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Gameware: A Case-Study in AR Development

This entry is part 5 in the series An Opus to AR

I have been aided in this series by a connection with Gameware Development Limited, a Cambridge-based commercial enterprise working in the entertainment industry. Gameware was formed in May 2003 from Creature Labs Ltd, developing for the PC games market which produced the market leading game in Artificial Intelligence (AI), Creatures. When Gameware was formed, a strategic decision was made to move away from retail products and into the provision of technical services. They now work within the Broadcasting and Mobile Telephony space in addition to the traditional PC market. I use this business as a platform to launch into a discussion of the developments current and past that could see AR become a part of contemporary life, and just why AR is such a promising technology.

Gameware’s first explorations into AR came when they were commissioned by the BBC to develop an AR engine and software toolkit for a television show to be aired on the CBBC channel. The toolkit lets children build virtual creatures or zooks at home on their PCs which are uploaded back to the BBC and assessed:

 

zook | Gameware: A Case Study in AR Development | Digital Cortex

A typical Zook, screenshot taken from Gameware's Zook Kit which lets children build virtual creatures

 

The children with the best designs are then invited to the BAMZOOKi studio to have their virtual creatures compete against each other in a purpose-built arena comprised of real and digital elements. The zooks themselves are not real, of course, but the children can see silhouettes of digital action projected onto the arena in front of them. Each camera has an auxiliary camera pointed at AR markers on the studio ceiling, meaning each camera’s exact location in relation to the simulated events can be processed in real time. The digital creatures are stitched into the footage, and are then navigable and zoomable as if they were real studio elements. No post-production is necessary. BAMZOOKi is currently in its fourth series, with repeats aired daily:

 

bamzooki | Gameware: A Case Study in AR Development | Digital Cortex

BAMZOOKi, BBC's AR game show where children’s zooks compete in a studio environment

 

BAMZOOKi has earned Childrens BBC some of its highest viewing figures (up to 1.2 million for the Monday shows on BBC1 and around 100,000 for each of the 20 episodes shown on digital Children’s BBC), which represents a massive milestone for AR and its emergence as a mainstream media technology. The evidence shows that there is a willing audience already receptive to contemporary AR applications. Further to the viewing figures the commercial arm of the BBC, BBC Worldwide, is in talks to distribute the BAMZOOKi format across the world, with its AR engine as its biggest USP. Gameware hold the rights required to further develop their BAMZOOKi intellectual property (IP), and are currently working on a stripped down version of their complex AR engine for the mobile telephony market.

I argue, however, that Broadcast AR is not the central application of AR technologies, merely an enabler for its wider applicability in other, more potent forms of media. Mobile AR offers a new channel of distribution for a variety of media forms, and it is its flexibility as a platform that could see it become a mainstream medium. Its successful deployment and reception is reliant on a number of cooperating factors; the innovation of its developers and the quality of the actual product being just part of the overall success the imminent release.

As well as their AR research, Gameware creates innovative digital games based on their Creatures AI engine. They recently produced Creebies; a digital game for Nokia Corp. Creebies is one of the first 3D games which incorporates AI for mobile phones. Gameware’s relationship with Nokia was strengthened when Nokia named them Pro-Developers. This is a title that grants Gameware a certain advantage: access to prototype mobile devices, hardware specifications, programming tools and their own Symbian operating system (Symbian OS) for mobile platforms. It was this development in combination with their experiences with BAMZOOKi and a long-standing collaboration with Cambridge University which has led to the idea for their HARVEE project. HARVEE stands for Handheld Augmented Reality Virtual Entertainment Engine.

Their product allows full 3D virtual objects to co-exist with real objects in physical space, viewed through the AR Device, which are animated, interactive and navigable, meaning the software can make changes to the objects as required, providing much space for interesting digital content. The applications of such a tool range from simple toy products; advertising outlets; tourist information or multiplayer game applications; to complex visualisations of weather movements; collaborating on engineering or architectural problems; or even implementing massive city-wide databases of knowledge where users might ‘tag’ buildings with their own graphical labels that might be useful to other AR users. There is rich potential here.

In HARVEE, Gameware attempt to surmount the limitations of current AR hardware in order to deliver the latest in interactive reality imaging to a new and potentially huge user base. Indeed, Nokia’s own market research suggests that AR-capable Smartphones will be owned by 25% of all consumers by 2009 (Nokia Research Centre Cambridge, non-public document). Mobile AR of the type HARVEE hopes to achieve represents not only a significant technical challenge, but also a potentially revolutionary step in mobile telephony technologies and the entertainment industry.

Gameware’s HARVEE project is essentially the creation of an SDK (Software Development Kit) which will allow developers to create content deliverable via their own Mobile AR applications. The SDK is written with the developer in mind, and does the difficult work of augmenting images and information related to the content. This simple yet flexible approach opens up a space for various types of AR content created at low cost for developers and end-users. I see Mobile AR’s visibility on the open market the only impediment to its success, and I believe that its simplicity of concept could see it become a participatory mass-medium of user-generated and mainstream commercial content.

Wrigley to Launch New 5 Gum in UK

A new gum brand is about to hit the shelves. 5 Gum is designed to ‘stimulate the senses’ and it’s one of the most exciting new brands of the year.
I was lucky enough to get hold of a sample set:

3496361499 4f8291fe88 b | Wrigley to Launch New 5 Gum in UK | Digital CortexThe marketing lifecycle is about to kick off here in the UK with a heavyweight branding campaign designed to encourage product sampling. Let’s look at how the product was launched in the US, taken from the Wrigley corporate site:

  • 2007 In March 2007, Wrigley introduced U.S. consumers to 5, the most exciting development in sugar-free stick gum since the launch of Extra® more than 20 years earlier.
  • 2007 In August 2007, 5 gum unveiled its marketing campaign titled ‘Stimulate Your Senses.’ The advertising spots described “what it feels like to chew 5 gum.” Set against an industrial, futuristic backdrop, the cooling, warming and tingling sensations created by 5 gum flavors Cobalt,
  • Flare and Rain are expressed through dramatically stimulating visuals and sounds. The campaign also strongly leveraged magazine, cinema and online media advertising to showcase our new brand.
  • 2008 In 2008, 5 brand launched two new fruit gum experiences. Lush gum provides a crisp tropical sensation and Elixir gum is a mouthwatering berry sensation.
  • 2009 5 gum takes it to the next level with unique, game-changing flavor experiences. Solstice, a warm and cool winter, and Zing, a sour to sweet bubble, are new-to-world flavor transitioning experiences.

Do check out the 5 Gum YouTube channel for examples of the TV/Cinema creative, but in this post I’d like to review the packaging, which I believe is a point of difference that will give the product luxury status.

So to begin with, we’re starting with an initial three flavours: Cobalt – a cooling peppermint; Electro – a tingling spearmint and Pulse – a crisp tropical. Packs will reportedly go on sale at £1.50 RRP, to reflect that they are a considered rather than impulse purchase.

I’ll be looking at Pulse – the tropical flavour, which comes with little speckles of sharp citric stuff that actually gets your mouth watering when you first start chewing:

3496362435 1d4dc8d666 | Wrigley to Launch New 5 Gum in UK | Digital CortexNotice how slick the box looks. Think about the colour of the last pack of gum you bought, and now say that 5 doesn’t look cool on this front alone. It does not look clinical like most gums do with their greens, whites and light blues. They look more like smart trading cards or a packet of condoms for that matter – gum for grownups.

3497180324 4d70a266b7 b | Wrigley to Launch New 5 Gum in UK | Digital CortexIt might be hard to tell from the above but the packs are slightly textured, with a heavy feel in the hand like holding a deck of cards. They slide into a back pocket pretty well. Build quality is excellent, made from a thick card and high gloss colour.

3496366523 6559e4e984 b | Wrigley to Launch New 5 Gum in UK | Digital CortexOK I admit the above is a shit picture, but it’s just to give you an idea of how you open and close the box. That flap of paper is embossed with glossy material so you can easily slide the box open with your thumb. Very James Bond. A bit like a book of matches, it’s an old school but perma-cool ‘paper technology’.

3497182374 1b61e23757 b | Wrigley to Launch New 5 Gum in UK | Digital CortexAnd there’s the money shot. You would not be ashamed offering someone a piece of this stuff, rather than one of those pocket-lint covered chiclets you have to fight the foil to thumb out. The designs on the inside are different for each flavour. This would be a great place to feature a QR code or even exhibit work from young artists.

And that concludes my short assessment of 5 Gum’s packaging. Look out for the TV, Online and Print creative coming soon. If you can’t wait, 5 have teamed up with Vice Magazine to generate early interest and reach into the difficult to please Hoxtonite crew – more info at Viceland whose readers have been asked to work with band Hot Chip to create a Launch Event in London that will stimulate the senses.

If you would like more of these sorts of reviews from me, please leave a comment. I look forward to hearing your feedback. Happy chewing.

How I Feel About AR Right Now

I found this video clip which does well to sum up my current opinion on marker-based Augmented Reality, which seems to be breaking into the mainstream via desktop applications and fixed webcams:


Me too (doing some AR stuff)! from Anatoly Zenkov on Vimeo.

You’ve seen it around the office – someone prints out a marker and everyone huddles around the only computer with a webcam. Anatoly Zenkov has noticed it too, and he wants you to realise that all you’re really looking at is a static 3D image overlaid on a piece of paper. Nothing culture-shifting about that now is there?

Let me be among the first of the dissenters:
There is far more to AR than barcodes and webcams.

There are thousands of helpful & exciting uses for the technology. Think past ‘tethered’ AR experiences and consider what good Mobile AR can do with GPS and with markerless tracking. Endless potential lies that way. I assure you, the future is far brighter than we think.

Where I initially believed that the Advertising and Entertainment industries would drive innovation and push AR into popular consiousness (they are currently doing so), I now believe that good AR (as distinct from any old AR) will be driven by paid applications on next-gen handsets.

I think I’ll serialise posts about the best applications for Augmented Reality over the coming weeks. Why not subscribe now to hear about it first? You know it makes sense.

Web Discoveries for March 23rd

These are my del.icio.us links for March 23rd

  • Blog Marketing and Blog Ads : SocialSpark -
    Very compelling idea – crowdsourced social media advertising where advertisers connect directly with bloggers through a brief. Set wordcounts and offer creative assets, plus a small fee. Will research further.
  • Make Something Cool Every Day 2009 on the Behance Network -
    An artist has made these really great images, posted them on Behance & Flickr. Wonder if there’s scope to work something like this into a long-term campaign? Hmm…
  • SoundCloud > Jazzanova Remix -
    Very cool competition site that visualises both the waveform of a UGC remix, as well as user annotations along its timeline. Worth a good hour of browsing when I have time.
  • Soft Drink Generator -
    Create a new line in soft drinks with this online tool – results look really effective!
  • Twitter ‎(Social Brand Index)‎ -
    The largest directory of Brands that Tweet that I’ve found so far. Let’s hope it gets encyclopaedic, and saves everyone time. Where’s the Wiki?

SoundCloud

SoundCloud do clever things with music.

SoundCloud: The Tour from SoundCloud on Vimeo.

I found them by accident when searching for remixes of ‘I Can See’, a great song from Jazzanova’s new album – listen to it with Spotify on this link.

Anyway, over at SoundCloud they’ve hosted a remix competition that lets users easily upload their mixes and have them judged by Jazzanova themselves, who had this to say:

“Since so many astonshingly good remixes had been submitted, it was no easy task for us to come to a final decision,” says Jazzanova’s Jürgen von Knoblauch . “We discussed the matter over and over again and finally agreed on three winners who had very different approaches and represented the stylistic variety of all submitted remixes. However, we had to draw the lucky winner of Ableton’s software package and Soundcloud’s premium membership. Once again, we would like to thank all the remixers/producers who participated in our remix contest and submitted their excellent works.”

What’s cool about the contest is it gets users engaged with SoundCloud for one great reason, but entices users to explore their other options (as in my case) such as their free website widgets: a dropbox for users to submit any track to the site owner; a player that shows the track’s waveform and allows users to annotate it at points along it’s timeline. These raise the profile of the service across the social web and drive traffic back to their homepage.

With this competition, SoundCloud and Jazzanova are in perfect symbiosis – both benefit from being associated with the other. I’m very interested in researching their company further, as there has to be elements that larger advertisers can participate in.

The effect on Jazzanova’s album sales will be hard to measure, but I’d love to hear from anyone involved on side-effects/uplift in consideration or other brand metrics.