The commercial benefits of Augmented Reality are well established.
However most of the revenue projection studies fail to mention how to use it.
The main barrier most organisations face when attempting to take their products into this new media is the technical hurdles of making 3D content without incurring exorbitant production costs.
Blink™ enables anyone to make photo-real 3D using only video production skills and at a fraction of the cost.
Blink™ allows you to continuously create exciting experiences with a brand or product. Creating memorable exhibition or collection experiences through the uses of AR, will drive engagement to new levels.
Using Blink™ 3D content, museums, art galleries and public spaces will be able to convert attention and brand engagement into action.
Engagement drives repeat visits and higher conversions.
It is well documented that Augmented Reality improves learning outcomes, with greater knowledge retention.
Organisations with deep pockets have been spending big in AR for years with spectacular results.
Blink™ uses standard video production techniques to create true 3D volumetric video. This is a new kind of video media that is as easy to produce as traditional digital video, but effortlessly creates a fully realised 3D hologram like result that is immediately viewable in Augmented Reality on any modern mobile phone or wearable display. Here’s how it works:
You record your performance with our Blink™
Your content is processed from our proprietary .blink format into “depth video”. The result is a standard .mp4
You can then edit the video using almost any off-the-shelf video editor.
You manage your content, connecting it to your brand and your online presence.
You host your content wherever you prefer, ensuring it’s always available and accessible to those you authorize.
You create and manage the links that connect your online presence to the Blinks that you want your audience to enjoy.
Your content is available to be viewed on the Blink™ app. This is an entirely white-label experience. You define your customers experience from beginning to end. All your customer needs to do is install the Blink™ app once. From that moment on, every Blink™ ever made will be available to the people you authorize as easily as clicking a link in a mobile browser. You record your promotional event with our Blink™ recorder.
Available on most modern iOS devices
Available on most modern Android devices
Anyone who wants to view your Blink™ need only download our Blink™ Viewer app. Once they have it on their device, any time they click on a link to view one of your Blinks™ their browser will immediately flip over to Blink™ and your AR experience will begin.
If you have linked your Blink™ to a marker image, the user will see a guide to help them find your image, so that your content can be viewed in exactly the format you designed for it.
40,000 DOWNLOADS PROMISED: 110,000 DELIVERED. PLUS 2 AWARD NOMINATIONS.
Norway is the 2nd least densely populated country in Europe at the size of New Mexico, about 5 million people. Production of produce is spread across the whole country. While the infrastructure is quite good, high mountains and deeply cut valleys and fjords combined with a severe northern climate make inland transportation difficult during the winter.
Norwegians really love their milk. And most of it is produced at more than 10 000 Tine farms. Tine has 85% of the dairy product market in Norway. Norwegians are also very technology savvy being early adopters of new technology.
Norway has a solid cell phone infrastructure where 61% of those who have mobile phones (15 YO+) have smartphones. Approx. 2/3 of Norwegians consume mobile media on a daily basis.
All this makes for valid starting point to create a high-end AR app.
Sources: www.internetworldstats.com / www.tns-gallup.no
The dairy producer Tine regionalize their distribution of milk having already a regional production concept. They split Norway into 5 milk regions.
They had an existing marketing concept with TV commercials using live action talking cows.
Our brief was to create an Augmented Reality app for their 30 different milk cartons (6 from each region) to work on all compatible smartphones and tablets with animated cows speaking different regional dialects.
Our goal was to communicate that TineMelk now comes from 5 different regions – local, short traveled, eco-friendly milk!
We wanted to make the customers proud of their own region.
We exceeded the client and the advertising agency’s expectations. They hoped for 40 000 downloads, we had over 110 000 in 3 months.
We received international recognition with the app being shortlisted in 2 categories (Media Lions, Mobile Lions) for the Cannes Lions, the world’s biggest annual awards show and festival for professionals in the creative communications industry.
The Cultural sector is already facing the need to implement such technologies aiming to: (a) to reuse its exclusive digital content, (b) to exploit its content for mass markets in global level such as gaming and (c) to further enrich users experience.
In this work, we focus on cultural sector and aim to discuss and present sector challenges and opportunities for AR/VR implementation.
Cultural sector is already facing the need to implement such technologies aiming to: (a) to reuse its exclusive digital content, (b) to exploit its content for mass markets in global level such as gaming and (c) to further enrich users experience. ”
The UK’s future will be built at the nexus of our artistic and cultural creativity and our technical brilliance. The Centre for Economics and Business Research 2018 World Economic League Tables identify this particular blend of creativity and technology skills as the driving force behind the UK’s strong economic prospects over the long term; a powerful combination of talents to project to the world as we prepare to leave the EU.
Digital technology is breaking down the silos between the cultural sectors, blurring the lines between disciplines – theatre blends with film; computer programming merges with sculpture. We have virtual reality curatorship, animated artworks, video games scored by classical music composers.
……Up to now, the art world has mainly focused on the possibilities of virtual reality (VR). But, despite large claims, the consensus has been ho-hum. Does donning Oculus goggles and communing with Marina Abramovic’s avatar really compare to the eviscerating impact of live performance art? All this time, AR — sometimes called mixed reality — has 1/3 been stealing up on the rails. Augmented reality enhances what we already see, generally using a camera-equipped smartphone or tablet to overlay the “real” world with extra visual information. The question is: can it create interesting art?