Showing posts with label Catchoom. Show all posts
Showing posts with label Catchoom. Show all posts

Monday, October 14, 2013

Not Sci-Fi anymore...why Augmented Reality is more real than you think


MUNICH- Guest post from David Marimon, Catchoom CEO

There are two things I want you remember after you read this blog:
·       AR is here and it has practical, everyday uses with sound technology
·       The market is accepting using it faster than you think
I want to show you why these things are true through an example, Audi.
Not long ago, we were hearing many skeptical voices talking about Augmented Reality (AR). Let me share a couple of anecdotes.
I remember in particular an attendee telling a panel formed by Layar, Metaio, Qualcomm executives and myself how nerdy we would look like with AR glasses. This was at Mobile World Congress in 2011.
Last month, I was speaking with the Head of Future Technologies at Pearson, a global publishing firm. She told me that AR is ready for the market and not something for the future, but they just need to figure out the best business model for everyone to make real money.
I could not agree more.
So what is she and others referring to when they say AR is ready? Let’s take a couple of recent examples.
The Audi eKurzinfo app (demoed by Metaio for the first time at insideAR 2012) lets drivers have intuitive access to pages of the driver’s manual simply by pointing at the space in the car they’re interested in.
Is this new? Not exactly, one of the first implementations of AR was actually in car maintenance with mechanics – using big goggles connected to a laptop to make access to information so they could perform maintenance on the luxury cars. Does that surprise you to know that some of AR’s first uses weren’t even for games, to view an ad or other entertainment based things we have come to associate it with – it was utilitarian, functional and gave people access to information to do their jobs.
The changes are more subtle and at the same time more bold. Mobile has made a huge difference, but uses have too. Audi has been bold enough to deliver this application not only to their certified garages for skilled maintenance teams, but now into the hands of their prized end-users. And, this is the real change  - AR is not for techies anymore but for any user armed with a smart phone which is about 1 billion peoplearound the world today.
And, what about wearables?
Museums in Barcelona like the MACBA or MNAC have been using AR recently in their expos to showcase art or special exhibitions. Users equipped with an iPad and the Layar app can access alternative views or get detailed explanations about art pieces in the collection. Visitors of these museums aren’t necessarily art experts, so a little help from AR, makes the whole experience much more interactive and memorable.
In the last AR Meetup in Barcelona on October 3, I had the opportunity to talk to the different agencies who prepared those AR experiences. When asked what people thought about holding their arms with an iPad, the response was the same for all of them: we need glasses. Wow!
Just looking at the amount of wearables at AWE last June, this comes as no surprise, companies in this area have been around for a while but Google Glass has opened the door for a discussion around end consumers using them for AR, and not being a nerdy thing, which today is quite cool.


Wednesday, July 31, 2013

How can agencies produce great Augmented Reality campaigns?


If you are an agency (creative, advertising, mobile or digital) and you are new to augmented reality (AR) it is not easy to decide how to convert a creative idea into a fully fledged AR app.

Where do you start? What AR components do you need? What are the ingredients for a great AR app, be it a game, a marketing app or a functional app? What would it cost and how long will it take? How do you measure the Return on Investment (ROI) for the app?

Here is are 4 pointers that you may find helpful:

1. AR DOES NOT NEED TO BE COMPLICATED

Yes, it's true. Mention AR and instinctively people conjure images of 3D objects flying out of a mobile screen with complex graphic animation. True, you could do this but...it is not always essential. Linking physical objects like a packet of cereals to a TV advert can be done easily and economically simply by using image recognition or tracking (tracking will allow you to view the video on top of the box instead of opening a new screen on your device).

2. WHAT DO YOU NEED TO CREATE A GREAT AR APP?

Here is the tricky part -there are several components you could require for an AR app depending on the complexity of what you're looking to do. Take the IKEA AR shop catalogue for 2013 for example. This catalogue has 43 individual images dotted throughout the printed edition that link to digital content. Some link to videos (if you don't have these, you will need to produce them), some link to web pages (virtual stores where you can purchase items) and others still link to 3D animated computer graphics.

The production of the AR app required:

-a Tracking SDK
-an Image Recognition SDK
-creative computer graphics content
-mobile app development
-an AR creator platform to link "virtual buttons" to actual actions within the mobile app

3. WHAT SHOULD THE APP DO?

This links to the first point..."keep it simple" is my advice. It is clear some use cases work better than others and that this varies according to who you are targeting. AR for retail and print works great. Augmenting a magazine, newspaper or catalogue offers clear, tangible benefits to the reader -you see new content that is helpful or entertaining. AR for retail apps makes sense since indoors, GPS doesn't work, so using physical objects or shop signs as pointers for the app to perform an action is a clever workaround. Scan the poster displayed in the shop window and see special offers, for example.

4. WHAT SHOULD AN AR APP COST AND TAKE TO ROLLOUT?

It depends but....simple AR apps can be developed for around $20-25,000 as a very general rule of thumb. Complex ones can easily cost $100,000+ (hence the keep it simple rule!). A marketing app will offer an intangible return in terms of brand awareness and brand loyalty. Other AR apps generate revenue and more than pay for themselves in terms of ROI: a museum app that acts as a guide (audio and video) and lets you scan the popular exhibits to get AR content when you want it, is often offered at a premium in app stores and can have a short payback period. 

Tuesday, May 14, 2013

Augmented World Expo (AWE) 2013 Santa Clara -Agenda overview and discounted tickets


Computing is changing inside out. The world is now the platform. ARE is now AWE. Welcome to the Augmented World!
Augmented World Expo (AWE), is the world’s largest gathering of designers, engineers and business leaders dedicated to solving real world problems in the Augmented World.
The way we experience the world will never be the same. We no longer interact with computers. We interact with the world. A set of emerging interrelated technologies such as augmented reality, gesture interaction, eyewear, wearables, smart things, cloud computing, big data, and 3D printing are completely changing the way we interact with people, places and things. These technologies create a digital layer that empowers humans to experience the world in a more advanced, engaging, and productive way.
Augmented World Expo will showcase the best in augmented experiences covering all aspects of life: health, education, emergency response, art, media and entertainment, retail, manufacturing, brand engagement, travel, automotive, and urban design. It will be the largest ever exposition to bring together technologies that will change our lives and the world.
In 2012, the third annual ARE event, over 600 buyers and builders of AR in entertainment, media, education, healthcare, government, tourism, automotive, sports and other vertical markets, united in the 2 day must-attend event in Silicon Valley.
Augmented Reality.ORG, the producer of AWE is proud to announce the maturing of an edgy conference about augmented reality into the world’s first expo about the augmented world.  If you loved ARE you are going to find Augmented World Expo the most important event of 2013.

AWE 2013 invites today’s technology leaders to learn, network, and share their expertise in technologies that change the way we interact with the world.  Presentations should cover a range of emerging technologies such as augmented reality, gesture interaction, eyewear, wearables, smart things, cloud computing, big data, and 3D printing. Presenters can choose from a set of topics and industries that address the latest trends, strategies and business growth opportunities of the augmented world.
AWE 2013 will be held at the Santa Clara Convention Center, California, on June 4-5, 2013 and is expected to draw 1,000 attendees. In addition to the presentation tracks, AWE 2013 will include mind-blowing keynotes by industry leaders on the main stage including my own talk (together with Catchoom CTO Tomasz Adamek) on the Mobile-Cloud Continuum a.k.a. how to get the most out of the cloud from your mobile device.
With the proven track record and the tremendous momentum in the Augmented Reality industry and interrelated technologies, AWE 2013 will set a new record and expected to draw 1000 attendees that seek to leverage augmented reality into a productive, sustainable and entertaining new medium. AWE 2013 will spotlight inspiring keynotes by industry luminaries, and feature more than a 100 speakers from leading Augmented World companies in more than 30 hours. Organized into business, technology and production tracks, the conference program is designed to address topics such as:
  • current augmented world market scope and what’s expected in the next 5 years
  • latest augmented world innovations, engines and tools
  • showcases and postmortems of landmark augmented world projects
  • how to leverage AW to advance your brand, attract and keep your customers
  • how to build successful campaigns and products that will delight users.
The exhibition floor will unite all the leading providers of Augmented World services and products, and offer a fantastic opportunity to witness demonstrations, speak with the architects of these experiences and network all participants in this exciting industry. Last year’s successful activities such as the ARt Gala, AR Start up launch pad, and The Auggies (best AR demo awards) will return to delight attendees. The new Augmented Future plenary session will feature ground breaking ideas that will change the augmented world.
You can get a discounted ticket here by using the following discount code AWE3CATCHOOM for a saving of $200 USD before May 17!

Friday, January 25, 2013

RIP QR Codes –why code-based scanning will give way to image recognition for mobile apps





Two quicks facts to kick things off: QR Codes (Quick Response Codes) were not designed for mobile advertising. They were created by the automotive industry to track vehicles as they flowed through the logistics chain.

While a significant advance at the time (1994) because they improved the scanning effectiveness (compared to barcodes) and could hold 100 times more data, today QR codes draw mixed reactions from consumers and developers alike.

According to Comscore’s survey of December 2011, only 20% of Americans use QR codes (this drops to 12% in Spain). The bottom line is that QR codes are not practical for average consumers to use and they are not the best way  for advertisers to connect with their customers.

Ever tried scanning a QR Code? You will need both a steady hand and some trial and error in finding the best angle for scanning. You will also need to find a Code Scanner app and download it to your phone, as well as to know how to use it! The barriers are significant. Not to mention the fact that QR codes can be hacked for malicious purposes, as happened in Russia.

The new way of recognizing images within adverts (in posters, magazine ads or on packaged goods) is by Image Recognition. Catchoom (based in Spain) is leading the way in this, using a Cloud-based recognition system to achieve image matching in under 0.5 seconds. The user simply points their smartphone’s camera at the image (for example, a logo), Catchoom processes the information with its patented image recognition algorithms, and hey presto! In less than a second, you get a weblink, an image or a video appearing on the phone screen. Compared to QR Codes, the technology really kicks ass, because what are known as “false positives” are vastly reduced. This means, around 99% of users pointing at an image to be recognized will get a perfect match and see the information the publisher has created.

The future has arrived...RIP QR codes.