in fashion, beauty and creative industries.
Alternative download link: https://dl.dropboxusercontent.com/u/6757026/slideShare/creativeAI.pdf
7 Inspiring Examples of Augmented Reality in the Business World Pixel Crayons
Many businesses are turning to augmented reality (AR) to reach new audiences, create immersive experiences, and boost sales. So, how can brands take advantage of an emerging trend like augmented reality (AR), which allows them to provide new customer experiences?
Let’s look at some of the most impressive examples of augmented reality in marketing to get you thinking about how you may use this technology to improve your consumers’ experiences in the future.
Kinetic a WPP Agency and the global leader in contextually connecting and activating audiences on the move, led a CES tour for both clients on the ground and around the world, through a Spectacles-powered livestream on Snapchat. Here are the top trends for brands.
This edition includes contribution from a wider group of Endava experts who bring under the spotlight leading innovations in the marketplace.
Here are some highlights from the report:
#Using Big Data to find tax
# Privacy and Cloud Services
#The Internet of Things Infrastructure
#Display don't need to be rectangular
#Twitter live streaming
#This quarter major security breach
#Social Media monitoring - Big Data style
Virtual reality is a machinery by-way-of which consumer can interact inside three-3 atmosphere by mean of electronic appliance. Virtual reality (cyberspace) will provide interactive practice through the assistance of virtual reality gadgets like VR thick pair of goggles sensor gloves. with the help of this technology user are absorbed and connect to three-dimensional worlds without viewing physical in front of shop with this customer can feel and sense the product through virtual environment this will increase the buyer better understanding and provide better view about product as compared to Electronic-Commerce experience. This will benefitcustomer as well as seller of the product, consumer can view and sense it through the help Virtual reality gadgets at any place at any time. This research study fundamentally based how to improve E-shopping with the use cyberspace technology simulation. The idea involves making the e-shopping experience more intuitive, closer to the experience of visiting a real shop, and providing on-line three-dimensional interfaces for the entire process from shop design and product placement to customer experience analysis.
CES 2012 in Review - Consumer Electronics ShowDavid Berkowitz
The document provides an overview and analysis of key trends from the 2012 Consumer Electronics Show (CES). Some of the main points discussed include:
1) Voice controls and smart TVs that can be operated by speaking were major trends, with companies like Samsung, Microsoft, and Nuance demonstrating these capabilities.
2) Payment innovations were another focus, with companies introducing interactive credit cards, mobile payment solutions to compete with Square, and Visa's new online payment service.
3) While new technologies like ultrabooks, OLED screens, and 3D TVs received buzz, the document argues they will not significantly impact marketing plans in the near future as adoption remains low. More impactful is how devices continue facilitating more
The document provides an overview and analysis of key trends from the 2012 Consumer Electronics Show (CES). Some of the main points covered include:
1) Major companies like Microsoft and Samsung drew significant attention with their keynotes, while trends like OLED screens, ultrabooks, and tablets generated buzz but may not significantly impact marketing plans in the near future.
2) New technologies were displayed like voice control features for TVs and devices, use of motion sensing for virtual fitting rooms, and indoor mapping capabilities from Google.
3) Innovations in payment technologies also emerged, such as interactive credit cards and new services targeting online payments.
Similar to Business & marketing applications of microsoft’s kinect technology drummer (20)
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
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I. The Decline of Physical Controls
Since the first home video game system, the Magnavox Odyssey, was launched in 1972, players
have used physical devices to control their movements in the video game world (Time Magazine
n.d.). The consoles have been updated with improved graphics, increased controller buttons and
more games over the decades but one thing has remained constant – the necessity of a physical
controller. In 2010, an electronics company would create a device that not only changed video
game consoles but potentially the business world.
On November 4, 2010, Microsoft launched a natural user interface (NUI) system named Kinect
for their Xbox 360 video game system (Microsoft Corporation 2010). Kinect is a technology
that allows the individual to use their body and hands to control video games. The technology
utilizes 3D depth sensors, an RGB camera and microphones to identify and respond to a user’s
gestures and voice. Microsoft developed the technology to be a “game changer” in the video
game industry while also extending the life of their Xbox 360 console. While technologies such
as depth sensors and RGB cameras had been extremely expensive in the past, Microsoft was able
to launch Kinect for the price of $150 – thousands of dollars less than similar devices.
Hackers did not wait long before attempting to gain control of this new gaming device. The
same day that Kinect was released, Adafruit Industries, a producer of electronics kits, offered
$1,000 to the first person who could successfully hack the Kinect to run on a computer operating
system (Giles 2010). It took six days after the launch for a Spanish hacker to post the computer
code that allowed him to control and analyze the Kinect from his computer.
The hackers’ efforts were initially condemned by Microsoft. Microsoft issued a statement saying
that they would “work closely with law enforcement and product safety groups to keep Kinect
tamper-resistant” (Blomquist 2010). Not long after the statement was released, they released a
second press release which softened their stance on the hackers’ efforts. In this statement,
Microsoft said:
“Kinect for Xbox 360 has not been hacked–in any way–as the software and hardware that are
part of Kinect for Xbox 360 have not been modified. What has happened is someone has created
drivers that allow other devices to interface with the Kinect for Xbox 360. The creation of these
drivers, and the use of Kinect for Xbox 360 with other devices, is unsupported. We strongly
encourage customers to use Kinect for Xbox 360 with their Xbox 360 to get the best experience
possible. (Blomquist 2010)”
Both the hackers’ work and Microsoft’s second statement were important for businesses
everywhere because they demonstrated two key items. First, that it was possible to utilize the
Kinect for purposes beyond playing video games. Second, Microsoft realized that there is an
ancillary market for the Kinect. The secondary market created by the hackers would lead to
Microsoft investing money and time into developing a commercial application for their Windows
operating system.
After becoming the world’s fastest selling consumer electronics device, Microsoft released
Kinect for Windows on February 1, 2012 (Subbaraman 2011). For the price of $250, users can
purchase a Kinect sensor that integrates seamlessly with the world’s leading operating system.
Microsoft also released a software development kit that will allow designers to create
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commercial applications using Kinect. This release allows businesses and developers to
integrate the Kinect technology with their products – without hacking the technology.
Businesses of all industries will no longer be tethered to physical controls such as touch screens,
keyboards and mice. The applications for Kinect technology have the potential to change how
consumers interact with technology.
II. A New Era of Marketing
While Kinect for Windows is extremely new, several companies used the software developed by
the hackers mentioned above and developed applications for marketing their product. Topshop,
an international clothing retailer, partnered with an augmented reality solutions company to
create a virtual dressing room for their Moscow store (Sterling 2011). Using the Kinect sensor,
they developed a special “mirror” that allows the customer to “try on” outfits without having to
remove their clothing. The customer simply walks up, uses their hands to gesture to the outfit
that they would like to try on and drags the virtual outfit over their body. The user can turn their
body 180 degrees to view the back of the outfit as well as take a few steps backward to get a
better perspective of how the clothing looks on their body.
Figure 1. Topshop Virtual Dressing Room (Julius 2011)
Using this technology, Topshop is able to effectively remove barriers that may hinder consumers
from purchasing their products. The process of trying on virtual clothing is much more efficient
than a traditional dressing room. Consumers might be more likely to experiment with clothing
and combinations of outfits, which could result in increased sales. Although a need for a
traditional dressing room will continue to exist, consumers that value efficiency and speed of
process will appreciate the opportunities that this technology offers them in their shopping
experience.
However, Topshop can work to improve their virtual dressing room in several aspects.
Currently, the virtual outfits are only available in one size. If users were able to select their
proper size from the screen and have the virtual clothing react accordingly, Topshop’s outfits
would more accurately represent the tangible product. Another complaint is that the device
occasionally misaligns the virtual outfits, not accurately placing the clothing over the user’s body
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(Wong 2011). While no technology is perfect, improvements in clothing size accuracy and
alignment may lead more consumers to purchase the product and increase the store’s revenues.
Another clothing retailer, Nordstrom, utilized Kinect technology for their Seattle, Washington
location. Capitalizing on the technology’s ability to detect hand motions, Nordstrom created an
interactive window display that allowed passersby to “write” on the display outside of their store
(Bazzell 2011). As people moved their hands near the glass, text appeared to be written in light
and was a unique way to engage customers with their brand.
It is unknown if Nordstrom deemed the Kinect display campaign a success. However, the
campaign had potential to attract “non-typical” Nordstrom customers to the store. For example,
technology enthusiasts and young adults (who may not be the typical Nordstrom consumer) have
a tendency to be attracted novel ideas and use of technology, may have been compelled to visit
the store to simply interact with the display.
One way Nordstrom could have engaged more consumers with the display is by making better
use of social media promotion. While Nordstrom did upload a video of the display to the
YouTube, the video has attracted only 38,935 views since March 24, 2011 (Nordstrom.com
2011). Given the uniqueness of the display and the global reach of the Nordstrom brand, the
video could have garnered much more attention. A social media campaign for the Kinect display
via Facebook and Twitter could have helped the video go “viral”. For example, Nordstrom
could have directed people to their YouTube Kinect display page by sending out the link to their
friends and followers via those social media sites. This social media campaign could have
targeted users in the Seattle area in order to drive foot traffic to their store.
Beyond the retail clothing industry, the potential uses of Kinect are vast. One potential
application would be to create a virtual shopping mall, using the Kinect sensor to allow a
consumer to “walk” between stores. In this instance, a retailer such as Amazon could bridge the
gap between physical store locations and e-commerce by integrating the Kinect technology.
Instead of driving to a mall to purchase products or browsing a website, a consumer could tour
the virtual mall environment, stopping at jewelry kiosks, clothing stores and toy stores alike.
Amazon could lease space to the stores, increasing their revenues while allowing their “tenants”
to gain access to a larger audience than the consumers in a particular market. The consumers
could interact with 3D models of the toy that they are interested in while saving the time and fuel
of driving to a physical store location.
The tourism industry could also utilize Kinect technology to market their offerings to consumers.
Currently, consumers depend upon small, virtual tours and 2D photographs to view a luxury
resort’s property. What if you could allow the customer to walk your entire property and interact
with your highly-trained staff? If a company were to integrate Kinect with their virtual tour, it
could lead to more bookings for the property. The physical movement involved in walking a
property via Kinect would give many customers a greater awareness of the property size
compared to simply saying that a property is five square miles. A company could also integrate
staff at certain points along the tour. For example, if a customer walks into the virtual tavern, a
virtual bartender could ask if they would like to try the tavern’s signature cocktail. The potential
applications for integrating Kinect’s natural user interface are immense. Marketers have just
begun to scratch the surface of the applications. As the technology evolves and becomes more
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prevalent, a wide range of industries will turn to Kinect to increase brand awareness and
revenues.
III. “Kinected” Businesses
When examining the current Kinect applications, it is clear that the technology has the potential
to shape businesses in the future. In order to evaluate the impact of Kinect, I interviewed Joshua
Blake, OpenKinect Community Founder and author of the upcoming book Natural User
Interfaces in .NET. While the retail clothing, retail shopping and the travel industries were
discussed above, Joshua and I agree that Kinect technology has the potential to impact almost
every industry (Blake 2012). According to Joshua, “computers are so prevalent and there are
such a wide range of applications of Kinect that it’s hard to think of a segment where more
natural interactions would not help”. As computing technology becomes more powerful and less
expensive, businesses have the ability to integrate it more easily and without adding significant
cost to their products.
The business landscape will be impacted by Kinect in a variety of ways. First and foremost,
business-to-consumer interactions will improve. Joshua stated that this would include things
such as “digital signage, window displays and in-store interactions”. This mirrors where some of
the current marketing applications of Kinect have already focused their efforts. In addition to
this, Kinect has the ability to improve productivity and collaboration among groups. I believe
that a video conferencing device will be created using Kinect technology. Improved video
conferencing has the potential to increase collaboration among businesses in addition to
increasing productivity by reducing meeting travel time. One can envision a meeting involving
people and objects in three-dimensional holographic form – something that could only be shown
in a science fiction movie a few years ago.
Business marketing will also be influenced by Kinect. Joshua sees a comparison between
marketers using Kinect and a few years ago when companies were attracted to Microsoft
Surface. According to him, “many companies wanted custom applications to show off their
products with the new, cool multi-touch table” with Microsoft Surface. Marketers are constantly
searching for new ways to show off their product and attract consumers. Kinect is the one of the
latest ways that companies can use to accomplish this goal. Joshua also believes that when
Kinect becomes common-place, the interest will shift again but there will be lasting residual
effects from the technology.
In addition to businesses, the Kinect technology has the ability to impact many different
consumer segments. While the largest market segment of video game players is 18 – 49 years
old, the more intuitive Kinect user interface has the ability to reach demographics beyond that
segment (Entertainment Software Association 2011). The popularity of touch screen
smartphones such as the Apple iPhone has shown that user-friendly technology can reach a wide
range of demographics. According to a 2011 survey conducted by Nielson, 38% of all
smartphone owners are over the age of 45 (Bonnington 2011). This data shows that simple, user-
friendly software is more appealing to an older demographic. With no physical controller,
Kinect is much more innate and appealing to this older demographic.
As Kinect technology evolves to more powerful cameras and improved object recognition, so too
will the applications for it. For instance, the technology may have the ability to recognize
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individual users. Businesses would then be able to link an image of a consumer to that
consumer’s rewards card. When the consumer then walks by a display wall utilizing Kinect, the
camera can recognize the consumer and modify its display to fit that consumer’s preference. An
example of this application would be at an electronics retailer. If a consumer states his/her user
preferences as Apple products, a display wall utilizing Kinect would change to the latest Apple
products when he/she walks by it. This has the potential to more effectively market products by
targeting specific consumers.
When discussing how the Kinect technology will change going forward, Joshua believes that
there will be improved hardware specifications. These specifications will include “higher
resolutions and higher framerates in the sensors, as well as integration into different form factors
such as laptops and televisions”. Joshua also believes that “on the software side, we’ll see a
wide variety of frameworks for gesture recognition, modeling human interactions and better
computer vision techniques”. As with any software, it is gradually improved over time. Given
the relatively short timeframe that the software has been available, incredible gains have already
been made but further developments will continue to take place.
Microsoft will need to continue investing in research and development of the Kinect technology
in order to stay ahead of their competition. This research and development includes the
hardware upgrades discussed above as well as improved software. According to Joshua,
Microsoft needs to “anticipate what the market needs will be rather than be reactionary”. Joshua
stated that they were initially caught off-guard when the OpenKinect community created open
source Kinect drivers. In order to prevent this from happening again, Microsoft should the
OpenKinect community as a driving force for their research and development. This community
has helped to push the capabilities of the Kinect technology and should be utilized to continue
driving innovation.
One application of Kinect that needs attention from Microsoft is its ability to be used for data
entry. Joshua states that “poorly designed Kinect interfaces can be tiring with prolonged use and
can be frustrating if it responds inconsistently”. If Microsoft wants the technology to be more
prevalent in businesses, they must address this need. Users expect software to respond exactly as
they request and will quickly move to a piece of technology that more effectively meets this
need.
Despite the current limitations of Kinect, I believe that it will be a significant technology for
businesses to leverage in the future. Industries ranging from retail shopping to tourism will see
the potential applications for it and can utilize it to market their products. As the software and
hardware evolve, Microsoft will need to leverage the open-source communities to help anticipate
the needs of the market and stay ahead of their competition. Leveraging these communities will
help them create more powerful technology while also benefiting businesses who seek to take
advantage of the technology.
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Works Cited
Bazzell, Barry. Nordstrom Installs Kinect Interactive Window Display. April 7, 2011.
http://articles.businessinsider.com/2011-04-07/tech/29974561_1_flagship-store-kinect-
seattle (accessed February 8, 2012).
Blake, Joshua, interview by Kyle J Drummer. OpenKinect Community Founder, Microsoft
Surface MVP, Author - Natural User Interfaces in .NET (February 10, 2012).
Blomquist, Cord. Hacking the Kinect & How Not to do PR. November 18, 2010.
http://techliberation.com/2010/11/18/hacking-the-kinect-how-not-to-do-pr/ (accessed
February 6, 2012).
Bonnington, Christina. Seniors, Women Embracing Tablets, E-Readers. August 29, 2011.
http://www.wired.com/gadgetlab/2011/08/mobile-tech-demographics/ (accessed February
10, 2012).
Entertainment Software Association. 2011 Sales, Demographic and Usage Data: Essential Facts
About the Computer and Video Game Industry. Sales, Demographic and Usage Data,
Washington, DC: Entertainment Software Association, 2011.
Giles, Jim. Inside the race to hack the Kinect . November 23, 2010.
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kinect.html?full=true (accessed February 6, 2012).
Grush, Andrew. Kinect For Windows Commercial Program Launches Today. February 1, 2012.
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launches-today/ (accessed February 11, 2012).
Julius, Jiabin. Kinect Fitting Room for Topshop. December 19, 2011.
http://julius.jiabin.net/uploads/default/files/ardoor.jpg (accessed February 5, 2012).
Microsoft Corporation. Kinect Ads: 'You Are the Controller'. October 21, 2010.
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February 5, 2012).
Nordstrom.com. Nordstrom Downtown Seattle: Writing with Light . March 24, 2011.
http://www.youtube.com/watch?v=p85b87FKecU (accessed February 10, 2012).
Sterling, Bruce. Augmented Reality: Kinect fitting-room for TopShop, Moscow. May 10, 2011.
http://www.wired.com/beyond_the_beyond/2011/05/augmented-reality-kinect-fitting-
room-for-topshop-moscow/ (accessed February 5, 2012).
Subbaraman, Nidhi. Panasonic's Record $5.5 Billion Loss, Anonymous Threatens To Expose
Mexican Cartel . October 31, 2011. http://www.fastcompany.com/1791947/panasonic-
forecasts-record-55-billion-loss-disney-abc-renews-deals-with-amazoncom-and-netfli
(accessed February 3, 2012).
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Time Magazine. A History of Video Game Consoles. n.d.
http://www.time.com/time/interactive/0,31813,2029221,00.html (accessed February
2012, 5).
Wong, George. Topshop Moscow makes use of Kinect to create an augmented reality fitting
room. May 5, 2011. http://www.ubergizmo.com/2011/05/topshop-moscow-kinect-
augmented-reality/ (accessed February 5, 2012).