'Ghostbusters' Hyper-Reality Gameplay from THE VOID Looks Hyper-Cool (Video)

 

It's hard not to get amp'd over this trailer for the "Ghostbusters: Dimension" AR game.

I can't tell how much of this is just video or actual game play, but if it's anything like this promo fro THE VOID and Sony Pictures, this game looks hyper-righteous.

It's important to understand that THE VOID develops experiences at specific venues, versus video games for home.

This is a critical difference, since the experience can be controlled within a locked environment. As the New York Times reported a couple weeks ago, THE VOID has also developed a vest that provides smells and haptic feedback within game play.

It also makes up for the lack of interest consumers seem to have over buying AR & VR gaming equipment for home.

It is interesting how Wired ad the NYT call this VR; from this video at least, it appears to be AR-based, which helps explain how people move about without the disorientation that comes with VR goggles.

THE VOID, of course calls it "hyper reality."

We'll go with that, just so long as it's as fun as it looks.


Meet AI-Powered, Voice-Interactive Barbie (Video)

 

She's 58-years-old, and she's already been a police officer, an astronaut, and the President of the United States, too.

But now, Barbie's a voice-interactive hologram. So that's fun.

From the looks of it, her mannerisms seem oddly modeled off of the sisters in "Frozen." She's also imprisoned in a box, so you just sort of look at her. She can change nationality with the snap of her fingers, though. So that's cool.

Still, all that voice interaction may come with some privacy concerns, however. But relax: Wired reports that the system uses 256-bit encryption and follows FTA guidelines.

So you can get back to talking to her as she prances around ... inside a box.

Maybe that's why Ken's nowhere to be found.


Top Digital Marketing Trends of Summer 2016 (Concl): Marketing & the Internet of Things

Iot_internet_of_things_marketingIn the conclusion of our Summer 2016 digital marketing wrap-up on the Jim Blasingame Show, Jim and I talk marketing and the IoT.

You know we're entering new territory when Amazon is rolling out a Dash button for Mentos.

Jim's show focuses on startups and SMBs, so the discussion speaks to trends through that lens.

As things turned out, Jim and I got so engrossed in our conversation, we never got a chance to talk about what is probably the #1 buzz-generating digital marketing news story of the summer: Pokémon GO.

In the end, we decided to save that for another show, and perhaps that's for the better.

Even as word spreads that the game may not have as much GO in it as some thought (and with even Target appropriating its most conspicuous icon these days) the game's larger lessons for marketing in the age of augmented reality may be better absorbed with a little more distance from Pikachu's big moment.

Besides, we don't want it to completely overshadow some of the other major trends from the summer that was. 

CLICK HERE TO LISTEN: Top Digital Marketing Trends of Summer 2016 (Conclusion)

(Approx. 4-min, 19-sec)

PLUS—don't miss the rest of this series:

Top Digital Marketing Trends of Summer 2016 (Pt 2) >>

Top Digital Marketing Trends of Summer 2016 (Pt 1) >>

Join our LINKEDIN GROUP

Like us on Facebook

Follow us on Twitter

Listen in on iTunes


'Let's Be Evil' Trailer: Tech Gone Bad? (Video)

 

Another day, another dystopian vision for a future, this time from the POV of "Glassholes."

Get the inside scoop, here.

Join our LINKEDIN GROUP

Like us on Facebook

Follow us on Twitter

Listen in on iTunes


Pokémon Go—to Switzerland: Funny Promo for Town of Basel Features AR (Minus the 'A')

 

Still loving this hilarious video promoting the town of Basel, which capitalizes on the Pokémon Go craze with a fun stunt. Hey, the game's supposed to get you outside, right? Why not make a vacation out of it. I want to shoot a prank like this just for fun.

Join our LINKEDIN GROUP

Like us on Facebook

Follow us on Twitter

Listen in on iTunes


3D Immersive Projection Mapping Art Installation #MetMIRAGE (Video)

 

We're digging #MetMIRAGE, a 360-degree immersive 3D projection mapping experience at Metropolis at Metrotown in Vancouver. It's the latest work from Adrian Scott and the team at Go2 Productions, which we've used for a couple of award-winning 3D projection experiences.

Scott tells me his team developed an entirely new system for MetMIRAGE that automates much of the installation, and allows for live monitoring just in case there's a need to troubleshoot anything. A camera also captures images of people at certain points in the experience, and an iPad at the end enables them to upload the photo to their social platforms.

Check it out if you happen to be in Vancouver before the end of August. In the meantime, get the inside scoop on the LoopNet, Seagate and other cool 3D projection experiences below:

Southwest Airlines Launch & Genie Telehandler Launch

Highlights Reel from Go2 Productions

LoopNet Launch

Seagate Brand Relaunch at CES

How could your brand be using 3D projection mapping?

 

Join our LINKEDIN GROUP

Like us on Facebook

Follow us on Twitter

Listen in on iTunes


HoloLens TED Talk Demos The Future of Augmented Reality (Video)

 

We're still digging this TED video of HoloLens and Kinect inventor Alex Kipman as he shares his vision for the age of holograms.

Of course, we haven't decided how much of this is overly staged to optimize for video capture (clearly it's mapped to the area he's working in here, and it remains to be seen if HoloLens will create the same effect in any space).

We're also amused by some of the hype involved (we're pretty sure a thousand years from now, even AR will be a distant memory, replaced by something that makes it seem antediluvian at best).

And yes, for some reason he had us thinking of Ernie & Bert playing around with an ancient form of augmented reality.

 

But Kipman's vision is compelling, especially given his work with Kinect, the motion-sensing technology that enables you to interact with AR elements through body movement.

One thing's for sure: We can't wait to see where it all goes in next decade—let alone the 990 years after that.

NEW: JOIN OUR LINKEDIN GROUP

Like us on Facebook

Follow us on Twitter

Listen in on iTunes


The Rise of Feature-Length VR/AR Movies: Q&A with Omelet's Steven Amato

Steven Amato Headshot Ready for full-length augmented reality and virtual reality movies?

In recent weeks I've been thinking a lot about what we are currently calling VR—namely branded entertainment intitiatives such MINI USA's ambitious cinematic shorts "Backwater" and "Real Memories," AT&T's "It Can Wait" and Target's "How on Hallow Hill."

As I point out in a recent conversation with Charlie Kraus of Limelight networks, there's just one problem: None of these are actually VR. They're 360-degree videos.

True VR is (or will be) far immersive because these videos, while incredibly cool, are missing one key element: interactivity.

I'm not talking visual navigation. I'm talking about the ability to pick up an object. Crouch low or jump high. The ability to move in relation to the virtual environment.

True VR is more like a first-person video game, whether the environment is photo/video-realistic or clearly fantastical, as with video games.

While this current wave of "VR" is an important step in that direction, it's critical that we don't lose sight of the "Holodeck"-like vision on which VR is based.

The evolution of VR will bring us 360-movies and eventually, truly interactive VR—or even better, AR or "mixed reality," that brings fictitious dramas to life within real world environments—for the ultimate movie-going experience.

Dawn of Awesomeness

As blockbuster movie fans (myself included) gear up for this week's 3D IMAX release of "Batman vs. Superman: Dawn of Justice," I found myself thinking about a conversation I had a while back with Steven Amato, co-founder of Omelet LA.

In this short clip (from a source interview for my book,  THE ON-DEMAND BRAND), I ask Amato about the future of feature-length mixed reality experiences, and what it could also mean for brands using VR/AR to develop branded content in a world where you might not just sit inside that MINI in "Backwater"—but actually drive it. And where you don't just watch Batman & Superman clash with each other and their villains—you join them.

CLICK HERE TO LISTEN: OMELET'S STEVEN AMATO ON THE FUTURE OF FEATURE-LENGTHY 'MIXED REALITY' MOVIES

(Approx: 1:50 sec)

-----------------------------------------------------------------------

 OD_cover "... EXCELLENT ..."

 

“Through persuasive arguments and Q&A's with the major players in advertising, Mathieson makes an excellent case for greater creativity and outside-the-box thinking backed up with solid ideas."

Publisher's Weekly

 

>>> IN STORES NOW: ORDER YOUR COPY HERE <<<

 

 

-----------------------------------------------------------------------

NEW: JOIN OUR LINKEDIN GROUP

Like us on Facebook

Follow us on Twitter

Listen in on iTunes


Virtual Reality Check: Q&A With Limelight Networks' Charlie Kraus (Conclusion)

Charlie Kraus 10-2-15IIf Augmented Reality holds so much more promise than Virtual Reality, are investments in developing VR-specific devices like Oculus Rift just a waste of time and money—especially when mobile phones can be used for both AR and VR?

In the conclusion of my recent conversation with content delivery network (CDN) provider Limelight Networks' Charlie Kraus, we'll get answers to that question—and learn why when it comes to both AR and VR, it's voice that's the killer app.

CLICK HERE TO LISTEN TO: VIRTUAL REALITY CHECK: Q&A WITH CHARLIE KRAUS (CONCLUSION) (approx. 6 min, 9 sec)

PLUS:

Listen to Part One Here.

NEW: JOIN OUR LINKEDIN GROUP

Like us on Facebook

Follow us on Twitter

Listen in on iTunes


Virtual Reality Check: Q&A with Charlie Kraus of Limelight Networks (Pt 1)

VR_AR_GUYIt turns out the promise of virtual reality bites when compared to long-term prospects for augmented reality.

At least that’s according to research from Manatt Digital Media that estimates the market for VR-based solutions will account for only $30 billion of a total $150 billion combined AR/VR market by 2020.

But there’s always a “but,” right?

In this case, that “but” is followed by a question: How are we supposed to square Manatt’s research with seemingly contradictory estimates like those from Gartner, whose ever-popular Hype Cycle chart shows AR far behind VR—indeed, far behind even autonomous vehicles—in its advance toward true market traction?

Short answer: You can’t. And in my view, it’s VR’s fault.

A Virtual Conundrum

Charlie Kraus 10-2-15To get to what I mean, I went to Charlie Kraus, senior product marketing manager for Limelight Networks, which is a leading content delivery network (CDN) provider.

CDNs, of course, are used by carriers and others to deliver all that content you consume online—text, graphics, videos, games, music, etc.—with a high level of availability and performance.

As you might imagine, AR (content superimposed on the user's view of the physical world) and VR (content that immerses the user in a simulated world) can only be as good as the networks through which that content is delivered.  

After all, if you think buffering at a key moment on “House of Cards” is innervating, just wait until you miss a critical turn as you make your way around an unfamiliar city using AR-based navigation, or find yourself frozen and subsequently fragged by opponents within VR gaming worlds, due to network congestion.

So while most of the focus is on manufacturers producing devices like Oculus Rift and app developers for more common devices such as iPhones, I figured content networks may have actual usage patterns from which to base projections.

In pLimelight networksart one of this Q & A, I ask Kraus to spell out the differences between VR and AR for listeners who may be confused by the terms (and no wonder—look at this article out today that seems to equate the two), and why Limelight is especially bullish on AR.

Then I ask about what I see as a key problem with reconciling contradictory projections about adoption rates for both AR and VR.

Sure, AR seems pretty well defined. But VR is an entirely different matter.

CLICK HERE TO LISTEN TO: VIRTUAL REALITY CHECK: Q&A WITH CHARLIE KRAUS (PT 1) (approx 7 min)

 

NEW: JOIN OUR LINKEDIN GROUP

Like us on Facebook

Follow us on Twitter

Listen in on iTunes