Snapchat Now Allows Advertisers To Sell To You Directly Inside The AR App

Snapchat Now Allows Advertisers To Sell To You Directly Inside The AR App

In Ready Player One the main villain wants to fill up to 80% of the users’ field of view with ads. While clearly an exaggeration, the question of how advertisers make money off of VR is still a major question. Once eye-tracking solutions become mainstream it will be possible to track user data at an even more granular level — such as what a user looks at inside of a VR app, and for how long — but until then we’ve got to figure out some workarounds. Luckily, mobile AR is a far less evolved platform.

Since users are still pointing their phones and gazing into smartphone screens to interact with the virtual world, there’s an accessible window to display ads and sell products right there. Snapchat debuted the ability for advertisers to purchase sponsored lenses and frames not long ago — so users would see official logos and brands in their selfies — but now they’re going even further.

In the example above, you can see a woman taking a selfie using a Candy Crush filter that now features a prominent “Install Now” button, enticing the user (and viewers) immediately download and play the game. Imagine a world where you can take a selfie with AR sunglasses sponsored by a major brand and then buy real-life versions of those sunglasses to be shipped to your house all without ever leaving your phone or app. It’s a powerful vehicle.

Where do you think this sort of technology will go next? Let us know what you think down in the comments below!

h/t: TechCrunch

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Jaguar and EasyJet Latest To Partner With OmniVirt

Many companies and brands are searching for new ways to engage with consumers through advertising, seeking new methods to attract attention. With the growth of virtual reality (VR) and 360-degree video, companies such as OmniVirt are providing new platforms for advertising, and some of the latest firms to take advantage of this technology are EasyJet and Jaguar.

EasyJet and Jaguar are well-known companies who have become some of the latest to partner with OmniVirt in order to launch VR-enabled advertising campaigns using OmniVirt’s self-service advertising platform.

Advertising is a requirement for many companies in order to bring attention to new products or services, but such campaigns can e a significant cost, and many companies are beginning to see reductions in the benefit of traditional advertising methods.

OmniVirt previously released research that shows how 360-degree video and VR advertising increases consumer engagement. Tracking information from over 700 million adverts served, OmniVirt discovered that 360-degree images performed 300% better in enticing users to click-through to the advertised content than traditional 2D images.

Jaguar and EasyJet have begun using production agency MaramuraVR to customise 360-degree or VR assets on OmniVirt’s ad platform. The process involves uploaded 360-degree footage and adding interactive hotspots and choosing the type of ad. This makes the process of producing an ad a quick, easy and inexpensive process.

“We are seeing an uptick in customers looking to more easily create engaging experiences without heavy technology requirements. Customers, whether agencies or brands, want a seamless experience, especially especially when they’re testing out emerging formats for the first or second time.” notes Brad Phaisan, CEO of OmniVirt.

Omnivirt

Iván Minero of MaramuraVR notes, “The use of self-service platform was very easy for us, and let us set up an entire ad campaign with banner and landing scene. It was important to us to have a solution to set up campaigns and banners quickly that allow us to test and show demos to our clients, from which we could quickly iterate.”

for further news and coverage of VR advertising and other VR or 360-degree projects, keep checking back with VRFocus.

VR Trends To Be Excited For In 2018

Despite the apparent burst of the virtual reality (VR) hype-bubble, we’ve learned a lot about the technology’s capabilities and limitations throughout the past couple years. We learned that hardcore PC players just aren’t jumping on the technology as much as people had hoped. Steam’s own statistics shows less than 0.3% of all users owning or actively using a VR headset. So if the Oculus Rift isn’t the next big thing, what does that bode for VR?

Well, it’s worth noting that as of writing, there are 1,760 VR-related company startups, with focus spread all over the map. What we’re basically looking at is the hopeful boom of VR into the mainstream, and bringing the technology into everyday use. We’re a couple decades away from full-dive VR, which is the total immersion experience most people think of when they think of what VR ‘is’. If VR technology is able to align with mainstream consumer interests, however, then funding towards making that vision a reality (no pun intended) will certainly happen.

Now, here’s what we can expect for VR trends in 2018:

Audi Oculus

Advertising Campaigns

The possibilities of VR advertising is something a lot of companies are drooling over – things like car companies being able to put you inside the seat of their latest model, such as Audi’s VR showroom. Or the NFL advertising the SuperBowl with commercials from a helmet-camera perspective being plugged into your VR. Performing artist concerts being advertised with footage of the band from inside the crowd. There’s just generally going to be a lot of exploring ways to use VR in marketing campaigns.

Sygic Travel VR header

Travel and Tourism

While technically falling under advertising, we’re most certainly going to see an increase in VR used to promote the travel industry. Take a look at KLM RoyalTraveladver Dutch Airline distributing VR headsets to travelers waiting to board their flight, giving the passengers a virtual experience of KLM’s flight services. While several tour companies have already been using VR to give virtual tours, its mostly been in the 360 video realm – what we’re going to see is trying to bridge the gap between 360 video and immersive VR, allowing travelers to explore locations before booking vacations.

VR Education In School

Education

There’s a lot of potential application for VR in the classroom, and we’ll most certainly see it adopted into online virtual classroom scenarios. Companies such as ClassVR are already promoting standalone VR headsets, aimed at both primary and secondary schooling. And while some colleges, such as the University of Southern California, are offering programs such as medical training in VR, we should also see online courses adopt the technology to simulate a classroom experience.

Casual VR Gaming

More Casual Gaming

VR as a serious gaming technology isn’t quite up to expectations yet, as indicated by the current sales and reception from amongst the hardcore gaming crowd. But the problem there was trying to market the technology to the hardcore gaming crowd in the first place – as VR begins catching on in the ‘mainstream’, we’re certainly going to see the technology adopted into casual gaming. Browser based videogames in particular are a great place for VR to find a foothold with the mainstream – if you consider even simple videogames in like Bonk.io have received millions of visitors, we’ll definitely see developers trying to work VR into their creations. And the tools exist for it – engines like Unity3D are able to export to WebGL and utilize WebVR plugins.

In-Home Theatre Experience

In-Home Theatre Experience

There’s two schools of thought regarding VR as a technology for watching movies at home – the first is that it’s totally awesome. The second is that it is completely isolationist and makes it impossible to enjoy a film with the family, when everyone has their own headset. Thus, its likely we’ll see app developers try to bridge this gap – something like each family member having their own virtual avatar, and being able to “see” each other in a virtual movie theatre, with the movie on a big screen. In fact, Paramount Pictures just recently partook in a deal to bring one of its films to a virtual movie theatre.

Job Interview Handshake

Increased Demand in the VR Job Sector

The job market itself in the tech sector is experiencing a massive demand for nearly all things VR related. With so many startups and million-dollar investment companies, there is currently over 1,700 job postings in the VR sector on Indeed.com – and around 47% of VR industry positions are hired through LinkedIn. Companies are on the hunt for everything from UI/UX designers, Unity developers, to the ever-popular Computer Vision Managers. It’s going to be a hot year for the VR job industry, for sure.

You can of course get a great selection of VR jobs here on VRFocus every Sunday in its regular feature The VR Job Hub.

Virtual Smell

VAQSO VR was revealed at the 2017 Tokyo Game Show, which is a small device that attaches to any VR headset and can emit realistic smells. This has tremendous implications for how we’re beginning to include all of the senses into virtual reality. Numerous demos were showcased alongside the VAQSO VR, such as a tour through scenic areas of Japan, with environmental scents to complete the atmosphere. I’m just really praying this technology doesn’t find its way into fart gag apps (somebody had to say it).

What’s Important

At the end of the day, it is important to understand that even if the VR niche is in full development, there are still a few years before we can consider it a serious trend. For now, people only get a headset if they absolutely want to try a new experience and a different point of view.

We definitely like the idea of having access to a more immersive cinematic experience, but the main application for VR is still in the gaming industry. The day when you’ll be able to be completely transposed into a game (yes, TRON reference everyone!), VR will become extremely popular! Until that day comes, most of us will watch the development of this niche from a distance.

 

Snapchat Partners with BMW for AR Adverts

Snapchat are seeking to turn their dipping fortunes around by partnering with car manufacturer BMW to launch augmented reality (AR) adverts on the platform in an attempt to introduce a new revenue stream.

Advertisements are something of a contentious issue, with many users strongly resenting their intrusion into content, particularly among customers who are faced with stringent data caps. SnapChat are hoping to sidestep this issue by blending together advertising and content.

SnapChat users have long been able to apply AR filters to photos, with Snap CEO Evan Spiegel claiming that the company had created ‘the world’s first AR superstar’ with its animated AR hotdog. SnapChat also partnered with artist Jeff Koons to allow SnapChat users to view a series of AR sculptures in various locations around the world.

The latest partnership is based on SnapChat’s World Lens ads, which allow users to interact with AR objects as if they were in the real world. In this instance, allowing users to walk around a BMW car, tap the screen to interact with it, or change the colour.

Jörg Poggenpohl of BMW said of the AR advertising campaign that BMW: “wanted to insert [itself] in an organic way into the Snapchat environment and its users’ world,” Research suggested that, “This would be the most meaningful way to address [its] fans in a style that fits the channel and the target group.”

SnapChat has seen a significant slowing of its growth, with revenue down by $30 million (USD) on expected projections, and a fall in stock value last quarter. Though SnapChat remains popular, the company is experiencing problems turning that popularity into a significant revenue stream.

Nor is SnapChat alone is trying to leverage AR technology to create engaging adverts, with companies such as OmniVirt also working on partnering with various major brands to monetise AR content and bring AR adverts to consumers.

VRFocus will bring you further news on SnapChat and AR advertising as it becomes available.

What Happens When You Can’t Look Away? How VR Developers Used Gaze Activated Technology To Captivate Comic-Con

What Happens When You Can’t Look Away? How VR Developers Used Gaze Activated Technology To Captivate Comic-Con

A young woman runs up to the camera, frantic. She begs the viewer not to look away from her, to steady their eyes — but then, in the corner, a flash. And then another one, just out the corner of your eye. And she continues to beg, the viewer finds it harder and harder to focus, until eventually, most give in and glance over. With an ominous warning, she disappears, replaced by a fearsome monster.

Or at least, that’s what generally happened. For those viewers at last year’s Comic-Con who chose the straight and narrow path, the main character of the MTV show Teen Wolf rewarded them by killing the monster with her weaponized scream. The piece, which was sponsored by AT&T, was viewed by thousands at the event and drew almost a million unique views when it was posted on YouTube and Facebook the following day.

The most interesting part of the experience was that the user didn’t know their actions had any impact on the story. Done overtly, gaze-activation can lend a “choose your own adventure” sheen to a piece, which is fine if that’s the aim. But done covertly, it can provide fascinating insight into the human mind, not to mention a subtle way to make an experience interactive without having to hand someone controllers.

Gaze activation can also provide valuable data to both developers and the brands who fund their content. Heatmaps are great, but gaze activation allows those on the back end to see exactly what cues people responded to in order to change a narrative, even if the cues we subtle. For those who want to test certain messages or plot points, it can be fascinating to see what makes people look away or focus on something else — and of course, any psychology student would have a field day with the data from an experience like “Teen Wolf” alone.

For AT&T, underwriting the experience was a chance to connect with a younger audience and stand out in the crowded field of Comic-Con. As VR emerges, brands can take advantage of the fact that the technology is so new to create memorable experiences for users, who will then recall their first immersive experience, hopefully with great fondness and brand awareness. Adding something like gaze activated technology also allowed them to create further points for discussion, as friends who did the experience were likely to compare endings and try to figure out why they saw different things.

It’s not enough for a brand to just make a 360 experience and expect people will pay attention anymore. Both developers and brands need to explore breakthrough technology like gaze activation in order to push content to the next level of interactivity and immersion.

Cortney Harding is a contributing columnist covering the intersection of VR and media. This column is an editorial product of TVREV, produced in partnership with Vertebrae, the native VR/AR ad platform.

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SDCC 2017: Piloting A Spinner In Blade Runner 2049’s Replicant Pursuit

SDCC 2017: Piloting A Spinner In Blade Runner 2049’s Replicant Pursuit

Gear VR owners only have to wait until tomorrow (July 21) to try the Replicant Pursuit tie in for the upcoming Blade Runner 2049 film, but we got an early sneak peak at Comic-Con in San Diego enhanced with D-BOX motion chairs.

It begins inside Gear VR in the cockpit of a spinner, also known as one of the flying cars from Blade Runner’s near future. You’re tasked with tracking down a replicant who is also in a spinner. The creators used the D-BOX chairs perfectly to enhance immersion and give the impression the vehicle was actually making its way around the city.

Movie tie-in projects for major films are sometimes flawed, with creators occasionally rushed to produce something that might ultimately release too close to the actual movie to have any effect on ticket sales. This project doesn’t suffer from those issues, with the film’s release coming in October there’s plenty of time for Replicant Pursuit to build some buzz for the movie.

“It was important to create something that wasn’t just an advertisement for the movie,” said Head of Experiences at Oculus, Colum Slevin. “We wanted to make something that could stand on its own narratively.”

I’m a big fan of the original Blade Runner film and right from the start I was taken by the use of sound to draw me into the world I’ve known from the original. The music sounded like a combination of old and new, with Vangelis’ original themes seemingly inspiring what I heard and causing a smile to grow on my face.

The pervasive holograms seen in the trailers for the film have a strong presence in the virtual world and left me with some lasting memories. You know that scene in Back To The Future 2 when Marty encounters the holographic Jaws? I don’t want to spoil it, but those kinds of invasive advertisements are pervasive through the world of Blade Runner 2049 and one particularly memorable section of Replicant Pursuit plays with this well.

The software includes light interactivity — encouraging the visitor to target other vehicles with your gaze and scan them for replicants, but they’ll also seem to auto-target if you don’t look at them. It isn’t much but it is enough to keep a visitor immersed in the virtual world through to its conclusion.

As soon as the headset comes off visitors were greeted by the actual spinner used in the film. A wall had lifted in the room where the D-BOX chairs and VR headsets were installed to reveal the vehicle on a street and bar populated by a collection of peacekeepers and “the ordinary masses who didn’t make it off world,” as a photo at the entrance to the overall experience suggested.

The virtual world was put together through a collaboration between the production company behind the movie (Alcon) as well as Facebook’s Oculus and developer Turtle Rock Studios. Replicant Pursuit is the first of three experiences promoting the film from different developers, with the last two debuting closer to October.

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Unity Is Creating VR Ads For A New Film In The Saw Horror Franchise

Unity Is Creating VR Ads For A New Film In The Saw Horror Franchise

Various industries are regularly embracing VR’s potential to expand their business and film has been heavily active in a variety of ways. In addition to several tie-in VR experiences we’ve seen, the dawn of immersive VR ads are now a thing as well. Today, we’ve learned that Lionsgate is embracing that concept by partnering with Unity to promote a new entry in the Saw horror franchise.

Arriving in theaters on October 27th this year, Jigsaw is the 8th film in the Saw franchise which was born back in 2004. The Jigsaw VR ad experience, releasing before the film, will be in the form of a “Virtual Room” which is a new tool Unity wants to use to showcase VR’s growing potential for advertising. Within the Virtual Room, users will interact with objects, learn about the upcoming film, and then have to figure out how to save themselves in a “truly visceral and entertaining experience” as so put by Lionsgate’s SVP of Digital Marketing David Edwards in the announcement’s press release.

“At Unity, we want to redefine how people consume advertising,” says Agatha Bochenek, Head of Mobile and VR/AR Advertising at Unity Technologies. “To grow this emerging form of advertising entertainment, we are taking the guesswork out of the biggest hurdles in a new medium — production and distribution. Our goal is to enable advertisers to build high-quality, engaging content quickly which will create memorable experiences, and can seamlessly reach users across all VR platforms.”

With the nature of the Saw franchise revolving roughly around “escape room” horror scenarios, this partnership with Lionsgate for Jigsaw is a seemingly perfect launching point for Virtual Room considering there’s plenty of source material to provide unsettling and memorable set pieces and moments for Jigsaw VR.

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Making Payments From Inside VR Just Got A Lot Easier With Payscout

Making Payments From Inside VR Just Got A Lot Easier With Payscout

Payscout has launched an application that enables easy payments inside virtual reality experiences.

At the Money20/20 conference in Copenhagen, Denmark, Payscout unveiled Payscout VR Commerce, which enables consumers to shop and purchase physical products while still in VR.

The Payscout VR Commerce app is integrated with Visa Checkout (VCO), which allows users to register payment credentials within the digital wallet or access their existing Visa account. The integration of Visa Checkout, tied to an immersive 360-video experience and offering the opportunity to explore merchandise in a virtual store, means consumers can execute a secure, frictionless payment in the VR experience without having to remove their VR headset.

“This is a watershed moment in payments and VR,” said Payscout CEO Cleveland Brown, in a statement. “We’ve seen many prototypes and simulations of VR shopping, but this is the first time anyone can experience real commerce in VR.”

Upon launching the app and entering payment credentials, the user can select a merchant — such as Body Language Sportswear (an e-tail merchant based in Los Angeles). That launches the shopper into a 360-video experience of a day in the life of a Body Language Believer before transporting them to a virtual store.

The store allows consumers to explore products interactively by rotating items, enlarging them, and viewing them in greater detail. The Payscout VR Commerce app also includes a menu-driven checkout experience, which securely confirms the user’s purchase and incorporates the payment credentials and shipping details that were resident on the phone’s digital wallet. After successful processing of the payment transaction by Payscout VR Commerce, an interface to the merchant’s fulfillment center is triggered with all the order details.

“This moment represents the next step in the evolution of shopping experiences,” Brown added. “We’ve seen the emergence and proliferation of both ecommerce and mobile commerce platforms, but this is the world’s first VR Commerce platform.”

The Payscout VR Commerce app for Google Cardboard is now available in the Google Play Store, and the technology will be adapted for iOS and additional VR platforms soon.

Payscout is a global payment processing provider connecting merchants and consumers via credit, debit, ATM, and alternative payment networks in more than 100 countries.

This contributed post was originally written by Dean Takahashi at VentureBeat.

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Vertebrae Releases New SDK for Advertisers

Vertebrae Releases New SDK for Advertisers

Monetization is high on the list of priorities for VR. While tech companies and brands have started investing more in content creation, making money from that content remains an uphill battle.

But that monetization issue may now be on its way to being addressed. Vertebrae, which emerged from stealth in September 2016 with its $10 million Series A funding, has released a new SDK allowing developers to quickly unlock VR advertising opportunities.

The drag-and-drop SDK will allow developers to layer ads directly on top of a VR environment in a non-disruptive manner. This allows for more innovative ad placements to enter VR experiences as brands are natively inserted into the landscape. Veterbrae’s new SDK creates opportunities for more immersive advertising engagement with consumers, and thus, more potential for financial windfall on the part of developers (and the brands they work with).

As part of the new SDK rollout, Vertebrae will be working with developers to unlock numerous monetization options around the new ad placements. The company will work directly with publishers to create smart placement within Vertebrae’s VR ad network, and formalize a payout structure for developers and publishers based on impressions.

Among the ad formats now available with Vertebrae are in-VR 3D object product placement, gaze-based interactive 3D, and 360 pre-roll and interstitials. Vertebrae is also currently working with the IAB to define standards for the new advertising formats through which the entire VR/AR advertising industry takes shape.

The company’s tech was previously in private beta, but developers can now sign up for access to the SDK here.


This is a guest post not produced by the UploadVR staff. No compensation was exchanged for the creation of this content. Cortney Harding is an analyst at TVREV through which she has a working relationship with Vertebrae.

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Disney Backed Jaunt And OmniVirt Are Partnering To Put More Ads Into VR

Disney Backed Jaunt And OminVirt Are Partnering To Put More Ads Into VR

Virtual reality is here to stay but, at this point, it’s still trying to figure out exactly how to generate revenue. One tried and true method in Silicon Valley for turning an idea into cash is to start tying advertisements to it. Now, a partnership between the Disney-backed Jaunt and 360 advertising startup OmniVirt is going to see if the advertising model works in VR.

Jaunt has raised slightly over $100 million from notable partners such as Disney, Paul McCartney (yes, that Paul McCartney) and China Media Capital. The company was able to raise these funds by arriving early and impressing with proprietary technology for the creation of immersive video.

Jaunt has continued to develop new hardware for VR video, but now it seems ready to diversity its revenue potential through a new advertising strategy formed in conjunction with its partner, OmniVirt.

Founded by former Google employees, OmniVirt is a 360 advertisement platform. OmniVirt’s bread and butter is an immersive ad distribution platform and analytics system. The team has already built VR campaigns for companies such as Toyota, Samsung, and Universal Pictures.

According to a joint release from the two companies, Jaunt and OmniVirt will now begin to “extend the reach of campaigns that Jaunt has been providing to its brand clients by ensuring increased distribution and viewership across OmniVirt’s premium publisher network.”

The release continues, “Under this partnership, Jaunt will be able to extend the reach of its client’s campaigns seamlessly into OmniVirt’s premium inventory, enabling brands to promote and drive viewership to their VR experiences.”

According to Jean-Paul Colaco, Chief Revenue Officer at Jaunt:

“We know that marketers and their agency partners are looking for premium inventory and scaled distribution when it comes to the world of 360° virtual reality advertising. We have been very impressed with OmniVirt’s technology and reach. The Jaunt Studio and app combined with OmniVirt’s distribution network will provide our clients with a holistic solution for their 360° virtual reality brand advertising campaigns.”

Advertising in VR is still experimental and deals like this one indicate that we may be seeing a good deal more experiments very soon.

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