HOW BLINK™ BENEFITS YOU
A new media channel
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 artists face when attempting to take their art into this new media is the technical hurdles of making 3D art 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.
A new revenue channel
Blink™ allows you to monetize your art the way you see fit. If you want display ads around your content or charge an upfront fee, that’s up to you. If you want to provide your art for free and pay for your hosting costs yourself, you can do that. Its entirely up to you
It’s your art and your decision.
A new publicity channel
Augmented Realitys ability to impress an audience is well documented.
Brands with deep pockets have been spending big in AR for years with spectacular results.
BLINK™ IS A MEDIA THAT TURNS VIDEO INSIDE OUT
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.
AUGMENTED REALITY PREDICTIONS IN ENTERTAINMENT & MUSIC
When Aisling Finch, Google Australia and New Zealand’s head of marketing, thinks about the future of entertainment, she sees consumers, video, and reality itself coming together in exciting ways.
“The music industry is embracing augmented reality that invites consumers to experience music not just through sound, but sight as well. AR experiences create opportunities for brands and artists to engage their fans in new and authentic ways.
According to IFPI’s annual state of the industry report, innovation is the key to broadening appeal in the music industry.
“There is also a concerted willingness on the part of the labels to engage with digital innovation of all stripes,” the reports says, “to make sure music is not only a part of cutting-edge new services—but a legitimate, licensed and monetized part.”
“We’re seeing a big new wave of start-ups coming to us wanting to talk about how music, or music video, can be a part of their offerings, apps, social messaging, virtual reality [and] augmented reality products,” Ole Obermann, chief digital officer and EVP of business development for Warner Music commented in the report….”
Source: Reality plus: how AR reshapes entertainment – Hypergrid Business Oct 2018
“Augmented reality endorsement picks up pace, according to a recent market forecast. The AR market volume is expected to hit $30 billion by 2023, growing at 39 percent CAGR.
This growth is rooted in AR’s utility. Augmented reality proves itself a multi-purpose technology, being eagerly adopted across different domains, such as manufacturing, healthcare, education, travel, and, of course, entertainment.
It’s 2018, and AR bursts through different facets of the entertainment industry, showing its potential in marketing and advertising for media products as well as being the part of such products themselves.
We are going to highlight a bunch of curious AR applications in entertainment to prove that the next years will be even more disrupting for the technology. Buckle up, we have so many leapfrog things to discuss – from a take on Harry Potter’s enchanted Daily Prophet newspaper to an app for heading a virtual music band and summoning a filter or two with a power of voice.
Music and AR technology are similar in their ability to enhance the sensory world around. We all know how a casual day becomes way better with the right playlist or a good party is tagged #bland due to an ill-fitting tracks choice. That’s why record labels and marketers are tapping into AR to create the synergy and engage the digitally native audience….”
Source: Inside Google Marketing: Three Predictions on What’s Next for Entertainment – Google Sept 2016
“When Aisling Finch, Google Australia and New Zealand’s head of marketing, thinks about the future of entertainment, she sees consumers, video, and reality itself coming together in exciting ways. Here are her three predictions on where it’s all headed (and yes, thoughts on VR and AR included).
It has been said that there are only two things people do more than watch video: sleep and work. Australians now spend over three hours a day consuming video1 and the explosion of digital video is a big contributor to that, with YouTube now reaching over 15M Australians.2
For one thing, digital video, especially on mobile, has changed the role of the audience. We can interact with what we’re watching like never before and our expectations for great, engaging content are higher than ever. Case in point: over half of YouTube watch time is now on mobile devices.3
As we expect more, consume more, and engage on mobile more, entertainment is due for a revolution. Here are my three predictions for how all these forces will come together and change entertainment for the better….”