Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Ahmed Hany
Mohammed Ali
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Table of Contents
ABSTRACT................................................................................................................ 3
INTRODUCTION....................................................................................................... 3
History Of Virtual Reality...................................................................................... 4
History of Augmented reality............................................................................... 6
Augmented Reality Dictionary: 5 Terms You Need to Know.....................................7
Digital marketing Megatrends 2017........................................................................8
The Technology behind AR and VR........................................................................11
Hardware:........................................................................................................... 11
Software............................................................................................................. 12
Challenges of VR and AR....................................................................................... 14
Benefits of AR / VR................................................................................................ 15
WHY AR and MR are the future of VR?..............................................................15
Using Augmented Reality in Marketing..................................................................17
Interactive Print.................................................................................................. 17
Augmented Commerce...................................................................................... 17
Marketing Benefits of Interactive Media................................................................18
10 Use cases of Augmented Reality in Marketing..............................................18
EXECUTIVE SUMMARY............................................................................................ 21
APENDIX 1................................................................................................................ 22
RACE.................................................................................................................. 22
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ABSTRACT
Although virtual reality (VR) technology has been available since the
1970s, it is becoming increasingly sophisticated and cost effective.
Architecture, education, medicine, electronic commerce, collaboration,
and data visualization are some of areas where VR is beginning to be
applied. Much of the reported research on VR is technological rather than
social, leaving only a limited understanding of its behavioral and
organizational impacts and its potential for novel situations. Immersion,
interactivity, and presence are intriguing concepts that emerged as
important to VR research, but are yet ill-dened. In this paper we present
the evolution of applied science of the virtual reality and augmented
reality in the eld of e-business ; and how the use of such technology is
creating an engaging and educational experience. We argue that in some
way the augmented reality came as a natural evolution of the virtual
reality based on the fact that human nature is in favor of being involved
with all senses rather than just a state of mind.
INTRODUCTION
The philosopher of science, Karl Popper, suggested that we think of
three worlds when we consider the spheres of human action: First
there is the physical world - the universe of physical objects . . . this I
will call Wodd 1. Second, there is the world of mental states; this I will
call World 2. But there is also a third such world, the world of the
contents of thought, and, indeed of the products of the human mind;
this I will call World 3
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With VR [virtual reality], Poppers World 3 enters a new stage of
growth . . . For millennia, the communication medium of the body has
been an interface between World 1, physical nature, and World 2,
mental states .
Panoramic paintings
If we focus more strictly on the scope of virtual reality as a means of creating the
illusion that we are present somewhere we are not, then the earliest attempt at
virtual reality is surely the 360-degree murals (or panoramic paintings) from the
nineteenth century. These paintings were intended to fill the viewers entire field of
vision, making them feel present at some historical event or scene.
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the senses, not just sight and sound. It featured stereo speakers, a stereoscopic 3D
display, fans, smell generators and a vibrating chair.
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Virtual reality in the 21st century
The first fifteen years of the 21st century has seen major, rapid advancement in the
development of virtual reality. Computer technology, especially small and powerful
mobile technologies, has exploded while prices are constantly driven down. The rise
of smartphones with high-density displays and 3D graphics capabilities has enabled
a generation of lightweight and practical virtual reality devices. The video game
industry has continued to drive the development of consumer virtual reality
unabated. Depth sensing cameras sensor suites, motion controllers and natural
human interfaces are already a part of daily human computing tasks.
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1999 Army and NASA
Naval researchers begin working on Battlefield Augmented Reality System (BARS),
the robust, original model of early wearable units for soldiers.
The NASA X-38 spacecraft is flown using a Hybrid Synthetic Vision system that used
augmented reality to overlay map data to provide enhanced visual navigation
during flight tests.
2000 - ARToolKit
Hirokazu Kato created the ARToolKit, an open-source software library that uses video
tracking to overlay computer graphics on a video camera. The ARToolKit is still used
widely to compliment many augmented reality experiences.
2013 - Car manufacturers begin to use augmented reality as the new age
vehicle service manuals.
The Volkswagen MARTA app (Mobile Augmented Reality Technical
Assistance) provides virtual step-by-step repair assistance, allowing
service technicians to foresee how a repair process will look on the vehicle
in front of them.( http://www.digitaltrends.com/cars/tech-savvy-
mechanics-vws-new-tablet-app-gives-interactive-repair-instructions/
[ accessed on April 17th 2017])
2014
Google announces shipment of Google Glass devices for consumers, thus
starting the trend of wearable AR. Magic Leap announces the largest AR
investment to date of $50M. Series A.
2016
Microsoft HoloLens Developer Kit and the Meta 2 Developer Kit set to ship
this year.(http://www.augment.com/blog/infographic-lengthy-history-augmented-
reality/ [accessed on April 17th 2017])
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Augmented Reality Dictionary: 5 Terms You Need to Know
Augmented Commerce:
Depth sensing cameras are only available in a few mobile devices right
now like the Lenovo Phab 2 thanks to Google Tango. Apple is rumored to
be adding depth sensing cameras to their next release. The proliferation
of depth sensing cameras will allow for more advanced AR experiences
Diminished Reality:
Mediated Reality:
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Mediated reality offers an improved visual experience, rather than just
using AR or DR alone.
Virtual Reality:
Virtual reality (VR) is an articial, computer-generated simulation or
recreation of a real life environment or situation. It immerses the user by
making them feel like they are experiencing the simulated reality
rsthand, primarily by stimulating their vision and hearing.
Augmented Reality:
Augmented reality (AR) is a technology that layers computer-generated
enhancements atop an existing reality in order to make it more
meaningful through the ability to interact with it. AR is developed into
apps and used on mobile devices to blend digital components into the real
world in such a way that they enhance one another, but can also be told
apart easily.
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For each of these techniques, the megatrend cutting across all
of them is still mobile device adoption, but not simply Mobile
rst mobile device management.
Content marketing was again top in our members poll of
techniques which would make the biggest impact in the year
ahead.
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The most emerging marketing trends:
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Growth in Customer Data Platforms and Predictive analytics
Digital Transformation
A staged change management program of business and revenue model
improvements to People, process and tools , used for integrated
digital marketing to maximize the potential business contribution of
digital technology and media to a business.
VR headsets use either two feeds sent to one display or two LCD
displays, one per eye. There are also lenses which are placed between
your eyes and the pixels, which is why the devices are often called
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goggles. In some instances, these can be adjusted to match the
distance between your eyes, varying from person to person.
These lenses focus and reshape the picture for each eye and create a
stereoscopic 3D image by angling the two 2D images to mimic how
each of our two eyes views the world ever-so-slightly differently. Try
closing one eye then the other to see individual objects dance about
from side to side and you get the idea behind this.
Head tracking
Head tracking means that when you wear a VR headset, the picture in
front of you shifts as you look up, down and side to side or angle your
head. A system called 6DoF (six degrees of freedom) plots your head in
terms of your X, Y and Z axis to measure head movements forward and
backwards, side to side and shoulder to shoulder, otherwise known as
pitch, yaw and roll. Head-tracking tech needs low latency to be
effective - we're talking 50 milliseconds or less or we will detect the
lag between when we turn our head and when the VR environment
changes
Motion tracking
For a while, we've seen the Leap Motion accessory - which uses an
infrared sensor to track hand movements - strapped to the front of
Oculus dev kits. We've also tried a few experiments with Kinect 2
cameras tracking our ailing bodies. But now we have exciting input
options from Oculus, Valve and Sony.
Eye tracking
Eye tracking is possibly the nal piece of the VR puzzle, an infrared
sensor monitor's your eyes inside the headset so FOVE knows where
your eyes are looking in virtual reality
Mobil phones
With 70% of mobile searching leading to an action in under an hour,
ecommerce sites should have a strategic plan to conquer this market
as well. If customers end up on an unresponsive site, 40% of them will
go to a competitor site. Taking action fast and using a responsive
design is vital and it will increase your sales.
Software
Open source
Argon, augmented reality browser by Georgia Tech's GVU Center
that uses a mix of KML and HTML/JavaScript/CSS to allow developing
AR applications; any web content (with appropriate meta-data and
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properly formatted) can be converted into AR content; as of
November 2011, available for iPhone only.
ARToolKit, an open source (LGPLv3) C-library to create augmented
reality applications; was ported to many different languages and
platforms like Android, Flash or Silverlight; very widely used in
augmented reality related projects.
ArUco, a minimal library for augmented reality applications based on
OpenCV; licenses: BSD, Linux, Windows.
Augment, an augmented reality platform for tablets and
smartphones.
JavaCV, A Java/Android interface to OpenCV; licenses: GPLv2
ATOMIC Authoring Tool, a multi-platform authoring for creating AR
applications on Microsoft Windows, Linux and Mac OS X operating
systems.
Goblin XNA, a platform for researching 3D user interfaces, including
mobile augmented reality and virtual reality, emphasizing games;
written in C#, based on Microsoft XNA Game Studio 4.0, BSD license.
GRATF, open-source (GPLv3) project, which includes C# library for
detection, recognition and 3D pose estimation of optical glyphs. The
project includes application, which does 2D and 3D augmented
reality.
mixare (mix Augmented Reality Engine), open-source (GPLv3)
augmented reality engine for Android and iPhone; works as an
autonomous application and for developing other implementations.
PTAM, non-commercial use only.
DroidAR, open source (dual-license: GPLv3 or commercial)
augmented reality framework for Android, featuring location-based
and marker based AR.
GeoAR, open source (Apache 2.0 License) browser for Android,
featuring location-based AR and a exible data source framework.
BeyondAR, open source (Apache 2.0 License) augmented reality
framework based on geo localisation for Android.
Mangan, open source (Mango License) augmented reality framework
based on Nano localisation for Android.
Vrui
ARma OpenCV-based minimal library for AR apps
AR development toolkits
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AR-Media SDK is an SDK by Inglobe Technologies which provides
Tracking and Rendering Modules that are based on a variety of
recognition and tracking methods, including 3D Object, Planar,
Location and Motion Tracking.
Kudan AR Engine is an AR SDK for iOS and Android devices.
Layar SDK is an augmented reality SDK for iOS and Android apps.
Catchoom CraftAR AR SDK is an iOS and Android SDK that renders
Augmented Reality experiences with plugins for Cordova and Unity.
Vuforia Augmented Reality SDK, formerly known as QCAR, is a
Software Development Kit for creating augmented reality
applications for mobile devices.
Wikitude SDK is an augmented reality SDK for mobile platforms
originated from the works on the Wikitude World Browser app by
Wikitude GmbH.The Wikitude SDK was the rst AR SDK providing a
JavaScript API to work with augmented reality experiences.
(https://en.wikipedia.org/wiki/List_of_augmented_reality_software /
[accessed on Apr. 18th 2017]).
Challenges of VR and AR
Costs:
The costs of virtual-store testing, both real and perceived, are
currently the single biggest barrier to entry.
Technical aspects:
Headsets still need hi-res displays to avoid the effect of looking
through a grid. Also what our eyes focus on needs to look as life-like
as possible. Without eye tracking, with everything in focus as you
move your eyes - but not your head - around a scene, simulation
sickness is more likely. Your brain knows that something doesn't
match up.
Lack of benchmarks:
The relative newness of the practice and some of the companies
providing it means that researchers don't have the wealth of
benchmarks and normative data with which they are accustomed.
Validity:
virtual store simulations mirror reality well enough to deliver
actionable insights, despite what in most cases is an admitted lack
of true scientic evidence.
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Questioning authority over place:
In addition to memorializing places or events, AR artists in our
study also attempted to bring in voices or perspectives to places
where they have been implicitly or explicitly excluded One example
of this is an intervention called Shades of Absence, by Tamiko Thiel,
which explores collecting and disseminating information on censored
and persecuted artists worldwide, and displays augmented shadows
and faces. One place where this layer was placed was the Venice
Biennial, a major contemporary art exhibition. Thiel explained her
motivation.
Benets of AR / VR
Cost savings:
Although initial development of virtual testing environments adds
an additional layer of expenses onto a typical consumer research
project .
Flexibility:
Project-to-project comparisons don't tell the entire story, however,
because most practitioners cite the technologys facility in testing
multiple scenarios simultaneously, or its ability to easily alter test
stimuli, as a greater advantage than potential project-specic cost
savings.
Speed:
Although initial setup can take a few weeks longer than traditional
research methods (primarily due to the collection and processing of
product images and other required graphics), virtual tests are faster
in the long term, especially in comparison with eld tests.
Control:
Virtual simulations let researchers completely manipulate both the
environment and respondents interaction with it Weather, out of
stocks, competitive activity and other variables that can often affect
real-world tests are no longer factors unless they are designed to
be as part of the study.
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for several specic retail accounts simultaneously. Virtual
simulations, therefore, can provide data that has been largely
unattainable, according to several practitioners.
Confidentiality:
Numerous practitioners point to the freedom they now have to
conduct store tests in anonymity, outside of the store and away from
the always vigilant eyes of competitors. They also note the ability to
avoid the potential embarrassment of failed in-store tests, which can
negatively affect relationships with retailers.
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store in 2016. Shoppers can now look through thousands of Myer
products through their VR headset. .
Instead of using hand controllers, eBay users can select items using
only sight. The company has coined the term as "eBay Sight Search,"
which allows items to be chosen by holding your gaze on a product
for a few seconds. This is one of the earliest iterations of shopping
through VR. If not the rst implemented experience.
Interactive Print
AR makes it possible to layer interactive, digital components atop a
real life environment. For example, AR-powered apps like Augment
allow users to scan an image on a page, screen, or package with
their smartphone, and an interactive, associated 3D model will pop
up and hover over the printed media. The interaction with these
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augmented trackers can easily become addictive, Interactive
campaigns are designed to respond to user interactions and add
depth to any experience.
Augmented Commerce
Augmented Commerce is set to engage millennial buyers by allowing
them to see virtual products in their physical space before they
purchase, all through AR. Without even leaving their houses, the
buyers can virtually try and experience the products they're looking
to buy. AR is a tool that will make the buyers journey much more
captivating consumers.
Omnichannel experience
Connecting offline and online platforms is a major focus for brands
and retailers in today's climate. With AR, shop at home like you
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would in-store, and shop in-store with the same perks you'll nd
online.
Increased ROI
Boost prots and ROI through increased customer engagement.
Implementing augmented reality in the eCommerce experience helps
shoppers nd a better familiarity with products.
Siemens
Siemens is a global technology company and Europes largest
electronics and Electrical Engineering Company. Due to the
underlying complexity of many of these products, the advertising
booths in tradeshows failed to convey the technical aspects.
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Siemens then turned to Augment to make their brochures and
displays more lively through augmented reality. In their current AR-
aided product demonstrations, users can scan Siemens brochures to
simulate a virtual model of their new Acvatix product line with
detailed technical specications. To better showcase in detail its
range of high-quality magnetic valves at tradeshows, Siemens
enhances their marketing materials with Augment.
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IBM In-Store AR shopping app:
Another marvellous application of AR in retail, IBM utilized the fact
that most consumers in a supermarket prefer to have more
information while purchasing products.
Zombies in Vienna:
A rst of its kind, this AR marketing technique was used by TV
network Sky Austria to promote the season premiere of the famous
zombie show, The Walking dead. In collaboration with out-of-home
ad rm Gewista, the project converted a public Vienna tram stop
into the Scary Shelter, a digital signage campaign using
augmented reality.
To open the app, you are asked to grab a pen and paper and draw
anything that can y. When you scan this image with the app, you
are shown a 3d model of the new premium economy chair. Here, you
can see the different features of the chair and even understand what
the new space amounts to, such as how many cricket balls can be
lled in the extra space. Lufthansa attempted to create an engaging
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experience for potential clients from the very start of their
augmented reality campaign.
Dulux AR:
With an AR powered app that can refurbish and redecorate your
home, Dulux addresses the issues of visualization that many
customers face in home furnishing. By pointing the app towards the
walls, the users can re-color the room in real-time. You can also
choose color schemes and take screenshots that you like and share
them. Additionally, the app boasts of e-commerce capabilities. You
can see the nearest Dulux stores, browse through educational
content and order paint testers online. Dulux claims to be the rst to
provide an AR tool to customers in the paint industry.
EXECUTIVE SUMMARY
The use of computer-driven store simulation technologies to
conduct market research and achieve other key business
objectives is fast becoming a common practice among
consumer product manufacturers and retailers.
If conducted properly, virtual store tests can deliver a more
accurate representation of at-shelf product selection and
other shopping behaviors than traditional methods of
consumer research and a faster, more cost-efcient alternative
to in-store eld tests.
While startup costs for building whole-store environments and
establishing internal capabilities can be signicant, the use of
virtual store simulations delivers a wide variety of business
benets that practitioners say more than justify the expense.
The goals of such initiatives go well beyond pure research to
encompass effective internal planning and collaboration and
the fostering of stronger relationships with key industry
partners.
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Judged in the context of shopper marketing, virtual store
simulations can be an indispensable tool for understanding in-
store behavior and designing stores and merchandising
programs that truly meet the needs of consumers.
APENDIX 1
RACE
2 ACT. Act is short for Interact. It's a separate stage since encouraging
interactions on websites and in social media to generate leads is a big
challenge for online marketers. It's about persuading site visitors or
prospects take the next step, the next Action on their journey when
they initially reach your site or social network presence. For many
types of businesses, especially, Business-to-Business, this means
generating leads, but it may mean nding out more about a company or
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its products, searching to nd a product or reading a blog post. You
should dene these actions as top-level goals of the funnel in analytics.
Google Analytics Goals can include "Viewed product", "Added to
Basket", "Registered as member" or "Signed up for an e-newsletter. Act
is also about encouraging participation. This can be sharing of content
via social media or customer reviews (strictly, part of Engage).The
specic goals and dashboard need to be dened for each business as
explained in our Delivering results from digital marketing guide. It's
about engaging the audience through relevant, compelling content and
clear navigation pathways so that they don't hit the back button. The
bounce rates on many sites is greater than 50%, so getting the
audience to act or participate is a major challenge which is why we
have identied it separately.
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