This is updated AR presentation that I have been giving to brands and agencies. Focus is on what is AR, how it can/should be used, video examples and then demos (in person).
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Augmented Reality: From Marketing Buzzword To A Better Consumer Experence
1. Augmented Reality:
From Marketing Buzzword
To A Better Consumer Experience
2. HELLO…
WE’RE ZUGARA
Snapshot: We’re an emerging technology company focused on Augmented Reality
Associations: Member of the AR Consortium
Products: Webcam Social Shopper, ZugMO, ZugSTAR, ZugMUG
Expertise: Augmented Reality; iTV Development; Gen X & Y Demographics
Founded: 2001
Location: Los Angeles Based Office and Video Production Studio
Web: www.zugara.com
Blog: www.weareorganizedchaos.com
Facebook: www.facebook.com/zugara
YouTube: www.youtube.com/zugara
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3. SOME BRANDS WE’VE WORKED WITH…
Retail / Fashion Entertainment CPG Healthcare
Reebok Sony Pictures Television Red Bull Blue Cross
Nike Playboy Slim Jim
PING Comcast Peanut Chews B2B
Chili’s Schlumberger
KFC Gaming Consumer Electronics TV Guide
John Deere Activision Blizzard Sony Connect ESPN
Sony PlayStation (SCEA) Active Media (ITV) AT&T
Automotive Square Enix Mohawk Flooring
Toyota 989 Sports Non-Profit / Government
Lexus Glu Mobile Agencies
Tecmo Games U.S. Air Force
American Racing Legacy Foundation GSD&M
Volkswagen Xseed Games
THQ HopeLab Crispin Porter & Bogusky
Fletcher Jones Mercedes Benz Ad*itive
Fletcher Jones Porsche Disney Interactive Games
Strategy The Martin Agency
Toys Domino’s Pizza Rodgers/Townsend
Travel Weiden Kennedy
Hasbro Best Buy
Norwegian Cruise Line Walmart Vitro-Robertson
Southwest Airlines Hal Riney
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21. To Achieve Marketing Goals And
Increase Sales
In 2010, Swiss watchmaker
Tissot embarked on an AR
campaign with built-in
reporting metrics and
discovered that in-store
sales of its watches rose by
85% on the back of its AR
ads
(utalkmarketing.com, 2010)
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22. To Achieve Marketing Goals And
Increase Sales
70% of Dabs.com visitors
(prompted by an ad in T3
magazine) chose to live the
AR experience. Of that group
13% then purchased the
project, compared to an
industry standard website
conversion of around 0.5%
(utalkmarketing.com, 2010)
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23. To Achieve Marketing Goals And
Increase Sales
Since the launch of
Hotels.com Virtual Vacation
micro-site using AR,
bookings soared by 36%
(Hotels.com, 2010)
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32. This is a barrier for the consumer
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33. Online AR currently most popular
• Largest Reach / Average Spec
• Adoption of Video Chat
& Webcam Fueling Growth
• Flash-based AR
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34. Kiosk-based AR growing
• Least amount of barriers
• Limited scale/reach
• Highest tech
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35. Interactive Billboards AR
• Highest tech possibilities (i.e. Kiosk)
• High cost of implementation
• Public / group reach
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36. Mobile AR
• Not yet ready for primetime
• Limited processing power
• Will be focal point of AR in
the future
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37. But, just
because you
can do AR,
does that
mean you
should?
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38. What makes
a good
execution?
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39. Put on your “Consumer Hat”
Would you hold a
print magazine up
to a webcam to
watch a 5 minute
video?
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40. Utility is key…
Are you trying to add value for the consumer or for
you?
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41. Here’s a few examples that work…
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58. The “consumer experience” has made very little
progress in the last 15 years
Amazon
1990’s
Amazon
2010
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59. And Continues To Face Obstacles Online
Catalyst To Drive Purchase
45% of U.S. online
shoppers abandoned
shopping carts multiple
times over a span of
three weeks. (Paypal &
ComScore)
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60. We Can’t All Have Apple’s Loyalty
Conversion rates are
low, with the “gold
standard” being
between 2% and 3%
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61. Return to Sender
The average return rate for online clothing retailers is
about 20% but goes as high as 50% for some. (Forrester
Research)
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62. But What If Consumers Could Have That
“At The Rack” Experience, Online?
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73. True Markerless Via An Average Webcam
More Immersive Experience Online / Kiosk
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74. Mobile Will Overcome:
•Hardware Issues
• GPS Accuracy
• Compass Accuracy
•Processing Power Issues
•Issues Accessing API’s
To Become:
•Central touchpoint for AR
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75. Connected TVs Will Be A Powerful Medium
• U.S. shipments of web-
enabled consumer electronic
(CE) devices that support TV
applications will grow from
14.6 million in 2010 to 83.4
million by 2014.
• By 2014, over 59 million U.S.
broadband households will
own at least one CE device that
supports TV applications.
• By 2014, the U.S. installed
base of CE devices that
support TV applications will be
136 million units. (IN-STAT)
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76. “The best way to predict the
future is to invent it.”
- Alan Kay
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78. Proprietary Technology #1
ZugMO (Zugara Motion Capture)
ZugMO is a computer interface
that allows people to interact with
their computer via their web cam
rather than their keyboard or
mouse.
With ZugMO a person’s movements, or
motions, are captured by their web
cam. This allows the person to interact
with their system while several feet
away.
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79. Proprietary Technology #2
ZugSTAR (Zugara STreaming AR)
ZugSTAR is a web based video conferencing technology
that allows people in different locations to have shared
AR experiences. Like other video conferencing systems
ZugSTAR allows for two-way video transmissions, but with
the added functionality of allowing people to interact
with one another's “augmented” experience in real time.
DID YOU KNOW? Gartner IT predicts that by 2015 over 200 million people will be paying for video conferencing.
With ZugSTAR, Augmented Reality becomes a
technology that facilitates collaboration. People no
longer need to be in the same room to manipulate
and discuss 3D models, as physical distance becomes
less of a barrier.
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80. Proprietary Technology #3
ZugMUG (Zugara Facial Tracking)
ZugMUG is a piece of facial
tracking software that allows the
webcam to determine where a
person’s face is within the video
stream.
With ZugMUG a person’s face can
become the “marker”, subsequently
allowing for Augmented Reality
executions where people no longer
need to hold a piece of paper up to the
webcam.
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82. AUGMENTED REALITY STATISTICS
AUGMENTED REALITY REVENUE
Handheld platforms will transform the Augmented Reality ecosystem, with revenue
associated with Augmented Reality growing from about $6 million in 2008 to more than
$350 million in 2014.
(ABI Research study “Augmented Reality: Adding Information to Our View of the World”)
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83. AUGMENTED REALITY STATISTICS
WORLDWIDE WEBCAM GROWTH RATE…
Markets for webcams at $1.8 billion in 2008 are anticipated to reach $3.2 billion by 2015,
growing in response to decreases in unit costs and increases.
(Wintergreen Research - Worldwide WebCam Market Shares, Strategies, and Forecasts, 2009-2015)
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84. AUGMENTED REALITY STATISTICS
WEBCAM VIDEO UPLOADS ON FACEBOOK
As of last March 2009, 40% of Facebook Video Uploads were via Webcam
(Businessweek – Facebook Grows As A Video Platform)
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85. AUGMENTED REALITY STATISTICS
CANNONBALLZ AR GAME STATS
Case Study (over a one month period)
Average Time % Of Unique Repeat
Unique Visitors Visitors
Spent On Site
11,672 25%
4 min 36 sec
% Of Unique Visitors
% Of Unique Visitors
That Logged Into
That Had Webcams*
Facebook
80%
11%
*Note: this number is in line with what Best Buy saw (78%) when they integrated an AR execution into a Sunday circular
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86. AUGMENTED REALITY STATISTICS
AR POLLS – BROWSER PLUG-IN
Would you view an online Augmented Reality experience if it required you to download and
install an Internet Browser plug-in other than Flash? (256 Votes)
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87. AUGMENTED REALITY STATISTICS
AR POLLS – DO YOU HAVE A WEBCAM
Do you have a webcam on any of your computers, or do you plan to have one within 6
months? (307 Votes)
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