AR, VR will generate $150 billion in the next five years. © Time Inc.
Abercrombie & Fitch, Aéropostale and American Eagle — once sought-after brands among high-school kids in the US — have seen their popularity and profits plummet. Since 2010, Abercrombie & Fitch has closed more than 275 stores, while Aéropostale shuttered over 120 stores in 2014 alone. For one, these retailers were hurt by their over-reliance on footfall to shopping malls and failed to adapt quickly enough to the rise of social media platforms, where today's teenagers spend far more time. Startup supremo wants to find out if a universal basic income will boost your creativity. A British police force is the use of trialling DJI drones to identify cannabis farms, locate on-the-run suspects and combat antisocial behaviour in a bid to save money.
Warwickshire Police, which operates in the West Midlands region of England, started a trial of the equipment – including a DJI Inspire 1, a DJI Phantom 3 Advanced and a FLIR Vue thermal imaging camera – last week. The trial, which will last for six months, involves the equipment being carried in a Warwickshire Police Operational Patrol Unit – a police car – with fully trained staff available to immediately put it into use 24 hours a day. While other British police forces have already trialled drones, most have used far more expensive non-consumer models.
“We’re one of the first forces to adapt this standard commercially available piece of equipment in trials,” explained Andrew Steventon, Warwickshire Police community support officer and chief pilot of the force’s UAV programme, at drone event SkyTech yesterday. How Fast Food Packaging Influenced Mobile Virtual Reality.
One year ago, my two oldest Berlin friends, Tom Kubischik and Nayden Naydenov contacted me.
Nayden had claimed to make Virtual Reality possible on smartphones. Tom and Nayden both work in the gaming industry, Tom as a large-scale project-manager for “Morgen Studios” and Nayden as a genius developer. In the 90s I was working in the VR department of the Fraunhofer Institute IPK in Berlin. Virtual Reality. Will Virtual Reality Appeal to Kids and Teens. Recently Touchstone Research completed a study with kids and teens about virtual reality (VR) through their youth and family consumer research panel.
The study, called ‘The New Reality of Virtual Reality and the Potential with Youth’, looked at how the impact of VR and the marketing behind it has impacted kids and teens. In an online survey of 500 US kids, between the ages of 10-17, drawn from across the country to represent a wide diversity, the research study want to know what they thought of VR currently. The kids were first asked about VR technology and then exposed to the current state of VR through images, videos, and text and then asked their opinions. The results show how kids and teens today are much more technologically aware than previous generations and show a keen interest in VR and its possible uses as the technology progresses.
The infographic below summarises the results. Meet the Consumers That Will Make or Break Virtual Reality Next Year. In Greenlight VR’s last article for Singularity Hub we broke down the virtual reality landscape, including company growth, investment, and geographical trends.
In this installment, we’ll look at the consumer market. As big players like Oculus, Sony, and HTC unveil consoles to the masses in 2016, it’s valuable to understand the consumers that will make or break the industry. The Year Virtual Reality Becomes a Consumer Reality. 2016 is going to be a very big year for Virtual Reality (VR).
Why now? Because there are hundreds of companies betting big on the consumer VR market since all signs point to excitement. Consumers are excited because the technologies are becoming “affordable” and the content is finally starting to be “good.” In the next 12 months, there will be an explosion of new and improved technologies and content that people want to consume. This year will see several major VR headsets, including Oculus Rift in March (now available for pre-order), the HTC Vive in partnership with Steam and Sony’s PlayStation VR to name a few. Below I will highlight five key reasons why consumers VR adoption will finally reach the tipping point this year: VR isn’t new, it is just maturing. MeadWestvaco study reveals effects of product packaging on buying behaviour. Mumbai | | February 28, 2014 The study intended to gauge the impact of packaging on consumer purchasing behaviour, brand loyalty and overall product satisfaction.
It's not just the product quality but also the way it is packaged that influences buyers to return, suggests Packaging Matters, the second edition of the study by MeadWestvaco, a leading packing and packing solutions company. The study intended to gauge the impact of packaging on consumer purchasing behaviour, brand loyalty and overall product satisfaction. The study took the view of 7,665 consumers spread across 10 countries such as Brazil, China, Germany, India, Japan, Russia, South Africa, Turkey, the UK and USA. Packaging. How To Make Your Product Packaging Stand Out Essentially, the packaging you sell your product in serves as an advertisement.
From the material of the package to the design of your product label, it’s crucial to carefully consider these decisions in order to best attract consumers, sell your product and represent your brand. Packaging influences in-store and online purchasing. Consumers who are satisfied with a product’s packaging are more likely to purchase that product and are likely to try a new product due to satisfaction with its packaging*. Fun and Functional Packaging Add-Ons. Major retail chains now call their customers “guests.”
They want to be shopping destinations that cater to every need and delight guests with new experiences. The goal is to build up expectations so that shoppers return out of habit. The challenge, of course, is to meet or exceed expectations on every visit. Offering extra value on various items throughout the store is one way to keep shoppers excited.
One age-old device for “bonus” promotions that add value to a product is to shrink-wrap a smaller sample package to an established product offering. Augmented and Virtual Reality Devices to Become a $4 Billion-Plus Business in Three Years. You are here: Home / Press / Company News / Augmented and Virtual Reality Devices to Become a $4 Billion-Plus Business in Three Years CCS Insight Releases First Forecast of These Rising Technologies More than 24 million devices will be sold in 2018 Analyst forecasts claim virtual reality could be one of the most disruptive technologies for a decade Virtual reality has the potential to be one of the most disruptive technologies for a decade, according to industry analyst firm CCS Insight. Will v-commerce replace e-commerce? –
More than a third of consumers say they would shop for more products online if they were able to try them virtually using headsets, and 63 percent say they expect virtual reality to impact their shopping experiences in the future, says the Reinventing Retail 2015 Report. Virtual reality or augmented reality market is set to grow further, with previous projection by Digi-Capital saying the market could reach only $150 billion by 2020. Commerce itself has been moving along waves of technological revolution like Internet and mobile phones and thus it is likely that v-commerce will be the next wave of e-commerce, Sam Sisakhti founder and CEO of UsTrendy told Hypergrid Business.
Sam Sisakhti “There is a strong possibility that v-commerce can be the next step in the evolutionary change of commerce,” said Sisakhti. Haptic Retail: The Next Generation of Online Shopping? When talking about retail, we’re often left wondering, what’s next? What are some of the technologies that will revolutionize the retail industry going forward? Often, it’s easiest to refer to the things we see in the media, from 3-D printing, the rise of mobile commerce, process streamlining, automated decision making and other digital retail technologies associated with the merger of the physical and digital worlds.
However, what technologies go beyond what we see developing in the news? The reality is that no one really knows. VR Headset Sales Forecasts and Market Penetration 2014 – 2018. Building on our experience in producing market forecasts for the virtual world/MMO sector since 2006, in January 2014 we published the first ever market sizing forecast for the consumer virtual reality market. This forecast has now been updated and expanded to reflect the growing VR marketplace and the emergence of input devices to accompany HMDs. Our full (and free) updated VR market sizing report can be ordered here. We’ll be diving into our findings in a series of articles, starting with addressable markets, HMD and input system penetration rates, available devices and overall unit sales forecasts for 2014 – 2018.
Addressable Markets and Penetration Rates The starting point for our VR market sizing is the total global addressable market. On this basis we forecast the total universe for consumer VR at 800m consumers in 2014. A Retail Revolution: The Digital Generation Is Changing the Way We Work, Live, Play, Learn, and Shop. Retailers once had a pretty clear idea of who shopped where and how they did it. After all, there were not that many options available for shoppers. A Timeline of Fashion’s Early Experiments With Virtual Reality. Rebecca Minkoff Takes Fashion Tech To The Next Level With Virtual Reality Headsets. Rebecca Minkoff, one of Fast Company's Most Innovative Companies in Fashion this year, has just introduced virtual reality (VR) headsets into its product line, along with clothes, bags, and accessories.
The headset requires some assembly—it's a fashion-friendly spin on Google's VR platform, Cardboard—but allows consumers to pop their iOS or Android phones into the box and watch a stream of VR content. Rebecca Minkoff and her brother, Uri, have already garnered a reputation for merging fashion with technology. Trillenium turns e-commerce into “immersive commerce” For eCommerce, Virtual Reality Could Be Here. Explore Famous Converse Sneakers in Virtual Reality. Kellogg's gives young cereal eaters a face full of action with virtual reality headset—UPDATED. The VR race: What you need to know about Oculus Rift, HTC Vive and more: The VR race: Samsung, Google and Razer. Virtual Reality Cardboard Market 2015-2019 - Industry Analysis. 1 of 5. Microsoft hackathon teases Google Cardboard competitor to enter VR arms race. Beyond Gaming: 10 Other Fascinating Uses for Virtual-Reality Tech. Kellogg’s Nutri-Grain Cereal Now Comes With A Cardboard VR Viewer For Consumers In New Zealand.
75% of top brands have VR projects – 9 industries using virtual reality. Quickly build beautiful moodboards and easily share the results. Artist Blends Augmented Reality With Real-World Scenarios For Kickstarted Video Series. Five promising trends for the future of food packaging. Exploring marketing trends and packaging innovation - Graphic Arts Magazine.
Holition: face-tracking technology for makeup shopping. Microsoft HoloLens augmented reality headset lets doctors get under patient’s skin. What is Augmented Reality? The Rise of Augmented Reality. Is augmented reality the future of packaging? - Packaging Gateway. Getting personal: how much further can the trend go? Close up – the future of personalised packaging with Benjamin Punchard - Packaging Gateway. New Technology. KEIICHI MATSUDA. Keiichi Matsuda: Augmented Hyper-Reality. Buy Google Cardboard 2.0 made in Germany. Behance. The 10 things you need to know about augmented reality. Interactive product installation in Dreamoc - with a smart phone or a webbrowser. DIY: Build your own Google Cardboard VR viewer. Touch and go. 3D Augmented Reality using a smartphone & a cardboard box.
Packaging trends for 2016 – Sustainability, flexibility and barrier films. Behance. Qubic Store Packaging on Behance. GTS Packaging Solutions. NEW Augmented Reality as part of Tyler's design process. How augmented reality will impact packaging.