Augmented Reality Advertisement 2012 Chapter 1 Research Methodology NL Dalmia Institute of Mgmt Studies and Research Page 1 The chapter focuses on the core objective of study and complete methodology adapted for the research. It gives a direction to what tasks to be accomplished, how it’s going to be done and in what time. Finally, it also covers the limitations of the study.
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Augmented Reality Advertisement 2012
Chapter 1Research
Methodology
1.1 Introduction
NL Dalmia Institute of Mgmt Studies and Research Page 1
The chapter focuses on the
core objective of study and
complete methodology
adapted for the research.
It gives a direction to what
tasks to be accomplished,
how it’s going to be done
and in what time.
Finally, it also covers the
limitations of the study.
Augmented Reality Advertisement 2012
Augmented Reality Advertisements have become the buzz for 2010. Marketers started to
use Augmented Reality (AR) to promote products via interactive AR applications. The
concept of Augmented Reality is becoming a big deal for businesses as it is the idea that
locations, devices and even the human body will be augmented by linking and overlaying
additional information on top of regular reality. It is said that Augmented Reality Advertising
will simplify our lives and will facilitate decision making process by reducing the time
dedicated to information search or looking for alternatives.
This research was conducted to study and analyze the change that’ll be brought in the
Advertising industry with the increasing use of Augmented Reality Ads. The research was
also carried out to study the future of this concept along with its present popularity among
the consumer sector as well as its viability options.
1.2 Statement of Purpose
As media vehicles continue to fragment and mesh within each other, marketers need to
understand the implication of various parameters guiding this fragmentation basis the
consumer behavior. The challenge for a marketer is to have a deeper understanding of
every media vehicle so that they can selectively target right customers for their message
delivery.
Augmented Reality advertising has gained a lot of popularity as an innovative effective tool.
However, due to lack of awareness and technical barriers this concept has had to face
speculation. This research was primarily conducted to analyze the consumer reaction,
popularity and future applications of Augmented reality advertising.
1.3 Objectives
The objectives of this project are the following:
1. To study the consumer reaction towards Augmented Reality Advertisements.
2. To study the popularity and viability of the concept of Augmented Reality
Advertisements
3. To study the future and success of Augmented Reality Advertisements
1.4 Research Design
NL Dalmia Institute of Mgmt Studies and Research Page 2
Augmented Reality Advertisement 2012
For any researcher the research methodology is the most important criteria to decide
before the actual research process starts. The Research Design for this report is Descriptive
because it provides all the opportunities to cover all the aspects that are required to
conduct the research and get an appropriate outcome.
Descriptive research includes surveys and fact – finding enquires of different kinds. The
major purpose of descriptive research is description of the state of affairs as it exits at
present. In social science and business research we often use the term Ex post facto
research for descriptive research studies. The main characteristic of this method is that the
researcher has no control over the variables; he can only report what has happened or what
is happening.
1.5 Hypothesis
A hypothesis is a proposed explanation for an observable phenomenon. The various
hypotheses tested in this research are mentioned below:
Hypothesis 1:
Ho: Use of AR advertising application is not dependent on the users’ age.
H1: Use of AR advertising application is dependent on the users’ age.
Hypothesis 2:
Ho: Consumer reaction about the popularity of AR advertising is not affected by the actual
use of AR application
H1: Consumer reaction about the popularity of AR advertising is affected by the actual use of
AR application
Hypothesis 3:
Ho: All the factors of an ad do not equally attract a user to use AR as an advertising tool
H1: All the factors of an ad equally attract a user to use AR as an advertising tool.
1.6 Methodology
NL Dalmia Institute of Mgmt Studies and Research Page 3
Augmented Reality Advertisement 2012
a. Data collection sources:
Primary: Data collected through questionnaires.
Secondary: Secondary data was collected from the Research papers from
Telibrahma, ABI Research and Juniper Research.
b. Sampling Plan:
Sampling population: Population familiar with the concept of ‘Augmented
Reality’.
Sample size: The study is based on 270 respondents.
Sampling unit: Each was selected in the sample had prior information about
‘Augmented Reality’ and were familiar with its use as an advertising tool.
Sampling method: Non probability convenience sampling.
Geographical Scope: Areas were selected randomly across the country. All
of the respondents were taken from Mumbai due to time constraint.
Research Instruments for data collection: Questionnaire
Analytical tool: Graphs like pie charts, bar graphs, tables etc. have been
used to analyze & interpret the data.
Statistical tools: Tests such as chi-square test and ANOVA were used to
analyze data and test the hypotheses.
1.7 Assumptions
The research was based on the following assumptions:
The selected samples represent the whole population.
We have assumed that people who were selected for survey would give true
responses while filling the questionnaire
The selected samples are those who have already been familiar to the concept of
Augmented Reality advertising.
1.8 Beneficiaries of the study
NL Dalmia Institute of Mgmt Studies and Research Page 4
Augmented Reality Advertisement 2012
The study that has been conducted could be of use for the following groups:
It would be helpful for the companies to
Understand the concept of AR and use it as an advertising tool to advertise their
product in a more interactive and creative manner.
It could benefit the AR advertising agencies to understand the drawbacks and
consumer perception of AR advertising and hence improve upon the new
advertisements that can appeal a larger population.
It is beneficiary to the common man who can get familiar with the concept of AR
advertising.
1.9 Limitations of the study
Personal bias : Some respondents may have had personal bias due to which they may not
have given the correct information and due to which the right conclusion may not be have
been derived at.
Sample size: The Sample size taken is only 270; which may not result in very accurate
results.
Time limit: The time limit taken for conducting the research was less, it could also be one of
the limitations of the study
NL Dalmia Institute of Mgmt Studies and Research Page 5
Augmented Reality Advertisement 2012
Chapter 2AUGMENTED
REALITY
NL Dalmia Institute of Mgmt Studies and Research Page 6
The chapter includes
literature about augmented
reality.
A brief description is also
provided regarding the
applications of Augmented
Reality.
Augmented Reality Advertisement 2012
2.1 Introduction to Augmented Reality
Augmented reality (AR) is a technique that combines a live views in real-time with virtual
computer-generated images, creating a real-time `augmented' experience of reality.
Augmented reality has been around since the 1990s. It is a term more closely related to the
term `reality' than to the term `virtual reality', as it takes `reality' as a starting point, then
adding to it (making it a subset of `mediated reality'). Augmented reality can be thought of
as the “middle ground" between Virtual Environments (completely synthetic) and Tele
presence (completely real). Other terms used could have been `enhanced reality' or
`amplified reality'.
For the last few years, augmented reality applications have become popular on mobile
phones, as these devices have gotten the hardware to facilitate augmented reality
applications. An example of augmented reality is Layar, which adds content to the images of
the camera of a mobile phone, e.g. nearby restaurants or additional museum information.
Older applications use Head Mounted Displays to display extra information on small display
in front of a person.
2.2 Definition of Augmented Reality
More formally, augmented reality is considered to include the following three
characteristics:
Combines real and virtual
Is interactive in real time
Registers in 3-D
However, the above definition is not the single accepted definition. Especially since the
increased interest of the general public in augmented reality, the definition has blurred a
lot. A lot of Businesses make use of the hype surrounding the term as to include the term in
any product that adds something to any view of reality. A fine line has to be drawn between
applications that are augmented reality and applications that are not augmented reality. It
combines real and virtual, but might not interactive and might not register in 3D. Even in
games the term augmented reality is being used to describe real-time information additions
to an in-game environment.
NL Dalmia Institute of Mgmt Studies and Research Page 7
Augmented Reality Advertisement 2012
Augmented reality (or AR) is most simply defined as integrating digital content with live
video streams. Much like virtual reality, the goal is to engage the user and make them part
of the experience. With AR, however, the user’s real environment is the canvas for the
digital elements. Using a simple web cam, you can hold out your arm with a special printed
marker sitting in your hand and a 3D character can stand on your palm, talk, move, and
interact. You can be part of the action, not just view an artificial world through a monitor.
AR as a concept has been around for several years but has recently begun to see broad
ranging usage. It is being used in applications from product marketing, advertising, video
gaming, product visualization, toys, and providing localized information.
Augmented Reality (AR) is a growing area in virtual reality research. The world environment
around us provides a wealth of information that is difficult to duplicate in a computer. This is
evidenced by the worlds used in virtual environments. Either these worlds are very
simplistic such as the environments created for immersive entertainment and games, or the
system that can create a more realistic environment has a million dollar price tag such as
flight simulators. An augmented reality system generates a composite view for the user. It is
a combination of the real scene viewed by the user and a virtual scene generated by the
computer that augments the scene with additional information. The application domains
reveal that the augmentation can take on a number of different forms. In all applications the
augmented reality presented to the user enhances that person's performance in and
perception of the world. The ultimate goal is to create a system such that the user cannot
tell the difference between the real world and the virtual augmentation of it. To the user of
this ultimate system it would appear that he is looking at a single real scene. Figure 1 shows
a view that the user might see from an augmented reality system in the medical domain. It
depicts the merging and correct registration of data from a pre-operative imaging study
onto the patient's head. Providing this view to a surgeon in the operating theater would
enhance their performance and possibly eliminate the need for any other calibration
fixtures during the procedure.
NL Dalmia Institute of Mgmt Studies and Research Page 8
Augmented Reality Advertisement 2012
Figure 1 - Simulated augmented reality medical image
2.3 Augmented Reality vs. Virtual Reality
Virtual reality is a technology that encompasses a broad spectrum of ideas. It defines an
umbrella under which many researchers and companies express their work. The phrase was
originated by Jaron Lanier the founder of VPL Research one of the original companies selling
virtual reality systems. The term was defined as "a computer generated, interactive, three-
dimensional environment in which a person is immersed." (Aukstakalnis and Blatner 1992)
There are three key points in this definition. First, this virtual environment is a computer
generated three-dimensional scene which requires high performance computer graphics to
provide an adequate level of realism. The second point is that the virtual world is
interactive. A user requires real-time response from the system to be able to interact with it
in an effective manner. The last point is that the user is immersed in this virtual
environment. One of the identifying marks of a virtual reality system is the head mounted
display worn by users. These displays block out the entire external world and present to the
wearer a view that is under the complete control of the computer. The user is completely
immersed in an artificial world and becomes divorced from the real environment. For this
immersion to appear realistic the virtual reality system must accurately sense how the user
is moving and determine what effect that will have on the scene being rendered in the head
mounted display.
The discussion above highlights the similarities and differences between virtual reality and
augmented reality systems. A very visible difference between these two types of systems is
NL Dalmia Institute of Mgmt Studies and Research Page 9
Augmented Reality Advertisement 2012
the immersiveness of the system. Virtual reality strives for a totally immersive environment.
The visual, and in some systems oral and proprioceptive, senses are under control of the
system. In contrast, an augmented reality system is augmenting the real world scene
necessitating that the user maintains a sense of presence in that world. The virtual images
are merged with the real view to create the augmented display. There must be a mechanism
to combine the real and virtual that is not present in other virtual reality work.
The computer generated virtual objects must be accurately registered with the real world in
all dimensions. Errors in this registration will prevent the user from seeing the real and
virtual images as fused. The correct registration must also be maintained while the user
moves about within the real environment. Discrepancies or changes in the apparent
registration will range from distracting which makes working with the augmented view more
difficult, to physically disturbing for the user making the system completely unusable. An
immersive virtual reality system must maintain registration so that changes in the rendered
scene match with the perceptions of the user. Any errors here are conflicts between the
visual system and the kinesthetic or proprioceptive systems. The phenomenon of visual
capture gives the vision system a stronger influence in our perception. (Welch 1978) This
will allow a user to accept or adjust to a visual stimulus overriding the discrepancies with
input from sensory systems. In contrast, errors of misregistration in an augmented reality
system are between two visual stimuli which we are trying to fuse to see as one scene. We
are more sensitive to these errors (Azuma 1993; Azuma 1995).
Milgram (Milgram and Kishino 1994) describes a taxonomy that identifies how augmented
reality and virtual reality work are related. He defines the Reality-Virtuality continuum
shown as Figure 2.
Figure 2 - Milgram's Reality-Virtuality Continuum
NL Dalmia Institute of Mgmt Studies and Research Page 10
Augmented Reality Advertisement 2012
The real world and a totally virtual environment are at the two ends of this continuum with
the middle region called Mixed Reality. Augmented reality lies near the real world end of
the line with the predominate perception being the real world augmented by computer
generated data. Augmented virtuality is a term created by Milgram to identify systems
which are mostly synthetic with some real world imagery added such as texture mapping
video onto virtual objects. This is a distinction that will fade as the technology improves and
the virtual elements in the scene become less distinguishable from the real ones.
Milgram further defines taxonomy for the Mixed Reality displays. The three axes he
suggests for categorizing these systems are: Reproduction Fidelity, Extent of Presence
Metaphor and Extent of World Knowledge. Reproduction Fidelity relates to the quality of
the computer generated imagery ranging from simple wireframe approximations to
complete photorealistic renderings. The real-time constraint on augmented reality systems
forces them to be toward the low end on the Reproduction Fidelity spectrum. The current
graphics hardware capabilities cannot produce real-time photorealistic renderings of the
virtual scene. Milgram also places augmented reality systems on the low end of the Extent
of Presence Metaphor. This axis measures the level of immersion of the user within the
displayed scene. This categorization is closely related to the display technology used by the
system. Each of these gives a different sense of immersion in the display. In an augmented
reality system, this can be misleading because with some display technologies part of the
"display" is the user's direct view of the real world. Immersion in that display comes from
simply having your eyes open. It is contrasted to systems where the merged view is
presented to the user on a separate monitor for what is sometimes called a "Window on the
World" view.
The third, and final, dimension that Milgram uses to categorize Mixed Reality displays is
Extent of World Knowledge. Augmented reality does not simply mean the superimposition
of a graphic object over a real world scene. This is technically an easy task. One difficulty in
augmenting reality, as defined here is the need to maintain accurate registration of the
virtual objects with the real world image. This often requires detailed knowledge of the
relationship between the frames of reference for the real world, the camera viewing it and
NL Dalmia Institute of Mgmt Studies and Research Page 11
Augmented Reality Advertisement 2012
the user. In some domains these relationships are well known which makes the task of
augmenting reality easier or might lead the system designer to use a completely virtual
environment. The contribution of this thesis will be to minimize the calibration and world
knowledge necessary to create an augmented view of the real environment.
2.4 Applications of Augmented Reality
Devices used for Augmented Reality are commonly:
Mobile devices with inbuilt cameras such as iPhone, DS Lite, PSP or Android.
A head mounted display HMDs (eg: glasses or futuristic contact lenses)
attached to a wear-able networked computer.
A PC or Mac with webcam.
A games console with camera accessory.
A large TV screen with advanced Set Top box and Web cam.
2.5 An Augmented Reality System
This section will describe the components that make up a typical augmented reality system.
This discussion will highlight how augmented reality is an area where multiple technologies
blend together into a single system. The fields of computer vision, computer graphics and
user interfaces are actively contributing to advances in augmented reality systems.
Typical Augmented Reality System
A standard virtual reality system seeks to completely immerse the user in a computer
generated environment. This environment is maintained by the system in a frame of
reference registered with the computer graphic system that creates the rendering of the
virtual world. For this immersion to be effective, the ego-centered frame of reference
maintained by the user's body and brain must be registered with the virtual world
reference. This requires that motions or changes made by the user will result in the
appropriate changes in the perceived virtual world. Because the user is looking at a virtual
world there is no natural connection between these two reference frames and a connection
must be created. (Azuma 1993) An augmented reality system could be considered the
ultimate immersive system. The user can not become more immersed in the real world. The
NL Dalmia Institute of Mgmt Studies and Research Page 12
Augmented Reality Advertisement 2012
task is to now register the virtual frame of reference with what the user is seeing. This
registration is more critical in an augmented reality system because we are more sensitive
to visual misalignments than to the type of vision-kinesthetic errors that might result in a
standard virtual reality system. Figure 4 shows the multiple reference frames that must be
related in an augmented reality system.
Figure 3 - Components of an Augmented Reality System
The scene is viewed by an imaging device, which in this case is depicted as a video camera.
The camera performs a perspective projection of the 3D world onto a 2D image plane. The
intrinsic (focal length and lens distortion) and extrinsic (position and pose) parameters of
the device determine exactly what is projected onto its image plane. The generation of the
virtual image is done with a standard computer graphics system. The virtual objects are
modeled in an object reference frame. The graphics system requires information about the
imaging of the real scene so that it can correctly render these objects. This data will control
the synthetic camera that is used to generate the image of the virtual objects. This image is
then merged with the image of the real scene to form the augmented reality image.
NL Dalmia Institute of Mgmt Studies and Research Page 13
Augmented Reality Advertisement 2012
The video imaging and graphic rendering described above is relatively straight forward. The
research activities in augmented reality center around two aspects of the problem. One is to
develop methods to register the two distinct sets of images and keep them registered in real
time. Some new work in this area has started to make use of computer vision techniques.
2.6 Possible Future Applications
Augmented Reality is used in a number of ways, especially outside of business applications.
However, it is interesting to see in which ways the technology will develop in commercial
ways.
Some interesting possible future applications include:
A store item-finder app overlay on a store's map.
Advertisements on mobile phones based on a person's location (which also raises
the question of whether this is Augmented Reality or not, see the question raised
above).
Customer reviews on shop items shown in stores.
Fig 4: Virtual AR view
Getting reviews on shop items by scanning a barcode in-store with a mobile phone.
Modeling of clothes by people at home, making internet purchasing of clothes
easier.
Generation of 3D models of rooms and furniture enabling stylists to style the room.
Creation of mobile maps of a region by local tourist boards.
Addition of information to exhibitions by museums.
NL Dalmia Institute of Mgmt Studies and Research Page 14
Augmented Reality Advertisement 2012
2.7 Impact
Augmented reality has helped change the world now in many ways. It has the power to
reach and engage people in ways that people might seem impossible a few years back. Now,
augmented reality can be employed in almost every industry and across a wide variety of
applications and situation. It helps solve many difficulties and problematic situations people
might have had in the past. Although not everyone is using it yet, I believe augmented
reality might be something almost everyone in the world might use someday.
2.8 Drawbacks of Augmented Reality
Current performance levels (speed) on today’s [2009] iPhone or similar touch devices
like the Google G1 will take a few generations to make Augmented Reality feasible as a
general interface technique accessible to the general public.
Content may obscure or narrow a user’s interests or tastes. For example, knowing
where McDonald’s or Starbucks is in Paris or Rome might not interest users as much as
“off the beaten track information” that you might seek out in travel experiences.
Privacy control will become a bigger issue than with today’s information saturation
levels. Walking up to a stranger or a group of people might reveal status, thoughts
(Tweets), or other information that usually comes with an introduction, might cause
unwarranted breaches of privacy.
2.9 Benefits of Augmented Reality
Augmented Reality is set to revolutionize the mobile user experience as did gesture
and touch (multi-modal interaction) in mobile phones. This will redefine the mobile
user experience for the next generation making mobile search invisible and reduce
search effort for users.
Augmented Reality, like multi-modal interaction (gestural interfaces) has a long history
of usability research, analysis and experimentation and therefore has a solid history as
an interface technique.
Augmented Reality improves mobile usability by acting as the interface itself, requiring
little interaction (this Interaction Design technique is known as Direct Manipulation).
NL Dalmia Institute of Mgmt Studies and Research Page 15
Augmented Reality Advertisement 2012
Imagine turning on your phone or pressing a
button where the space, people, objects around
you are “sensed” by your mobile device- giving
you location based or context sensitive
information on the fly.
Chapter 3AUGMENTED
NL Dalmia Institute of Mgmt Studies and Research Page 16
The chapter includes literature about augmented reality advertising.
It also deals with all the advertising campaigns in India.
Augmented Reality Advertisement 2012
REALITY ADVERTISING
3.1 Augmented Reality Advertising
Augmented reality advertising is the latest trend to have emerged in advertising campaigns,
and nearly every company can benefit by integrating augmented reality into its advertising
strategy. Businesses can promote their products through an interactive advertisement with
augmented reality applications, and by doing so, they can capture the attention of a large
number of viewers and increase their overall business volume. The market is saturated with
new products and services, and consumers are becoming increasingly desensitized to the
NL Dalmia Institute of Mgmt Studies and Research Page 17
Augmented Reality Advertisement 2012
effects of traditional methods of advertising. For this reason, it is crucial that your
advertisement is truly innovative and leaves a memorable and lasting impression on
consumers. Creative advertising with augmented reality can help you to accomplish that
goal. Advances in technology are changing the way the audience reacts to advertising as a
whole. Advertising is a vital means of communication which facilitates the sale of products
to consumers, and augmented reality advertising, which incorporates a combination of
reality and data generated by computers, takes persuasion to a whole new level.
Figure 5: The AR system
Augmented reality advertising uses a different kind of a technology altogether and most of
the ads created today are very exciting indeed. Augmented reality can be used to capture
your audience’s attention and give them a taste of the future. Recent advances in
augmented reality technology have enabled its use on mobile devices. Augmented reality
mobile applications can provide users with the ability to view a product or interactive
advertisement in 3D by scanning a brochure or other 2D image with a mobile device, or the
ability to view information about your venue, including ratings, reviews, and sales or other
discounts simply by viewing your storefront through a mobile device. These computer
generated 3D images can even route prospective customers directly to your website where
NL Dalmia Institute of Mgmt Studies and Research Page 18
Augmented Reality Advertisement 2012
your products and services are sold, giving the consumer the option to instantly make a
purchase.
Augmented reality advertising has proven to be effective because of its interactive features.
Instead of simply being an external viewer, the consumer becomes involved in the
interactive advertisement as an active participant. Augmented reality can provide an
enriching and engaging experience with results that are far superior to traditional
advertising methods. Interactive advertisements that utilize augmented reality technology
leave a lasting impression on the consumer, and effective advertising is what makes your
business truly stand out amongst the competition.
Many large brands are experimenting with AR in their marketing including GE, Toyota, Wal–
mart, Best Buy and Papa Johns. Some uses of AR are stand alone promotions but AR has also
been used as an effective complement to print, online, TV/video and mixed media
campaigns
Adding AR to a campaign or promotional effort can take a basic marketing approach to new
levels with mass viral sharing of content. AR has also frequently been used for product
visualization and interaction. AR creates the possibility of engaging and even, to some
degree, physical interactions with products The lines between virtual and real are being
crossed so that users can visit a store and interact with an actual size virtual example, right
in the palm of their hand. Or you can “try before you buy” without ever visiting a store.
Many believe that now is the right time to use AR. There are many reasons, but one of the
most compelling is the recent advancements in AR which have reduced production cost and
technical barriers to users. We believe this has shifted the cost/benefit ratio of AR to a point
where many more advertisers should consider using AR as a way to enhance advertising and
promotional efforts.
In the past, integration of 3D graphics similar to those used in AR has been limited to large
budgets, such as movie productions, but can now be done on far more limited budgets with
real time video streams. With the ability to scale complexity, quality, and interactive
elements, AR is no longer just for the huge studios with deep pockets.
NL Dalmia Institute of Mgmt Studies and Research Page 19
Augmented Reality Advertisement 2012
There are a few limitations of which advertisers should be aware. AR is certainly not for
everything. Although AR has been around for a while it is still a maturing technology. This
means it still has novel value but also means best practices are currently being worked out.
Some uses of AR in advertising have been very experimental and not all AR examples are
“good” AR examples. User expectations have to be realistic as well. For a user to visit a web
site and have the quality of interaction they see on a local gaming system, such as a PS3,
might be a bit unrealistic but simple animation and well crafted characters can now be
brought to life with no new browser plug-ins for user to install.
The key hardware for AR to work online is a web cam. While not every user has a camera
there does seem to be a trend of increasing availability of web cameras. According to some
estimates the web cam market in 2008 was $1.8 billion and web cams are becoming a
standard feature on many laptop and some desktop models. It is also worth noting that
recorded AR video can be viewed without a webcam as with the video examples included in
this article. It is believed there are currently significant benefits to using AR in advertising
the longevity of AR as an advertising tool remains unclear.
While many brands such as GE, Nestle, Lego and others have been using AR, there are
certain brands and products for which AR might not be a good fit. Don’t force AR onto your
product if it doesn’t seem like a natural fit, and think through the consumer experience.
Don’t count on measuring its “click-through rate.” As with any emerging technology, there’s
the question of ROI and how to measure it, and you’re likely to have different measures
depending on the program and the goals of the program. For example, AR can be used to
enhance product training, and you might measure its success by whether it increases user
satisfaction with the product. For marketing, there are already signs that AR has increased
awareness and engagement for certain product campaigns. In addition, AR can be used to
increase purchase conversions in e-commerce and drive purchase intent at retail.
NL Dalmia Institute of Mgmt Studies and Research Page 20
Augmented Reality Advertisement 2012
Figure 6: Augmented Reality Revenue
When using any digital technology or media, it’s important to develop your digital strategy
first. Why do you want to use AR? What are your objectives? Are you planning for
engagement, awareness, etc.? If you’re unclear on how AR can be used effectively, contact
an AR company or specialist that can help you develop a proper strategy. Using AR solely for
a PR play won’t work anymore.
Like every emerging medium, there is hype around a new technology that often outpaces
the current technology’s limitations. Mobile AR is one area right now where the limitations
of mobile technology don’t match brand or consumer expectations for mobile AR. Forrester
recently released a report on the mobile-AR ecosystem and uncovered similar findings —
that mobile AR isn’t ready yet. It also found that web- and kiosk-based AR are much more
mature and more practical right now for a brand’s AR initiatives. Naturally, as a company
that specializes in AR, we believe AR is here to stay.
3.2 Types of AR advertising
NL Dalmia Institute of Mgmt Studies and Research Page 21
Augmented Reality Advertisement 2012
Web-based AR uses a consumer’s PC and webcam to offer an enhanced experience often
via a marker, image or through motion capture.
Examples: GE’s Plug Into the Smart Grid is a great example of web-based augmented reality.
This online execution allowed users to hold up a piece of paper — called a “marker” — to
their computer’s webcam and see themselves holding an animated model of a smart grid on
the screen. There’s also the Fashionista dressing-room app that was created for online
fashion boutique Tobi, which lets you “virtually” try on clothing items using your webcam
and a marker on a printed piece of paper. Once you’ve “tried on” the outfit you want to see
yourself in, you can send the image to friends via social media and ask them for tier opinion.
Pros: It delivers the greatest global reach for AR, especially when using Flash, as it doesn’t
use a plug-in or download, it’s generally lower cost, and social media can easily be
integrated.
Cons: You have to develop for minimum PC requirements, and it requires the user to have a
webcam.
Kiosk-based AR is similar to web-based AR, but often runs more powerful AR applications
using 3D or facial tracking.
Example: At a store in downtown Orlando, shoppers can hold up a boxed Lego set to an in-
store kiosk, and the kiosk will show an image of them holding the kit as it looks when put
together.
Pros: Kiosk AR can leverage multiple processors –more powerful than the typical at-home
PC — for multiple uses, such as out-of-home or point-of-purchase marketing. It also doesn’t
require a user to create a marker or have a webcam.
Cons: Higher cost, fixed location, usually no internet access.
Moblie AR uses the viewfinder on a mobile phone to show enhanced digital information in
your surroundings.
NL Dalmia Institute of Mgmt Studies and Research Page 22
Augmented Reality Advertisement 2012
Examples: The iButterfly app, created in Japan by Dentsu, lets you track and find digital
butterflies using your iPhone GPS and camera. Hold your iPhone camera up at appointed
spots and when you look at your surroundings through the camera, you’ll see animated
butterflies flapping by. Each iButterfly contains coupons for nearby businesses. In another
example, World Lens lets you use your smartphone to translate printed words. Hold the
camera phone up to a sign in Spanish and it’ll translate it to English.
Pros: Mobile AR can leverage location, and smartphone adoption is rising, increasing its
potential reach.
Cons: You’re dealing with a fragmented development environment, as some smartphones
run on the iOS platform, others on Android and still others on Windows or Blackberry; and
limited processing power and battery life can be restrictive. Additionally, there can be user-
interface/user-experience issues and the hype around this type of AR is out of control.
The way augmented reality is being used today is not a proper definition of what it's going
to be. It's overlaying digital information on a live digital feed. So in a football game you'd see
the first down line on a football field when the players are playing. That's not actually there.
They're overlaying information on a live video feed to augment the experience.
Other example of that are war movies when you see additional information that helps them
navigate the world, for example. It's overlaying of data on top of the real world.
AR will offer different various advantages for different forms of online display advertisement
in future. The goal of augmented reality is to add information and meaning to a real object
or place. Unlike virtual reality, augmented reality does not create a simulation of reality.
Instead, it takes a real object or space as the foundation and incorporates technologies that
add contextual data to deepen a person’s understanding of the subject
Technological development in the field of AR is leading to the acceptance of this technology
in various marketing activities. Of these, usage of AR is predominantly witnessed in the field
of advertising. Large corporate like P& G, IBM have used AR in their latest advertisements.
NL Dalmia Institute of Mgmt Studies and Research Page 23
Augmented Reality Advertisement 2012
IKEA PS, dealer in household furniture has offered mobile augmented reality solutions which
enable users to imagine how this furniture would fit in their houses.
Fashion, beauty, entertainment and gaming are considered to be the apt application for AR.
Ultimately you don't think it's different from saying, "go to the website," though I applaud
them for the effort. It does have a certain appeal that would work for children and learning -
they can hold a book up to the webcam and get a reveal.
Mobile and local are really where it will become important. When you think about the
information Google already has on the world, and Google maps, Google earth, these are
getting exponentially and further tagged with deeper information. Imagine putting on a pair
of glasses as you walk down the street and getting information from the world as you move
through it. It's almost like SEO for the whole world. It's just like search when, if there's an
instance where they want to buy something it there, it will be that way with augmented
reality. It's the hand raises, and you have to be there.
Figure 7: Why AR now?
NL Dalmia Institute of Mgmt Studies and Research Page 24
Augmented Reality Advertisement 2012
Five years from now, this is what will be the next generation of search engines. Learning at
its core what augmented reality is. If you're looking to building buzz there are always
creative ways to do cool things.
The benefits of AR advertising to the advertisers are as follows:
Very novel and engaging applications are now possible without a large budget.
Can be an effective complement to print advertising as well as online or video
efforts.
Enables interaction with brand, products and characters in compelling ways not
previously possible. The user is part of the experience.
AR has also frequently been used for product visualization and interaction. AR creates the
possibility of engaging and even, to some degree; physical interactions with products. While
good examples exist of single products, we believe this is just the start of what is to come.
The lines between virtual and real are being crossed so that users can visit a store and
interact with an actual size virtual example, right in the palm of their hand. Or you can “try
before you buy” without ever visiting a store.
There are many reasons for introducing this technology, but one of the most compelling is
the recent advancements in AR which have reduced production cost and technical barriers
to users. We believe this has shifted the cost/benefit ratio of AR to a point where many
more advertisers should consider using AR as a way to enhance advertising and promotional
efforts. AR is no longer just for the huge studios with deep pockets.
In the past, integration of 3D graphics similar to those used in AR has been limited to large
budgets, such as movie productions, but can now be done on far more limited budgets with
real time video streams. With the ability to scale complexity, quality, and interactive
elements, AR is no longer just for the huge studios with deep pockets.
AR applications can be broadly divided into 7 sub-categories:
1. Location based search
2. Games
3. Lifestyle and healthcare
NL Dalmia Institute of Mgmt Studies and Research Page 25
Augmented Reality Advertisement 2012
4. Education and reference
5. Multimedia and entertainment
6. Social networking
7. Enterprise.
Figure 8: Total Mobile AR Market
Three key streams can be identified by which AR products are likely to be monetized. They
are as follows:
1. Pay per download
2. Incremental revenue
3. Advertising
Clearly, AR brings with it other associated values, such as that of, say, a AR browser pre
loaded onto the handset. It may be free to the end user; may not charge subscription
revenues, but it has a value none the less, above and beyond that of any subsequent ad
spend attributable to it. Quantifying the value technology brings to a handset is another
matter, for above and beyond the cost of that technology (which could conceivably be one
way of estimating its valuation) is the fact that its presence within a handset might be a
contributing factor choosing that handset over another, non AR model. Another, even less
tangible value is the indirect revenues resulting from additional sales of a product prompted
by AR advertising. It may well be possible to gauge uplift and save that result from AR
campaigns on the mobile; at the present time, there are no such campaigns, and it will be
premature to attempt such calculations without any data upon which to base those
NL Dalmia Institute of Mgmt Studies and Research Page 26
Augmented Reality Advertisement 2012
calculations. Thus, the valuation of the mobile AR market is limited to those 3 streams
defined above.
Forecasts suggest that the total value of these 3 revenue streams will reach $732 million is
2014, although annual revenues from AR are unlikely to exceed even $2 million during 2010,
due to the fact that only a small minority of smart phones will be AR enabled. However, this
proportion will rise dramatically in the medium term, the result of increasing adoption of
Android handsets and iPhones, along with greater deployment of AR enablers such as digital
compasses and accelerometers by other leading vendors.
Figure 9: Evolution of Mobile AR Market, 2009-2015
Figure 10: Total Mobile AR Market
NL Dalmia Institute of Mgmt Studies and Research Page 27
Augmented Reality Advertisement 2012
At the present time only a handful of current apps and browsers have any such value
associated with them, eg. The paid for AR game Mosquitoes & the LBS app Nearest Tube.
This is likely to change from mid 2011 onwards, first as more paid for apps are deployed and
then as both incremental revenues and ad spend make their way into the system.
3.3 AR advertising in India
For the first time in India, PepsiCo tested a new engagement technique, 'augmented reality
advertising' or 'ARvertising', to engage youth with the 7Up brand.
Andhra Pradesh was witness to a new form of advertising these days, as PepsiCo tries out
'augmented reality (AR) advertising' or 'ARvertising' for its 7Up brand.
Augmented reality involves the addition of virtual elements to the real environment. Virtual
elements could include computer-generated images, video clips or textual information
pulled from the internet; while the real environment includes elements such as a printed
picture, object, or a building or landscape. To retrieve additional or 'virtual' material, the
user would need an information 'reader' -- such as a web camera connected to an internet-
enabled computer, or the camera of a GPRS-enabled mobile phone -- which can identify the
real object, and then pull out 'virtual' information contextually related to the real object.
For instance, an advertiser could embed a special code in its logo or a picture printed in ads
or packaged material. Thus, whenever users point their mobile-phone or web camera to the
NL Dalmia Institute of Mgmt Studies and Research Page 28
The objective of this campaign was to improve communications with consumers and make
them receptive to their communications. It also aimed at creating impulse in consumers to
communicate back with bank and also make users to look for new offers from bank
The AR application will be built in such a way that it will support following kinds of content –
Videos
3D content
Interactive menu
Interactive 3D animations
Applications
Images/Flash
Games
Applications
In addition to this we will provide customized application to save & install contents
as per the requirement.
Nike also used AR advertising for the launch of “Nike Sportswear collection”, Nike wanted to
engage with the customers in a superior level and to make the static press ads to an
interactive piece of communication. It wanted to drive more curiosity towards Nike
Sportswear collection in an innovative way and also measure the engagement like total
downloads, scans, user locations etc.
NL Dalmia Institute of Mgmt Studies and Research Page 31
Augmented Reality Advertisement 2012
AR advertisements for Nike
The campaign ran for two months in the entire country. During the campaign there were
around 1.30.00 downloads and 15,000 scans of the AR code.
3.4 Benefits of AR advertising
1. It is unique / different (for the moment) – The novelty factor of such applications will
obviously wear off as more and more are created and used, but for the meantime, the onus
is on brands to make the most of this exciting technology and extend it from infancy. The
possibilities of augmented reality are only just being explored, and any new developments
are likely to achieve further exposure.
NL Dalmia Institute of Mgmt Studies and Research Page 32
Augmented Reality Advertisement 2012
2. Personalisation – The concept of uploading your own media, such as the image in the
above examples, helps to create a highly personalised piece of media for the user. It relates
specifically to them, which is likely to be far more engaging than a standard video or image.
3. Virality – The novelty factor mentioned above will surely enhance users’ desire to share
their creation with their extended networks, and the fact that the content is personalised
will only add to this.
4. Content – It’s likely that the vast majority of users wouldn’t possess the ability or
expertise to create a complex video like the ones indicated in the examples above;
augmented reality apps allow users to create a quality piece of content that they wouldn’t
otherwise be able to create themselves.
5. Interactivity maintains a viral loop – As well as being high quality, the content created
by augmented reality applications is highly entertaining and in many cases fun. The element
of surprise that is achieved when sharing such content makes for very entertaining viewing
by other users, stimulating them to create their own version and share it once again,
completing the viral loop.
3.5 Limitations of AR advertising
There are a few limitations of which advertisers should be aware. AR is certainly not for
everything.
Although AR has been around for a while it is still a maturing technology. This means it still
has novel value but also means best practices are currently being worked out. Some uses of
AR in advertising have been very experimental and not all AR examples are “good” AR
examples. User expectations have to be realistic as well. For a user to visit a web site and
have the quality of interaction they see on a local gaming system, such as a PS3, might be a
bit unrealistic but simple animation and well crafted characters can now be brought to life
with no new browser plug-ins for user to install.
The key hardware for AR to work online is a web cam. While not every user has a camera
there does seem to be a trend of increasing availability of web cameras
NL Dalmia Institute of Mgmt Studies and Research Page 33
Augmented Reality Advertisement 2012
Chapter 4Data Presentation,
Analysis and Interpretation
4.1 Analysis of Questionnaire
The questionnaire was duly filled by 270 respondents.
The sample size consists of those who are familiar with
the concept of augmented reality advertising.
NL Dalmia Institute of Mgmt Studies and Research Page 34
This chapter focuses on
analyzing the information
collected through surveys
and gives an insight about
Augmented Reality
advertising.
Augmented Reality Advertisement 2012
Sample Profile
1. Age
Table 1: Age of respondents
45%
29%
26%
Age of respondents
18-25 years25-35 years35 and above
Fig 12: Age of Respondents
Interpretation:
Out of 270 respondents, 45% belongs to the age group of 18-25 years. This basically consists
of the youth who are well-versed with the latest trends in technology. Then we have 29% of
the respondents belonging to the age group between 25-35 years and 26% in the age group
of 35 years and above.
2. Gender
Table 2: Gender of respondents
NL Dalmia Institute of Mgmt Studies and Research Page 35
Age group No. of respondents
18-25 years 121
25-35 years 79
35 and above 70
Augmented Reality Advertisement 2012
Gender No. of respondents
Male 163
Female 107
60%
40%
No. of respondents
MaleFemale
Figure 13: Gender of respondents
Interpretation: Out of 270 respondents, 60% are males and 40% are female
3. Occupation
Table 3: Occupation of respondents
Occupation No. of respondents
Students 109
Business-man 38
Professionals (employed at an advertising firm) 62
Professionals (not employed at an advertising
firm)
61
Others 0
NL Dalmia Institute of Mgmt Studies and Research Page 36
Augmented Reality Advertisement 2012
40%
14%
23%
23%
No. of respondents
StudentsBusiness-manProfessionals (employed at an advertising firm) Professionals (not employed at an advertising firm)Others
Figure 14:Occupation of Respondents
Interpretation:
Majority of the respondents are students. It is seen that 40% of the total sample size
consists of students. Then we have approximately 23% each for professionals employed at
an advertising firm as well as a non-advertising firm. The rest 14% constitutes the
Businessmen.
Q1. Which of the following traditional advertising tools has the maximum impact on you
while purchasing a product? (1 with the most impact and 5 with the least impact)
Table 4: Impact of traditional advertising tools on respondents
1 2 3 4 5
TV commercials 166 32 16 25 31
Radio commercials 6 31 45 54 134
Print Ads 20 110 60 65 15
Outdoor Ads 15 76 115 43 21
Internet Ads 63 21 34 83 69
NL Dalmia Institute of Mgmt Studies and Research Page 37
Augmented Reality Advertisement 2012
1 2 3 4 50
20
40
60
80
100
120
140
160
180
TV commercialsRadio commercialsPrint AdsOutdoor AdsInternet Ads
Figure 15: Impact of traditional advertising tools on respondents
Interpretation:
The respondents were asked to rank the various advertising tools on the basis on the impact
they have on their purchasing decision. This question was mainly included the traditional
media vehicles and was asked to find out the impact of the recent tools such as Internet ads.
It was seen the television commercial had the maximum impact on the customers.
Customer’s perception about the product could be retrieved through TV commercial.
Around 61% of the sample ranked TV commercial 1 st denoting that it has the maximum
impact on them. On 2nd position we have print ads. Around 40% of the sample gets affected
by print ads in the newspapers, magazines etc. On the 3rd rank the respondents placed
Outdoor advertising. With 42.5% responses, the sample believed that after TV and Print ads,
hoardings and other outdoor ads affect them the most. On rank 4th and 5th we have internet
ads followed the by radio ads. Both these have gained popularity I the recent past. With
most people spending most of their time on internet these days, Internet Ads have gained a
lot of popularity. However it still has a long way to outdo the traditional methods of
advertising. Finally with 49% of the sample ranked Radio advertising 5 th. With the advent of
satellite Radio and numerous radio stations, Radio advertising has gained popularity.
NL Dalmia Institute of Mgmt Studies and Research Page 38
Augmented Reality Advertisement 2012
However it is considered to compliment the traditional methods of advertising rather than a
substitute.
Q2. Do you believe that Augmented Reality (AR) advertising will gain popularity as an
advertising tool?
Table 5: Popularity of AR advertising
Response No. of Respondents
Strongly Agree 38
Agree 156
Neither agree nor disagree 32
Disagree 20
Strongly disagree 24
Fig 16: Popularity of AR advertising
Interpretation:
The respondents were asked to give their opinion regarding the popularity of Augmented
reality as an advertising tool. 14% of the population strongly agreed that AR will become a
popular advertising tool. 58% of the population agreed to the popularity while we have 12%
who remained neutral. 7% of the respondents disagreed and 9% strongly disagreed. They
were if the opinion that AR will become a failure as an advertising tool. Thus we see that
majority of the sample agrees that AR will become a popular advertising tool.
Q3. Does AR fulfill the criteria of providing adequate information about a product/service?
Table 6: Ability of AR advertising to provide adequate product information
NL Dalmia Institute of Mgmt Studies and Research Page 39
14%
58%
12%
7%
9%
No. of Respondents
Strongly AgreeAgreeNeither agree nor disagreeDisagreeStrongly disagree
Augmented Reality Advertisement 2012
Response No. of Respondents
Strongly Agree 24
Agree 168
Neither agree nor disagree 63
Disagree 11
Strongly disagree 4
9%
62%
23%
4% 1%
No. of Respondents
Strongly AgreeAgreeNeither agree nor disagreeDisagreeStrongly disagree
Figure 17: Ability of AR advertising to provide adequate product information
Interpretation:
The respondents were asked whether they felt that Augmented Reality advertising provides
adequate information about a product. 9% strongly agreed while a majority 62% agreed to
the fact that AR advertising does provide adequate information regarding a product or
service. 4% disagreed with this criterion and only around 2% strongly disagreed. A significant
(23%) number of respondents were unable to decide on this question. Thus we can see that
an overwhelming majority of the respondents surveyed believes that AR advertising
provides adequate information about the product.
Q4. Does the AR experience make an advertisement more entertaining and interesting?
Table 7: Respondent reaction on AR experience to be entertaining and interesting
Response No. of Respondents
Strongly Agree 77
NL Dalmia Institute of Mgmt Studies and Research Page 40
Augmented Reality Advertisement 2012
Agree 143
Neither agree nor disagree 42
Disagree 8
Strongly disagree 0
F igure 18: Respondent reaction on AR experience to be entertaining and interesting
Interpretation:
The respondents were asked if they felt that experiencing Augmented Reality made an
advertisement more entertaining and interesting. 28% strongly agreed to this statement,
while a further 53% affirmed that the AR experience makes the advertisements more
entertaining. While 16% of the sample size was unsure about the effects of AR advertising,
only 3% disagreed and not one of the respondents strongly disagreed on this question.
Q5. Have you ever downloaded an AR application for gaining information about a product?
Table 8: Number of downloads of AR advertising application
Response No. of respondents
Yes 168
NL Dalmia Institute of Mgmt Studies and Research Page 41
29%
53%
16%
3%
No. of Respondents
Strongly AgreeAgreeNeither agree nor disagreeDisagreeStrongly disagree
Augmented Reality Advertisement 2012
No 102
62%
38%
Reply of respondents
YesNo
Figure 19: Number of downloads of AR advertising application
Interpretation:
The next question was to ask respondents if they had ever used or downloaded an AR
application to gain information about a product or service. To this, 62% said they had while
38% said they had never used AR application. This indicates that the responses in the
questionnaire are also given by those who haven’t ever downloaded an AR advertising
application.
Q6. Do you find the AR technology easy to use?
Table 9: Respondent reaction on ease to use AR advertising application
Response No. of respondents
NL Dalmia Institute of Mgmt Studies and Research Page 42
Augmented Reality Advertisement 2012
Yes 141
Don’t know 97
No 32
52%36%
12%
No. of respondents
YesDon’t knowNo
Figure 20: Respondent reaction on ease to use AR advertising application
Interpretation:
On being asked whether they felt that AR technology is easy to use, 52% said yes, while 12
said that it was not easy to use. A considerable number (38%) claimed to be unsure about
this question. Thus, we see that though there is some dissidence, a majority of the
respondents feel that the AR technology is user friendly.
Q7. Rate the following factors that attract you to the use of AR as an advertising tool. (Rate on the scale of 1-5, with 1 being the least and 5 being the most)Table 10: Factors attracting AR advertising
NL Dalmia Institute of Mgmt Studies and Research Page 43
Augmented Reality Advertisement 2012
Ratings
Factors Least Less Neutral More Most
Informative 21 23 127 47 52
Creative 21 26 58 68 97
Innovative 11 16 6 42 195
Entertaining 21 63 133 38 15
Easy to use 26 116 79 26 23
Least
Less
Neutral
More
Most
0 50 100 150 200 250 300 350 400 450
InformativeCreativeInnovativeEntertainingEasy to use
Figure 21: Factors attracting AR advertising
I nterpretation :
The respondents were asked to rate the various factors of an ad that attract to the use of AR
advertising out of 5. 1 was the least rating and 5 the most. It was seen that maximum
respondents considered innovativeness as a very important factor. 195 respondents rated it
to be the most influential factor. The second most important factor was creativity.
Respondents were pretty neutral when asked about the entertainment quotient of an
advertisement. According to them the ease to use AR advertising was of less importance
NL Dalmia Institute of Mgmt Studies and Research Page 44
Augmented Reality Advertisement 2012
and it did not affect the consumer a lot. Moreover the ability of AR advertising to provide
the essential information about the product or service was also of not much importance to
them.
Q8. What in your opinion will be the future applications of AR advertising?
Table 11: Future applications of AR advertising
Response No. of respondents
Making it possible to see a product in its
environment before its completed
139
Seeing and manipulating a product before its
available
135
Adding suggestions while shopping 99
Enhancing entertainment experience 116
Providing virtual advertising space 97
Getting reviews on shop items by scanning a
barcode in-store with a mobile phone
91
Modeling of clothes by persons at home,
making internet purchase of clothes easier
69
NL Dalmia Institute of Mgmt Studies and Research Page 45
Augmented Reality Advertisement 2012
possible t
o see
product
in its en
vironmen
t
Seeing a
nd man
ipulating a
product
Adding sugge
stions w
hile sh
opping
Enhan
cing e
ntertai
nment e
xperi
ence
Provid
ing virt
ual adver
tising s
pace
Getting r
eview
s on sh
op items
Modeling o
f clothes
by pers
ons at h
ome0
20406080
100120140160
No. of respondents
Figure22: Future applications of AR advertising
Interpretation:
This question was asked to the respondents to find out their opinion about the future
applications of AR advertising. According to 155 respondents, AR can be used to see and
manipulate the a product even before it’s used. 139 respondents are of the opinion that AR
can make it possible to see a product in its environment before its completion. By this the
customers as well as the developers will get an idea if the product will be viable or not. 116
respondents believe that AR will enhance the entertainment experience while 99 responded
that AR will help in providing suggestions while shopping. About 35% of the respondents
suggested the use of AR as a shopping advisor. It helps in getting reviews on shop items by
scanning a barcode in-store with a mobile phone. 97 respondents also believe that AR will
help in providing virtual advertising space. Lastly 69 respondents replied that AR advertising
will help in modeling of clothes by persons at home, making internet purchase of clothes
easier.
NL Dalmia Institute of Mgmt Studies and Research Page 46
Augmented Reality Advertisement 2012
Q.9 What hurdles are likely to constrain the deployment and adoption of AR advertising?
Table 12: Factors constraining AR advertising
Response No. of respondents
Technical barriers 109
Market barriers 65
Cost 131
Lack of knowledge 152
Limited real world image data 110
Technica
l barr
iers
Market
barrier
sCost
Lack o
f knowled
ge
Limite
d real
world im
age d
ata0
40
80
120
160
No. of respondents
No. of respondents
Figure 23: Factors constraining AR advertising
Interpretation:
The respondents were then questioned as to what they felt could be the hurdles or
constraints in the deployment and adoption of AR advertising. 109 of those surveyed said
that Technical barriers would be a constraint, while 65 and 131 people chose Market
barriers and Cost respectively. 153 felt Lack of adequate knowledge would be a hurdle and
110 respondents claimed the limited real world data associated with AR advertising would
be a constraint.
NL Dalmia Institute of Mgmt Studies and Research Page 47
Augmented Reality Advertisement 2012
Q10. What in your opinion will be the future of AR advertisement?
Interpretation:
The respondents were asked about the future of AR advertisement. It was an open-ended
question and the respondents could asnwer whatever was their opinion about his concept.
Some of the respondents were as follows:
It will prevail, when is the main question. Anything when it's done on a large scale
the per unit cost is minimal, what will be a hindrance though in the short term is the
consumer awareness and how acceptable/credible it is perceived to be
With the rise in technology and its awareness, AR only has one way to go. Up! But it
should be made proper use of. It can be used for fraudulent purposes too
AR advertisements will have an impact only on the economically and intellectually
strong people as only they will have access to them
No more walking to reliance super mart to browse through products, once you've
got it all online through AR.
Most of the respondents believed that AR advertising does have a very bright future,
however it is still in its early stages and has a long way to go.
NL Dalmia Institute of Mgmt Studies and Research Page 48
Augmented Reality Advertisement 2012
4.2 Analysis of Hypothesis
The researcher administered a total of 270 questionnaires of various respondents.
Hence this section deals with the analysis of responses received from answered
questionnaire using the charts, ANOVA and chi-square statistical formula/ method.
Hypothesis 1:
Ho: Use of AR application as an advertising tool is not dependent on age of the user.
H1: Use of AR application as an advertising tool is dependent on age of the user.
Table 13: Correlation between use of AR application as an advertising tool and age of the
user.
Age group Have you ever downloaded AR application as an
advertising tool
Total
Yes No
18-25 years 73 48 121
25-35 years 66 13 79
35 years and above 29 41 70
Total 168 102 270
Test used: Chi-Square
fe ( expected frequency) is calculated by the following formula:
fe = RT*CT/GT
Where, RT = row total
CT = column total
GT = grand total
All the expected frequencies shown in the table drawn below are calculated using the above
mentioned formula.
NL Dalmia Institute of Mgmt Studies and Research Page 49
Augmented Reality Advertisement 2012
Table 14: Testing of Hypothesis 1
fo Fe ( fo – fe)2/ fe
73 75.29 0.0697
48 45.71 0.1147
66 49.16 5.7686
13 29.84 9.5035
29 43.56 4.8667
41 26.44 8.0179
( fo – fe)2/ fe 28.341
Degrees of freedom= (no. of rows-1) (no. of columns-1)
= (6-1) × (2-1)
= 5
Significance level= 0.05
Referring to the table of Chi-square test, the value 11.071 is obtained which is lower than
the calculated value.
As can be seen 2 tab ¿2 cal ie. 11.071 ¿ 28.341
Thus, Ho is rejected. Alternate hypothesis is accepted.
Conclusion: Thus we can conclude that the use of AR advertising application is dependent
on the user’s age. This implies that age is one of the factors that influence a user to
download an AR application to gain information for a product/service.
NL Dalmia Institute of Mgmt Studies and Research Page 50
χ 2
=∑( f o−f e )
2
f ewhere : f o= frequency of observed values
f e= frequency of expected values k=number of categoriesc = number of parameters estimated from the sample data
Augmented Reality Advertisement 2012
Hypothesis 2:
Ho: Consumer reaction about the popularity of AR advertising is not affected by the actual
use of AR application
H1: Consumer reaction about the popularity of AR advertising is affected by the actual use of
AR application
Table 15: Consumer reaction about the popularity of AR advertising and actual use of
AR application
Response Have you ever downloaded AR application as an
advertising tool
Total
Yes No
Strongly Agree 30 8 38
Agree 119 37 156
Neutral 10 22 32
Disagree 7 13 20
Strongly disagree 2 22 24
Total 168 102 270
Test used: Chi-Square
fe ( expected frequency) is calculated by the following formula:
fe = RT*CT/GT
Where, RT = row total
CT = column total
GT = grand total
All the expected frequencies shown in the table drawn below are calculated using the above
mentioned formula.
NL Dalmia Institute of Mgmt Studies and Research Page 51
Augmented Reality Advertisement 2012
Table 16: Testing of Hypothesis 2
Fo fe. ( fo – fe)2/ fe
30 23.64 1.711
8 14.36 2.816
119 97.07 4.954
37 58.93 8.160
10 19.91 4.932
22 12.09 8.123
7 12.44 2.378
13 7.56 3.914
2 14.93 11.197
22 9.07 18.432
( fo – fe)2/ fe 66.623
Degrees of freedom= (no. of rows-1) (no. of columns-1)
= (10-1) × (2-1)
= 9
Significance level= 0.05
Referring to the table of Chi-square test, the value 16.919 is obtained which is lower than
the calculated value.
As can be seen 2 tab ¿2 cal ie. 16.919 ¿ 66.623
Thus, Ho is rejected. Alternate hypothesis is accepted.
Conclusion: Consumer perception about the popularity of AR advertising is affected by the
actual use of AR application. It has been observed that those who have a positive approach
wards the popularity of AR advertising have actually downloaded an AR application for
gaining information about a product/ service.
NL Dalmia Institute of Mgmt Studies and Research Page 52
χ 2
=∑( f o−f e )
2
f ewhere : f o= frequency of observed values
f e= frequency of expected values k=number of categoriesc = number of parameters estimated from the sample data
Augmented Reality Advertisement 2012
Hypothesis 3:
Ho: All the factors of an ad do not equally attract a user to use AR as an advertising tool
H1: All the factors of an ad equally attract a user to use AR as an advertising tool.
Table 17: Factors attracting AR advertising
Ratings
Factors Least Less Neutral More Most
Informative 21 23 127 47 52
Creative 21 26 58 68 97
Innovative 11 16 6 42 195
Entertaining 21 63 133 38 15
Easy to use 26 116 79 26 23
Test used: ANOVA
ANOVAs: Single Factor
Table 18: Testing of Hypothesis 3
SUMMARY
Groups
Coun
t Sum
Averag
e
Varianc
e
Column 1 5 100 20 30
Column 2 5 244 48.8 1744.7
Column 3 5 403 80.6 2744.3
Column 4 5 221 44.2 237.2
Column 5 5 382 76.4 5426.8
ANOVA
Source of
Variation SS df MS F P-value F crit
Between
Groups
1244
2 4 3110.5 1.5273
0.23232
3
2.86608
1
NL Dalmia Institute of Mgmt Studies and Research Page 53
Augmented Reality Advertisement 2012
Within Groups
4073
2 20 2036.6
Total
5317
4 24
F critical = 2.866
F tabulated = 1.53
F-crit ¿ F-tab ie. 2.866 ¿ 1.53
Hence, we do not reject Ho. The null hypothesis is accepted.
Conclusion: It has been observed that all the factors that have been mentioned above do
not equally attract a user to use AR as an advertising tool. Factors such as ‘Innovativeness’
and ‘Creativity’ have a greater impact.
NL Dalmia Institute of Mgmt Studies and Research Page 54
Augmented Reality Advertisement 2012
Chapter 5Key Findings
NL Dalmia Institute of Mgmt Studies and Research Page 55
The chapter covers all the key findings from the study. It covers the finding from analysis portion as well as from the qualitative data which is not present in analysis, but gathered through conversations and mock surveys.
Augmented Reality Advertisement 2012
Key Findings:
Augmented Reality advertising is still a concept in its early stages. The concept still
needs to gain a lot of popularity and awareness among the masses.
AR applications require technical knowledge which makes it not very user-friendly.
As a result of this not many consumers adopt for AR as a means of advertising.
Use of AR advertising applications greatly depends on the age of the user. It has
been observed that consumers of the age group between 18 years to 25 years have
extensively have started using various AR applications. Those in the age group
between 25- 35 years also use AR adverting but not to a great extent. They mainly
use it out of curiosity but finally stick to the traditional advertising tools. Those of the
age 35 years and above don’t consider AR as a promising tool and hence prefer the
traditional media vehicles. They are still averse to the use of technology and want to
rely on their age old methods.
AR advertising is surrounded by various limitations. One of the biggest hurdles is the
lack of knowledge. Not many people are aware of a concept called ‘Augmented
Reality’ advertising.
AR advertising is perceived to be informative and entertaining. However, the
consumers still believe that more attempts should be made to make it more
innovative and interactive.
Companies do not adopt for AR advertising because they do not trust the success
and reliability of this tool. Moreover, in a population like India, people can attracted
only by the look of the advertisement, they would not take the pains to download an
application to gain information about a product.
NL Dalmia Institute of Mgmt Studies and Research Page 56
Augmented Reality Advertisement 2012
Many consumers believe in the potential and popularity of AR advertising, however,
they have still not downloaded an application. This shows that there is a curiosity in
the minds of the people about AR, however they have not made the efforts to
actually use it in real life.
Most of the AR applications are used in gaming and other technical fields. Still a lot
of work needs to be done as far as advertising is concerned.
NL Dalmia Institute of Mgmt Studies and Research Page 57
Augmented Reality Advertisement 2012
Chapter 6Recommendation
Recommendations
NL Dalmia Institute of Mgmt Studies and Research Page 58
Recommendations are one of the vital parts of study, both for the researcher as well as company.Here, some of the recommendations are quite important and need serious attention.
Augmented Reality Advertisement 2012
The most important key to the success of Augmented Reality is to spread awareness
about this concept. Advertisers need to ensure that the customers they are targeting
have prior knowledge about AR adverting. They should be aware of how to use it and
the technical knowledge about the same. They should be able to augment the
environment according to their needs. Customers must be aware of how to gain
maximum information about the product they are looking for. For this purpose
initially the advertisers can link it with the traditional tools of advertising also. By this
they will gradually get comfortable with the new concept.
AR advertising agencies must collaborate with technical departments to develop the
AR advertising and make it more users friendly. The ads should be innovative and
creative which will then create a curiosity in the minds of the consumer, leading
them to download the AR advertising application. For example, the ad by Ford Figo
helped in actually making a person feel how it feels to drive the car in virtual world.
The objective of the campaign was to create excitement and brand engagement for
the print campaign of Ford Figo by adding rich media and dynamic content and
converting the static press ad into an interactive piece of communication.
AR advertisements should cater to all age groups and not make it targeted only to
the youth. There should be a proper method given with which even the older people
can access these ads and gain information and entertainment at the same time. They
should be a manual to help all the age groups understand the way one can access
the AR ad. And once this concept becomes popular, this option can be discarded.
AR advertisements should be closely associated with retail sector. The future of AR
advertising in virtual shopping and scanning of barcodes to gain product information
is very bright. This concept must be made more users friendly and easy to use.
Every advertiser must be aware of the learning at the core of augmented reality.
They must be familiar with every concept of AR. So those are a number of example
of things marketers should be thinking of today. Every marketer should have
information in everything about the strategy. All forward thinking marketers should
NL Dalmia Institute of Mgmt Studies and Research Page 59
Augmented Reality Advertisement 2012
be preparing to think about how their product can be represented anywhere and
think about the product in the outer net. People can overlay digital graffiti on the
real world. Things like that will become a reality.
NL Dalmia Institute of Mgmt Studies and Research Page 60
Augmented Reality Advertisement 2012
Chapter 7Conclusion
NL Dalmia Institute of Mgmt Studies and Research Page 61
Finally, the last chapter of the study includes overall experience and learning from the study.
Augmented Reality Advertisement 2012
Conclusion Augmented Reality advertising is a concept that has gained a lot of popularity in the recent
past. It has become a rage among the tech-lovers but at the same time there is lack of
awareness about the same concept. AR advertising is an innovative and entertaining concept
but again is not user-friendly and a much accepted tool of advertising.
Over time, the augmented reality advertising is expected to change its composition.
Currently, a lot of research is done towards augmented reality. The existence of conferences
purely dedicated to augmented reality shows that at the moment this field is hot in the
scientific and advertising world. The advertising world believes augmented reality is a
growing field, likely to find many more applications soon and increase the use of the already
existing applications. It has become a way of communicating socially.
The goal of augmented reality is to add information and meaning to a real object or place.
Unlike virtual reality, augmented reality does not create a simulation of reality. Instead, it
takes a real object or space as the foundation and incorporates technologies that add
contextual data to deepen a person’s understanding of the subject. Augmented reality is
designed to blur the line between the reality the user is experiencing and the content
provided by technology. Augmented reality adds graphic, sound and smell to the virtual
world as it exists in the real world
Augmented Reality advertising if made more users friendly; this concept will gain a lot of
popularity. The ads need to be made more entertaining and easy to download. Moreover,
there is a need to make everywhere aware about this concept. Advertisers along with the
companies need to experiment with this idea and provide the consumers with a more
entertaining, innovative and informative form of advertising.
And soon there will come a time when the AR experience will be so seamless it will
be like you’re looking in the mirror. It just becomes part of that way in which you
adorn yourself and wear things. Maybe you don’t even ever have to own that Gucci
handbag, you just wear it perfectly in the virtual sense wherever you go. It might
even be more fashionable than the real thing
NL Dalmia Institute of Mgmt Studies and Research Page 62
Augmented Reality Advertisement 2012
BIBLIOGRAPHY
Sr
No
.
Name of
the Author
Year Title of the
Book/Journal
Name of the Publisher
1 Azuma R. 1997 A survey of
augmented
reality.
Presence-
Teleoperators
and Virtual
Environments
1997
2 Arthur C. March 21,
2010
Augmented
Reality: its like
real life, but
better
www.guardianonline.com
3 Harvick, C. October
23, 2009
Augmented
reality set for
major change,
RBI report
www.mobilemarketer.com
4 Inbar, O July 2010 About
Ogmento
www.ogmento.com
5 Ray S. December
2009
Online display
Advertisement,
IAMAI Report
http://www.iamai.in/rsh_pay.aspx?
rid=Be3z5Mx62vs=
6 Holden W February
2011
Mobile
Augmented
Reality
www.juniperresearch.com
NL Dalmia Institute of Mgmt Studies and Research Page 63
Q1. Which of the following traditional advertising tools has the maximum impact on you while purchasing a product? (1 with the most impact and 5 with the least impact)
Advertising tools 1 2 3 4 5
TV commercialsRadio commercialsPrint AdsOutdoor Ads
Internet Ads
Q2. Do you believe that Augmented Reality (AR) advertising will gain popularity as an advertising tool?
Strongly Agree Agree Neither agree nor disagree Disagree Strongly disagree
Q3. Does AR fulfill the criteria of providing adequate information about a product/service?
Strongly Agree Agree Neither agree nor disagree Disagree Strongly disagree
Q4. Does the AR experience make an advertisement more entertaining and interesting?
Strongly Agree Agree Neither agree nor disagree Disagree Strongly disagree
Q5. Have you ever downloaded an AR application for gaining information about a product?
Yes
NL Dalmia Institute of Mgmt Studies and Research Page 65
Augmented Reality Advertisement 2012
No
Q6. Do you find the AR technology easy to use?
Yes No
Q7. Rate the following factors that attract you to the use of AR as an advertising tool. (Rate on the scale of 1-5, with 1 being the least and 5 being the most)
Information Creativity Innovative Entertaining Easy to use
Q8. What in your opinion will be the future applications of AR advertising?
Making it possible to see a product in its environment before its completed Seeing and manipulating a product before its available Adding suggestions while shopping Enhancing entertainment experience Providing virtual advertising space Getting reviews on shop items by scanning a barcode in-store with a mobile phone Modeling of clothes by persons at home, making internet purchase of clothes easier
Q9. What hurdles are likely to constrain the deployment and adoption of AR advertising?
Technical barriers Market barriers Cost Lack of knowledge Limited real world image data
Q10. What in your opinion will be the future of AR advertisements?
NL Dalmia Institute of Mgmt Studies and Research Page 66
Augmented Reality Advertisement 2012
Personal Details:Name: _________________________Age: 18-25 years 25-35 years 35 and aboveSex: Male FemaleOccupation: Student Business-man Professional (employed at an advertising firm) Professional (employed at a non-advertising firm) Other
NL Dalmia Institute of Mgmt Studies and Research Page 67