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.
I/O developer’s conference emerged out with some really interesting facades this year presented by Google. The introduction of updated version of Virtual Reality viewer Cardboard and Android M from its android application development section, Google has made sure to provide some electrifying products from its campaign for its users in the future ahead.
Create Biz Opportunities by Using Technological DisruptionsHugo Gaston Ortega
Hosted by the "Manly Entrepreneurs" meetup I presented a 30 minute discussion which turned into a 2hr session. The room was full of passion and excitement, and due to the nature of the meetup, the audience was hungry to know about commercialization of disruptive technologies like Augmented Reality.
Isobar predicts that 2018 will be the year of Augmented Humanity, a year where technology enhances and scales our most human attributes. In 2018, technological interfaces will become more natural and instinctive, technology will automate repetitive tasks to free up time for creativity and compassion, and artificial intelligence will meet emotional intelligence.
Smart Glasses and the Evolution of Human-Computing Interfacesn-tech Research
Within the emerging category of wearable computing, arguably the most characteristic product to emerge is "smart glasses" which mesh the communications capabilities of smartphones with additional visual and other sensual enhancements, including augmented reality. The primary selling feature of smart glasses is their ability to display video, navigation, messaging, augmented reality (AR) applications, and games on a large virtual screen, all completely hands-free. The current poster child for smart glasses is Google’s "Glass" product, but there are more than 20 firms offering smart glasses or planning to do so.
The hands-free nature of smart glasses opens up new possibilities for human-computer interfaces (HCI), drawing from smart phones as well as interfaces developed in other contexts (e.g. virtual reality). Early smart glasses models are leaning on mature and low-cost technologies with notable influence from smartphones; however we see a gradual trend for smart glasses (and other wearable computing devices) to be driven by more natural interface controls, once these technologies have time to mature as well -- and they're getting remarkably close.
I/O developer’s conference emerged out with some really interesting facades this year presented by Google. The introduction of updated version of Virtual Reality viewer Cardboard and Android M from its android application development section, Google has made sure to provide some electrifying products from its campaign for its users in the future ahead.
Create Biz Opportunities by Using Technological DisruptionsHugo Gaston Ortega
Hosted by the "Manly Entrepreneurs" meetup I presented a 30 minute discussion which turned into a 2hr session. The room was full of passion and excitement, and due to the nature of the meetup, the audience was hungry to know about commercialization of disruptive technologies like Augmented Reality.
Isobar predicts that 2018 will be the year of Augmented Humanity, a year where technology enhances and scales our most human attributes. In 2018, technological interfaces will become more natural and instinctive, technology will automate repetitive tasks to free up time for creativity and compassion, and artificial intelligence will meet emotional intelligence.
Smart Glasses and the Evolution of Human-Computing Interfacesn-tech Research
Within the emerging category of wearable computing, arguably the most characteristic product to emerge is "smart glasses" which mesh the communications capabilities of smartphones with additional visual and other sensual enhancements, including augmented reality. The primary selling feature of smart glasses is their ability to display video, navigation, messaging, augmented reality (AR) applications, and games on a large virtual screen, all completely hands-free. The current poster child for smart glasses is Google’s "Glass" product, but there are more than 20 firms offering smart glasses or planning to do so.
The hands-free nature of smart glasses opens up new possibilities for human-computer interfaces (HCI), drawing from smart phones as well as interfaces developed in other contexts (e.g. virtual reality). Early smart glasses models are leaning on mature and low-cost technologies with notable influence from smartphones; however we see a gradual trend for smart glasses (and other wearable computing devices) to be driven by more natural interface controls, once these technologies have time to mature as well -- and they're getting remarkably close.
During this session you will learn more about our smart glasses, the Moverio BT-200, and the opportunities the product offers when it comes to innovative applications, and being adapted for augmented reality. You will discover how both individual users and companies have been using Moverio to change the way we interact with technology and merge the real world with the digital to enhance reality. Learn what makes Moverio a natural platform for Augmented Reality and be excited by its potential.
As presented in DroidCon Tel Aviv 2014 by:
Valerie Riffaud Cangelosi, Epson
http://il.droidcon.com
The Future of Play in a Gamified World: Webinar Presentation with transcriptGavin Gordon
As the digital experience of play and games becomes increasingly sophisticated and immersive, how does this alter consumers' perception and expectation of media?
Leading global consumer trend company Foresight Factory broadcast this webinar on Aug 25, 2016, looking at:
1. How will immersion in digital experiences - in commercial contexts too - change the consumer's relationship with media content?
2. What are the new and future expectations of brands across sectors such as retail? education? Health? And those in the game space?
3. Consumers want easier, more efficient ways to better themselves. Can brands position themselves as life-hacking partners - helping the consumer play their way to a better self?
Foresight Factory research points to a huge demand for learning within the context of entertainment; does this follow with a world of gamification?
The research highlights 200 emerging technologies and developments that could have an impact on society and business over the next 10-15 years. The technologies have been grouped under 10 categories:
1. End User Devices, Tools and Trends
2. Interfaces and Displays
3. Internet and Social Media
4. Communications, Collaboration and Networking Tools and Developments
5. Software Tools, Techniques and Trends
6. Artificial Intelligence (AI) and Intelligent Systems
7. Computing Technology and Devices
8. Management and Analysis of Data, Information and Knowledge
9. Security Technology
10. Disruptive Scientific Developments
To say it is difficult to see and do everything that CES has to offer is an understatement. In fact, the only easy part is consistently hitting 10,000+ steps on your tracker every day! But we were prepared, using our 2017 Fjord Trends as a guide, to uncover the most inspiring work and topics that will continue to evolve this coming year.
Each year, memBrain LLC attends CES® to gather intelligence on hot new products and to identify emerging trends and industries.
This special edition of memBrain’s magazine, The STORM Report, is a compilation of memBrain’s observations from the CES® show floor combined with the most “buzzed about” products according to leading industry publications, industry insiders, and the CES® 2020 Innovation Award winners.
With thousands of new products vying for attention at CES®, it is easy to become overwhelmed. But the overarching trends and themes of the show offer an excellent window into what to expect in the near and not-too-distant future. In fact, it seemed as if the innovation on display this year was remarkably more focused on the present than on a future utopia, which was a departure from CES® events of the past.
While previous years felt like a showcase for moonshots and futuristic idealism, this year’s CES® was far more balanced between the practical and the fantastical. The consumer electronics industry is maturing - optimizing between commercialization, technological progress, and the next generation of disruptive products.
Workshop taught by Mark Billinghurst at the ICIDM 2013 conference about using the Junaio platform for designing mobile AR applications. Presented on December 2nd 2013. Provides material about using Metaio Creator, and Junaio coding for developing marker based and GPS based mobile AR applications.
The Smart glasses Technology of wearable computing aims to identify the computing devices into today’s world.(SGT) are wearable Computer glasses that is used to add the information alongside or what the wearer sees. They are also able to change their optical properties at runtime.(SGT) is used to be one of the modern computing devices that amalgamate the humans and machines with the help of information and communication technology. Smart glasses is mainly made up of an optical head-mounted display or embedded wireless glasses with transparent heads- up display or augmented reality (AR) overlay in it. In recent years, it is been used in the medical and gaming applications, and also in the education sector. This report basically focuses on smart glasses, one of the categories of wearable computing which is very popular presently in the media and expected to be a big market in the next coming years. It Evaluate the differences from smart glasses to other smart devices. It introduces many possible different applications from the different companies for the different types of audience and gives an overview of the different smart glasses which are available presently and will be available after the next few years.
The Important Difference Between Virtual Reality, Augmented Reality and Mixed...Bernard Marr
Now that virtual reality (VR), augmented reality (AR) and mixed reality (MR) are becoming more mainstream, people outside of tech circles have more questions about how these technologies differ. Here, we outline the difference between virtual reality, augmented reality, and mixed reality.
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.
During this session you will learn more about our smart glasses, the Moverio BT-200, and the opportunities the product offers when it comes to innovative applications, and being adapted for augmented reality. You will discover how both individual users and companies have been using Moverio to change the way we interact with technology and merge the real world with the digital to enhance reality. Learn what makes Moverio a natural platform for Augmented Reality and be excited by its potential.
As presented in DroidCon Tel Aviv 2014 by:
Valerie Riffaud Cangelosi, Epson
http://il.droidcon.com
The Future of Play in a Gamified World: Webinar Presentation with transcriptGavin Gordon
As the digital experience of play and games becomes increasingly sophisticated and immersive, how does this alter consumers' perception and expectation of media?
Leading global consumer trend company Foresight Factory broadcast this webinar on Aug 25, 2016, looking at:
1. How will immersion in digital experiences - in commercial contexts too - change the consumer's relationship with media content?
2. What are the new and future expectations of brands across sectors such as retail? education? Health? And those in the game space?
3. Consumers want easier, more efficient ways to better themselves. Can brands position themselves as life-hacking partners - helping the consumer play their way to a better self?
Foresight Factory research points to a huge demand for learning within the context of entertainment; does this follow with a world of gamification?
The research highlights 200 emerging technologies and developments that could have an impact on society and business over the next 10-15 years. The technologies have been grouped under 10 categories:
1. End User Devices, Tools and Trends
2. Interfaces and Displays
3. Internet and Social Media
4. Communications, Collaboration and Networking Tools and Developments
5. Software Tools, Techniques and Trends
6. Artificial Intelligence (AI) and Intelligent Systems
7. Computing Technology and Devices
8. Management and Analysis of Data, Information and Knowledge
9. Security Technology
10. Disruptive Scientific Developments
To say it is difficult to see and do everything that CES has to offer is an understatement. In fact, the only easy part is consistently hitting 10,000+ steps on your tracker every day! But we were prepared, using our 2017 Fjord Trends as a guide, to uncover the most inspiring work and topics that will continue to evolve this coming year.
Each year, memBrain LLC attends CES® to gather intelligence on hot new products and to identify emerging trends and industries.
This special edition of memBrain’s magazine, The STORM Report, is a compilation of memBrain’s observations from the CES® show floor combined with the most “buzzed about” products according to leading industry publications, industry insiders, and the CES® 2020 Innovation Award winners.
With thousands of new products vying for attention at CES®, it is easy to become overwhelmed. But the overarching trends and themes of the show offer an excellent window into what to expect in the near and not-too-distant future. In fact, it seemed as if the innovation on display this year was remarkably more focused on the present than on a future utopia, which was a departure from CES® events of the past.
While previous years felt like a showcase for moonshots and futuristic idealism, this year’s CES® was far more balanced between the practical and the fantastical. The consumer electronics industry is maturing - optimizing between commercialization, technological progress, and the next generation of disruptive products.
Workshop taught by Mark Billinghurst at the ICIDM 2013 conference about using the Junaio platform for designing mobile AR applications. Presented on December 2nd 2013. Provides material about using Metaio Creator, and Junaio coding for developing marker based and GPS based mobile AR applications.
The Smart glasses Technology of wearable computing aims to identify the computing devices into today’s world.(SGT) are wearable Computer glasses that is used to add the information alongside or what the wearer sees. They are also able to change their optical properties at runtime.(SGT) is used to be one of the modern computing devices that amalgamate the humans and machines with the help of information and communication technology. Smart glasses is mainly made up of an optical head-mounted display or embedded wireless glasses with transparent heads- up display or augmented reality (AR) overlay in it. In recent years, it is been used in the medical and gaming applications, and also in the education sector. This report basically focuses on smart glasses, one of the categories of wearable computing which is very popular presently in the media and expected to be a big market in the next coming years. It Evaluate the differences from smart glasses to other smart devices. It introduces many possible different applications from the different companies for the different types of audience and gives an overview of the different smart glasses which are available presently and will be available after the next few years.
The Important Difference Between Virtual Reality, Augmented Reality and Mixed...Bernard Marr
Now that virtual reality (VR), augmented reality (AR) and mixed reality (MR) are becoming more mainstream, people outside of tech circles have more questions about how these technologies differ. Here, we outline the difference between virtual reality, augmented reality, and mixed reality.
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.
Janina Jewell - Lakeland College Interior Design Technology portfolioLakeland College
Janina Jewell portfolio, Class of 2015, Lakeland College Interior Design Technology. Lakeland students learn how to put together a portfolio of their work and have it ready for showing prospective employers and clients. Interior design technology is a two-year diploma program at Lakeland College in Vermilion, Alberta, Canada.
Kayla Soto - Lakeland College Interior Design Technology portfolioLakeland College
Kayla Soto portfolio, Class of 2015, Lakeland College Interior Design Technology. Lakeland students learn how to put together a portfolio of their work and have it ready for showing prospective employers and clients. Interior design technology is a two-year diploma program at Lakeland College in Vermilion, Alberta, Canada.
Prior to the start of the new year we published our 2017 trend framework (http://engage.epsilon.com/top-trends-for-2017) this document sets the foundation for how we identify macro trend territories that have the highest probability of creating new behaviors and empower consumers through the lens of Connection, Cognition & Immersion in the near future.
CES 2017 was our first opportunity to further validate the territories but more importantly identify some of the key tech trends that will have a major impact on marketing over the next few years. In the attached document you will find an in-depth review of key trends such as the impact a connected product ecosystem and how Alexa Voice Services are quickly positioning to scale quickly through 3rd party integrations. You will also find examples of new types of interfaces and input devices that may further lead to an ambient computing future.
2017 is also the turning point from “everything will be connected” to everything will be cognified”. The impact of artificial intelligence will be a big topic in 2017 and Epsilon is uniquely positioned to capitalize (look for more on this topic on January 19th via an industry AI op-ed). CES validated the idea of pervasive cognition as well as advancements via contextual assistants and object recognition. The rapidly developing immersion ecosystem built on full sensory immersion, spatial freedom and alternative interfaces also caught our attention.
Interfaceology – A Design Language for Tangible and Ambient Interfaces.Ricardo Aguilar
Interaction in modern human-computer interfaces is most intuitively initiated in an image-based way. Often images on a screen are the key components of an interface. As such, a common pitfall in creating interfaces can be the technical aspect of constructing a ‘user interface’ – without considering the underlying principles of designing for context, aesthetics and experience.
We, as designers, need to create a new language to describe interactions – dealing with needs, motivations, behaviors and intuition rather than just continuing to explore physical or digital interfaces that people use on a day-to-day basis.
Starting with examples of how 'ambient interfaces' are already being used and how these emerging technologies will be pieced together – we will then talk and provide a toolkit app for people to experiment and discuss about ‘Interfaceology’ - how it could assist people understand tangible and ambient interactions based on their context and surroundings.
Credits:
Ricardo Aguilar @rp_aguilar
Kai Turner @kaigani
The Augmented Reality is the cutting-edge technology which is at its new peak after the massive success of the popular game "Pokemon Go".It is estimated to cross $100 billion investment by the year 2020.
Observations and insights on #MWC17 trends and technologies from Kinetic, the global leader in contextually connecting and activating audiences on the move.
Consumer Electronic Show 2014 Ogilvy London Labs ReportPrayukth K V
The Consumer Electronics Show (CES) this year
played host to 150,000 visitors. They came to see a
collection of companies showcase their latest
products, services and technologies that they hope
and predict will make a splash in 2014...find out who did what, how and who walked away with the honors
OgilvyOne London's Digital Labs presents a comprehensive report about this year's Consumer Electronic Show that took place in Las Vegas. For the third year in a row, the London Labs attended the show with an aim to scan, scope out and bring back the latest and most exciting technologies and trends that will have most impact in the ever-expanding business and consumer technology market. These findings help inform the predictions we make for our clients about potential future commercial application, and the potential use of those trends within the Marketing and Communication space.
A brief history of Mobile phones
Design Transition
Air/3D/Pre- Touch
Generation
Operating System
Evolution of Processing
Memory and Processors
Your future Phone
Future...???
Conclusion
Presentation of the Meetup 'Augmented Reality Barcelona' celebrated on december 12th at Campus La Salle Barcelona. Isidro Navarro – CEO at INAR, organizer of the meeting -Introduction to AR & HCI
List of speakers:
William Provancher - founder of Tactical Haptics - Utah -creators of Reactive Grip™ Touch Feedback for VR, gaming, and medical apps
Joseph Rampolla – co-founder of AR Meetup NY & founder of the Augmented Reality Dirt Podcast & Blog – New York - Presentation of AR references in global scenario
Richard Hebert – Director of BLOOM – Girona - 3D center and emerging technologies
Brian Wassom - attorney and co-founder of AR Meetup Detroit - Augmented Reality Games - Legal Concerns
David Miralles – DTM Enginyeria La Salle - Strategy Advisor on Interaction at La Salle BCN presents research projects
Building an agency fit for the multi-screen world 2012tomchapman
The multi-screen world, where people use a combination of phones, tablets, computers and televisions to consume content, is fast becoming commonplace. Here I explore the benefits of developing digital content for multiple-screens.
Visual content is the centerpiece of your brand's world across online paid, owned, networked and borrowed media.
In this briefing I explored the importance of using visual content to capture user attention, add value to a consumer’s relationship with a brand and drive earned media.
I also covered off the visual content toolkit for marketers, explored visual storytelling and showed some examples of visual content I've developed with the team.
Understanding Always On Content Marketingtomchapman
This presentation discusses the topic of ‘always on’ and the need for brands to supply constant, relevant content to their communities.
‘Always on’ generates a feeling with the consumer that sparks recognition, and when utilised correctly over time, it begins to create loyalty. Real time marketing content is the latest approach to engaging consumers with an initial impression that resonates with them enough to follow the story to the end. So the ability to ride your marketing wave successfully means you must simply be prepared to be relevant, and ensure that ‘always on’ firmly forms the foundation of your approach.
Converging media means combining two or more channels to tell a brand story. And if your brand story is good enough, people will quite simply spend more time with your brand. A strong converged media strategy means that the end user is interested and wants to get involved.
I personally researched Nike+ marketing communications strategy in 2012 (UK & US only).
Nike + Fuelband, won the titanium Grand Prix at the Cannes Lions festival.
The complete Building An FMCG Social Brand whitepaper. This publication explores content across the three key phases of the consumer decision journey:
1) Initial Consideration – Trigger
2) Active Evaluation – Information Gathering, Shopping and Buying
3) Post Purchase Experience and Advocacy
The complete 'Building A Gaming Social Brand' whitepaper. This publication explores content across the three key phases of the consumer decision journey:
1) Initial Consideration – Trigger
2) Active Evaluation – Information Gathering, Shopping and Buying
3) Post Purchase Experience and Advocacy
The complete 'Building A Retail Social Brand' whitepaper. This publication explores content across the three key phases of the consumer decision journey:
1) Initial Consideration – Trigger
2) Active Evaluation – Information Gathering, Shopping and Buying
3) Post Purchase Experience and Advocacy
The complete 'Building A Travel Social Brand' whitepaper. This publication explores content across the three key phases of the consumer decision journey:
1) Initial Consideration – Trigger
2) Active Evaluation – Information Gathering, Shopping and Buying
3) Post Purchase Experience and Advocacy
If you are responsible for your brand's digital marketing strategy and would like to understand more about social network marketing and the hot topic of engagement marketing, the key findings from this report combined with Tom Chapman's social network marketing concept map will enable you to identify and build a social network marketing strategy for your brand.
Social network marketing, engagement marketing and brandstomchapman
Slide deck of report 'Social network marketing, engagement marketing and brands' presented to London Business School, February 2009. Full report can be downloaded from www.socialnetworkmarketinguk.com
Digital Money Maker Club – von Gunnar Kessler digital.focsh890
Title One is a comprehensive examination of the impact of digital technologies on
modern society. In a world where technology continues to advance rapidly, this article delves into the nuances and complexities of the digital age, exploring Its implications across various sectors and aspects of life.
5 big bets to drive growth in 2024 without one additional marketing dollar AND how to adapt to the biggest shifting eCommerce trend- AI.
1) Romance Your Customers - Retention
2) ‘Alternative’ Lead Gen - Advocacy
3) The Beautiful Basics - Conversion Rate Optimization
4) Land that Bottom Line - Profitability
5) Roll the Dice - New Business Models
Top 3 Ways to Align Sales and Marketing Teams for Rapid GrowthDemandbase
In this session, Demandbase’s Stephanie Quinn, Sr. Director of Integrated and Digital Marketing, Devin Rosenberg, Director of Sales, and Kevin Rooney, Senior Director of Sales Development will share how sales and marketing shapes their day-to-day and what key areas are needed for true alignment.
Digital Commerce Lecture for Advanced Digital & Social Media Strategy at UCLA...Valters Lauzums
E-commerce in 2024 is characterized by a dynamic blend of opportunities and significant challenges. Supply chain disruptions and inventory shortages are critical issues, leading to increased shipping delays and rising costs, which impact timely delivery and squeeze profit margins. Efficient logistics management is essential, yet it is often hampered by these external factors. Payment processing, while needing to ensure security and user convenience, grapples with preventing fraud and integrating diverse payment methods, adding another layer of complexity. Furthermore, fulfillment operations require a streamlined approach to handle volume spikes and maintain accuracy in order picking, packing, and shipping, all while meeting customers' heightened expectations for faster delivery times.
Amid these operational challenges, customer data has emerged as an important strategy. By focusing on personalization and enhancing customer experience from historical behavior, businesses can deliver improved website and brand experienced, better product recommendations, optimal promotions, and content to meet individual preferences. Better data analytics can also help in effectively creating marketing campaigns, improving customer retention, and driving product development and inventory management.
Innovative formats such as social commerce and live shopping are beginning to impact the digital commerce landscape, offering new ways to engage with customers and drive sales, and may provide opportunity for brands that have been priced out or seen a downturn with post-pandemic shopping behavior. Social commerce integrates shopping experiences directly into social media platforms, tapping into the massive user bases of these networks to increase reach and engagement. Live shopping, on the other hand, combines entertainment and real-time interaction, providing a dynamic platform for showcasing products and encouraging immediate purchases. These innovations not only enhance customer engagement but also provide valuable data for businesses to refine their strategies and deliver superior shopping experiences.
The e-commerce sector is evolving rapidly, and businesses that effectively manage operational challenges and implement innovative strategies are best positioned for long-term success.
AI-Powered Personalization: Principles, Use Cases, and Its Impact on CROVWO
In today’s era of AI, personalization is more than just a trend—it’s a fundamental strategy that unlocks numerous opportunities.
When done effectively, personalization builds trust, loyalty, and satisfaction among your users—key factors for business success. However, relying solely on AI capabilities isn’t enough. You need to anchor your approach in solid principles, understand your users’ context, and master the art of persuasion.
Join us as Sarjak Patel and Naitry Saggu from 3rd Eye Consulting unveil a transformative framework. This approach seamlessly integrates your unique context, consumer insights, and conversion goals, paving the way for unparalleled success in personalization.
The session includes a brief history of the evolution of search before diving into the roles technology, content, and links play in developing a powerful SEO strategy in a world of Generative AI and social search. Discover how to optimize for TikTok searches, Google's Gemini, and Search Generative Experience while developing a powerful arsenal of tools and templates to help maximize the effectiveness of your SEO initiatives.
Key Takeaways:
Understand how search engines work
Be able to find out where your users search
Know what is required for each discipline of SEO
Feel confident creating an SEO Plan
Confidently measure SEO performance
In this presentation, Danny Leibrandt explains the impact of AI on SEO and what Google has been doing about it. Learn how to take your SEO game to the next level and win over Google with his new strategy anyone can use. Get actionable steps to rank your name, your business, and your clients on Google - the right way.
Key Takeaways:
1. Real content is king
2. Find ways to show EEAT
3. Repurpose across all platforms
Short video marketing has sweeped the nation and is the fastest way to build an online brand on social media in 2024. In this session you will learn:- What is short video marketing- Which platforms work best for your business- Content strategies that are on brand for your business- How to sell organically without paying for ads.
Search Engine Marketing - Competitor and Keyword researchETMARK ACADEMY
Over 2 Trillion searches are made per day in Google search, which means there are more than 2 Trillion visits happening across the websites of the world wide web.
People search various questions, phrases or words. But some words and phrases are searched
more often than others.
For example, the words, ‘running shoes’ are searched more often than ‘best road running
shoes for men’
These words or phrases which people use to search on Google are called Keywords.
Some keywords are searched more often than others. Number of times a keyword is searched
for in a month is called keyword volume.
Some keywords have more relevant results than others. For the phrase “running shoes” we
get more than 80M relevant results, whereas for “best road running shoes for men” we get
only 8.
The former keyword ‘running shoes’ has way more competition from popular websites to
new and small blogs, whereas the latter keyword doesn’t have that much competition. This
search competition for a keyword is called search difficulty of a keyword or keyword
difficulty.
In other words, if the keyword difficulty is ‘low’ or ‘easy’, there won’t be any competition
and if you target such keywords on your site, you can easily rank on the front page of Google.
Some keywords are searched for, just to know or to learn some information about something,
that’s their search intention. For example, “What shoe size should I choose?” or “How to pick
the right shoe size?”
These keywords which are searched just to know about stuff are called informational
keywords. Typically people who are searching this type of keywords are top of a Conversion
funnel.
Conversion funnel is the journey that search visitors go through on their way to an email
subscription or a premium subscription to the services you offer or a purchase of products
you sell or recommend using your referral link.
For some buyers, research is the most important part when they have to buy a product.
Depending on that, their journey either widens or narrows down. These types of buyers are
Researchers and they spend more time with informational keywords.
Conversion is the action you want from your search visitors. Number of conversions that you
get for every 100 search visitors is called Conversion rate.
People who are at different stages of a conversion funnel use different types of keywords.
SEO as the Backbone of Digital MarketingFelipe Bazon
In this talk Felipe Bazon will share how him and his team at Hedgehog Digital share our journey of making C-Levels alike, specially CMOS realize that SEO is the backbone of digital marketing by showing how SEO can contribute to brand awareness, reputation and authority and above all how to use SEO to create more robust global marketing strategies.
2. The multi-touch screen of the
iPhone introduced in 2007,
revolutionized the handset
screen, and triggered a major
momentum towards touch
screen for all sizes of display.
3. As a result, Apple ushered in a dramatic change in
behaviour. We as consumers now come to expect to
interact with screens.
However, this user interaction with technology is
already going above the glass.
4. With the ability of technology, like the Microsoft
Kinect to see users’ movements in space, touch less
interactivity such as gestures, are being added to
traditional methods in new layers of interaction. You
no longer need an explicit tool or even direct
manipulation to drive a user interface.
5. Beyond gestures, a new pattern of computing is
emerging where interactions with technology will
be conversational.
Voice recognition technology has finally hit its
tipping point of capability and the stage is being
set for a generation of users to start assuming
voice control - just as touch control is now
assumed for any screen.
6. Looking forward, ubiquity of connections & connectivity will result in
everything becoming interactive or ‘pervasive’. Our interactions with
physical and digital will therefore become fluid and frictionless.
7. The following presentation will provide an analysis of Interactive Technology.
We will explore present and future trends as they pertain to business, culture and
society. Where available we have used current examples to bring to life each trend.
By identifying change we hope to provide stimulus for readers to contemplate how
present and future innovation may affect our business and clients.
The key trends for Interactive Technology:
• Touch
• Objects
• Augmented Reality / Holographics
• Gestures
• Facial Recognition
• Eye Tracking
Sound
• Thought
• Smell
9. LCG presents
INTERACTIVE TECHNOLOGY TOUCH
Touch Screen Smart Window
In 2011 Samsung introduced the transparent smart window; a large, transparent one-way mirror touch screen that has a digital
overlay of touch controlled widgets.
Short term the smart window will disrupt traditional retail displays adding a layer of digital to the display. OLED technologies
with digital overlay are being already in use as vending machines and refrigerators in Japan. In the long-term OLED touch screen
technology will be used for multiple surfaces in the home and in retail environments.
10. TOUCH
Multi-Touch Smart Window
Moving beyond the poking action of a smart window touch screen, multi-touch tech enables a user to interact with a system
with more than one finger at a time. Extending the Samsung smart window, high-spec multi-touch displays are already being
researched as GM have displayed with their in-car window allowing for pinching and sweeping interactivity.
LCG presents
INTERACTIVE TECHNOLOGY
11. TOUCH
Multi-Touch Tables and Walls
Multi-touch sensing devices such as Flatfrog’s interactive table and Adidas interactive wall can accommodate multiple users at
one time, allowing for simultaneous interactive displays within retail environments, museums, tradeshows and exhibitions.
LCG presents
INTERACTIVE TECHNOLOGY
12. TOUCH
Enhancing Interaction on Touch Surfaces
Further developments in multi-touch are around the anatomical detection of a human finger allowing different parts to be
recognized such as the tip, knuckle, nail and pad - researchers TapSense, amongst others are experimenting in this area.
LCG presents
INTERACTIVE TECHNOLOGY
13. TOUCH
Enhancing Interaction on Touch Surfaces - Haptics
Extending touch, Disney Research have been looking at new haptics technology for enhancing touch interfaces with tactile
feedback, allowing the user to feel virtual elements through touch. Leading innovator Senseg at CES 2012 demoed their haptic
user experience for touch screens. Samsung Nexus One and HTC Sense include Haptic feedback. Watch out for more haptic
technology in tablets and smart phones.
LCG presents
INTERACTIVE TECHNOLOGY
14. TOUCH
Every Surface Can Become A Touch Screen – User Defined Interface
OmniType is a virtual projection wearable system that enables graphical, interactive, multi-touch input on arbitrary, everyday
surfaces. Celluon have manufactured the ‘magic cube’ a virtual projected keyboard and multi-touch mouse.
LCG presents
INTERACTIVE TECHNOLOGY
16. OBJECTS
Microsoft Enhance Object Recognition Tables
Multi-touch screens allow for object recognition and object based play.
For a few years now, multi touch tables such as Microsoft ‘Surface’ have provided a platform for developers to link interactive
objects with the screen. With Amnesia Connect users can literally see-through their device and share content as easy and tactile
as it can get. It is perfectly suited for sharing visual data like images and video, but works for any other type of content as well.
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INTERACTIVE TECHNOLOGY
17. OBJECTS
Disney Turns iPad Into Interactive Track
As multi-touch screen devices such as smart phones and tablets become ubiquitous, the opportunities to link physical objects
with a smart device with an application have opened up business opportunities. In 2011 Disney released Appmates ‘Cars’ toys,
transforming the iPad screen into a game board when the cars come into contact with the touch screen interface.
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INTERACTIVE TECHNOLOGY
18. OBJECTS
Hasbro Developing zAppedTablet Games
Toy company Hasbro is currently producing interactive tablet ‘zAPPed’ games such as the Game of Life, Monopoly and
Battleships due to for release in June 2012.
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INTERACTIVE TECHNOLOGY
19. OBJECTS
Extended the TouchScreen via Interactive Objects
Michael Knepful a researcher at NYU has looked at the opportunity to extend touch screens via physical, mechanical and
electrical devices in a number of ways that can be incorporated by many products, and opens up creative possibilities for brands
that want to develop applications linked to physical objects.
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INTERACTIVE TECHNOLOGY
20. OBJECTS
Microsoft Illumishare
IllumiShare a research project from Microsoft allows users to interact remotely with physical objects. IllumiShare features a
lamp-like peripheral device that projects light onto your desktop. Anything that appears within the lit space is then projected
onto the analogous space of a fellow IllumiShare user. That setup then allows the users to interact with any object within the
spaces--allowing for some amazing physical-meets-digital chess or card games, play dates or tutoring sessions
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INTERACTIVE TECHNOLOGY
21. OBJECTS
Wearable Technology
Wearable technology is an area that is currently being researched. The idea of carry technology by wearing it as opposed to
carrying it is intriguing. At present Microsoft Research is looking into wearable tech such as embedding RFID and NFC within
clothes that can interact with other tech. They developed a printing dress that displays tweets based on what you type.
See Augmented Reality chapter for AR Glasses.
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INTERACTIVE TECHNOLOGY
23. AUGMENTED REALITY
AR Markers
The Majority of AR experiences to date are achieved using devices with a camera and touch screen. There are many applications
and that incorporate AR tech allowing users to lock onto a marker and experience virtual content. Five by Five used this tech and
approach for Dynamo Magician Impossible in 2011.
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INTERACTIVE TECHNOLOGY
24. AUGMENTED REALITY
Markerless AR
Aurasma is just one company pushing the boundaries of AR. They have developed a visual browser whereby virtual content can
be served up without markers, making the experience frictionless.
Markerless AR has been incorporated within virtual demo apps by Bandai for its toy packaging. Sony Music developed an AR
experience for their Tings Tings album cover and Starbucks created ‘Magic Cups’ app for its coffee cups for Christmas and
Valentine’s. The London Eye has produced an experiential education AR app incorporating Aurasma, providing tourists with a
virtual and real-world experience.
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INTERACTIVE TECHNOLOGY
25. AUGMENTED REALITY
Live Broadcast AR
Brands such as National Geographic, Lynx and Green Giant have incorporated AR as part of their public experiential digital out of
home campaigns within shopping centres and train stations.
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INTERACTIVE TECHNOLOGY
26. AUGMENTED REALITY
AR Games
As smart phone ownership increases, pervasive entertainment in the form of AR games are becoming ever more popular. One
such example is Vodaphone’s Buffer Monster game. The Sony Playstation Vita has also developed a number of AR titles for this
device.
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INTERACTIVE TECHNOLOGY
27. AUGMENTED REALITY
4D User-Generated Theme Park
'Live Park' enables visitors to experience a virtual world (4D avatar technology) previously only seen in movies like 'Minority
Report' and 'Avatar'. Mixed reality architecture allows the visitor to create an avatar and become the main character in a unique
adventure that incorporates multi-touch screens, holographics, augmented reality and gesture control.
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INTERACTIVE TECHNOLOGY
28. AUGMENTED REALITY
AR Glasses
By the end of 2012, Google will launch a pair of Android powered, augmented reality, heads up display glasses. Its features will
primarily be locative content served up via Google Maps and Search.
IDEO designer Michaël Harboun has already experimented with AR glasses. As an alternative to glasses that tell you where the
nearest bar is, his ‘Transcendenz’ project allows the wearer to experience the metaphysical environment asking intelligent
questions rather than receiving the answers.
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INTERACTIVE TECHNOLOGY
29. AUGMENTED REALITY
Microsoft Research - Holoreflector
Microsoft Research’s Holoreflector is a project aimed at bringing holograms to consumers. The current prototype uses Kinect
and an interactive screen to produce 3D hologram interaction.
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INTERACTIVE TECHNOLOGY
30. AUGMENTED REALITY
Virtual Device Projection
A collaborative team from the University of Calgary, University of Munich, and Columbia, have figured out a way to use a smart
phone to project the phone’s display on to external displays nearby. In the future you could be running a virtual projector on
your device and you could borrow the display space for a while with your device.
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INTERACTIVE TECHNOLOGY
31. AUGMENTED REALITY
Apple Holographic Projection
Apple has patented holographic technology, as a result tech journalists have speculated that the iPhone 5 could incorporate
holographic projection features.
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INTERACTIVE TECHNOLOGY
33. GESTURES
Motion Control Interactive Displays
With regard to digital out of home, the majority of gesture based interactions is focussed on motion control.
It can be used for browsing through product videos outside a shop for example Cartier’s Timepiece Explorer.
Raiffensenbank in Kosova have experimented with gesture controlled interactive windows where navigation enables users to
browse products and interact with content at any time of the day.
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INTERACTIVE TECHNOLOGY
34. GESTURES
Motion Control Interactive Installations
Design I/O created an interactive installation that allows children to use their arms to puppeteer larger than life creatures
projected on the wall in front of them.
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INTERACTIVE TECHNOLOGY
35. GESTURES
Microsoft Kinect Hacking
Gesture control allows for touch free interactivity.
Since the introduction of Microsoft Kinect in 2010, the technology has not just transformed gaming but has inspired creativity
amongst many industries. As a result Kinect hacking has become very popular such as Kinect controlled skateboards, shopping
trolleys and displays. Microsoft’s response to hacking was to open up their device with a dedicated SDK for Windows 7 and
Kinect for PC released in March 2012.
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INTERACTIVE TECHNOLOGY
36. GESTURES
Microsoft Kinect Laptops
Prototype Kinect enables laptops from ASUS which are powered by the Windows 8 operating system, boast Kinect sensors that
are located at the top of the display, while a set of LEDs will run along the bottom.
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INTERACTIVE TECHNOLOGY
37. GESTURES
Motion Control Tablet Application
BitGym have incorporated head tracking to produce a game for your tablet that can be used in the gym.
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INTERACTIVE TECHNOLOGY
38. GESTURES
Motion Control Desktop Games
Omnimotec have developed browser based games for webcams that do not require Kinect or motion sensing tech. For the film
Alvin & The Chipmunks 2, Omnimotec produced ‘Munkdance’ a motion controlled dance game.
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INTERACTIVE TECHNOLOGY
39. GESTURES
Motion Control In-Car
Car manufacturer Mercedes unveiled its Dynamic & Intuitive Control Experience (DICE) at CES 2012 featuring gesture-based
controls that allows the driver to scroll, select and control a variety of functions with basic hand motions.
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INTERACTIVE TECHNOLOGY
40. GESTURES
3D Motion Control Desktop Display
Microsoft Research have developed a 3D desktop display, controlled entirely by gestures.
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INTERACTIVE TECHNOLOGY
42. FACE DETECTION
Face Tracking and Substitution
One of the biggest areas for development with gestures is facial tracking and recognition. Developer Arturo Castro has
experimented with face hack. His Faces demo allows for real-time face substitution via projection, overlaying the features of
your desired clone over your own countenance. The freakiest part is that it’s even capable of moving along with your facial
expressions
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INTERACTIVE TECHNOLOGY
43. FACE DETECTION
Face Recognition Advertising
Immersive labs have developed adaptive advertising technology to serve up ads dynamically tailored to the target audience using
facial recognition. Plan UK used this technology to serve up ads on their billboards for women only. With television
manufacturers integrating face recognition technology into their devices we will soon experience targeted TV ads.
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INTERACTIVE TECHNOLOGY
44. FACE DETECTION
Face Recognition Vending Machines
Unilever Ice Cream vending machine used facial recognition technology; to determine age, gender, and emotion. The machine
uses an interactive "smile-o-meter" to rate smiles; those with a big enough smile were rewarded with free ice cream.
The Happiness Machine from CocaCola used facial recognition to dispense coke based on two couples kissing.
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INTERACTIVE TECHNOLOGY
45. FACE DETECTION
Face Recognition Smart Phone Apps
The RecognizeMe App for iOS5 uses facial recognition for phone authentication. The creative possibility to extend smart phone
apps to incorporate face recognition is an area for further exploration.
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INTERACTIVE TECHNOLOGY
46. EYE TRACKING & CONTROL
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INTERACTIVE TECHNOLOGY
47. EYE TRACKING & CONTROL
Eye Controlled Games
Eye tracking & eye control technology make it possible for interfaces to know exactly where a user is looking.
This technology has revolutionized communications for those with special needs. But more recently the technology has been
used for interactive games. Innovation company Tobii produced EyeAsteroids in which players can use their eyes as a controller.
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INTERACTIVE TECHNOLOGY
48. EYE TRACKING & CONTROL
Eye Control For Mobile Devices
Senseye has developed technology that tracks the movement of your eyes using the front-facing camera on mobile phones. The
first version requires"EyeDock", an add-on with an inexpensive webcam and an infrared LED. The company is currently working
with handset manufacturers to bring this technology to mass market in 2013.
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INTERACTIVE TECHNOLOGY
49. EYE TRACKING & CONTROL
Eye Tracking Smart Phone Apps
BreathalEyes iPhone app is an example of tech developed to track the movements in your eyes to determine the state of
intoxication.
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INTERACTIVE TECHNOLOGY
50. EYE TRACKING & CONTROL
Eye Control Interface for Windows 8
Interactivity via gaze, adds an entirely new dimension to interactive media. Tobii has developed eye tracking software for
Windows 8 including a photo gallery that allowed a user to navigate through pictures by shifting glance and then enlarging a
chosen photo by focusing on it.
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INTERACTIVE TECHNOLOGY
51. EYE TRACKING & CONTROL
Apple To Bring 3D Gaming And Eye Tracking to iPad & iPhone?
Apple in 2012 filed for an eye-tracking patent for gaming, photography and video as well as a feature for its iOS. Currently
Nascent.
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INTERACTIVE TECHNOLOGY
53. SOUND
Voice Control For Games
The Kinect device features voice commands alongside motion sensing. As a result we are now experiencing voice control within
games such as Mass Effect 3 allowing the player to control the squad via voice. The Nintendo Wii U console due for release in
late 2012 is rumoured to feature voice control.
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INTERACTIVE TECHNOLOGY
54. SOUND
Voice Control For Mobile Devices
Voice recognition and voice commands have been available as applications for Android phones for some time.
When Apple announced their voice recognition app ‘Siri’, a number of hacks appeared. As a result we are now seeing apps
integrating voice control for example the Hello Kitty voice control cookbook to control page turns, and location-aware app Waze
which provides hands free traffic information.
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INTERACTIVE TECHNOLOGY
55. SOUND
Voice Control For Cars
Mercedes will feature Siri for hands free voice commands within their A-Class cars, whilst the Ford SYNC in-car communications
system uses Windows technology that incorporates instant voice recognition and voice activation. Among the many Siri hacks to
emerge is one that will start your car via voice command.
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INTERACTIVE TECHNOLOGY
56. SOUND
Voice Control For Smart TV’s
Samsung are integrating voice commands within its smart TV’s as demonstrated at CES in 2012. The all new Apple Smart TV is
rumoured to feature Siri voice control.
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INTERACTIVE TECHNOLOGY
57. SOUND
Audio Content Recognition
Audio Content Recognition can be used to interact with television programmes, in-game content and advertisements.
Automotive company Honda was one of the first brands to release a mobile app for their ‘This Unpredictable Life’ TV campaign.
The app allowed viewers to interact with the TV spot on their handset, catching the animated characters as they appear on
screen.
Fox International produced a free companion app for Series 2 of The Walking Dead incorporating, Civolution audio recognition
technology serving up exclusive content available for both live and time-shifted programming.
20th Century Fox partnered with Shazam technology for TV allowing users to access exclusive content from their Alvin and the
Chipmunks movie ‘Chipwrecked’, simply by tagging the film or TV spot using the application.
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INTERACTIVE TECHNOLOGY
59. THOUGHT
Mind Control Devices For Games
Controlling both physical and virtual objects using the power of your mind is now a reality.
Electronics company Emotiv manufacture a brain-computer interface system, allowing people to interact with computer
applications including games via mind control. It works by picking up brain signals via electrodes mounted on the head.
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INTERACTIVE TECHNOLOGY
61. SMELL
Smell-vertising
In the UK McCain has cooked up a novel marketing technique with a campaign that produced the smell of hot jacket potatoes
wafting through bus shelters in cities across the UK. A hidden heating element warms the 3D poster of a jacket potato at the
press of a button, slowly releasing the aroma of a hot baked potato.
The smell was developed over three months in collaboration with a specialist scent lab to match that of the real thing.
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INTERACTIVE TECHNOLOGY
62. SMELL
Smell-o-Vision
Smelling your movies via a clever concept called SMELLIT, from Portuguese designer Nuno Teixeira, brings contextual smells to
the viewers schnoz via 118 aroma cartridges, each triggered by reading "smell information" embedded in a DVD.
Samsung R&D in collaboration with the University of California in San Diego are currently experimenting with a small device that
could be easily fitted to the back of your television that would serve to deliver the essence of odour appropriate to the picture
being displayed on the screen. The smell is produced via aqueous solution of ammonia. This solution is held in a compartment
made of non-toxic, non-flammable silicone elastomer, which releases odours through a small hole when heat and odour pressure
build up.
This technology is also being tried to be implemented in smart phones!
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INTERACTIVE TECHNOLOGY