- Matthew Szymczyk, Adweek

Just
about everybody in the augmented reality (AR) community will agree
on one thing: mobile AR will have the greatest impact in the AR
field over the next 5-10 years.
The focal point and anchor for any advertising and marketing
campaign will likely be mobile-based applications that leverage
more integrated and advanced AR initiatives. These applications
will be able to interact with and bring to life any print-based AR,
give double meaning and information to brand advertisements on
billboards (akin to Roddy Piper's glasses in John Carpenter's
They
Live) and transform location-based advertising into
something out of Minority Report.
Though mobile AR has garnered most of the recent hype, it's not
quite ready for prime time. Lingering issues such as limited
smartphone hardware and technology not advanced or powerful enough
to run true AR applications, and inaccurate location-based AR apps
have definitely tempered near-term "game-changing" expectations for
the mobile AR field. Fortunately, there are other advertising and
marketing channels, often not discussed, that can play important
roles in helping a brand stand out through innovative and advanced
AR technology. I won't go over online or print as those have
received the lion's share of press over the last few months, but
will highlight a few of the other channels and give some examples
of work that works.
Point of purchase: P-o-p might be the most advantageous
channel for AR given that a well-planned and executed AR initiative
can easily turn consumer purchase interest to intent in a matter of
seconds.
My personal favorite AR execution is the
Lego augmented reality kiosk developed
by Metaio. It works by a consumer holding up the packaging to the
AR kiosk, which then activates an animation. Though this is a
gimmick, it's effective given that there's no barrier to entry/use.
Everything the consumer needs for AR is already there: the marker
(in this instance the packaging) and the kiosk with integrated
high-end computer, the Webcam and software. How does a parent
resist denying their child this toy after the child has watched it
animate before his or her eyes?
Interactive billboard: Numerous brands could leverage the
unique participatory interaction of an interactive billboard. The
Liverpool-based BBC Big Screen's
"Hand From Above," developed by artist
Chris O'Shea, is a great example of using augmented reality to
generate interesting crowd interaction. Just think of the consumer
interest that could be generated in high-traffic areas such as New
York's Times Square.
Event marketing: Event Marketing, like point of purchase, is
also a great channel for AR, given most consumers will likely
already have interest in your brand. Though most of these
executions are gimmicks, this channel is maturing.
The
Nissan
Cube, seen at the Los Angeles Auto Show and developed by
Total Immersion, ties in brand packaging with an AR kiosk at the
Nissan booth. Basically, it's an AR brochure. Another great example
is the
piece
developed by Metaio at the Xcel Energy Stadium in
Minneapolis, which leveraged facial tracking to let fans view
themselves with a goalie mask. Similar to point of purchase, the AR
kiosk is already set up so there's no barrier to entry for the
consumer.
Interactive storefront display: AR-based storefront displays
can be used in myriad ways to help drive consumers into your
store.
Hugo Boss's
London store window, developed by Simon & John, doesn't
break new ground, but shows some exciting ways consumers can
interact with a display. Like the dress in the window? Why not see
how it looks on you right then and there. Tech like this is just
around the corner.
Sniff
is another innovative use of AR. Created by artist Karolina Sobecka
and developed by Jim George, it shows an animated dog "following"
people as they walk by a store window.
Other: I'm not sure what channel this would actually fall
under, but the
Digital
Binocular Station, developed by Mindspace Solutions, is a
slam dunk for the tourism industry and public places such as
museums. The link shows how ordinary museum statues and exhibits
can come to life when viewing augmented reality through the
binocular station.
I hope the examples above show why there's genuine excitement
around AR and how it will be a game changer for every marketing and
advertising channel. It is just a matter of time until technical
advances with mobile will help AR reach that next level of "hyped
expectations."
On a final note, if you're curious to see where AR is really
headed, you should definitely check out
a video from TED of the Sixth Sense
wearable AR, developed by the MIT Media Lab. This is the type of
tech that gets everybody in the AR field excited and will redefine
how we interact with virtual content in the real world.
Matthew Szymczyk is CEO of Zugara. He can be reached at
matt@zugara.com
Opinion: The Year of Augmented Reality
Dec 28, 2009
- Matthew Szymczyk, Adweek

Just about everybody in the augmented reality (AR) community will agree on one thing: mobile AR will have the greatest impact in the AR field over the next 5-10 years.
The focal point and anchor for any advertising and marketing campaign will likely be mobile-based applications that leverage more integrated and advanced AR initiatives. These applications will be able to interact with and bring to life any print-based AR, give double meaning and information to brand advertisements on billboards (akin to Roddy Piper's glasses in John Carpenter's
They Live) and transform location-based advertising into something out of Minority Report.
Though mobile AR has garnered most of the recent hype, it's not quite ready for prime time. Lingering issues such as limited smartphone hardware and technology not advanced or powerful enough to run true AR applications, and inaccurate location-based AR apps have definitely tempered near-term "game-changing" expectations for the mobile AR field. Fortunately, there are other advertising and marketing channels, often not discussed, that can play important roles in helping a brand stand out through innovative and advanced AR technology. I won't go over online or print as those have received the lion's share of press over the last few months, but will highlight a few of the other channels and give some examples of work that works.
Point of purchase: P-o-p might be the most advantageous channel for AR given that a well-planned and executed AR initiative can easily turn consumer purchase interest to intent in a matter of seconds.
My personal favorite AR execution is the
Lego augmented reality kiosk developed by Metaio. It works by a consumer holding up the packaging to the AR kiosk, which then activates an animation. Though this is a gimmick, it's effective given that there's no barrier to entry/use. Everything the consumer needs for AR is already there: the marker (in this instance the packaging) and the kiosk with integrated high-end computer, the Webcam and software. How does a parent resist denying their child this toy after the child has watched it animate before his or her eyes?
Interactive billboard: Numerous brands could leverage the unique participatory interaction of an interactive billboard. The Liverpool-based BBC Big Screen's
"Hand From Above," developed by artist Chris O'Shea, is a great example of using augmented reality to generate interesting crowd interaction. Just think of the consumer interest that could be generated in high-traffic areas such as New York's Times Square.
Event marketing: Event Marketing, like point of purchase, is also a great channel for AR, given most consumers will likely already have interest in your brand. Though most of these executions are gimmicks, this channel is maturing.
The
Nissan Cube, seen at the Los Angeles Auto Show and developed by Total Immersion, ties in brand packaging with an AR kiosk at the Nissan booth. Basically, it's an AR brochure. Another great example is the
piece developed by Metaio at the Xcel Energy Stadium in Minneapolis, which leveraged facial tracking to let fans view themselves with a goalie mask. Similar to point of purchase, the AR kiosk is already set up so there's no barrier to entry for the consumer.
Interactive storefront display: AR-based storefront displays can be used in myriad ways to help drive consumers into your store.
Hugo Boss's London store window, developed by Simon & John, doesn't break new ground, but shows some exciting ways consumers can interact with a display. Like the dress in the window? Why not see how it looks on you right then and there. Tech like this is just around the corner.
Sniff is another innovative use of AR. Created by artist Karolina Sobecka and developed by Jim George, it shows an animated dog "following" people as they walk by a store window.
Other: I'm not sure what channel this would actually fall under, but the
Digital Binocular Station, developed by Mindspace Solutions, is a slam dunk for the tourism industry and public places such as museums. The link shows how ordinary museum statues and exhibits can come to life when viewing augmented reality through the binocular station.
I hope the examples above show why there's genuine excitement around AR and how it will be a game changer for every marketing and advertising channel. It is just a matter of time until technical advances with mobile will help AR reach that next level of "hyped expectations."
On a final note, if you're curious to see where AR is really headed, you should definitely check out
a video from TED of the Sixth Sense wearable AR, developed by the MIT Media Lab. This is the type of tech that gets everybody in the AR field excited and will redefine how we interact with virtual content in the real world.
Matthew Szymczyk is CEO of Zugara. He can be reached at matt@zugara.com