It's hard not to love this Cyber Grand Prix-winning initiative promoting "El Gordo," an annual holiday lottery in Spain.
While the rest of the industry obsessed over John Lewis' "Man on the Moon" last Christmas, "Justino" quietly went about its business—with a touching animated short about a night watchman at a mannequin factory who never gets to meet his day-timer co-workers. In an attempt to create a bond, he poses mannequins in fun scenarios as a way to greet them each morning. But when he sees news that the company had set up a lottery pool without him—and won—he's heartbroken. You have to see what happens next for yourself.
While brilliant even as just an online video, "Justino" took social sharing a leap further than most such promotions—even John Lewis' acclaimed holiday campaign.
According to Libris, the Spanish national lottery set up social media accounts specific to the #Justino campaign, with content optimized for each channel. In one, viewers could comment on their favorite scenes. In another, they could guess at key elements of the story line. In all, viewers were brought into the story even while becoming viral engines for it.
It was exactly this kind of finely crafted digital storytelling that inspired its Cannes win, according to reports in Ad Age.
Kudos to Leo Burnett Madrid and all involved for a job well done.
"Is filmmaking a uniquely human skill? Can a film made by a machine move you?"
That's the question posed by the team behind Saatchi & Saatchi's "New Directors' Showcase" at Cannes.
The result: "Eclipse," which was conceived, directed and edited by Hollywood's future android overlords. To be clear: There's a lot of human talent at work here. And the video is a music video—which by the very nature of music carries emotive power.
But make no mistake: Tomorrow's blockbusters will no doubt depend on this kind of AI—for better or worse. Still, if this is any indication, there's hope it's more of the former. Or maybe it just signals better computer-human collaboration. If the AI will put up with us. See the YouTube video above, read more here, and don't miss this year's human-created "Showcase" entrants, here.
Call it The Internet of Stinks: The new NIVEA NOSE app will tell you what those around you may desperately want to, but won't.
Just put your phone in the NIVEA NOSE protective case, stick your mobile phone in your armpit, and the app uses an algorithm to determine if your fresh—or fetid.
How? According to Creativity, it first benchmarks your normal smell, and then watches for deviations from that level.
Personally, I'm thinking a.) what if your "normal" smell is ferociously bad; b.) if you have to ask, the answer's probably yes, you stink, and c.) if you've got time to rub your phone in your pits, why not just rub on some NIVEA deodorant, instead?
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.
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.
IIf 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.
It 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
To 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 part 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.
As the marketing world obsesses over Coca-Cola's decision to trade out its hugely popular "Open Happiness" tagline to "Taste the Feeling"(see one of 25 new spots, above), it's been fun revisiting the commotion created over some of its previous slogan changes.
Check out reaction (including my own) to "The Coke Side of Life" in Ad Age a decade ago.
Indeed, whenever Coca-Cola makes marketing changes of this magnitude, it can be a hoot to take stock of its taglines from times past. You usually find some surprises along the way.
A SIP DOWN MEMORY LANE
Despite being one of the world's most successful brands, there have certainly been some oddballs in Coca-Cola's advertising oeuvre—who can resist "Enjoy a Glass of Liquid Laughter" (1911), or "Proves a Big Help to Tired Housewives" (1909)?
And then there's that golden oldie: "Coca-Cola: The Great National Temperance Beverage" (1907)—which, we're told, "has none of the ill effects or 'let down' qualities of alcoholic stimulants." Yum.
Some old taglines are just inscrutable—"Same to You" (1940) sounds as if the feeling you're tasting is indignation.
And present-day regulators might have a field day with any tagline that proclaims Coke is "Pure and Healthful" (1904), and "Adds a Refreshing Relish to Every Form of Exercise" (1906), with "The Perfect Blend of Pure Products from Nature" (1923).
To modern audiences, other tags charitably might seem like aspirational positioning in the extreme—such as, "The Ideal Beverage for Discriminating People" (1906), "The Sign of Good Taste" (1957), and "The Best Drink Anyone Can Buy" (1913).
After all, everyone knows the best drink you can buy isn't Coca-Cola. It's Coke Zero.
PAST AS PROLOGUE?
Despite so many antiquated curios from campaigns past, many Coke taglines of yesteryear would be completely at home in the digital age.
Think about it:
In an era of virtual reality, 3D printing and social media poseurs, Coke promises to bring you "The Real Thing" (1948)
Ad skipping technology? "Relax with the Pause that Refreshes" (1947)
The age of Uber and Airbnb? "Share a Coke" (2011)
Group texting, geo-fencing and flash mobs? "Meet Me at the Soda Fountain" (1930)
Personal aerial drones? "Look Up, America!" (1975)
Even online activism and crowd funding fit that all-time favorite, "I'd Like to Buy the World a Coke" (1971).
Yet perhaps it's that texting-and-flash-mob example that hits home most. As it happens, Coke classics seem especially well suited for the mobile revolution—including (among a surprising number of others):
Whether this is all a sign of soda-pop prescience, promotional predestination or pure chance, Coca-Cola remains a venerable brand whose slogans will provide plenty for (pop-) cultural anthropologists to ponder in decades to come.
Will future advertising aficionados still find it as amusing as we do?