the future of immersive experience making, by myles peyton

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Myles Peyton EMEA Sales Director Mob: 07887 687 639 The Future of Immersive Experience Making

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Page 1: The Future Of Immersive Experience Making, by Myles Peyton

Myles PeytonEMEA Sales DirectorMob: 07887 687 639

The Future of Immersive Experience Making

Page 2: The Future Of Immersive Experience Making, by Myles Peyton

Agenda

• Total Immersion introduction• Demos

• AR-Gimmick or Trend?• AR Value

• Making AR accessible…AR from £10• AR Futures

Page 3: The Future Of Immersive Experience Making, by Myles Peyton

1 Vision: Transform passive to active

3 Platforms (web, mobile, kiosk)

4 Offices (London, Paris, Hong Kong, LA)

10 Years of AR market expertise

17 Patents filed

22 Percent re-invested into R&D

70 Team Members

82 Certified partners

300 Projects delivered in 2009

Total Immersion By The Numbers

Page 4: The Future Of Immersive Experience Making, by Myles Peyton

Some Clients

Page 5: The Future Of Immersive Experience Making, by Myles Peyton

…So What is ‘Augmented Reality’…?

Augmented reality (AR) is when real life is enhanced with real time interactive digital

media. This unique experience delivers a fun, captivating platform to engage the consumer

and promote your brand.

Page 7: The Future Of Immersive Experience Making, by Myles Peyton

2010 Going Mainstream

Page 8: The Future Of Immersive Experience Making, by Myles Peyton

2010 The year of

“After years of use in academic and industrial circles -- not to mention science fiction -- augmented reality is coming to consumers, who can expect to see it in their everyday lives in 2010.” – 'Augmented reality' poised to alter perspectives

“Augmented reality is set to infiltrate every aspect of our lives in 2010, with ecommerce one of the major growth areas.” – Top 5 ecommerce trends for 2010 “AR will be one of the top 10 disruptive

technologies from 2008 through 2012.”

“The mind fairly boggles at all the different things AR could do. It's pretty tough to think of an arena that couldn't be transformed by devices with this capability.”

“Its potential is huge. It’s a very natural way of exploring what’s around you.”

“It's a technology that can create innovative and sustained engagement between a brand and its target consumer through utility.”

Page 9: The Future Of Immersive Experience Making, by Myles Peyton

“…So Lets Talk Business…”

Page 10: The Future Of Immersive Experience Making, by Myles Peyton

in 2010?

Page 11: The Future Of Immersive Experience Making, by Myles Peyton

What are the analysts saying….

•Augmented Reality growing from less than $20 million currently to more than $300 million in 2014**Source: UK based Juniper Research company http://www.abiresearch.com/research/1004689

•197 million augmented reality-capable smartphones set to be in the global market by 2012, up from nearly 91 million in 2010

•Total annual revenues from AR-enabled mob apps will reach $732 million in 2014, up from less than $2 million in 2010. ****Source: UK based Juniper Research company http://www.juniperresearch.com/shop/viewreport.php?id=197

Page 12: The Future Of Immersive Experience Making, by Myles Peyton

Why customers buy?

• “…simply touching the product for a few seconds created an attachment that led people to pay more for the item…” James Wolf, ScienceDaily (Jan. 12, 2009)

• “…people become personally attached to the product within the first 30 seconds of contact…” James Wolf, ScienceDaily (Jan. 12, 2009)

• “…70% of brand purchase decisions are made within the store…" POPAI's Consumer Buying Habits Study in 1995

• “…13% of shoppers leave a store without buying a product they had planned to purchase when entering…” OgilvyAction's study

• “…One in ten shoppers will also switch brands inside the store…” Kristina Couzyn, Ogilvy shopper marketing director

• “…shoppers always make their ultimate decision in the store. So the potential for in-store stimuli to influence that ultimate decision is always there. Peter Breen…” Managing Director, Content, In-Store Marketing Institute

Page 13: The Future Of Immersive Experience Making, by Myles Peyton

Why ?

• AMScreen Petrol station study* *Source: Tom Goddard Executive Chairman Digicom at ScreenMediaExpo 2010 (Digital

Signage & DOOH)

– 94% of people look at the screen*– 77% engaged with the screen and remembered

specific content*– Delivered 44% sales uplift*

• “..Imagine the possibilities with AR…”

Page 14: The Future Of Immersive Experience Making, by Myles Peyton

35% lived experience >10times, 61% lived experience up to 5 times.

23% returning visitors, average time spent was 10.30 mins

501,058 web visitors in 1st 2 weeks

2 Million visitors to date with

1000 new visitors a week

Dwell time changed from 2mins to 6.5mins

sales uplift by 400%

25 minutes average demo time at CES 2010

70% engagement, 13% conversion from AR to purchase

Increased footfall by 100 people/day

Numbers, Stats, data, ROI…

Page 15: The Future Of Immersive Experience Making, by Myles Peyton

Content is King!

Page 16: The Future Of Immersive Experience Making, by Myles Peyton

‘AR’ From a ‘£10’

Page 17: The Future Of Immersive Experience Making, by Myles Peyton

Futures

Page 18: The Future Of Immersive Experience Making, by Myles Peyton

Futures

Page 19: The Future Of Immersive Experience Making, by Myles Peyton

Innovations from the labs

• 3d Tracking and interaction• Interactive Drawing

• Hand Interaction steering wheel• Image Manipulation

Page 20: The Future Of Immersive Experience Making, by Myles Peyton

The future is now…Thank you!

Page 21: The Future Of Immersive Experience Making, by Myles Peyton

Live Presentation €120k Investment-12 Weeks

• Customer: Alstom

• Industry: Power Generation & Rolling

Stock

• Project delivered by TI: “Vision 2009”

• City/country: France

• Date: May 2008

• Software: D’Fusion Pro®

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AR was used to underline some key statements from the Alstom’s CEO’s annual speech, which was broadcast to 10,000 staff globally. The event

cost €120k and was ~100k cheaper than using life size models & photorealistic animations. AR enabled effects to be used that no other

presentation method could deliver.

~€100k Savings on 1 event (reduced costs on travel & life size clay models)

http://www.t-immersion.com/en,video-gallery,watch,25.html

• Best technology Innovation

• Best Convention

•Chrystal Live

“…congratulations to the TI team for the quality of the design and execution for this innovative show which will stay in all participants’ memory…”Patrick Bessy SVP Communications

Page 22: The Future Of Immersive Experience Making, by Myles Peyton

• Customer: Topps Europe

• Industry: Trading Stickers

• Project delivered by TI:

“Bundes Liga”

• City/country: United Kingdom

• Date: September 2009

• Software: D’Fusion @Home®

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Topps Europe released create the world’s first range of 3D football stickers for the German Bundesliga in September 2009. Topps 3D Live stickers use

augmented reality to give football fans the chance to see their favourite players come to life, make them play special moves and even score goals in a

new free kick game on Topps’ Bunesliga website

Topps Europe £50k Investment - 8

Weeks

84,000 web visitors in first month, 2.5 mins average experience time, 35% lived experience >10times, 61% lived experience up to 5 times.

http://toppsfussball.de/3dlive

Page 23: The Future Of Immersive Experience Making, by Myles Peyton

• Customer: Hugo Boss

• Industry: Fashion

• Project delivered by TI: Black

Magic

• City/country: United Kingdom

• Date: Dec 2009

• Software: D’Fusion®

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Hugo Boss through its creative agency, Simon and John, wanted a Christmassy-feel for passers-by to entice them in-store. A greetings card ran a fashion-show in the window, or allowed the customer to play Blackjack in-

store to win a £50 voucher. The campaign ran for 3 weeks, increased footfall into the store by an average of 100 per day and increased

awareness of the fashion range, with a typical dwell-time of 6 minutes.

Hugo Boss £30k Investment - 6

Weeks

http://www.youtube.com/watch?v=bag1HdO2fQY&feature=player_embedded

Page 24: The Future Of Immersive Experience Making, by Myles Peyton

• Customer: Coca-Cola

• Industry: Consumer Packaged

Goods

• Project delivered by TI: Coke

Zero Avatar City/country: United

Kingdom

• Date: December 2009

• Software: D’Fusion @Home®

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Coke built a dedicated brand called “AVTR” to host experiences building up interest in the Avatar franchise and make a connection between the product

and the film. Millions of coke products acted as the AR trigger.

Coca Cola

60,000 YOU TUBE hits in 1 month, 23% returning visitors, average time spent was 10.30 mins

http://www.youtube.com/watch?v=WbUeviTpU3o

AVTR.com

Page 25: The Future Of Immersive Experience Making, by Myles Peyton

• Customer: Sosro

• Industry: FMCG

• Project delivered by TI: @Home

Augmented Reality to track 4 different packs of ‘Teh

Celup Sosro’ and ‘Sosro Heritage’ tea variants

• City/country: Indonesia

• Date: September 2009

• Software: D’Fusion @Home®

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Started with online marketing with an AR web application, with added in store marketing application in Indonesian hypermarkets, such as Carrefour, Hypermart,

and Giant. Road shows were conducted in 3 major cities.

Sosro 8 Weeks

Road show during 1,5 months in 3 cities and around 15 different store = sales uplift by 400%

www.qualitealife.comwww.youtube.com/watch?v=U0Bf8WLDoCMwww.youtube.com/watch?v=uyE_68G0JOA

Page 26: The Future Of Immersive Experience Making, by Myles Peyton

Paramount £38k Investment - 8

Weeks • Customer: Paramount

• Industry: Movie Production

• Project delivered by TI and PPC:

“Star Trek”

• City/country: United Kingdom

• Date: May 2009

• Software: D’Fusion @Home®

50,000 web visitors in 1 week, 3.5mins average experience time48 000 ‘you tube’ video viewers in 1 week

www.experience-the-enterprise.com

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To promote the international release of STAR TREK on May 8th, Paramount Pictures International (PPI) launched ‘

Experience The Enterprise’; a groundbreaking augmented reality (AR) application placing a 3D interactive version of the Starship Enterprise in

the palm of your hand. Picture Production Company (PPC) and Total Immersion worked

together to deliver this successful web experience.

Page 27: The Future Of Immersive Experience Making, by Myles Peyton

• Customer: Paramount

• Industry: Movie Production

• Project delivered by PPC:

“Ironman 2”

• City/country: United Kingdom

• Date: May 2010

• Software: D’Fusion @Home®

501,058 web visitors in 2 weeks, 2 mins average experience time11,218 personal ‘you tube’ videos created in 2 weeks

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To promote the international release of Ironman 2 on May 7th, Paramount Pictures International (PPI) launched http://www.iamironman2.com/uk, a ground breaking

augmented reality (AR) application allowing you to select from Iron man or War Machine and place it on your head in a realtime fashion. Picture Production Company

(PPC) delivered this successful web experience

Paramount £38k Investment - 8 Weeks

Page 28: The Future Of Immersive Experience Making, by Myles Peyton

• Customer: Paramount

• Industry: Movie Production

• Project delivered by TI, Pimento & PPC:

“Transformers 2”

• City/country: United Kingdom

• Date: June 2009

• Software: D’Fusion @Home®

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To promote the international release of Transformers 2 on June 24th, Paramount Pictures International (PPI) launched ‘We are Autobots’; a

groundbreaking augmented reality (AR) application placing a 3D Optimus Prime's head appear on your own head. Picture Production Company (PPC) and Total Immersion worked together to deliver this

successful web experience

Paramount £35k Investment - 8 Weeks

2 Million visitors to date. 82,000 visitors in 1st week. 3 min. average experience time.

Over 143,000 views of the official you tube video, with 1000 new visitors a week still watching the experience 8 months after the conclusion of the

campaign.www.weareautobots.com

Page 29: The Future Of Immersive Experience Making, by Myles Peyton

20th Century Fox £35k Investment - 8 Weeks

• Customer: 20th Century Fox

• Industry: Movie Production

• Project delivered by TI and Dreamscape:

“Night at The Museum 2”

• City/country: Australia

• Date: 27th April 2009

• Software: D’Fusion @Home®

More than 20 000 unique visitors in 1st two days, which is what they achieved in the 1st 3 weeks of the campaign without AR. With the

launch of AR the staying time changed from 2mins to 6.5minswww.nightatthemuseumcomestolife.com.au

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“…Six minutes is a significant amount of time for users to spend on a website and is a really terrific result….… The other consideration is that the technology should have a prolonged PR effect and it also has strong viral potential….… In summary, the site traffic was strong and it appears from the average time spent on the site that consumers were engaged by the content…”

Kate Nicholls, 20th Century Fox Project Manager

Page 30: The Future Of Immersive Experience Making, by Myles Peyton

Opus £25k Investment - 5 Weeks

• Customer: Opus Media Ltd

• Industry: Publishing

• Project delivered by TI & Wonderworks:

“Opus MJ”

• City/country: United Kingdom

• Date: August 2009

• Software: D’Fusion @Home®

10,000 web visitors in 3 days, 5 mins average experience time2500 ‘you tube’ video viewers in 1st few days

www.krakenopus.com/family/michaeljackson/

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The “Official Michael Jackson Opus,” produced by the London-based luxury publishing company Kraken Opus, will launch this 380-

page glory this December. Fowler believes augmented reality will make potential buyers pay up the $165 (40% extra) for the book,

compared to traditional prices of $99.

Page 31: The Future Of Immersive Experience Making, by Myles Peyton

Kia £40k Investment - 8 Weeks

• Customer: Kia

• Industry: Automotove

• Project delivered by TI: “Go Hamster

Go!” Facebook Application

• City/country: USA

• Date: August 2009

• Software: D’Fusion @Home®

For the launch of the new Soul vehicle, Kia wanted to reach a niche market of 18-34 year olds in an interactive, relevant way while

incorporating the popular hamsters from the “A New Way To Roll” television campaign into their online marketing. Kia debuted the world’s first Facebook AR face recognition application with great

success.6,200 players signed up in 1st few hours, over 600 active users still using the game 3 months after launch.

Ranked #1 in Funkadelic Advertising’s Top 10 Augmented Reality Advertising Campaigns, Sept. 7, 2009. http://funkadelicadvertising.blogspot.com/

Featured in IPG Future of Media Blog: "Top 5 Ways Brands Can Use Augmented Reality," Oct. 5, 2009. http://blog.ipglab.com/?p=1792

http://www.youtube.com/watch?v=RfG3lYqx60A

http://www.youtube.com/watch?v=TuHCEwYuVCk

Page 32: The Future Of Immersive Experience Making, by Myles Peyton

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World’s first AR Digital Out of Home Campaign for a theatrical release

Objective

Broaden the movie going audience by reaching mass consumers and engaging them through pivotal themes of the story

Execution

Deployed AR enhanced “face enrichment” installations in key US markets

24/7 interactivity

Flight: Dec 2008-Jan 2009

MediaPost Digital Out-of-Home AwardsWinner: • Best In Show• Best National Campaign• Best Use of Interactive Technology

Results

Generated tremendous consumer reaction and pre-buzz for the film

£32k Investment - 6 Weeks

Page 33: The Future Of Immersive Experience Making, by Myles Peyton

Nokia N97 Launch

• Customer: Nokia

• Industry: Telecoms

• Project delivered by TI and Lexis:

“N97”

• City/country: United Kingdom

• Date: May 2009

• Software: D’Fusion Pro®

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AR was used to promote the UK launch of the new N97 mobile phone at the Getty Images Gallery press event. Nokia launched 6

groundbreaking augmented reality (AR) gallery experiences, highlighting the key features of the new handset. This experience was

then continued in their London flagship store on Regent Street

£45k Investment - 8 Weeks