Viewing entries tagged
Wearables

Virtual Reality = Immersive Experiences

1 Comment

Virtual Reality = Immersive Experiences

Virtual Reality is finally delivering on its promise of enabling immersive customer experiences and provides an opportunity for customers to engage with a product, service or place without  physically being there. With the advent of Google cardboard, and upcoming releases from Oculus Rift and HTC Vive, there will also be significantly more consumer interest in the area over the coming months.

Virtual and augmented reality will require a rethink of online storytelling techniques. Many notable brands are now introducing these elements in flagship stores where the experience can be predominantly about storytelling and less about commerce. Here are some recent practical applications of virtual reality for brands:


Oakley


In an experiential brand activation, Oakley has built a sunglasses case that lets you see through the eyes of a pro athlete. After purchasing the sunglasses, customers can reuse the box by turning it into a Google cardboard VR device to see Oakley athletes showcasing extreme sports. The campaign allows customers to watch from the wave, the mountain, the dirt, from mid-air or the sky as athletes compete in extreme events.


Savannah College of Art & Design (SCAD)


SCAD is providing thousands of potential students the opportunity to take virtual tours of its campuses in Savannah, Atlanta, Hong Kong and France. SCAD distributed 10,000 pairs of the  specially designed cardboard goggles to potential and current students. Eventually the tools are planned to be used to facilitate participation in virtual events at remote campuses.


Ted Baker


Ted Baker’s recently refurbished Regent Street store was the scene for a virtual reality treasure hunt to celebrate the store opening. The experience allowed customers to virtually dash around some of London’s most iconic locations.
 


Content Creation


As usual, it’s not just about the technology, the right creative content approach is required. Virtual reality content creation once required significant custom hardware and software. This is no longer the case with Google recently demonstrating the Jump camera rig (see below) which comprises 16 GoPro cameras in a circular array. The size and arrangement of the cameras is designed to work with the corresponding Jump software to transform 16 separate pieces of video into stereoscopic virtual reality video. The final videos are super high resolution - equivalent to five 4K TVs and shortly YouTube will provide the perfect distribution medium for Jump videos, allowing immersive VR content to be streamed directly to smartphones.  


1 Comment

Wearable Tech In Clothing Fabric

Comment

Wearable Tech In Clothing Fabric

One of the most exciting announcements from Google's recent I/O developer conference was their Advanced Technology and Products (ATAP) division demonstrating Project Jacquard.

At its core, the technology is a conductive yarn that can be woven using existing industrial looms for mass-market apparel and upholstery. The created threads connect to circuitry (which will eventually be the size of a jacket button) that can react to gestures or whatever other 'quantified self' attributes  - such as heart rate - a designer might dream up.

Project Jacquard has the potential to make interactions more natural and seamless. Potentially a significantly better experience than Google's prior wearable flagship product - Google Glass. It should also enable manufacturing at scale to keep pricing low.

Everyday objects such as clothes, furniture, blankets or car seats could be transformed into interactive surfaces. Perhaps you'll be able to change your TV channel from your sofa cushion?  Google's first design partner is Levi Strauss & Co so it's likely we'll first see Project Jacquard appear in an interactive pair of jeans.

Project Jacquard will allow designers and developers to build connected, touch-sensitive textiles into their own products.
— Google ATAP

Comment