Innovations in AR: Retail

With the global AR, VR and MR market worth $28bn in 2021 (and projected to top $250bn by 2028), it’s little wonder that companies are wanting to hop onto the XR bandwagon. In the retail industry, the augmented reality (AR) subsector is proving particularly enticing, with retail having been one of the boldest industries adopting AR technology, particularly over the past decade. That’s been aided by AR going mainstream thanks to the advent of smartphones packed with all the sensors and capabilities necessary for advanced experiences, resulting in 810 million active mobile AR users in 2021 (up from 440 million in 2019).

That rapid increase can also partly be attributed to the COVID-19 pandemic, which has resulted in a huge shift to online shopping and e-commerce – adding $219bn to US e-commerce sales in 2020-2021. Of course, even before COVID-19, the ratio of internet sales to total sales was trending steadily upwards, but as the pandemic itself has abated, digital shoppers have remained. And as customers have moved online, they have become increasingly ready to embrace digital technologies such as AR. 

AR and the Customer Experience

Seizing on that appetite, retail brands have created a wide range of AR experiences to entice customers. Sportswear brand Nike, for instance, has built-in AR functionality in its app in order to properly measure shoe size. The app makes use of a smartphone camera and simply requires the user to point their phone at their feet. The app also allows customers to share their saved shoe size with Nike stores via a QR code – helping to ensure a perfectly fitting shoe.

Nike FIT Digital Foot Measurement Tool  3

Part of the attraction for retailers is the way the technology can build excitement and deliver unusual and buzzy customer experiences. Retail stores themselves can build-in AR functionality, taking advantage of their physical space to offer more complex possibilities. Consider magic mirrors, for instance, screens which capture live views of shoppers, overlaying products onto their person. AR displays can also be placed on a storefront to draw viewers inside. Timberland took exactly this approach, utilising Microsoft Kinect technology to produce a virtual fitting room in the front of a store. Shoppers could stand in front of a screen and see a virtual representation of themselves wearing Timberland clothes – all before they’d even stepped foot inside.

For brands without the capabilities to build these AR experiences themselves, agencies have sprung up to help retailers make the most of the technology. Rather than create their own AR apps, brands can also benefit from tie-ins with some of the biggest AR-enabled apps, with the likes of TikTok, Instagram and Snapchat all offering extensive filter options. That removes much of the legwork from getting started with AR, which is why there are so many examples, whether it’s Porsche, Coca-Cola, or Starbucks.

The branded filter approach has been proven effective for marketing brands, as with over-the-counter cold and flu medicine Mucinex, which created a TikTok filter which resulted in a 42.7% increase in purchase intent.

Aside from including AR in their marketing endeavours, some retail companies have even delved into creating full-fledged AR products. Consumer product manufacturer Bic has released an app and accompanying drawing book known as DrawyBook which lets children bring their illustrations to life via an AR scan.

The Virtual Try-On

Perhaps the most popular use-case for retail AR, however, is the virtual try-on. Most of the industry’s biggest brands offer some form of the technology, which allows prospective buyers to see how a product would look on them without needing to physically try it on. Typically, such AR experiences make use of the ubiquitous phone camera to display the virtual elements in real-time. Prominent virtual try-on examples include make-up from Maybelline, clothing from ASOS and Zeekit, and shoes from Vyking.

Try-ons needn’t be limited to clothing. One good example is the IKEA Place app which allows users to place 3D models of the company’s furniture into their own rooms in order to preview how they would look, automatically scaling them based on the room’s dimensions to ensure they are true to life. In the US, Home Depot has taken a similar approach, aimed at improving the experience for mobile shoppers, who make up more than twothirds of online traffic. Home Depot said in 2020 that customers who engaged with its app’s AR features were two to three times more likely to convert. 

Virtual try-ons have added benefits for retailers. It is estimated that returns cost retailers in the UK £60bn every year. If people can have a better idea of what they’re ordering before it is sent out, there’s every chance of bringing that number down – helping retailers and also the planet, as items don’t need to be sent back the other way after being delivered. Customers might be nudged into trying items virtually thanks to retailers increasingly moving away from free returns.

Room to Grow

Despite the plethora of AR options on offer, consumer interest for retail AR is still at a relatively low level. In October 2021, a survey found that only 13% of US adults had ever used AR or virtual reality (VR) to shop. Admittedly, that was up 5% on the year before, and 37% of those questioned did say they were at least somewhat interested in using AR or VR to shop. That means that 50% of US adults have either used or are interested in using AR while shopping.

According to the Impact of Augmented Reality on Retail report, of those making use of AR, 77% use the technology to visualise differences in products, such as alternative colours and styles. Meanwhile, 72% of shoppers who used AR in their shopping journey said it resulted in them buying.

AR also has a burgeoning role when it comes to navigation and directing customers around retail stores more effectively. In the US, home improvement store Lowe’s has developed an app which overlays directions onto a smartphone’s view of the store, for instance, helping customers to more quickly find what they are looking for.

Summary

In the retail sector, AR finds a distinct niche, serving to enable new and innovative customer experiences in the never-ending battle to attract potential buyers. Retailers have already become very canny with making the most of AR opportunities using customers’ smartphones – the next frontier will see better use of physical stores themselves to deliver more complex and compelling AR experiences.

Is Mark Zuckerberg Teasing Physical Meta Stores To Demo Quest?

Mark Zuckerberg shared an image that looks like it might be teasing physical Meta stores or retail displays for Quest demos.

The image was posted to his Facebook wall with the caption “Any guesses where this was taken? 👀“. It shows him wearing a Quest 2 in front of a video wall showing a mixed reality view of him playing Beat Saber. In the rear, shelves containing what looks like Quest 2, Quest 1, and Oculus Go, sit alongside what looks like the box for the Quest 2 Elite Strap and Anker’s charging station for Quest 2.

Back in November The New York Times reported Meta had been planning physical stores for more than a year. The purpose of the locations would be to introduce people to Meta’s hardware: headsets, glasses, and Portal video calling devices. The report didn’t mention whether products would actually be sold in-store, but it sounded like that wasn’t the focus of the plan. Discussions about physical stores reportedly “predated Facebook’s rebranding by many months”, with serious work on the initiative starting last year.

Facebook opened a few temporary pop-up stores for the budget Oculus Go headset at its launch in 2018 but has otherwise relied on partnerships with existing retailers. The original Oculus Rift headset had demo stations at Best Buy, and display cases for Quest can be found at a number of retailers.

Virtual, mixed, and augmented reality are technologies that need to be tried to be truly understood – and most people still haven’t. Factors like head shape, eyesight, and sensitivity to weight against sinuses can affect how comfortable a given person finds a head-mounted device. Headsets and glasses could be ideal for a physical retail strategy.

It’s also possible this is just a new area for employees within Meta’s HQ to relax and play Beat Saber while others watch. But then why is there a product box on the shelf? Let us know if you have any alternative theories in the comments below.

Oculus Quest 2 Stock Gone? This Chrome Extension Alerts You When It’s Back

Sick of refreshing online retailers in hopes of grabbing Oculus Quest 2, PlayStation 5, or a next-gen graphics card?

Google Chrome browser extension OctoShop aims to solve this problem by alerting you when a product is back in stock, checking across all major US-based retailers.

It was developed by UT Austin students Darshan Bhatta & Sriram Hariharan, with design work done freelance by Taamannae Taabassum.

Bhatta tells us the extension was used by many people to find an Oculus Rift S or Oculus Quest throughout the year. And now, with Quest 2 stock starting to fluctuate in time for the holiday season, he says it’s now helping people buy VR again.

If you just want to check current availability across retailers without getting the extension, you can use their website InStok.

Installing the extension lets you set up notifications so you’ll know exactly when the product you want is available again. You can set a maximum price to ignore scalper listings, which users seem to love based on the Google reviews.

OctoShop isn’t just limited to VR headsets of course, you can use it for other hard to find products like PlayStation 5 or the latest NVIDIA / AMD graphics cards.

The service is currently only available in the USA, but there’s a signup form to be alerted when it expands to more countries.

London Dynamics Looks to Transform the Consumer Retail Experience With AR

As augmented reality (AR) adoption continues to grow so do the use cases. Online retail saw some early adoptions such a Nike using the tech to sell limited-edition sneakers but it has mainly been limited to big global companies. To make it easier for more eCommerce businesses to employ AR, London Dynamics has announced its new AR platform.

London Dynamics - Michael Valdsgaard
London Dynamics – CEO & President, Michael Valdsgaard. Image credit London Dynamics

In a keynote presentation to attendees of Retail Without Borders London Dynamics CEO and President, Michael Valdsgaard unveiled the new venture, to provide a high-tech immersive commerce solution to increase sales for brands by enhancing the way consumers interact with products digitally.

“We are bringing online shopping back into the physical world by enabling that long-awaited augmented reality revolution,” said Valdsgaard during the keynote. “The evidence of massive disruption buffeting retailers in the UK can’t be denied. The Office of National Statistics reported that as much as 21 per cent of retail sales were made online in December 2019, an increase of six per cent, while over 10 thousand in-store retail jobs were cut in the first weeks of 2020 alone.”

As the former head of digital transformation at IKEA, Valdsgaard helped the retailer adopt AR into its own app several years ago, seeing the potential of the technology. London Dynamics’ platform can create AR integrations for products from wearables to furniture, developing solutions which are platform agnostic and available to everyone.

IKEA Augmented Reality
AR on IKEA app

“With London Dynamics, I want retailers and brands to have an accessible, ‘plug and play’ solution for AR; allowing their customers to make better purchase decisions and convert sales by adding a physical experience to online shopping,” said Valdsgaard. “Without a shadow of a doubt, AR has the potential to entirely overturn the way we look for, buy, and sell things online.”

With AR built into a mobile shopping app, you can not only spin the item around to see it from all angles, but you can also place a piece of furniture in a room or even view a watch on your wrist, helping dispense uncertainties and reducing the hassle of returning items which aren’t quite as expected.

“Lasting change isn’t coming for retail, it’s already here, and AR has similarly arrived to offer a new and powerful way to respond to changing customer demographics and demands.” VRFocus will continue its coverage of the latest AR developments as they happen.

OC6: Facebook’s Talks AR Shopping Applications Coming Soon

At one of the panels at last week’s Oculus Connect 6 conference, Facebook gave an update on its Spark AR platform, including some new applications for retail and shopping environments.

The panel, titled “Bridge Virtual and Real Worlds with AR”, started off with an introduction to Facebook’s perspective on AR now and in the future, centered around its Spark AR platform, and the ways in which the technology is being adopted.

“We’ve been looking to see if augmented reality can provide the experiences that resonate in actual reality,” said Matt Hanson, Spark AR Project Design Manager. “And we’re seeing pretty strong indications that it can.” Over 1 billion people have used AR experiences across a variety of Facebook platforms in the last year, including on Facebook itself, Instagram, Messenger and Portal.

“I love VR, but it’s difficult to get your content to a huge audience in an immersive way. But because AR and VR are so complimentary, we can exchange assets with relative ease, and by leveraging spark, you can now reach the eyeballs that you couldn’t without headsets.”

Although Hanson didn’t give extensive details, he announced that Spark AR will soon support “other exciting applications”, one of which is AR shopping. Hanson said that the service would facilitate being able to virtually try products through AR on a phone camera, without having to go to a physical shop to do so. The three examples he gave, pictured below, were being able to try sunglasses on, being able to try on makeup such as lipstick, and testing out what a piece of furniture would look like when placed in a room.

Spark AR shopping

He also spoke about using Spark AR to create, implement and present AR experiences in places and spaces, such as a recent experience available to visitors at the Tate Britain museum in London.

How do you feel about trying on products through an AR camera service? Do you think it could replace the real thing? Let us know in the comments below.

The post OC6: Facebook’s Talks AR Shopping Applications Coming Soon appeared first on UploadVR.

Familiarity With AR/VR Isn’t Translating Into Practical Usage

While the virtual reality (VR) industry has been doing a better job over the last couple of years at getting its message across regarding the wonders (and many use cases) of the technology, that isn’t necessarily translating into consumer usage, a new survey by Artec 3D has found.

University of Warwick_devon_allcoat_1

A developer and manufacturer of professional 3D scanners and software, Artec 3D analyzed survey responses from more than 1,000 U.S. consumers on the use of VR and augmented reality (AR) technologies for retail applications.

Uncovering several trends among respondents, the survey found that while all of them knew and understood the technologies, a whopping 66 percent still hadn’t tried it. Of those that had, the highest use was for entertainment at 10 percent, followed by shopping at 5 percent.

Other stats from the survey included:

  • Consumer awareness of existing AR and VR features within the following retail apps: Amazon (37%); Wayfair (16%); Ikea (15%); Lowes (14%); Gap (10%); and Sephora (7%).
  • 50% of respondents would find an interactive 3D model of a product more helpful than images when shopping online.
  • 38% would find AR and VR most helpful for shopping for large home furniture & décor
  • When asked when AR and VR will become common tools for shopping online, 26% of consumers stated within the next year and 43% within the next five years.
  • 18% of consumers believe that within the next year AR and VR will become common tools for shopping within physical stores, while 32% believe this will happen within the next five years.

IKEA Augmented Reality

“Although utilization of 3D technologies in the retail space is in its infancy, consumers are expecting these capabilities to be integrated within a short timeframe,” said Artyom Yukhin, president, and CEO of Artec 3D in a statement. “Choosing the right 3D scanning technology is going to be critical for retailers, as they look to build out their library of 3D models to populate AR and VR environments. The solutions they choose will need to capture objects that range in size, from those that can fit in your hand to large pieces of furniture, with high accuracy and resolution and in full colour. Our handheld 3D scanners fit these needs and are intuitive, minimizing the training needed to create a professional 3D model.”

Even with companies like Blippar going into administration or Starbreeze AB having to refocus its efforts, there’s still a lot to look forward to over the next few years for, VR and AR alike. As consumer interest grows, VRFocus will be there to report on the latest findings.

Retailers Exploring New VR And AR Concepts To Drive Sales In 2019

Retailers Exploring New VR And AR Concepts To Drive Sales In 2019

These are doubtless challenging times for brick-and-mortar retailers who prove slow to incorporate new technologies in their operations – we don’t need to look much further than the collapse of Sears for a high profile recent casualty. But disruption also means opportunity for those who embrace innovation and are willing to reinvent themselves in the digital age, and immersive technologies are becoming an increasingly big part of that picture.

According to various analysts, AR will drive $122 billion in eCommerce spending by 2022 with e-Commerce expected to be the number 1 sector for AR. Smart retailers are looking to visualization tools like 3D products, Augmented Reality, and Virtual Reality as a way to show off more products in less space (or in the customer’s home), which reduces the need for square footage.

Amazon, IKEA, and Wayfair are all using these technologies to bring together the advantages of online shopping with brick and mortar retailing to add value to real-world shopping experiences with a minimal learning curve for both employees and customers. Macy’s Virtual Reality furniture experience, for example, allows people to design their own living spaces, populating it with items from Macy’s extensive catalog of products, using a headset VR headset to then walk around these spaces in Virtual Reality.

“There’s really no air between “traditional retailers” and “online retailers” anymore,” says Beck Besecker, Co-founder and CEO of Marxent, the 3D Cloud platform which powers the Macy’s experience. “The “traditional” players (like Macy’s) are embracing new technology and e-commerce sales tools, while online retailers are looking to move into the real world by opening stores or acquiring companies that already have them. (Think Amazon buying Whole Foods.) Moving forward, any retailer that’s not utilizing some combination of immersive technology with a physical presence in the real world is in danger of being left behind.”

Macy’s invested in a pilot for three months in three stores of different sizes, and saw positive results. Based on those, they decided to roll out the technology to 70 stores, a process which was completed in October, with a further 20 locations set to go online by January 2019.

“Customers can take a 2D floorplan and transition it to 3D in real time,” said Besecker. They also offer the opportunity for customers to use AR to place the product in their actual living spaces. Since implementation started, VR-influenced furniture sales have increased by more than 60 percent versus non-VR furniture sales, while returns are down to less than 2 percent when using VR.

“Since immersive technologies like VR still require some human assistance and expensive headsets most people don’t have at home, brick-and-mortar retailers have an edge to provide this type of on-site immersive shopping experiences,” Mickaël Jordan, Co-founder and COO of Augment, a company which works with many retailers to integrate immersive tech functionality into their offering. “In the meantime, the rise of the ‘endless aisle’ enabled by VR means that in the long run brick-and-mortar retailers will need to reduce the size of their stores drastically. The combination of physical and digital means much less space is required to show physical products, while a bit more space is required to provide high quality digital experiences.”

Ikea is one retailer that shows how this balance can be struck in a smart way by providing VR as an on-site service in strategic places where it makes sense to do so, such as helping shoppers build their kitchen with a specialist and visualize it in an immersive way. In parallel they also offer AR capabilities to let customers see how items look in their own home environment with the Ikea Place mobile app.

The world’s largest retailer, Walmart, has also embraced immersive technology in a wide variety of ways. They have actively explored the use of Mixed Reality technology such as the HoloLens to streamline its warehouse operations and recently integrated an AR functionality into their official app to help customers price-check items quickly in store (something that was created by a team of employees during an internal hackathon).

“When a customer launches the scanner, they get a direct connection between the digital and the physical world that their screen and camera lens creates for them,” says Tim Fields, Senior Engineering Manager at Walmart Labs.

In addition to filing patents for its own virtual showroom, the company also partnered with Spacee to create interactive Nest thermostat displays for several of their stores using what’s known as “post mobile AR” or “simulated reality” where any surface can be transformed into a touchscreen, effectively bypassing the need to use a device such as a tablet or smartphone.

Walmart’s most ambitious VR rollout to date, however, has been in staff training. They are scaling up their use of STRIVR’s VR training program on the Oculus Go in a bid to offer access to such training to every one of its U.S. based employees. Across the country, they will be sending 17,000 Oculus Go headsets to every Walmart supercenter, Neighborhood Market and discount store.

Andy Trainor, Walmart’s senior director of U.S. Academies, says that the way VR promotes experiential learning translates into better results across the board: “When you watch a module through the headset, your brain feels like you actually experienced a situation. We’ve seen that VR training boosts confidence and retention while improving test scores 10 to 15 percent – even those associates who simply watched others experience the training saw the same retention boosts,” he explains.

“The immersiveness of well executed VR products and services creates an emotive connection between the employee and the content they are experiencing,” agrees Andy Mathis, Head of Partnerships, Oculus for Business. “We are seeing early results that when an employee feels a connection with training content through VR, they retain more of the training, and show better results, faster, in the execution of their jobs.  This illustrates very real ROI.”

Walmart plans to use VR to train associates in soft skills like empathy and customer service, and compliance, yet the technology is also particularly helpful in teaching employees how to use new technology. In a pilot test this summer, 10 of their stores used VR for training on new Pickup Tower units before they were even installed, with no instructors required on site. And although Walmart won’t share specific costs, it is clear that VR training compares favorably to traditional methods both in terms of pricing and flexibility, which is why, by the end of the year, the company aims that all of its more than 1 million associates will have had access to VR technology at their stores across the U.S.

“VR training helps us train more associates on a large variety of topics. We have more than 45 virtual reality training modules covering areas like compliance training, new technology and soft skills,” says Michelle Malashock, Corporate Communications at Walmart, adding that having access to the standalone Oculus Go headsets was a key part of scaling up the deployment.

“The portability and low price point of Oculus Go lends itself to scaled deployments, and the Walmart deployment of the Oculus Go in all 4,500+ of their US retail stores for employee training will represent a truly scaled, nationwide deployment of VR in a retail setting,” Mathis adds.

Joel Breton, VP Global VR Content at HTC Vive, believes there is vast untapped potential in virtual commerce: “The Immersive retail content category is an absolutely massive opportunity that has yet to be fully explored or developed by most retailers, he says. “At Vive Studios, we are very engaged with several retail partners to help them develop and deploy immersive v-commerce solutions to their business,” he explains.

Besecker concludes that they are “beyond encouraged” by these initial results, adding that customers seem to really love this new immersive way of shopping. “We hear the same things over and over again: The furniture looked and fit in the real world exactly like it did in VR; the process made them feel more confident in their purchases; they would not have purchased that day without the VR. The customers we’ve talked to enthusiastically recommend VR visualization to their friends and can’t wait to use it again.”

If established retailers are able to use immersive technology to energize customers and give them reasons to not only visit their stores, but make more purchases and fewer returns, this could indeed prove a game changer for struggling high streets and provide a much-needed boost for the economy, as well as a way for people to become familiar with technologies such as VR without needing to commit to purchasing a headset for their home. It would be interesting if, rather than gaming or even porn, it was shopping that finally gave VR the biggest push towards mass-market adoption. Whether or not that’s the case will probably become clearer over the course of the next year or so as more merchants follow suit and bring out their own immersive offerings.

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Point & Place AR Shopping Platform Adds Face Tracking

Augmented reality (AR) is becoming increasingly popular as a tool for retailers to aid in sales. AR technology allows customers to virtually try out a product before purchase, so see if it fits in their room, or on their body. Digital commerce company EyeKandy has announced that it hopes to make AR retail technology more accurate with the addition of ‘AR Wearables’ to the Point & Place AR platform.

The AR Wearables function utilises facial tracking technology in order to adjust a selected product, such as glasses or headphones to fit the specific head size of the person viewing the product, letting customers try on wearable products.

Point & Place

“This is not a one size fits all feature roll-out. This is state of the art, cutting edge technology, deployed for the first time in mainstream retail. The Wearables technology allows the forward facing camera on the shopper’s phone to see the specific dimensions of their face and then place, for example, a pair of headphones onto their head. It will dynamically adjust based on each person’s specific head size; it’s not just a static, one size model,” commented Joe Golden Creative Director of EyeKandy.

The company is planning on rolling out the upgrade to all retailers connected to the Point & Place platform for no extra cost.

“We are seeing shoppers want to share the AR experiences with friends and family to get feedback as part of the purchasing process,” Golden continued, “so we made it easy for them to place products on their head, take a picture and send it to friends to get feedback. It’s engaging, its fast, it’s impactful, and it reduces the ‘Imagination Gap’ for the shopper.”

Dave Seedorf, Digital Marketing Manager EMEA at Harmon International added; “We were delighted to be invited to support this initiative as the launch partner, as we love to innovate our Digital Marketing activities continuously. We are convinced that the technology, deployed in this way, will be a fun, educational and personal experience for the shopper. That can only be a good thing.”

EyeKandy

For future coverage of AR use in retail and industry, keep checking back with VRFocus.