"How Can Museum Grow?" a 2020 study that focuses on XR Innovation in Museums and galleries. At Anansi, we offer bespoke solutions as well as XR Platform for retail augmentation and XR presentation to increase sales,ROI and Engagement.
OCHWW @ SXSW 2016: Trends and Takeaways for the Healthcare MarketerOgilvy Health
Observations and inspirations from the Ogilvy CommonHealth Worldwide (OCHWW) team that attended the South by Southwest (SXSW) Interactive 2016 festival. From virtual and augmented reality to geofencing and gaming in healthcare, our team saw it all. Here are the most impactful topics on display at this year's event.
Carat Global has been producing trend reports for over 5 years, looking at new technologies that will become more important and relevant to clients.
The trends for 2017 are all growing in importance, and will all have implications for clients.
The trends for 2017 involve two big themes:
The evolution of content, including live video, sports rights, and augmented reality
The growing links between digital and physical worlds, including identity, the expectation of speed, and controlling the IoT ecosystem
The Flux Paradox - Branding at the Speed of ChangeYoung & Rubicam
Insights on how brands can build loyalty at the speed of change - By Matt Godfrey, President of Y&R Asia.
The erosion of consumer loyalty, or 'The Flux Paradox', is being driven by rapid product innovation. This dwindling brand loyalty, in Asia at least, is borne out by Y&R’s own proprietary research ‘Generation Asia’; a survey conducted by Y&R Advertising and VML, of 34,000 people across 10 countries.
CROSS-BORDER BUSINESS HANDBOOK : Going global with Facebook 2016Peerasak C.
Going global with Facebook
People around the world are more connected than ever. In 2012,
there were only 2.7 billion people on the Internet. By 2018, that
number is expected to be 3.82 billion—a growth of 30%.
1
And
last year, more than 900 million people around the world had at
least one international connection on social media.
2
These globally connected people are becoming global consumers.
361 million people worldwide have participated in cross-border
e-commerce, and 429 million are international travelers.
3
With 1.7 billion monthly active users
4
—one-fifth of the world’s
population— Facebook is uniquely positioned to help you
reach your customers, wherever they are. People on Facebook
and Instagram are at the center of personal connection and
discovery. They are open to learning about new products.
According to our research, about 50 million businesses use
Facebook to find customers, and 30 percent of their fans are
from other countries.
5
This cross-border business handbook was created to help you
discover how Facebook can help your business grow. You’ll find
a wide range of information to help you communicate effectively
with potential customers around the world. Each country section
begins with basic demographic information, followed by notable
industry information that includes various business sizes, the scale
of online shoppers, the number of smartphone users and more.
Then, consumer behaviors on Facebook are covered. For example,
you’ll learn that the top categories discovered by Facebook users
in France are entertainment, cosmetics, tech and luxury fashion.
6
And that 70% of Malaysians surveyed have seen or searched for
information on Facebook before purchasing.
7
It’s never been a better time to reach new customers and new
markets. We hope you use this handbook to take advantage of
the opportunities your business has around the globe with the
power of Facebook.
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.
This document discusses various experiential marketing techniques used by brands, including projection mapping, RFID, virtual and augmented reality, wearable technology, and interactive photo activations. It provides examples of how brands have incorporated these technologies and interactive elements into events, retail spaces, festivals, and other venues to creatively engage audiences. The key aspects covered include capturing consumer data, creating shareable experiences, extending brand interactions beyond events, and making experiences personalized.
The media evolution:From Computers to PCs to TabletsSumit Roy
The document is a study that surveyed 1,000 tablet owners about their tablet usage habits and interactions with digital advertising. Some of the key findings include: over 40% of respondents have 2 or more tablets in their household, women spend more time using tablets than men, and the majority of respondents use their tablet the most between 7pm-12am. The study provides advertisers with insights on tablet users to help evaluate their tablet advertising strategies.
OCHWW @ SXSW 2016: Trends and Takeaways for the Healthcare MarketerOgilvy Health
Observations and inspirations from the Ogilvy CommonHealth Worldwide (OCHWW) team that attended the South by Southwest (SXSW) Interactive 2016 festival. From virtual and augmented reality to geofencing and gaming in healthcare, our team saw it all. Here are the most impactful topics on display at this year's event.
Carat Global has been producing trend reports for over 5 years, looking at new technologies that will become more important and relevant to clients.
The trends for 2017 are all growing in importance, and will all have implications for clients.
The trends for 2017 involve two big themes:
The evolution of content, including live video, sports rights, and augmented reality
The growing links between digital and physical worlds, including identity, the expectation of speed, and controlling the IoT ecosystem
The Flux Paradox - Branding at the Speed of ChangeYoung & Rubicam
Insights on how brands can build loyalty at the speed of change - By Matt Godfrey, President of Y&R Asia.
The erosion of consumer loyalty, or 'The Flux Paradox', is being driven by rapid product innovation. This dwindling brand loyalty, in Asia at least, is borne out by Y&R’s own proprietary research ‘Generation Asia’; a survey conducted by Y&R Advertising and VML, of 34,000 people across 10 countries.
CROSS-BORDER BUSINESS HANDBOOK : Going global with Facebook 2016Peerasak C.
Going global with Facebook
People around the world are more connected than ever. In 2012,
there were only 2.7 billion people on the Internet. By 2018, that
number is expected to be 3.82 billion—a growth of 30%.
1
And
last year, more than 900 million people around the world had at
least one international connection on social media.
2
These globally connected people are becoming global consumers.
361 million people worldwide have participated in cross-border
e-commerce, and 429 million are international travelers.
3
With 1.7 billion monthly active users
4
—one-fifth of the world’s
population— Facebook is uniquely positioned to help you
reach your customers, wherever they are. People on Facebook
and Instagram are at the center of personal connection and
discovery. They are open to learning about new products.
According to our research, about 50 million businesses use
Facebook to find customers, and 30 percent of their fans are
from other countries.
5
This cross-border business handbook was created to help you
discover how Facebook can help your business grow. You’ll find
a wide range of information to help you communicate effectively
with potential customers around the world. Each country section
begins with basic demographic information, followed by notable
industry information that includes various business sizes, the scale
of online shoppers, the number of smartphone users and more.
Then, consumer behaviors on Facebook are covered. For example,
you’ll learn that the top categories discovered by Facebook users
in France are entertainment, cosmetics, tech and luxury fashion.
6
And that 70% of Malaysians surveyed have seen or searched for
information on Facebook before purchasing.
7
It’s never been a better time to reach new customers and new
markets. We hope you use this handbook to take advantage of
the opportunities your business has around the globe with the
power of Facebook.
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.
This document discusses various experiential marketing techniques used by brands, including projection mapping, RFID, virtual and augmented reality, wearable technology, and interactive photo activations. It provides examples of how brands have incorporated these technologies and interactive elements into events, retail spaces, festivals, and other venues to creatively engage audiences. The key aspects covered include capturing consumer data, creating shareable experiences, extending brand interactions beyond events, and making experiences personalized.
The media evolution:From Computers to PCs to TabletsSumit Roy
The document is a study that surveyed 1,000 tablet owners about their tablet usage habits and interactions with digital advertising. Some of the key findings include: over 40% of respondents have 2 or more tablets in their household, women spend more time using tablets than men, and the majority of respondents use their tablet the most between 7pm-12am. The study provides advertisers with insights on tablet users to help evaluate their tablet advertising strategies.
The document provides a summary of key takeaways and insights from CES 2017 from the perspective of Y&R team members. Some of the main insights include:
- Virtual reality is still in its infancy with a need for more high-value content to drive consumer adoption.
- Chatbots and AI continued to expand, with a focus on interpreting unstructured data.
- Wearables delivered more personalized solutions but adoption remains a challenge.
- TVs focused on larger screens, higher resolution, and innovations like haptic feedback.
- Fitness and health remained areas of heavy investment and product innovation.
The document discusses trends in content marketing and storytelling for 2017. It notes that the days of conventional brand storytelling are over due to everyone having the ability to create and share content. In 2017, brands will need to step back and let audiences shape their own stories through more personal, instant content like short videos and live streams. It also suggests that brands focus on storydoing rather than storytelling by focusing on human interactions and experiences with their brand. Live content is growing in popularity and brands will need to embrace more raw, unedited content styles to engage modern audiences.
The pace of change in advertising and consumer behavior continues to be frantic and to accelerate, so our annual trip to CES in Las Vegas continues to remind us how, in relative terms, hardware changes more slowly than both software and our expectations. In fact, CES in 2016 didn’t show a revolution in electronics and consumer products, but more of an evolution. The products were similar yet faster, thinner, cheaper and above all else, more connected.
This moment feels like the early stages of a new era, a time when all products are becoming cloud connected, touch screens are everywhere, and all media is digital. Yet it’s not quite the Internet of things — it’s the interim of things. We don’t yet have a complete smart home, we have sophisticated homes that sometimes don’t quite work. We have 3D printers without totally compelling use cases, and robotic body parts that don’t quite make a full humanoid.
The companies succeeding are those that are innovating and collaborating to solve real consumer needs, while staying true to a clear brand purpose. From artificial intelligence and cognitive computing, to drone technologies, virtual reality and biometric sensing, to 8k video and 360 surround sound, there are tremendous opportunities on the horizon.
Please read on to view the ten themes that make up this moment in time.
With special thanks to Rori DuBoff, Jez Jowett, Tom Goodwin and the team at Havas Worldwide.
1) The document discusses the convergence of digital and out-of-home advertising (DOOH) driven by trends like increased connectivity, digitalization, and changing consumer behaviors.
2) It introduces Clear Channel Play as a new DOOH platform that allows for creative rich and continuous animations, relevance through location-based messaging, immediacy through live updates, and engagement through interactions.
3) Key benefits of DOOH highlighted are the ability to change messages by context like location, time of day, or consumer mindset, as well as integrate interactions and start conversations between brands and consumers.
One of the world’s largest mobile events, Mobile World Congress typically serves as a platform for unveiling new innovation and disruption in the space, and setting trends for the year. This year's congress was no exception
Mobile World Congress 2015 was bigger than ever with 93,000 attendees. In this presentation we've collated the top five trends we saw at the event and have provided insight into the implications of each for brands and the future of the industry.
The document provides an overview of virtual reality (VR) technologies and their potential impacts. It summarizes the results of a survey of 2000 UK consumers which found that 67% are unfamiliar with VR headsets, but 70% would consider purchasing one. The survey indicates VR will most impact gaming and entertainment. It also reviews several VR hardware options like Oculus Rift, HTC Vive, Samsung Gear, and Google Cardboard.
AN EVALUATION OF THE USE OF AUDIO GUIDANCE IN AUGMENTED REALITY SYSTEMS IMPLE...ijma
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups,
using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and
Augmented Reality (AR) technologies are becoming more ubiquitous in our society and “virtual history”
exhibits are starting to be available to the public. There are numerous studies focusing on AR, however a
scant amount of research is being done at historical sites. An initial experiment used repeated measures
(ANOVA) to compare and rank three different types of AR devices used at a site of cultural heritage. A
further experiment was then undertaken to observe participants using two different AR devices with and
without sound to determine if which device used or the presence of sound impact the usability of the device,
or the user’s satisfaction/preference of specific devices. Several surveys, including demographic and
usability surveys, were provided in order to collect a range of user data. A two-way repeated measures
(ANOVA) were used to analyze the quantitative data gathered. No significant effects were observed based
on the quantitative data provided by the surveys, indicating that all devices were equally usable and
satisfactory, and that sound did not have a significant impact in this instance. However, the qualitative
data indicated that users may prefer using AR technology on a smartphone device and preferred to use this
device paired with sound.
An Evaluation of the use of Audio Guidance in Augmented Reality Systems Imple...ijma
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups, using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and Augmented Reality (AR) technologies are becoming more ubiquitous in our society and “virtual history” exhibits are starting to be available to the public. There are numerous studies focusing on AR, however a scant amount of research is being done at historical sites. An initial experiment used repeated measures (ANOVA) to compare and rank three different types of AR devices used at a site of cultural heritage. A further experiment was then undertaken to observe participants using two different AR devices with and without sound to determine if which device used or the presence of sound impact the usability of the device, or the user’s satisfaction/preference of specific devices. Several surveys, including demographic and usability surveys, were provided in order to collect a range of user data. A two-way repeated measures (ANOVA) were used to analyze the quantitative data gathered. No significant effects were observed based on the quantitative data provided by the surveys, indicating that all devices were equally usable and satisfactory, and that sound did not have a significant impact in this instance. However, the qualitative data indicated that users may prefer using AR technology on a smartphone device and preferred to use this device paired with sound.
Merged Reality: Understanding how virtual and augmented realities could trans...Ericsson Latin America
Incorporating technology into our everyday lives is quickly becoming the norm. The World Economic Forum calls the idea of merging the real with the digital – the Fourth Industrial Revolution. Virtual and augmented realities could encourage a similar technological revolution – one where consumers transition between virtual and physical worlds effortlessly for their everyday life activities.
However, in their current form, virtual and augmented technologies collide rather than merge with our physical reality. Today the bulky headsets cut off the user from their surroundings, as well as hinder mobility, and a highly interactive VR experience can induce nausea for some users.
Consumers expect next-generation networks like 5G to address these challenges and enrich shared experiences by providing a fast and high-bandwidth network.
In this Ericsson ConsumerLab report, we explore the impact of these imminent changes on consumer lifestyles, from the perspective of early adopters, laggards and consumers who are planning to use a headset in the future. We also look at the enabling role that next-generation networks like 5G could play.
This document summarizes a report by Mindshare on trends for 2017, with a focus on virtual, augmented, and mixed reality technologies (collectively referred to as VR/AR/MR). It discusses the current state of these technologies and their potential for growth. Key points include:
- VR/AR/MR have been in development for decades but are now gaining more attention due to improvements in technology. However, widespread adoption still faces barriers of cost, usability, and a lack of compelling applications and content.
- Experts provide opinions on the technologies' development and potential. They believe mobile phones will be key to scaling experiences, and that advertising could use VR to tell immersive stories and demonstrate products,
Uploaded here for the students in my digital communications and online PR workshops
Original document here http://www.mindshareworld.com/sites/default/files/Mindshare%20Trends%202017.pdf
Understanding VR & AR for immersive marketingAyesha Aaliyah
The document discusses how virtual reality (VR) and augmented reality (AR) technologies can provide immersive experiences for audiences and allow marketers to engage consumers beyond traditional methods. VR completely immerses users in virtual 3D worlds, while AR layers virtual images over the real world. Both provide opportunities for personalized experiences but VR requires expensive headsets and isolation while AR risks distraction. The document explores the functions, stats, opportunities, and challenges of using VR and AR for immersive marketing.
LHBS Insight & Inspiration Snapshot
This presentation includes some of the most interesting insights about emerging & shifting consumer behavior and inspiration in the area of marketing, product and service innovation.
All signs come straight out of our Inspiration-Hub, a digital platform that tracks changes in people, markets and technology to bring customized insights and inspiration to your organization.
LHBS is an unconventional strategy firm that helps clients better understand today and successfully shape tomorrow. LHBS has extensive experience & expertise in business development, brand building and customer experience. The firm works across all major industries for clients from the FT Global 500, German Mittelstand and fast growing startups.
Consumer adoption of VR devices is rising as they become more affordable and accessible. VR is predicted to have its largest impact within businesses for training employees and improving efficiency. While VR in advertising does not need stories, experiences must provide value and excitement for users.
The survey found that:
1) Three types of information technology jobs ranked in the top ten career interests for low to middle income urban African American and Hispanic teens.
2) The teens believed that with hard work and innate talent, they could be successful in IT careers.
3) Teens reported looking most to parents, not other sources, for advice on college, careers, and their own strengths and interests. The survey results could help inform parents, schools, and organizations on engaging youth in tech careers.
Webinar: Driving Consumer Adoption in VRRich Goddard
In the lead up to VRX 2017 in San Francisco this December 7-8, VR Intelligence and YouGov have brought together a panel of industry leaders to talk over YouGov’s recent poll of 3,000 consumers, to give their insights on overcoming the challenges and where the opportunities are for growth.
We'll take an in-depth look at:
• Finding real consumer audiences
- Who are the early adopters of VR… and who are those most likely to buy next?
- Why have 70% of those who own VR equipment, bought fewer than 3 VR games or applications?
- Why do a third of headset owners only use their equipment once a month?
• Pricing and business models for growth
- How can the industry make pricing more accessible, for hardware and content?
- Which content is seeing the most revenue, and why?
- Does location based VR provide the answer to mass consumer accessibility?
• The chicken and egg content problem
- What’s holding back great content?
- With a relatively low install base and high development costs, what’s the incentive for content companies to invest?
- What can hardware and software companies do to help grow the content market?
• How to drive true immersion
- Beyond headsets and content – how can haptics and audio improve full immersion?
- Where are the major innovations in audio, touch and smell – and are they working?
- What are the factors restricting full immersion?
With a panel of experts including Ben Kim, CFO at Survios, Lisa Watts, Global VR Marketing Strategy Lead at Intel and Jeremy Kenisky, VP of Customer and Developer Relations at Merge VR; hosted by Tom Fuller, Research Director at YouGov. Make sure to sign up for some of the biggest insights in VR you’ll hear this year.
A talk I did at the Barbican for IT4ARTS, one of London's liveries. What is the challenge for arts organisations, both in general, but also on web, mobile and social?
What mistakes can be made, what concept successes have already been proven? The Tate forms a large part of the case studies used.
AR/VR Implications in Social Media MarketingThomasBosek
The document discusses the potential of augmented reality (AR) and virtual reality (VR) technologies in social media marketing. It provides examples of companies that have used AR/VR successfully in their marketing, such as Lowe's Holoroom project and Gucci's partnership with Snapchat. The future of AR/VR in social media marketing is promising as the technologies continue to advance and their use spreads to more industries. Global investment in AR/VR rose significantly from 2019 to 2020 and the market is expected to grow rapidly in coming years, holding untapped potential when combined with social media.
Virtual Reality Presentation at #HybridLiveCharles Palmer
Charles Palmer discusses virtual reality and its applications in education. He is the program lead and professor of interactive media at Harrisburg University, which uses VR for student engagement. The document provides a brief history of VR, from early prototypes in the 1950s-60s to recent developments like Oculus Rift. It describes how VR works through stereoscopy and head-mounted displays. Examples of VR uses in education include anatomy simulations and safety trainings. Harrisburg University's own VR projects include games for science learning and virtual plant tours. Palmer argues VR can enhance learning through collaboration, motivation from immersive games, and new approaches to rewards.
The document discusses trends in augmented reality (AR) technologies based on a report from Detecon Trend Radar. It provides examples of AR applications in healthcare, education and training, navigation and mobility, shopping, gaming, and holograms. Specifically, it highlights the potential of visual search using AR to instantly access information about objects by recognizing them through a device camera. It also profiles Blippar, a startup pioneering visual search technologies through computer vision and machine learning algorithms.
This document discusses and compares augmented reality (AR) and virtual reality (VR). It then provides information on the projected market size of AR and VR, highlighting that AR revenue is expected to reach $120 billion by 2020 compared to $30 billion for VR. Several industries are listed that could benefit from AR and VR technologies, including cultural institutions, education, entertainment, science and more. The document proposes a solution using a mobile app and AR to improve visitor engagement and revenue for cultural institutions.
The document provides a summary of key takeaways and insights from CES 2017 from the perspective of Y&R team members. Some of the main insights include:
- Virtual reality is still in its infancy with a need for more high-value content to drive consumer adoption.
- Chatbots and AI continued to expand, with a focus on interpreting unstructured data.
- Wearables delivered more personalized solutions but adoption remains a challenge.
- TVs focused on larger screens, higher resolution, and innovations like haptic feedback.
- Fitness and health remained areas of heavy investment and product innovation.
The document discusses trends in content marketing and storytelling for 2017. It notes that the days of conventional brand storytelling are over due to everyone having the ability to create and share content. In 2017, brands will need to step back and let audiences shape their own stories through more personal, instant content like short videos and live streams. It also suggests that brands focus on storydoing rather than storytelling by focusing on human interactions and experiences with their brand. Live content is growing in popularity and brands will need to embrace more raw, unedited content styles to engage modern audiences.
The pace of change in advertising and consumer behavior continues to be frantic and to accelerate, so our annual trip to CES in Las Vegas continues to remind us how, in relative terms, hardware changes more slowly than both software and our expectations. In fact, CES in 2016 didn’t show a revolution in electronics and consumer products, but more of an evolution. The products were similar yet faster, thinner, cheaper and above all else, more connected.
This moment feels like the early stages of a new era, a time when all products are becoming cloud connected, touch screens are everywhere, and all media is digital. Yet it’s not quite the Internet of things — it’s the interim of things. We don’t yet have a complete smart home, we have sophisticated homes that sometimes don’t quite work. We have 3D printers without totally compelling use cases, and robotic body parts that don’t quite make a full humanoid.
The companies succeeding are those that are innovating and collaborating to solve real consumer needs, while staying true to a clear brand purpose. From artificial intelligence and cognitive computing, to drone technologies, virtual reality and biometric sensing, to 8k video and 360 surround sound, there are tremendous opportunities on the horizon.
Please read on to view the ten themes that make up this moment in time.
With special thanks to Rori DuBoff, Jez Jowett, Tom Goodwin and the team at Havas Worldwide.
1) The document discusses the convergence of digital and out-of-home advertising (DOOH) driven by trends like increased connectivity, digitalization, and changing consumer behaviors.
2) It introduces Clear Channel Play as a new DOOH platform that allows for creative rich and continuous animations, relevance through location-based messaging, immediacy through live updates, and engagement through interactions.
3) Key benefits of DOOH highlighted are the ability to change messages by context like location, time of day, or consumer mindset, as well as integrate interactions and start conversations between brands and consumers.
One of the world’s largest mobile events, Mobile World Congress typically serves as a platform for unveiling new innovation and disruption in the space, and setting trends for the year. This year's congress was no exception
Mobile World Congress 2015 was bigger than ever with 93,000 attendees. In this presentation we've collated the top five trends we saw at the event and have provided insight into the implications of each for brands and the future of the industry.
The document provides an overview of virtual reality (VR) technologies and their potential impacts. It summarizes the results of a survey of 2000 UK consumers which found that 67% are unfamiliar with VR headsets, but 70% would consider purchasing one. The survey indicates VR will most impact gaming and entertainment. It also reviews several VR hardware options like Oculus Rift, HTC Vive, Samsung Gear, and Google Cardboard.
AN EVALUATION OF THE USE OF AUDIO GUIDANCE IN AUGMENTED REALITY SYSTEMS IMPLE...ijma
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups,
using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and
Augmented Reality (AR) technologies are becoming more ubiquitous in our society and “virtual history”
exhibits are starting to be available to the public. There are numerous studies focusing on AR, however a
scant amount of research is being done at historical sites. An initial experiment used repeated measures
(ANOVA) to compare and rank three different types of AR devices used at a site of cultural heritage. A
further experiment was then undertaken to observe participants using two different AR devices with and
without sound to determine if which device used or the presence of sound impact the usability of the device,
or the user’s satisfaction/preference of specific devices. Several surveys, including demographic and
usability surveys, were provided in order to collect a range of user data. A two-way repeated measures
(ANOVA) were used to analyze the quantitative data gathered. No significant effects were observed based
on the quantitative data provided by the surveys, indicating that all devices were equally usable and
satisfactory, and that sound did not have a significant impact in this instance. However, the qualitative
data indicated that users may prefer using AR technology on a smartphone device and preferred to use this
device paired with sound.
An Evaluation of the use of Audio Guidance in Augmented Reality Systems Imple...ijma
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups, using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and Augmented Reality (AR) technologies are becoming more ubiquitous in our society and “virtual history” exhibits are starting to be available to the public. There are numerous studies focusing on AR, however a scant amount of research is being done at historical sites. An initial experiment used repeated measures (ANOVA) to compare and rank three different types of AR devices used at a site of cultural heritage. A further experiment was then undertaken to observe participants using two different AR devices with and without sound to determine if which device used or the presence of sound impact the usability of the device, or the user’s satisfaction/preference of specific devices. Several surveys, including demographic and usability surveys, were provided in order to collect a range of user data. A two-way repeated measures (ANOVA) were used to analyze the quantitative data gathered. No significant effects were observed based on the quantitative data provided by the surveys, indicating that all devices were equally usable and satisfactory, and that sound did not have a significant impact in this instance. However, the qualitative data indicated that users may prefer using AR technology on a smartphone device and preferred to use this device paired with sound.
Merged Reality: Understanding how virtual and augmented realities could trans...Ericsson Latin America
Incorporating technology into our everyday lives is quickly becoming the norm. The World Economic Forum calls the idea of merging the real with the digital – the Fourth Industrial Revolution. Virtual and augmented realities could encourage a similar technological revolution – one where consumers transition between virtual and physical worlds effortlessly for their everyday life activities.
However, in their current form, virtual and augmented technologies collide rather than merge with our physical reality. Today the bulky headsets cut off the user from their surroundings, as well as hinder mobility, and a highly interactive VR experience can induce nausea for some users.
Consumers expect next-generation networks like 5G to address these challenges and enrich shared experiences by providing a fast and high-bandwidth network.
In this Ericsson ConsumerLab report, we explore the impact of these imminent changes on consumer lifestyles, from the perspective of early adopters, laggards and consumers who are planning to use a headset in the future. We also look at the enabling role that next-generation networks like 5G could play.
This document summarizes a report by Mindshare on trends for 2017, with a focus on virtual, augmented, and mixed reality technologies (collectively referred to as VR/AR/MR). It discusses the current state of these technologies and their potential for growth. Key points include:
- VR/AR/MR have been in development for decades but are now gaining more attention due to improvements in technology. However, widespread adoption still faces barriers of cost, usability, and a lack of compelling applications and content.
- Experts provide opinions on the technologies' development and potential. They believe mobile phones will be key to scaling experiences, and that advertising could use VR to tell immersive stories and demonstrate products,
Uploaded here for the students in my digital communications and online PR workshops
Original document here http://www.mindshareworld.com/sites/default/files/Mindshare%20Trends%202017.pdf
Understanding VR & AR for immersive marketingAyesha Aaliyah
The document discusses how virtual reality (VR) and augmented reality (AR) technologies can provide immersive experiences for audiences and allow marketers to engage consumers beyond traditional methods. VR completely immerses users in virtual 3D worlds, while AR layers virtual images over the real world. Both provide opportunities for personalized experiences but VR requires expensive headsets and isolation while AR risks distraction. The document explores the functions, stats, opportunities, and challenges of using VR and AR for immersive marketing.
LHBS Insight & Inspiration Snapshot
This presentation includes some of the most interesting insights about emerging & shifting consumer behavior and inspiration in the area of marketing, product and service innovation.
All signs come straight out of our Inspiration-Hub, a digital platform that tracks changes in people, markets and technology to bring customized insights and inspiration to your organization.
LHBS is an unconventional strategy firm that helps clients better understand today and successfully shape tomorrow. LHBS has extensive experience & expertise in business development, brand building and customer experience. The firm works across all major industries for clients from the FT Global 500, German Mittelstand and fast growing startups.
Consumer adoption of VR devices is rising as they become more affordable and accessible. VR is predicted to have its largest impact within businesses for training employees and improving efficiency. While VR in advertising does not need stories, experiences must provide value and excitement for users.
The survey found that:
1) Three types of information technology jobs ranked in the top ten career interests for low to middle income urban African American and Hispanic teens.
2) The teens believed that with hard work and innate talent, they could be successful in IT careers.
3) Teens reported looking most to parents, not other sources, for advice on college, careers, and their own strengths and interests. The survey results could help inform parents, schools, and organizations on engaging youth in tech careers.
Webinar: Driving Consumer Adoption in VRRich Goddard
In the lead up to VRX 2017 in San Francisco this December 7-8, VR Intelligence and YouGov have brought together a panel of industry leaders to talk over YouGov’s recent poll of 3,000 consumers, to give their insights on overcoming the challenges and where the opportunities are for growth.
We'll take an in-depth look at:
• Finding real consumer audiences
- Who are the early adopters of VR… and who are those most likely to buy next?
- Why have 70% of those who own VR equipment, bought fewer than 3 VR games or applications?
- Why do a third of headset owners only use their equipment once a month?
• Pricing and business models for growth
- How can the industry make pricing more accessible, for hardware and content?
- Which content is seeing the most revenue, and why?
- Does location based VR provide the answer to mass consumer accessibility?
• The chicken and egg content problem
- What’s holding back great content?
- With a relatively low install base and high development costs, what’s the incentive for content companies to invest?
- What can hardware and software companies do to help grow the content market?
• How to drive true immersion
- Beyond headsets and content – how can haptics and audio improve full immersion?
- Where are the major innovations in audio, touch and smell – and are they working?
- What are the factors restricting full immersion?
With a panel of experts including Ben Kim, CFO at Survios, Lisa Watts, Global VR Marketing Strategy Lead at Intel and Jeremy Kenisky, VP of Customer and Developer Relations at Merge VR; hosted by Tom Fuller, Research Director at YouGov. Make sure to sign up for some of the biggest insights in VR you’ll hear this year.
A talk I did at the Barbican for IT4ARTS, one of London's liveries. What is the challenge for arts organisations, both in general, but also on web, mobile and social?
What mistakes can be made, what concept successes have already been proven? The Tate forms a large part of the case studies used.
AR/VR Implications in Social Media MarketingThomasBosek
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Virtual Reality Presentation at #HybridLiveCharles Palmer
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This document discusses and compares augmented reality (AR) and virtual reality (VR). It then provides information on the projected market size of AR and VR, highlighting that AR revenue is expected to reach $120 billion by 2020 compared to $30 billion for VR. Several industries are listed that could benefit from AR and VR technologies, including cultural institutions, education, entertainment, science and more. The document proposes a solution using a mobile app and AR to improve visitor engagement and revenue for cultural institutions.
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GLAM Innovation Study September 2014 - Report Final_accessibleNettieD
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The document discusses augmented reality (AR) and its potential uses and growth. AR allows users to see additional digital information overlaid on the real world through their devices. It is being used in areas like games, education, fashion, and healthcare. The document predicts AR will reach $600 billion in revenue by 2016 and over 2.5 billion AR apps will be downloaded annually by 2017. It outlines best practices for using AR and argues that AR will become integrated into everyday life as the technology advances.
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Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
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See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
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Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
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UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
UiPath Test Automation using UiPath Test Suite series, part 5
How Can Museum Grow?
1. How can
museums
Grow? Based on a
2019 survey on
smartphones,
virtual reality
and interactive
technology in
museums*
Website: https://www.Anansi.london
Contact: info@Anansi.london
Phone: +44 (0)7542993266
* The Data shown come from a survey conducted in October of 2019 via Google Surveys, the market research
service of Google, LLC. Survey questions were delivered over four sessions to 104, 100, 213 and 101 respondents,
for a total of 518 total respondents. An equal bias on gender and age demographics was sought. For example, on
the question regarding VR exhibits and attendance, an approximately equal number of males and females responded
(53.6% vs 46.4%). Ages ranged from 18 to over 65 years, with slightly higher representations among adults 55-64
years old (+4.2%) and those over 65 years (+6.4%).
3. Executive Summary 25% More Respondents
An exciting new kind of technology is enabling totally new
kinds of interactive exhibits. How will this transform
museums and museum experiences? We surveyed over 500
British for their opinions of virtual and augmented reality.
The results were surprising and informative. 57.7%
A mix of technology
and hands-on interaction
Where do you find
more engaging
experiences? Museums
◄ Many people are turning to
their personal electronic
devices for entertainment
and education.
Museums can combat this
trend by offering rich media
experiences beyond what is
possible at home.
What is the best way
museums can improve
existing exhibits?
What types of interaction
would you like to use in
future museum exhibits
Understanding the Tech ►
A growing number of solutions
are available
Owns a personal
VR or AR Device
Non-
Interactive
Content
17.7%
Mostly new
technologies
like virtual reality
22.6%
Mostly traditional
hands-on interaction
.... Most visitors want to see a
mix of new technology with
traditional interaction.
However, don't overlook
including some tech-free,
traditional hands-on exhibits.
The world of virtual and
augmented reality is limitless,
but some visitors will always
prefer the simplicity of more
traditional experiences.
Projected educational
users of VR/ AR within 7
years
Would visit museums
more often if they
could use their
smartphone to
enhance exhibits
68.1%
14.2%
17.7%
My Smartphone,
Tablet, or Game Console
Traditional Hands-on
Interaction
New Technology like VR
or Smartphone
Interaction
27
Millions
VR
AR
13.2% 7.1%
4. Adapt. Change. Evolve.
Museums can't stand still. They must pioneer-new tech,
new methods of interaction, new ways to learn.
Museums are uniquely positioned to lead.
They serve diverse audiences.
If 77% of British have smartphones, that means 23% still do not
have smartphones.
There is a growing disparity in access to technology at home and in schools, and museums can help
fill this gap. Museums want to do more than survive; they want to thrive , reach economic
independence, and the first step towards growth is insight: the metrics behind this wave of
technological transformation.
Why? Because visitors expect something new. At least 77% of British
have smartphones, and more than half own a tablet. These are not merely gadgets; they are powerful
gateways to rich interactive experience , and more and more British of all ages crave innovative ways to
learn.
Museums that implement exciting
new interaction technologies stand
out.
Competing for British attention is
more difficult than ever. Institutions
that deliver innovative educational
experiences have a leg up those that
don’t.
5. What is the best way museums
can improve existing exhibits?
Traditional Hands-On
Interaction
Non-Interactive
No
Yes
14.2%
39.8%
◄ Enhancing existing exhibits
with new technology is one
of the most important way
to boost attendance for
aging installations.
46.1%
I'm
not
sure
what
Do you own a VR or AR device?
Which topics would you find
interesting in a virtual reality
exhibit?
Space exploration and dinosaurs ►
Would like an app on their
smartphone to explore
museum exhibits.
18.4%
Would visit museums
more often
if they could use their
smartphone to enhance
exhibits
World
Cultures
Space
Exploration
Art scored lower ►
Where do you find
more engaging
experiences?
Animals
or Biology
Archaeology
25% More
Respondents
..
..
-
.
Audience Insights
Non-interactive
Content
New Technology like VR
Smartphone interaction
were popular topics among
survey respondents, but world
cultures took the top spot.
Don't neglect to feature other
under-appreciated subjects.
One key benefit of solutions like
virtual reality is the ability to make
less appreciated arts and sciences
more compelling and relatable.
I’m not
sure
what
AR is
Yes
◄ Actually, most British do have a virtual
reality and augmented reality-capable device:
smartphones are able to show VR and AR
content. Still, dedicated VR/AR hardware
provides a much more immersive experience
(see "Hardware Options" on the next spread).
◄ Most British do not have a dedicated virtual
reality or augmented reality device, despite
over 5 million unit sales to date. This is an
opportunity for museums to deliver an
experience most visitors have not seen at
home.
◄ Audience education about virtual
and augmented reality is ramping
up. Most British have heard these
terms, but don't understand the
potentials of these technologies.
Yes
Yes
No
No
I’m not
sure
what
VR is.
I’m not
sure
what
AR is.
VR AR
Innovate.
Audiences crave new experiences,
especially those they can interact
with on their personal devices.
However, most people haven't
seen a dedicated VR or AR exhibit,
so don’t overlook the excitement
this can generate. Exhibit design
should not be limited to one form
of new media
on the survey, but interactive
art installations are
extremely well suited to
mixed media presentations.
35.4%
My
Smartphone,
Tablet
or
Game
Console
Museums
6. HTC Vive
£££ VR PC Wired*
Oculus Rift
£££ VR PC Wired
----- VR HMDs ------
Dedicated VR head-mounteddisplays (HMDs) provide the
best experience at a cost: a PC that the devices must be
wired to at all times. The resulting immersion factor is truly
impressive, and the high quality motion controllers enable
users to interact with virtual objects with their hands.
Smartphone & Tablet
Meta2
£££ AR PC Wired
Samsung Gear VR
££ VR
Microsoft Hololens
£££ AR PC
AR HMDs
Smartphone HMDs
Understanding the alphabet soup of mixed
reality technologies:
VR Virtual Reality . Completely replaces the user's
view with a simulated world.
AR Augmented Reality. Projects simulated
objects into a live view of the real world.
MR Mixed Reality. Brings real-world objects
into a simulated world. Also can mean AR or VR.
XR Cross Reality. General term for all of
the above technologies (and those yet to come).
Google Cardboard
£ VR
..., Secretive startup Magic Leap
recently unveiled their extremely
compact AR headset which
projects images directly onto the
retinas of the user's eyes.
Magic Leap
£££ AR PC
◄ Low-cost solutions like Gear VR,
Google Cardboard and Daydream
(not pictured) make it easy for
anyone with a smartphone to view
VR content, including users who
can't physically visit the museum.
Growth Opportunities
Recently, investment firm Goldman Sachs predicted the educational sector would see some of the
most explosive growth for these new technologies. Virtual and augmented reality solutions have the
potential to grow audiences on the education side, but also through fundraising and development.
Museums and other institutions can give key stakeholders an exciting early look at capital campaigns
(view a new exhibit hall before construction begins), or can take them on a research expedition to a
remote site. These kinds of experiences elevate the profile of the institution and foster a sense of
ownership in current and prospective donors.
Projected educational users of VR/AR
within 7 years according to investment
firm Goldman Sachs 2
Average annual spending on
educational software.
Facts at a glance
d
• There are still a lot of questions surrounding artificial intelligence, augmented reality,
virtual reality and its relation to museums. What about an automated collections
process or an algorithm that creates programs or exhibits?
Though museum professionals are not getting replaced anytime soon, AR/VR is
playing a role in replacing the standard visitor experience. There is a growing field of
affordable options for these technologies.
• Apple’s potential 2021-2022 introduction of smart glasses will shift AR’s momentum
and revenue share toward consumer spending.
• Recently, NASA has hosted a 6-minute VR Mars expedition. The simulation let
visitors “experience” the planet first hand without the need for a 24 months trip on a
spaceship. This example is a great way to spark the minds of visitors.
• The Data shown come from a survey conducted in October of 2019 via Google
Surveys, the market research service of Google, LLC. Survey questions were
delivered over four sessions to 104, 100, 213 and 101 respondents, for a total of
518 total respondents. An equal bias on gender and age demographics was sought.
For example, on the question regarding VR exhibits and attendance, an
approximately equal number of males and females responded (53.6% vs 46.4%).
Ages ranged from 18 to over 65 years, with slightly higher representations among
adults 55-64 years old (+4.2%) and those over 65 years (+6.4%).
£
JARGON
Misconceptions
The biggest misunderstanding among
people who haven't tried virtual reality
regards the scale of the experience. VR
headsets are small, but the experience
can be huge. The headset (HMO) sits
inches in front of the user's eyes,
immersing them with a wide three-
dimensional view. Standing at the edge of
the Grand Canyon truly feels like looking
over the edge of a mile-high precipice
(and most users can't muster the courage
to take a step forward).
The other common misconception is that
VR and AR require custom, high-end
hardware. In fact, most smartphones
can deliver impressive experiences
with inexpensive viewers like Google
Cardboard that cost a few pounds
7. How can We Help?
Who are We
We are the UK Software Development and Solutions Provider company specializing
in building applications for VR/AR, web and mobile platforms, as well as full-scale
digital transformations for a large number of industries. We develop solutions that
deliver value for our clients and their customers.
“Conversational platforms are changing the way in which people interact
with the digital world. Virtual reality (VR), augmented reality (AR) and
mixed reality (MR) are changing the way in which people perceive the
digital world and provide an extra dimension in which expand and
explore. This combined shift in perception and interaction models leads
to the future immersive user experience."
Gamify the museum experience by challenging
players to hunt for different artefacts, animals etc.
Thanks to XR technologies, you can incorporate
holograms, audio/video , games and
questionnaires to create a unique way for visitors
to engage with.
Using AR transform the way in which visitors
interact with museums. This Applications provides
a unique experience that would not be possible
without the use of augmented reality technology.
Most people have not yet experienced
AR first hand. In fact, the majority would
say that said they do not have an AR-
capable device, even though nearly all
smartphones are capable of presenting
AR content.
This represents a huge opportunity for
educational institutions to attract new
audiences through exciting interactive
exhibits.
VR has the power to transport
users to places they might never
be able to visit in real life so
welcoming digital visitors into the
museums of the world is a natural
fit. It’s also a huge win for
students and visitors across the
globe as they get to explore some
amazing pieces of world history
with unprecedented access and
ease.
Interactive exhibits
AR Tours
VR Museums
Possible Applications