Two Turkish researcher have conducted a research on Augmented Reality Applications Using Deep Learning and they provided valuable information
I was a marketer for a long term and as a marketer I’m really hungry for any information about customers. Neuromarketing helps us know about customers with out asking them for self-reports.
I think combination of VR with neuromarketing tools such as eye tracking could provide us valuable informations. Dr.Tim Holmes from Acuity Intelligence has wrote an post about VR and Neuoromarketing in Digital marketing magazine.
It is an exciting time for marketing, with emerging technologies like virtual reality (VR) bringing new opportunities to create more playful, engaging and immersive experiences.
We have started to see an increasing number of brands adopt VR technology as part of their marketing strategies, albeit often offering limited ‘on the rail’ experiences via 360 videos, which allow participants to look around an all-encompassing environment themselves, but not necessarily choose their narrative or even direction of travel. While these marketing campaigns certainly help to engage with consumers in new and interesting ways, the use of VR in the marketing world shouldn’t stop there.
A turning point for market research
The benefits VR could offer marketers can begin long before customers are engaged with the brand. This is because it facilitates fully immersive research that can be controlled in a way that is impossible to achieve in the real world. So, when combined with measurements such as eye-tracking, for example, those looking to gain a deeper insight into consumer behaviour can immediately see how customers react to brands, packaging, messaging, and signage throughout the shopper journey. This process can take place before a design is even put into production, let alone placed in a store ready to buy, meaning brands can avoid making misinformed and costly bad decisions.
The foundations for applying scientific methods like eye-tracking to brand and package development have already been laid by the burgeoning field of neuro-marketing, which investigates unconscious responses in consumers to understand what makes people buy.
But neuromarketing research is often associated with time-intensive and budget-breaking analysis, which is only the domain of a privileged few brands and totally inaccessible to many smaller retailers.
Historically, most research activities in retail have relied on participants’ self-reported responses – such as focus groups. Or on in-store observation, with researchers standing in supermarket aisles with clipboards for hours on end, attempting to track how shoppers navigate a store and make their purchase decisions. The difficulties with these methods are two-fold. Firstly, when asked, people don’t always know exactly why they’ve selected to buy a particular product. The decision is often made unconsciously, so the market researcher ends up with inaccurate information about the purchase decision. This is where eye-tracking can be valuable as it allows researchers to understand the unconscious decision-making process. Secondly, if market research is taking place after a product has been developed and placed on the shop shelves, findings – accurate or otherwise – would mean costly redevelopment.
Empowering marketers with data
With VR technology, the need for expensive research space all but disappears because once inside the VR headset shoppers are oblivious to real-world around them.
This is a process that can, and should, take place throughout a product’s development to optimise the design, so expensive branding mistakes can be corrected before they make it out to the market place. And, because all of this can be measured in a virtual world before any physical elements are produced, it is quicker and cheaper.
Testing the product in an entirely virtual retail environment minimises the risk of going too far down the launch process with a design that won’t work. It is possible to track what draws the eye and what doesn’t, based on the eye movements of shoppers wearing VR headsets. The product design can then be tweaked accordingly before it even hits the shelves.
Advancing the industry
Much of the VR being currently used for market research is either displayed on a screen or, if it immersive, relies on restricting the shoppers’ journey by using pre-recorded 360-degree videos. The latest VR technology allows the shopper to go ‘off the rails’ encouraging them to behave naturally by taking their own route through the store and freely interacting with products, all the while tracking their eye-movements which identify what captures their attention and when.
This new method is much more effective from a market research perspective simply because it’s reflective of real-life shopper behaviour and because there is no constraint on the journey, everything is so much more life-like.
PTC has published an article about the ways Augmented Reality is reshaping product design.
AR breaks the barrier to 3D: A CAD engineer can use AR to superimpose a model on the physical world as a hologram. This creates new and more efficient ways to evaluate and improve designs.
1. Reduce development cycle time. As one example of an AR-based design technique in use today, an engineering team can use AR to superimpose a CAD model of a construction machine in the terrain of its intended outdoor setting. Team members can then virtually “move” around the model to view it from over, under, around, or inside and evaluate its sight lines and ergonomics in this setting. This richer context can help teams make sound design decisions earlier in the development cycle—speeding the path to create and test a more mature physical prototype and ultimately decreasing design cycle time. On top of all that, AR models are easy to share. All it takes is a free app to view an experience.
2. Improve Product Quality. Design engineers can also use AR to superimpose a CAD model over a physical prototype to compare how well the digital and physical models match. Volkswagen uses this method today in its digital design reviews to catch any anomalies between the virtual and physical designs. One result has been better quality assurance—and higher-quality end products. And since the engineering team no longer has to painstakingly compare each 2D drawing with its prototype, the AR-assisted technique is 5-10 times faster than its manual predecessor—again shortening the development cycle.
3. Provide Data to Fuel Next-gen Product Design. Finally, combined with data driven design, broader use of AR will come in the near future. Once out in the field, AR-enabled products with embedded sensors can harvest unique streams of data and analytics on how users interact with these products under a range of real-world conditions. The resulting insights then appear right on the AR model, informing next-gen product design and giving design teams a competitive edge and a clearer path to creating products that meet customer needs.
You may think blockchain is not important for you because, there are various virtual currencies and there is no need for another one but I think you’re wrong.
In this post, I will discuss the possible usages of blockchain in VR based on two articles from Invest in blockchain website.
There are several reasons why blockchain technology has us so excited, and some of them can be applied in VR. The main elements of blockchains, that are also applicable to VR, are the elimination of third parties, micro-economies, unique and limited assets, smart contracts and unfalsifiable proof of ownership and intellectual property.
Blockchain could help VR in this sections
- Storing Data:ontent created for VR can be safely stored with the use of blockchain technology. As of now, there is no set industry standard for this. Blockchain technology provides an excellent way of storing VR data and is superior to the methods we currently use.
- Watching and Protecting Copyrighted Material:
- Research Projects Blockchain would allow for VR cooperation in the form of open-source projects, intellectual cooperation and user-generated content. Users are able to work together on open-source projects in a virtual environment, while every adjustment and improvement is stored on the blockchain and the contributors will be updated.
Projects Using Blockchain to create virtual reality
The native currency in Decentraland is Mana. With Mana, parcels can be bought and traded, your owned land can be developed, and you can start to charge people when they engage with your creations. Through this, users can actually earn money by making valuable virtual creations and experiences. Besides the cryptocurrency, blockchain technology will also function as a public ledger on which ownership of everything within Decentraland is stored.
Vibe is combining VR and blockchain to create new virtual spaces in which a large variety of activities can be conducted, from sports entertainment to business meetings. These spaces will be part of the Vibehub, the platform on which the interactions of Vibe users will occur.
This highly ambitious project wants to completely change how we engage with websites. Instead of visiting simple, 2D pages, Mark.space allows website owners to create a fully 3D environment through which visitors can move themselves and engage with the content of this environment. Websites created through the Mark.space platform will be fully VR compatible, but the 3D spaces can also be visited through any computer or augmented-reality device, and will be available for every browser.
According to Tech Crunch, Apple could be betting big on augmented reality. According to a new Bloomberg report, the company could be working on augmented reality features for the iPhone and then later for glasses, a new device that you would pair with your smartphone.
While the speculative combine of glasses is no place close prepared, it’s as yet intriguing to perceive what Apple is really going after in the background. Also, it first begins with a team.
Mike Rockwell is apparently leading the new augmented reality team. He previously worked for Dolby on new technologies and hardware. Last Spring, Rockwell put together a team of experienced engineers when it comes to augmented reality.
According to Bloomberg, members of the team include:
- Cody White, a former lead Amazon engineer who worked on Amazon’s CryEngine game engine fork
- Duncan McRoberts, the former director of software development at Meta
- Yury Petrov, a former Oculus researcher
- Avi Bar-Zeev, a former Amazon and Microsoft engineer who worked on HoloLens, among other things
- Various engineers working on special effects for Hollywood blockbusters
Hardware and software engineers who were working on other projects at Apple also joined the team. Apple also acquired Metaio and Flyby Media for those projects. Overall, hundreds of engineers could be working on augmented reality right now.
All of this sounds cool, but it doesn’t really tell us what Apple has in store for its users. Details are thin on this front in Bloomberg’s report.
Apple could start with basic augmented reality features in the Camera app, such as selfie filters and real-time object detection, starting with faces. In other words, you can expect Snapchat-style filters built into iOS soon. While this is not augmented reality per se, the company could also go beyond Portrait Mode by letting you adjust the focus on an image after taking a photo. And that’s about all we know so far.
If Apple is serious about augmented reality, there should be something more than this. Bloomberg talks about new augmented reality glasses so you can add virtual data to the world around you, but it sounds like the company itself doesn’t know what it wants to do with the new device yet.
As always, take this information with a grain of salt. And let’s see if iOS 11 gives us hints about Apple’s augmented reality bet.
My teammates and I have started working on projects for Apple AR Glasses, We hope Apple release this app soon and we have juicy contents for AR Glasses era.
ThingoTeam has launched a graffiti sharing platform making life more joyful. It’s called AR Graffiti Artist which allows graffiti artists to paint on walls without being worried about getting caught because they paint in augmented reality.
AR Graffiti Artist users can create AR Graffitis on every wall they find outdoor and their paintings will be visible for other users of the application. Users who see these graffitis can complement the works of the artist.
Amir-reza Asadi co-founder and designer of the application stated that ‘’AR Graffiti Artist will let everyone to have a role in street art movements”, Furthermore it will stop criticizers of graffiti art from calling it vandalism. Asadi added that” Release of AR Graffiti Artist is a major milestone for AR Art“.
Augmented reality is a rising technology and is very important in Apple’s vision for the future of computing. Apple has bought some of the small businesses working on AR and these investments have the tech community waiting for it’s long rumored AR glasses, so AR Graffiti Artist is joining the wave toward augmented reality.
AR Graffiti Artist is available for free in the Appstore now and is compatible with iPhone 6s and later, iPad pro models and iPad 6th generation.
Devices must be running iOS 11.4 Or later.
ThingoTeam is the group behind the AR Graffiti Artist application, which is made of students who are interested and involved in emerging technologies including AR/VR and Deep Learning projects.
ThingoTeam announced the AR Graffiti Artist Application and its available for download in appstore.
Here you can see the screenshots of app