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On the Potential for Branded Robots

Last year I wrote about these awesome fighting robots from Japan, where  I asked this question:

“I am very interested in at least progressing research into the potential for branded robotics, androids & cybernetics if any readers have thoughts?”

I received an equally awesome response from one Pius Agius, who challenged me on my Western predilection to see robots fighting rather than fulfilling a higher place in society. I reproduce the key lines of our dialogue here:

“Because [the Japanese] accept robots as part of their daily lives more than a majority of those living in the west does not mean we in the so called west cannot build great machines [...] We can make better use of our creations than place them in roman like battles. What does that say about us as a civilization?? Let us build machines that can develop and reach their full potential.”

Stunned to have stimulated such a well-considered response, in answer I cited a company that I think are making some great stuff in this field – Festo:

“I think their design-led approach is not only creating some very useful mechanisms, but can potentially change the way we in the West perceive robotics as part of everyday life.”

Check them out if you like – Festo do great stuff.

Meanwhile, I went to see what I could find out about the guy who’d crashed in with his well-considered comment. I found Pius dwelling on the vibrant community pages of Grandroids, a Ning-based social network full of heavyweight discussion on robotics. Members spoke of a ‘Steve Grand’ as the patriarch of their micro-culture. I’m coming back to this…

I don’t think I’ve mentioned this before, but I grew up surrounded by members of the Games Industry in Cambridge. My father was Director of Development at Millennium Interactive, which became Cyberlife, then Creature Labs, and then Gameware Development.

The common thread between these companies was a breakthrough series of Artificial Life games called Creatures. Cyberlife was created to commercialise the work of this very same Steve Grand, where together with a team of artists and programmers they went about developing the Creatures series.

Though artificial life simulators are now a well-established genre (Tamagotchi; Sims; EyePet), the series was first to reach critical and commercial acclaim. Players would take on the role of keepers to cutesy ‘Norns’. But these were no ordinary creations, and in the 90’s Creatures was far ahead of its time.

These creatures would learn and grow, each with their own neural network, and were motivated to survive, and eventually breed in order to pass on their digital genotype. They had the ability to adapt and evolve, iterating towards an understanding of and harmony with their environment.

Years later, Steve is well-established as the leading thinker in AI and robotics. As well as mounds of academic submissions, he’d been running a project to build a series of intelligent robots for rent, as crowd pullers in public events and trade shows. His first robot was a five foot tall humanoid female called Grace, I discovered.

Because I’d found myself on his site, and because I know the guy, I thought I’d go to Steve to ask my initial question once more:

Hello Steve,
This is Tom Saunter here, Ian’s son.

A member of this very network recently commented on my blog, and one Google later I found myself here. With such a vibrant community there’s so much to digest, so I thought I’d go straight to the source…

Part of my job these days is to seek out emerging technologies for advertising purposes, and now that I’ve read about your Grandroids project I am interested to hear your thoughts on how you feel robotics could be of benefit to brands and, in turn, to consumers.

Besides increased traffic to conference booths, what part do you feel your robots might reasonably play when faced with a brief to change the buying behaviours of the general public?

There’s got to be a great piece of research in there.
Do you know anyone who can help me with an answer?

All the best,
Tom

The response, and get ready for it, was this phenomenal piece of prose:

[...] So, um, how might robots like Grace change buying behaviours? God knows! They could certainly have an impact on brand perception, and I suspect that’s a double-edged sword. If the robot is suitably impressive then it improves the company’s image, but if it’s a bit naff then at best it’s just a novelty to draw crowds that the client would then have to secure by other means, and at worst it damages the client’s image.

For instance Asimo has done wonders for Honda’s public image (not in terms of AI, particularly, just general technology), but some other Japanese robots have fared less well, especially those that fall into the Valley of the Uncanny. In other words, they’re lifelike enough to trigger the circuits in our brains that detect things that “aren’t quite right” in other people (signs that we’re being deceived or threatened, say), but they’re not lifelike enough to actually pass the test, so we find them disconcerting. 3D computer games frequently suffer from the same problem, as I’m sure you know, and years ago I predicted that as 3D graphics got better, the demands on intelligent behaviour for game characters would grow intense.

Anyway, I’ve gone off on a tangent. It was a big factor in our design for Grace, though. We deliberately made her look like a robot and didn’t give her human-like skin, etc. Instead I relied on psychological cues of sexiness and lifelikeness that didn’t risk us falling into the Valley of the Uncanny. My point is, you have to get the psychology right or you won’t produce the positive associations in people’s minds that your client needs. The consumers aren’t necessarily going to be able to articulate these things, so they’ll feel bad without knowing why, and you could damage the brand rather than enhance it. I felt I had enough unique experience in designing artificial lifeforms to stay on the safe side of that boundary, though.

One of the things I was keen to achieve was understatement. There are various companies renting out “robots” as crowd pullers (although really they’re just animatronics or remote controlled) and they go for a big noisy splash – flashing lights, big press releases, comedy routines, etc. I wanted Grace to just sit there at the entrance to a booth and be as much like a normal sales girl as possible. I wanted people to do a double-take and then be intrigued. Let them discover it for themselves. It’s a bit like knowing you’ve just been passed by a really powerful motorcycle because you didn’t hear it coming. I think if you do something like this with a fanfare then people will be primed to find something wrong with it, but if you go for the soft sell then they’ll be supportive and impressed. When I wrote Creatures all those centuries ago, my prime principle was that I shouldn’t try to fool people into thinking norns were alive – I should really try my best to make them alive. If people knew I was being honest and doing my best then they’d be on my side, and I think the same is true here. Undersell the robot and you make their company look good by association, as if there’s a lot more under the hood of their products than they’re letting on.

There are also many other kinds of subliminal association that can work for you or against you depending on the client and your ability to tap into the right psychological triggers. I based the look of Grace on the robots Chris Cunningham designed for the video to go with Bjork’s “All is full of love”, because I think he got a lot of those triggers just right – especially the tension between femininity and technology. It’s a bit like designing the iPod – the right curves and the bits you leave out are so important. And with real robots you have to get the behaviour right too, which is a big subject all by itself. Almost all current robots fail miserably in that regard, especially by being too predictable and not subtle enough.

But I don’t think I’m really answering your question, am I? Sorry. Advertising and marketing aren’t my field (I have quite enough fields without adding any more). I don’t really know of anyone who knows about this stuff. One of our “competitors” in New York has a site where they talk quite a bit about the marketing potential of their remote-controlled “robots”, but I can’t for the life of me remember the name of the company (so maybe their advice doesn’t work!).

Looks like it’s down to you to figure it out…

There it is then. The planet’s preeminent ALife & robotics academic, whom has been referred to by Richard Dawkins as “the creator of what I think is the nearest approach to artificial life so far”, is leaving it up to us to answer the big questions:

  • What is the potential for branded robots?
  • Will they ever form part of a marketing strategy?
  • Will we ever allow robots a part in everyday life?

And so, I ask again, dear reader, what do you think?

Let me know in the comments.

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Layar – A Press Release

Press Release:

The first Mobile Augmented Reality browser premiers in the Netherlands.
June 16th, 2009

Five Dutch content providers to participate in the worlds first AR browser.

AMSTERDAM, Tuesday June 16th, 2009. Mobile innovation company SPRXmobile launches Layar, worlds first mobile Augmented Reality browser, which displays real time digital information on top of reality (of) in the camera screen of the mobile phone. While looking through the phone’s camera lens, a user can see houses for sale, popular bars and shops, jobs, healthcare providers and ATMs. The first country to launch Layar is The Netherlands. Launching partners are local market leaders ING (bank), funda (realty website), Hyves (social network), Tempo-team (temp agency) and Zekur.nl (healthcare provider).

How it works:

Layar is derived from location based services and works on mobile phones that include a camera, GPS and a compass. Layar is first avaliable for handsets with the Android operating system (the G1 and HTC Magic). It works as follows: Starting up the Layar application automatically activates the camera. The embedded GPS automatically knows the location of the phone and the compass determines in which direction the phone is facing. Each partner provides a set of location coordinates with relevant information which forms a digital layer. By tapping the side of the screen the user easily switches between layers. This makes Layar a new type of browser which combines digital and reality, which offers an augmented view of the world.

What it looks like:

Dutch launch:

The premier launch is for the Dutch market. Launching content partners are ING (ATM’s), Funda (houses for sale), Hyves (social network hot spots) Tempo-team (jobs) and Zekur.nl (healthcare providers). Layar will be launched per country with local content partners in order to guarantee relevent results for the end user. SPRXmobile is planning further roll-outs, together with local partners, in Germany, the UK and the United States this year. SPRXmobile wil continue with regular releases of new layers after each local launch. The Layar application will be available via the Android Market. Other handsets and operating systems are in development with a prime focus on the iPhone 3G S.

SPRXmobile:

Layar is developed by SPRXmobile, a mobile innovation company.

“Eventually, the physical and the virtual worlds will become one. Many visions on Augmented Reality have already been developed, but we are proud to be able to bring this one step closer to reality”, says Raimo van der Klein, co-founder of SPRXmobile.

More information:

http://layar.eu

http://www.sprxmobile.com

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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.

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Dell makes $ 1 million via Twitter | WebTrafficROI.com

While a majority of web business and webmasters are debating whether Twitter is a good place to market thier products Dell.com has announced that it has made its first million via Twitter.

Dell says Twitter has produced $ 1 million over the past year and half through sales alerts. People who sign up to follow Dell receive messages or tweets when discounted products are available at the company’s Dell Home Outlet Store .

I am not surprised at this and you should not be if you know the power of Twitter as a marketing tool. It’s proved that its not only an updating tool but also has the capability to go viral.

Dell start to experiment with Twitter in March 2007, there are now 65 Dell accounts or Dell Twitter Groups on Twitter including Direct2Dell, StudioDell, DigitalNomads, and more with 2,475 followers for the Dell Home Outlet Store

What did Dell do to make it happen, while others are still playing the wait and watch game.

- Fast to adopt :

While its competitors watched how the new entrant to the social media scenario would perform Dell set up its strategy and used Twitter as a channel of distribution to sell their products, taking the leadership stance and approach.

- Segmentated users :

Dell had a very clear strategy and focus to leverage Twitter, its stretegy revolved around studing the model and its users. Dell segmented twitter users demographically by setting up different twitter accounts ( ie. They started Dell Twitter for NZ users , Dell Twitter for UK users, Dell Twitter for Canada users ) Each of these twitter accounts spoke to users in a different country with localised product offerings.

- Created special offering for each of its segments :

With the segmentation strategy was adopted for different markets, it backed it up with special offers for each of these segments. Thus adapting the ‘Think Global, Act Local’ approach for their overall Twitter marketing strategy.

- Created a following and build a trust factor :

Companies that have built communities have always been succcessful in selling their products. Dell leveraged its online brand identity and trust factor to create and build a large community on Twitter. They built a strong and loyal following of more than 2000 users.

- Targeted Sales messages to the community :

Once they had a following they strategically leveraged their offers and promotions in form of Tweets or messages on Twitter to their following.

Dell on Twitter is a good case study for any marketer and business owner skeptical about Twitter as an online distribution channel.

via Dell makes $ 1 million via Twitter | WebTrafficROI.com.

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Google Reveals Their Game Plan

Google are launching an AdSense platform for casual games.
Here’s some info to suit all depths of interest in this new development.

Here’s the link to Google’s official announcement:
http://adsense.blogspot.com/2008/10/get-in-game-with-adsense-for-games.html

There is also a YouTube “press release” of their announcement here:

And an example of how the in-game ads might look here:

And finally, an article from CasualGaming.biz who broke the story last Friday:

Google unveils its game plan
Oct 8th 2008 at 13:54 by Michael French:

Web giant Google has finally unveiled its long-awaited bid to enter the in-game advertising sector, revealing it is putting a big focus of the strategy on casual games.

In a post on the blog for the firm’s web advertising team Adsense, Google reps said that it is targeting web games in the first instance:

“Do you develop or publish web-based games? If so, you’re contributing to a growing trend – according to comScore, over 25% of Internet users play online games every week, which is over 200 million users worldwide. As a beta user of AdSense for Games, you can display video ads, image ads, or text ads within your online games to earn revenue,” the sales pitch reads.

“You’ll be able to show these ads in placements you define, such as interstitial frames before a game, after a level change, or when a game is over. Members of our AdWords team will sell your in-game ad placements directly to top brand advertisers, and you’ll also see contextually targeted text and image ads based on content and demographic information. In addition, you’ll be able to control the ads you see on your pages using our filtering options.”

Google has opened a beta for the service, which is open to publishers with predominantly (over 80 per cent)  traffic from the UK or US.

Demonstration videos for the service make reference to a wide variety of games – although both open with footage from Playfish’s Facebook Word Challenge game.

“We’ve built ad technology for games played within a user’s browser, and now we’re looking to expand our publisher network,” the company said.

Google has partnered with Mochi Media and its MochiAds network to add inventory to its available advertising slots.

Jameson Hsu, CEO of Mochi Media commented: “Google AdSense for Games will be able to offer a wide reach for its advertisers, and Mochi Media can better monetize international traffic for our developers and publishers.”

The news comes just hours after the company revealed its YouTube video service would start offering online sales of games as well via links from its relevant videos to online stores such as Amazon and iTunes.

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