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Augmented Reality for
Marketers and Developers:
Analysis of the Leaders, the
Challenges and the Future




Written by Chris Cameron
Contents
What you’ll find in this report	                                           2

Part 1: The AR Market Defined	                                             3
What is Augmented Reality?	                                                4
The Current Market Environment	                                            5
Key Players in the Augmented Reality Market	                               7

Part 2: AR Supplier Profiles	                                             8
AR Supplier Matrix	                                                       9
AR Developer Profiles	                                                   10
metaio		                                                                 11
Total Immersion	                                                         14
Zugara		                                                                 17
Layar			                                                                 19
acrossair		                                                              21
Mobilizy		                                                               23
Tonchidot	                                                               25
Seac02		                                                                 27
Inition		                                                                29
Presselite	                                                              31

Part 3: AR Implementation Lessons Learned	                               33
Survey: Mobile Augmented Reality 	                                       34
Survey: Webcam Augmented Reality	                                        37

ReadWriteWeb Findings & Conclusions	                                     40




                                               ReadWriteWeb | Augmented Reality | 1
What you’ll find in this report
    This report is divided into three basic parts.


    PART 1:
    The AR Market Defined – provides a succinct introduction to Augmented Reality (AR), its history,
    current size, how fast it is scaling and key players in the market.


    PART 2:
    AR Supplier Profiles – profiles 10 leading companies specializing in the development of Augmented
    Reality applications for their clients.


    PART 3:
    Summarizes results of a survey of AR developers providing insight on key controversies in the field,
    project requirements, cost categories and duration of development.

    We believe that this survey of experienced developers has unearthed some information about AR
    implementations you won’t be able to get anywhere else.

    •	 How important is it for companies to use existing AR browsers as opposed to building their own
       stand-alone mobile AR apps?
    •	 Hidden costs associated with AR app development.
    •	 Developer experience requirements for AR app development.
    •	 Timeline for development of AR apps.
    •	 Total cost and cost break down for developing a Webcam AR project.
    •	 When live video processing will be enabled on popular mobile phones? This is critical for the next
       stage of AR because it will allow for apps that are responsive to what’s actually being looked at
       instead of just what’s expected to be in a given location.




2 | ReadWriteWeb | Augmented Reality
Part 1: The AR Market Defined
What is Augmented Reality?
    The term “augmented reality” was coined in 1992 by Boeing
    aircraft manufacturing researcher Thomas Preston Caudell.
    Caudell used the phrase to describe the head-mounted-
    displays (HMDs) the company was using to aid in the assembly
    and installation of electrical wiring. In the years that followed,
    AR was primarily an experimental technology researched at
    universities across the globe.

    In 1999, Hirokazu Kato of the Human Interface
    Technology Lab at the University of Washington
    released the ARToolKit, a software library for
    developing AR applications, which provided
    the foundation for many of the first practical AR
    applications. The release of the library opened
    the door for widespread use and development
    of augmented reality applications under the
    toolkit’s non-commercial license.

    ARToolKit allows a camera to track a 2D marker,
    such as a sequence of simple black and white
    squares, so that 3D digital models can be
    displayed on a screen in real time. ARToolKit was
                                                        A 2004 photo of a heads up display inside an FA-18 Hornet in flight.
    ported onto the Adobe Flash platform in 2009
                                                        (Public domain)
    under the name FLARToolKit, which has been a
    major catalyst in the evolution of AR. Additional variations include SLARToolKit (Microsoft’s SilverLight)
    and NyARToolkit (Java/Android/C#/ActionScript3/C++).

    In the last two years, in correlation with the rapid growth of smartphones, a new breed of augmented
    reality has entered the marketplace. Mobile AR applications allow users to hold up their phone and see
    a heads up display-style AR image of data associated with their local surroundings.

    The technology works by synchronizing sensor input from the phone’s global positioning system
    (GPS) chip, digital compass and accelerometers. Using the images captured from the camera as a
    background, the applications then places icons on the screen positioned relative to where the user is
    standing and facing.




4 | ReadWriteWeb | Augmented Reality
Popular applications provide point-of-interest (POI) data for locations such as restaurants, subway
stations and banks, along with geo-tagged virtual objects like Wikipedia articles, photos and Twitter
posts. This newer field of AR is quickly expanding to provide an immersive and interactive platform for
local advertising. Development of more advanced mobile AR technology continues as well, including
markerless tracking and live mobile video processing.


The Current Market Environment
In 2008, augmented reality debuted on analyst firm Gartner’s Hype Cycle of Emerging Technologies on
the steep incline of the primary stage. At that time, Gartner estimated that it would take more than 10
years before AR would see “mainstream adoption.” In 2009, however, Gartner moved AR up the cycle’s
slope to a within a close proximity of the “Peak of Inflated Expectation” and updated mainstream
adoption estimate to “5 to 10 years.”




                                                                           ReadWriteWeb | Augmented Reality | 5
AR production is a fast-growing market that includes a number of large, experienced development
    shops and many small new entrants. The market is dominated by two international companies serving
    big brands: France and L.A.’s Total Immersion, and Germany and San Francisco’s metiao.

    The following points provide context around the current growth state and potential size of the
    AR market.

    •	 Potential consumers of AR apps include 25 million iPhone owners, 7 million Android owners
       (possibly 440m+ Nokia owners someday), all consumers with webcam-enabled personal computers
       and anyone who visits a public place where an AR kiosk could be displayed.

    •	 Augmented reality developers estimate that at least 400 webcam AR marketing campaigns were
       built last year, and that number is expected to increase this year.

    •	 The number of stand-alone mobile AR apps available is growing quickly as well. There was a 50%
       increase in stand-alone mobile AR apps in the iTunes App Store (up to 230) in the two months from mid-
       December through mid-February alone. There are 53 AR apps in the much smaller Android Market.

    •	 Mobile browser Layar said in mid-February 2010 that 375 data sets have been published on the Layar
       platform and there may be as many as 100 other data sets published on other mobile browsers.

    ReadWriteWeb Finding ReadWriteWeb estimates that more than 1,100 stand-alone AR apps and data
    sets on AR browsers were published in the last year. There were more stand-alone apps built than data
    sets published on AR browser platforms.




    Above: North Kingdom and Goodby, Silverstein & Partners made this marker-based, webcam AR demonstration of windmills for
    electrical power generation. It’s fun to turn it around in your hand and blow on the propellers. Neither of these companies are
    profiled in this report.




6 | ReadWriteWeb | Augmented Reality
Key Players in the Augmented Reality Market
The ten companies profiled in this report have worked with a substantial number and variety of clients,
including at least 24 of the 150 largest companies in the world by revenue. Most of those projects have
been stand-alone webcam augmented reality projects, be they for personal computer or public kiosk.

Among the 150 largest companies in the world, by revenue, the following have employed at least one
of our featured augmented reality development companies.
Toyota                            Microsoft                         Sony
BMW                               Chrysler                          ING
EADS                              Boeing                            CVS Caremark
Daimler                           Societe Generale                  Samsung
General Motors                    Nissan Motors                     Fiat
Peugeot                           Renault                           Johnson & Johnson
Siemens AG                        Saint-Gobain                      Hyundai Kia Automotive Group
Volkswagen Group                  Saudi Aramco                      Samsung Group




                                                                          ReadWriteWeb | Augmented Reality | 7
Part 2: AR Supplier Profiles
LAST ANNUAL                                                             CEO’S
                                                   MOBILE/                                     REVENUE                                                     NUMBER OF   EDUCATIONAL
                                       NAME        WEBCAM        FOUNDED   LOCATIONS           REPORTED       BIG CLIENTS             AR PROJECTS          EMPLOYEES   BACKGROUND

                                       METAIO      both          2003      Munich, San         $5.7 million   LEGO, Toyota, BMW,      all                  50+         Engineering
                                                                           Francisco, Seoul                   many others
                                       TOTAL       primarily     1999      Suresnes, France,   $10 million    Chrysler, Intel, SAP,   TOPPS was most       70+         Finance
                                       IMMERSION   but not                 LA, London, Hong                   Microsoft, many         notable
                                                   exclusively             Kong                               others
                                                   webcam
                                                   and kiosk
                                       ZUGARA      webcam        2001      Culver City, CA     $6.8 million   Non AR marketing:    Webcam social           30+         Marketing
                                                                                                              Toyota, Reebok, Sony shopper
                                                                                                              Pictures, Hasboro,
                                                                                                              Atari
                                       LAYAR       mobile AR     2009/     Amsterdam           n/a but        McDonalds, Mazda,       Layar mobile AR      15+         Marketing
                                                   browser       2008                          venture        ING and other           browser on Android
                                                                                               backed         corporate data sets     and iPhone
                                                                                                              published
                                       ACROSSAIR   mobile AR     2008/     London, NY,         ¬£200,000      Stella Artois, Beck’s, Acrossair browser,    6           IT
                                                   browser       2001      Mumbai              (before most   FedEx and other data TVGuideUK, Nearest
                                                   and apps                                    high-profile   sets published         Wiki, Nearest Places,
                                                                                               deals)                                Nearest Tube,
                                                                                                                                     Twitter AR and
                                                                                                                                     many others
                                       MOBILIZY    mobile AR     2008      Salzburg, Austria   n/a            Lonely Planet, Ogilvy   Wikitude AR        10+           Computer
                                                   browser                                                                            browser, Wimbledon               Science
                                                   and apps                                                                           IBM Seer
                                       TONCHIDOT   mobile AR     2008      Tokyo               $300,000                               Sekai Camera         9+          Philosophy
                                                   browser                                     + venture
                                                                                               backing
                                       SEAC02      webcam        2003      Turin, Italy        $1.8 million   Prada, Samsung, Fiat,                        15+         Aerospace
                                                   and kiosk                                                  AR and VR                                                Engineering
                                       INITION     webcam        2001      London, Melbourne n/a              BMW, Toyota, BBC,       Magic Symbol         30+         Computer
                                                   and kiosk                                                  others                                                   Science




ReadWriteWeb | Augmented Reality | 9
AR Developer Profiles
    The following are brief profiles of the companies we
    believe to be the top 10 augmented reality development
    shops in the world. For each company you’ll find background
    information and a summary of its work, as well as quotes
    from founders on the future of the company. The companies,
    individuals and clients in these profiles did not pay to be
    included; they were chosen because of the significant role
    they play in AR development.




10 | ReadWriteWeb | Augmented Reality
metaio
COMPANY SNAPSHOT
 MAJOR PRODUCTS:       Unifeye (software platform), Junaio (iPhone Application/Social Network)
 MAJOR CLIENTS:        LEGO, Toyota, BMW, Adidas
 OTHER CLIENTS:        Audi, Bosch, EADS, Daimler, Flensburger, GM, KMW, Kuka, MAN, Peugeot, Siemens,
                       Volkswagen, arsEdition, Bertelsmann, DNP, duo schreib & speil, Neue Digitale / Razorfish,
                       SHD, ICESTORM, Fraunhofer Gesellchaft, Technical University Munich, Lego, Popular
                       Science, Focus Features, Universal, Microsoft, Xcel Energy, Veronica Magazine
 OFFICIAL NAME:        metaio GmbH
 CEO/FOUNDER:          Thomas Alt, CEO (PhD in Engineering)
 HEADQUARTERS:         Munich, Germany
 OTHER OFFICES:        San Francisco, CA; Seoul, South Korea
 LATEST ANNUAL         $5.7 million (Company declined to confirm but said it was bootstrapped and had been
 REVENUE:              profitable for the last several years.)
 FOUNDED:              2003
 WEBSITE:              http://www.metaio.com/
 EMPLOYEES:            50+




Above: metaio made an AR game out of shoes for Adidas




                                                                                  ReadWriteWeb | Augmented Reality | 11
OVERVIEW AND ANALYSIS
    Founded in 2003 by Dr. Thomas Alt and Peter Meier, Munich-based metaio is one of the most
    successful commercial vendors of AR products. After researching AR while working at Volkswagen,
    Alt started metaio with Meier, a fellow Technische Universität München graduate. The pair funded
    the company with €25,000 won in a business plan competition and have bootstrapped the company
    without outside capital ever since.

    In December 2008, metaio and BMW created the first major commercial augmented-reality
    advertisement to be accessed on a user’s personal computer instead of a public kiosk display. It was
    an interactive magazine advertisement that displayed a 3D model of the BMW MINI that readers could
    rotate to look at.

    Thomas Alt, metaio CEO, on the surprising success of the BMW MINI campaign1.




    “       To be honest with you, being from research and doing all fancy engineering
            type augmented reality systems, I really didn’t believe in this application.
            I said, ‘Who would ever do that? Read a magazine, then go to a web
            address, turn on his webcam to see the new product?’ [...] If you look it up
            on YouTube, you have 450,000 users seeing user-generated content where
            people actually film themselves with the little MINI in their hands in front of
            a webcam.”
    The company’s other major clients include LEGO, Toyota, Popular Science, Microsoft and Universal. The
    applications metaio has built for these various clients are built on their AR software platform Unifeye,
    which it offers in three versions - for large public implementations, for personal computer-based use,
    and for mobile. The desktop version of the software is compatible with both Windows and Macintosh
    operating systems, and the mobile version is compatible with the iPhone and Android operating
    systems with plans to include the Symbian OS soon. In February of 2010, metaio launched the Unifeye
    Mobile Software Development Kit, which allows developers to quickly and easily create mobile AR
    experiences with their software.

    In 2009, the company released junaio, an application for the Apple iPhone that they say is the “world’s
    first social AR platform.” In fact, Mobilizy’s Wikitude was commercially available prior to junaio and also
    contains user generated content but is more limited in content type. Users of the application can use
    junaio to take photographs, insert 3D models into the scene and share their creation on the junaio
    network, or on other networks like Facebook and Twitter.




    1	 http://nvidia.fullviewmedia.com/GPU2009/1001-cupertino-metaio.html




12 | ReadWriteWeb | Augmented Reality
The data that is transferred using the Unifeye software can be encrypted. However, it must be set
up manually before the data is sent and received unlike other software platforms that automatically
encrypt information. The software also lacks support for facial tracking and Maya models, two features
metaio says are in the product’s roadmap for the future.

Metaio boasts more than 400 partners and clients and 50 pending patents. The company says that
60% of its work is developed in-house, while the remainder is licensed work through its Unifeye software
platform.


Other links:
http://www.slideshare.net/jwilker/metaio-mobile-augmented-reality




                                                                           ReadWriteWeb | Augmented Reality | 13
Total Immersion
    COMPANY SNAPSHOT
     MAJOR PRODUCTS:         D’Fusion (software platform).
     MAJOR CLIENTS:          TOPPS, K’NEX, Chrysler
     OTHER CLIENTS:          Air France, Airbus, Boeing, Dassault Avaiation, EADS, Eurocopter, Snecma SAFRAN Group,
                             Le Credit Lyinnais, Societe Generale, BBC, CBS, CNN, France 2, TV Asahi, BMW, GM, Infiniti,
                             Mazda, Nissan, Peugeot, Renault, Intel, Microsoft, SAP, Alstom, Schneider Electric, SNCF,
                             BRC, Europa Park, Futuroscope, Six Flags, Beneteau, FedEx, Gallimard, MEDEF, Saint-
                             Gobain, Saudi Aramco, SFR, Sony, Nike, Coca Cola, Paramount, Universal.
     OFFICIAL NAME:          Total Immersion
     CEO/FOUNDER:            Bruno Uzzan, Founder/CEO (Masters in Finance)
     HEADQUARTERS:           Suresnes, France
     OTHER OFFICES:          Los Angeles, CA; London, UK; Hong Kong, CN
     LAST REPORTED           $10 million
     ANNUAL REVENUE:
     FOUNDED:                1999
     WEBSITE:                http://www.t-immersion.com/
     EMPLOYEES:              70+




    Above: Total Immersion’s live 3D AR baseball game for TOPPS baseball cards



14 | ReadWriteWeb | Augmented Reality
OVERVIEW AND ANALYSIS
Brunno Uzzan, a former financial consultant, and Valentin Lefevre, an experienced simulation
designer, founded Total Immersion in 1999, making it one of the first augmented reality development
studios in the world. Throughout its 11-year history, Total Immersion has been at the forefront of
augmented reality innovation, bringing some of the first browser based AR solutions to market, as
well as developing the first implementation of markerless tracking (MLT) in 2004. The company’s
earliest clients, mainly in the automotive industry, first used AR to reduce simulation costs, but Total
Immersion has since switched focus to more forward-facing customer-oriented applications. Today,
Total Immersion is the clear leader in the augmented reality space with 260 projects and $10 million in
revenue in 2009 alone.

In early February of 2008, Total Immersion produced one of the first major commercial rollouts of
augmented reality advertising when they teamed up with Infiniti to present an interactive kiosk at
a roadshow that took place in major U.S. cities. By holding up different automobile brochures to a
camera, users could see a car displayed on a screen that they could then interact with by moving and
rotating the brochure.

Over the past decade, Total Immersion has expanded their client base beyond their early partners to
include retail, publishing, entertainment and technology companies. In March of 2009 they produced
interactive baseball cards for cardmaker TOPPS, which allowed users to view 3D animated models
of the players on the card via the webcams on their home computers. The users could interact with
the models, playing various games by moving the cards. The company has also grown beyond its
headquarters outside of Paris to locations in Los Angeles, London and Hong Kong.

Founder and CEO Bruno Uzzan on the company’s expansion to the United States:




“     Our first American subsidiary marks an important new phase in the global
      growth of the company; it will enable us to be in close proximity to a
      majority of U.S. players and key decision makers.”
Total Immersion builds its AR applications on top of its proprietary software platform, D’Fusion. Like
other AR platforms, D’Fusion has a number of versions for different uses. The deployment versions
include D’Fusion Pro for large installations such as kiosks, D’Fusion @Home for consumer use with
personal computers, and D’Fusion mobile for mobile location-aware applications. Total Immersion also
offers D’Fusion Studio, which is used to design the AR applications before deployment. Licensed work
makes up a significant portion of the company’s work, with 60 partners that develop AR content in 70
countries using their licensed software.

Total Immersions claims to be the first AR development studio to implement markerless tracking,
doing so in 2004. Markerless tracking allows a camera to track an object without the need of a specific
marker, barcode or glyph. Total Immersion’s markerless technology allows any 2D design, such as a
print advertisement or a baseball card, to serve as the marker, and can recognize the design even if it is
partially obscured either by the user’s hand or by any other obstacle.




                                                                            ReadWriteWeb | Augmented Reality | 15
The company’s software platform is currently compatible with both Macintosh and Windows on the
    desktop and Symbian on mobile phones with plans to include the iPhone and Android operating
    systems soon. In September of 2009, Total Immersion announced it would be partnering with fellow
    French AR studio Int13 to improve its mobile AR solutions. With massive campaigns for corporate
    giants like McDonald’s and Coke reaching hundreds of millions of viewers, Total Immersion’s products
    have proven their robustness and further cement the company’s position as the worldwide leader in
    augmented reality.




16 | ReadWriteWeb | Augmented Reality
Zugara
COMPANY SNAPSHOT
 MAJOR PRODUCTS:          ZugAR, ZugMO, ZugSTAR, Webcam Social Shopper
 MAJOR CLIENTS:           Reebok, Toyota, Hasbro, Atari, Sony Pictures (non-AR solutions)
 OTHER CLIENTS:           Tobi (online clothing boutique using Zugara’s AR)
 OFFICIAL NAME:           Zugara Inc.
 CEO/FOUNDER:             Matthew Szymczyk, Director/CEO (Marketing)
 HEADQUARTERS:            Culver City, CA
 OTHER OFFICES:           N/A
 LAST REPORTED            $6.8 million
 ANNUAL REVENUE:
 FOUNDED:                 2001
 WEBSITE:                 http://www.zugara.com/
 EMPLOYEES:               30+




Above: Zugara is developing an API to power AR overlays in video conferencing




                                                                                    ReadWriteWeb | Augmented Reality | 17
OVERVIEW AND ANALYSIS
    California-based Zugara is a relatively new player in the augmented reality space but the company has
    years of experience with digital interactive marketing. Founded by Matt Szymczyk in 2001, Zugara has
    provided non-AR solutions for Reebok, Toyota, Hasbro, Atari, Sony Pictures and many more.

    Zugara made its first foray into AR with the release of the Webcam Social Shopper in June of 2009, which
    is currently being used by the fashion site Tobi.com as the “Fashionista Augmented Reality Application”.
    The app allows visitors to the site to use their webcams to virtually try on various articles of clothing by
    holding up an AR marker in front of their bodies. The users can then use their hands to navigate between
    items of clothing, change the color and take a picture to share with friends on Facebook.

    That application makes use of two of Zugara’s augmented reality software development kits (SDKs)
    - ZugAR, which works with the marker to place the models of the clothing on the video, and ZugMO,
    which follows the user’s motions to control the navigation of the application. The company has also
    developed a third SDK, ZugSTAR, which couples the virtual dressing room of the Webcam Social
    Shopper with a video conferencing application so that users can share AR experiences with each other
    in real time.

    Zugara CEO Mathew Szymczyk on the public reception of the Webcam Social Shopper from an
    interview on AugmentPro.com2




    “       I think most people were surprised to see a utility-based AR application
            as those seem to be very few and far between right now. Social Media
            Integration and Utility were two key components of the Webcam Social
            Shopper and this allowed people to see how these emerging technologies
            could be integrated together and used effectively in an online retail
            experience. Even though this application has been called a virtual dressing
            room or fitting room, it’s more about replicating the offline shopping
            experience when you’re at the rack, holding apparel up to yourself, and
            soliciting feedback from friends or family.”
    Zugara’s ZugMO SDK is also seen in the company’s Flash game, Cannonballz. The game uses the
    motion capture from the ZugMO SDK to allow the user to control the game with gestures, similar to
    the highly anticipated Project Netal technology expected from Microsoft this fall.

    So far, Zugara has not produced any AR content for mobile devices, only for browser-based Flash
    applications using a webcam.


    2	 http://augmentpro.com/zugara-ceo-interview-tobi-com-fashionista-augmented-reality-app/
    	 http://weareorganizedchaos.com/index.php/2009/06/23/zugara-launches-online-shopping-app-utilizing-augmented-reality-
       and-motion-capture/
    	 http://weareorganizedchaos.com/index.php/2009/08/12/zugaras-first-webcam-based-augmented-reality-flash-game-utilizes-its-
       proprietary-motion-capture-technology/
    	 http://www.slideshare.net/MHSzymczyk/zugara-sime-2009-stockholm-presentation-augmented-reality




18 | ReadWriteWeb | Augmented Reality
Layar
COMPANY SNAPSHOT
MAJOR PRODUCTS:                                Layar (Open mobile AR browser)
SAMPLE DATA SETS PUBLISHED TO PLATFORM:        Yellow Pages, McDonalds, Mazda, Yelp, BrightKite, ING, Hyves,
                                               Trulia, C1000, Newbury St, HBSC ATM, TNT, OSM, UDR, Idealista,
                                               RedBull, Foursquare, Iens
OFFICIAL NAME:                                 Formerly known as SPRXmobile
CEO/FOUNDER:                                   Raimo Van der Klein (Marketing)
HEADQUARTERS:                                  Amsterdamn, The Netherlands
OTHER OFFICES:                                 N/A
LAST REPORTED ANNUAL REVENUE:                  N/A
FOUNDED:                                       2009 (SPRXMobile founded 2008)
WEBSITE:                                       http://www.layar.com/
EMPLOYEES:                                     15+




OVERVIEW AND ANALYSIS
Formed in 2009 as an offshoot of mobile-creative-
services provider SPRXmobile, Layar has quickly
vaulted itself to the forefront of the augmented
reality community with its wildly popular Layar
browser mobile application. The Amsterdam-based
company was co-founded by Raimo van der Klein,
Claire Boonstra and Maarten Lens-FitzGerald and
employs a small team of developers located around
the globe.

Layar, which first launched in the Netherlands
in June of 2009, is a free mobile application that
allows users to view geo-located points of interest
(POI) on their phones in a 3D heads up view using
their phone’s built-in camera. Developers can use
Layar’s API to create layers of specific content, such
as (but certainly not limited to) ATM locations,
historical landmarks and restaurants.

The application launched worldwide on phones
running the Google Android operating system in
August of 2009, and quickly gained popularity with




                                                                              ReadWriteWeb | Augmented Reality | 19
over 75,000 downloads within its first three weeks of availability3. Layar has said it began developing
    on the Android operating system because it’s an easier platform to develop for than other alternatives4.

    In October of that year, Layar launched on the iPhone, quickly broadening its popularity. Just two
    months later, the company announced it was withdrawing the application from the iPhone App Store
    because of frequent reports of crashes.

    Regardless of this setback, Layar has still held its position among the best of the AR browsers available
    on mobile phones today. According to a February 2010 press release, more than 2,000 developers have
    begun working with the Layar API, creating 375 data layers with over 1,200 more in development.

    Layar co-founder Claire Boonstra on the opportunities Layar is creating for businesses large and small
    to better reach their on-the-go consumers:




    “       In the longer term it is very important for companies to be where the
            consumer is – literally out there in the real world. You can be present on the
            Internet, but if the consumer is somewhere in the street looking for a movie,
            a pizza, a game, an ATM, you have to have a presence in reality so that the
            consumer can locate you.5”
    Layar re-released its iPhone application in March of 2010. Apps for the Symbian (Nokia) and Windows
    Mobile operating systems are scheduled for release by year’s end, if not sooner. Because of Layar’s
    open API, there are multiple ways for a company to publish content onto their own layer within the
    application. Some companies publish their content to the Layar platform while others have selected
    third-party developers to do that work for them.

    Web-based services such as buildAR allow users to manually add geo-location data for their POIs,
    which the service can then create a layer from, helping the user avoid all the dirty work. Other third-
    party studios, like Muzar and Winvolve, have begun offering Layar POI development to their clients
    looking to grow their presence in the augmented reality world.

    Developers working with Layar content have begun to find truly unqiue uses for augmented reality.
    In Japan, musician Sedda released a new single on Layar that would play when fans of the musician
    traveled to within a specific location - in many ways an augmented reality scavenger hunt. Layar
    itself has developed what it calls “experience domes”, a virtual AR bubble that when entered by the
    user, visually and sonically transports them to another place. Layar is clearly on the cutting edge of
    developing new ways for AR to enhance our everyday lives.




    3	 http://www.marketingfacts.nl/berichten/interview_raimo_van_der_klein_over_layar_update_madanmohan_rao/
    4	 http://econsultancy.com/blog/4274-q-a-claire-boonstra-co-founder-of-layar
    5	 http://mobihealthnews.com/4048/interview-layar-augmented-reality-and-wireless-healthcare/
       http://techfluff.tv/2009/11/02/the-future-of-augmented-reality-an-interview-with-claire-boonstra-layar/




20 | ReadWriteWeb | Augmented Reality
acrossair
COMPANY SNAPSHOT
MAJOR PRODUCTS:                         Acrossair Browser (Closed mobile AR browser)
OTHER PRODUCTS:                         TVGuideUK, Nearest Wiki, Nearest Places, Nearest Tube, Twitter AR,
                                        NY Subway, Barcelona Metro, Chicago Transit, SF Transit, Madrid
                                        Metro, Washington Metro, Paris Metro, Tokyo Subway, Fruitloons,
                                        Virus Killer 360, PhotosAR, Movember, WorkSnug London
MAJOR CLIENTS (BROWSER CATEGORIES):     Stella Artois, Beck’s, FedEx, McDonalds, Subway, Starbucks, Ace
                                        Hardware, CVS, Walgreens,
OTHER CLIENTS:
OFFICIAL NAME:                          acrossair
CEO/FOUNDER:                            Chetan Damani, Co-Founder/CEO (IT)
HEADQUARTERS:                           London, UK
OTHER OFFICES:                          New York, NY; Mumbai, India
LAST REPORTED ANNUAL REVENUE:           £200,000 (Before browser partner deals)
FOUNDED:                                2008 (Spun out of marketing agency Imano, founded 2001)
WEBSITE:                                acrossair.com
EMPLOYEES:                              6




OVERVIEW AND ANALYSIS
Much like how Layar formed from SPRXmobile, London-based
acrossair is an offshoot of Imano, an e-commerce and online
marketing firm. Imano founder and acrossair CEO Chetan Damani
formed the new company as a mobile application development
studio for augmented reality, gaming and data-intensive iPhone
apps. In 2009, acrossair released over a dozen iPhone applications
making use of AR technologies, most of which were based around
public transportation for specific cities.

By far its biggest splash came with the release of Nearest Tube,
an app that directs users in London to the nearest subway station
using heads up augmented reality display techniques. In short,
the user can hold their phone up and the application points them
in the direction of various subway stations nearby. The company
also released similar AR applications for viewing nearby photos,
Tweets and Wikipedia articles but eventually rolled them together
into the all-in-one acrossair browser in late December of 2009.




                                                                            ReadWriteWeb | Augmented Reality | 21
The browser allows users to select from various categories of geo-located AR data to search for nearby
    locations. Some corporate brands like FedEx, Subway, Walgreens and Starbucks have already published
    location data onto the acrossair browser. Alternatively, users can search by other pre-defined
    categories using Google, Yelp or Qype, a London-based, Yelp-like service.

    Other special categories allow users to search for third-party data, such as photographs from Flickr or
    Panoramio, messages on Twitter, and articles from Wikipedia. There is also a handy application that
    allows users to drop an AR marker when they park their car, making the process of hunting down your
    car in a crowded parking lot much easier.

    AR browsers like acrossair’s represent an interesting shift in how people find their way around. Instead
    of the “head down” method of looking at a 2D map, users are able to get directions and information in
    an immersive “heads up” fashion.

    Chetan Damani, acrossai founder and CEO, on how AR is going to revolutionize the way we find our
    way around in the near future:




    “       It’s really picking up now because of the devices. AR provides a much more
            intuitive interface to viewing mapping data, and the one thing that the
            Internet era has taught us is that the interface drives interest6 [...] Traditional
            maps can be tough to follow as they are in 2D. What we wanted to create
            was something which was based on real life. By using the sensors inside the
            iPhone we were able to superimpose Tube map locations on to the display7.”
    Acrossair’s applications are currently only available for the iPhone, but the company has plans to port
    the apps over to Android and other phone operating systems. Unlike Layar, acrossair does not offer
    a public API for outside developers to create content for the browser. Instead, interested parties can
    contact acrossair and submit their geo-tagged data that the company will insert into the browser.

    The company says it does plan on opening a public API in 2010, but can today integrate any other
    API to pull in data in two days. The next version of the browser will include support for 10 additional
    languages, and the company says it plans to pursue extensive cross-promotion with data publishing
    partners. Acrossair says its service has only soft-launched and is so far being used between 15,000 and
    20,000 times each day around the world.




    6	 http://www.guardian.co.uk/technology/2009/jul/15/augmented-reality-smartphone -- Chetan Damani
    7	 http://www.thisislondon.co.uk/standard/article-23717390-iphone-that-shows-you-the-closest-tube.do -- Chetan
       http://digital.venturebeat.com/2009/07/10/augmented-reality-subway-finding-app-comes-to-ny-sf/
       http://www.augmentedplanet.com/2009/11/augmented-reality-in-one-hour/




22 | ReadWriteWeb | Augmented Reality
Mobilizy
COMPANY SNAPSHOT
MAJOR PRODUCTS:                        Wikitude World Browser, Wikitude Drive
OTHER PRODUCTS:                        Lonely Planet Tour Guides
MAJOR CLIENTS:                         Lonely Planet
OTHER CLIENTS:
OFFICIAL NAME:                         Mobilizy GmbH
CEO/FOUNDER:                           Philipp Breuss-Schneeweis, Founder/CEO (Computer Science)
HEADQUARTERS:                          Salzburg, Austria
OTHER OFFICES:                         N/A
LAST REPORTED ANNUAL REVENUE:          N/A
FOUNDED:                               2008
WEBSITE:                               mobilizy.com
EMPLOYEES:                             10+




OVERVIEW AND ANALYSIS
Founded in 2008 by Philipp Breuss-
Schneeweis, Mobilizy is one of
the earliest developers of mobile
augmented reality apps. The Austria-
based company released one of the
very first mobile AR browsers, the
Wikitude World Browser, in October
of 2008 on the Andorid operating
system and on Symbian shortly
thereafter.

Like other AR browsers, Wikitude
displays geo-tagged information as
icons displayed in the user’s field of view when they hold their mobile phone in their field of vision.
Wikitude brands itself as an AR tour guide, and uses Wikipedia to present information about landmarks
and POI in the user’s immediate area. Initial iterations of the application included mostly data pulled
from Wikipedia, hence the name Wikitude. Recently, however, the app has opened access to more
content called “Worlds”, such as Google Local Search, Twitter and YouTube. Commercial data, such as
BestBuy and Walmart locations, is available now also.

In an effort to become the de-facto mobile AR platform, Mobilizty offers an open API for Wikitude that
allows developers to incorporate the browser into their own applications. The company also provides



                                                                                ReadWriteWeb | Augmented Reality | 23
custom white-label solutions so that brands looking to have their own AR application quickly and
    easily can do so without hiring their own developers.

    Another arm of the Wikitude product line is Wikitude.me, which provides an online interface for users
    to add their own POI to Mobilizy’s databases. For bulk uploads, the site also accepts KML files, like
    those created using Google Earth. Mobilizy also offers Wikitude Drive, an AR turn-by-turn navigation
    application.

    Since its release, the Wikitude Browser has been downloaded over 300,000 times across Android,
    Symbian and iPhone devices, making it the most successful mobile AR application to date. Mobilizy
    says approximately 1.5 million POI requests are sent to their servers each week, and this number is
    sure to grow. The company says in the first six months, Wikitude was downloaded over 85,000 times. In
    comparison, Wikitude is growing at a much slower rate than Layar, which achieved 75,000 downloads
    in just three weeks. Whereas Layar comes from a marketing background and is thus very good at
    marketing itself, Mobilizy does not come from a marketing background and is not as good.

    In addition to attempting to create the go-to platform for mobile AR applications, Mobilizy has
    proposed to the Augmented Reality Consortium that a universal Augmented Reality Markup Language
    (ARML) be used across browsers to interpret location data. This is an early effort to create standards to
    aid the growth the AR community. ARML would be to AR browsers as HTML is to websites, and the AR
    community is striving to avoid browser compatibly issues - the likes of which the HTML community has
    struggled with for years.

    From an innovation-centric perspective, Mobilizy probably has the most open commercial platform
    offering among leading companies in this space, Acrossair has the least open, and Layar is somewhere
    in between.


    Other links:
    http://www.slideshare.net/wikitude/mobilizy-wikitude-info
    http://www.slideshare.net/momonorway/the-future-is-agumented
    http://www.youtube.com/watch?v=HqAPtreU-8o




24 | ReadWriteWeb | Augmented Reality
Tonchidot
COMPANY SNAPSHOT
MAJOR PRODUCTS:                       Sekai Camera
OTHER PRODUCTS:                       Sekai Camera eX
MAJOR CLIENTS:                        LEOWE
OTHER CLIENTS:                        Kyoto International Magna Museusm, Cite des Sciences et de
                                      l’Industrie
OFFICIAL NAME:                        Tonchidot Corporation
CEO/FOUNDER:                          Takahito Iguchi (Philosophy)
HEADQUARTERS:                         Tokyo, Japan
OTHER OFFICES:                        Gifu, Japan (R&D Center)
LATEST REPORTED ANNUAL REVENUE:       $300,000 (Has raised additional institutional funding)
FOUNDED:                              2008
WEBSITE:                              tonchidot.com
EMPLOYEES:                            9+




OVERVIEW AND ANALYSIS
Japan-based Tonichidot was one of the first
companies to demo an augmented reality
application for mobile phones when they debuted
their product Sekai Camera at the September
2008 TechCrunch 50 event. Language barriers and
short answers from Tonchidot CEO Takahito Iguchi
lead some at the event to question whether or
not the technology was actually real or not, but
in September of the following year, the company
released in Japan the Sekai Camera for the iPhone.

Sekai Camera is similar to mobile AR browsers like Wikitude and Layar in that it displays geo-tagged
information in the user’s field of view using the camera on their mobile phone. Users can create what
is called an “AirTag” anywhere they go in the form of text, a photo, or an audio recording that can be
viewed by other users of the application.

The company has said it plans to focus on gaming, virtual goods and marketing on the platform. CEO
and founder Iguchi was trained in philosophy and is a very dynamic figure.

The Sekai Camera application was downloaded over 100,000 times within just four days of its release
in Japan, which Tonchidot claims represents 10% of the iPhone market in the country. According to




                                                                             ReadWriteWeb | Augmented Reality | 25
Tonchidot, the application was awarded Best App of 2009 by Apple Japan, and was nominated for
    “Best Mobile App” at the 2009 Crunchies. In December of 2009, Sekai Camera was launched worldwide
    in the App Store for iPhone users. Iguchi demoed an Android version of the app in March of 2009, but a
    release has not appeared in the Android marketplace so far.

    Tonchidot CEO Takahito Iguchi on Sekai Camera:




    “      Sekai Camera is social, and so much fun! It is serendipity here and now.
           Sekai Camera will become a platform for new games, entertainment and
           communication. We are collaborating with many partners to create fun
           content. So please, join us!”
    In addition to their consumer iPhone App, Tonchidot also provides a white-label corporate solution
    called Sekai Camera eX. It has already been used by Asian and European companies, such as the
    fashion label LEOWE, the Kyoto International Manga Mueum, and the Cite des Sciences et de
    l’Industrie.

    In December of 2009, Tonchidot raised $4 million in venture funding from DCM (backers of About.
    com, Sling Media, Bittorrent, RockYou and more) and Itochu Technology Ventures (which usually backs
    enterprise and hardware companies).


    Other links:
    http://www.sekaicamera.com/
    http://www.techcrunch50.com/2008/presenter.php?presenter=71
    http://www.techcrunch.com/2009/12/08/tonchidot-sekai-camera-funding/




26 | ReadWriteWeb | Augmented Reality
Seac02
COMPANY SNAPSHOT
 MAJOR PRODUCTS:                              Eligo
 OTHER PRODUCTS:                              Linceo VR
 MAJOR CLIENTS:                               Prada, Samsung, Fiat
 OTHER CLIENTS:                               Aermacchi, Alfa Romeo, Beiersdorf Italia, Carcerano, Centro
                                              Italiano Ricerche Aerospaziali, Comune di Torino, Ferrero, HCI
                                              Lab, Infini.to, Mediaset, Ministero dei Beni Culturali, Pakerson,
                                              Pininfarina, Provincia di Torino, Sardegna Ricerche, Treviso
                                              Tecnologia, New Holland Construction, Pagine Gialle, Johnson &
                                              Johnson, Rivolta, Wind
 OFFICIAL NAME:                               Seac02 S.r.l.
 CEO/FOUNDER:                                 Andrea Carignano, CEO (PhD in Aerospace Engineering)
 HEADQUARTERS:                                Turin, Italy
 OTHER OFFICES:                               N/A
 LAST REPORTED ANNUAL REVENUE:                $1.8 million
 FOUNDED:                                     2003
 WEBSITE:                                     seac02.it
 EMPLOYEES:                                   15




Above: Seac02’s retail AR application that allows shoppers to “try on” different watches before buying




                                                                                               ReadWriteWeb | Augmented Reality | 27
OVERVIEW AND ANALYSIS
    Italian company Seac02 uses its Eligo Virtual and Augmented Reality software platform to market
    products in public kiosks and on the Web using personal computers.

    Many of the company’s installations have been in the fashion industry, including “virtual mirrors” that
    superimpose 3D-models of watches, shoes and sunglasses onto the customer using both marker-
    based and markerless tracking techniques.

    In the case of the virtual mirror for wristwatches, customers place an AR marker over an existing
    wristwatch or use a special wrist band in order to view 3D designer watches placed around their wrist.
    For the shoes, users visiting a shoe store could enter in a style and size and then stand in front of a
    floor-level screen that would place a 3D representation of a shoe over their foot.

    Similar 3D simulations exist for sunglasses and hair styles. These examples use markerless facial
    tracking to follow the movement and position of the user’s head and face.

    Founder Adrea Carignano has a PhD in aerospace engineering, and spent five years working in
    research and development for an international industrial design company. In 2003 he started Seac02
    with the goal of bringing virtual and augmented reality to designers, marketers and salespeople in the
    general public.

    Carignano on how augmented reality can be of benefit to designers:




    “       Augmented reality is a new way to think design. We help designers create
            objects and define them while they are in the real world. The designer
            has every single second the feelings of how the real object will look in the
            physical world.8”
    Seac02 has worked with a number of large international brands, such as Samsung, Johnson & Johnson,
    Fiat and Prada. The company’s Eligo software platform only provides browser and kiosk-based
    solutions, but the company plans to announce mobile support soon.




    8	 http://blog.novedge.com/2009/11/andrea-carignano-seac02-linceovr.html
       http://www.seac02.it/company/
       http://www.seac02.it/




28 | ReadWriteWeb | Augmented Reality
Inition
COMPANY SNAPSHOT
MAJOR PRODUCTS:                     Magic Symbol
OTHER PRODUCTS:
MAJOR CLIENTS:                      BMW, Toyota, The 02
OTHER CLIENTS:                      BBC, Kia, Wired, Olympus, Samsung, Top Trumps,
OFFICIAL NAME:                      Inition Ltd.
CEO/FOUNDER:                        Stuart Cupit, Managing Director (Computer Science)
HEADQUARTERS:                       London, UK
OTHER OFFICES:                      Melbourne, AU
LAST REPORTED ANNUAL REVENUE:       N/A
FOUNDED:                            2001
WEBSITE:                            inition.co.uk
EMPLOYEES:                          30+




OVERVIEW AND ANALYSIS
One of the earliest companies to use
augmented reality for marketing purposes,
Inition, a 3D products a services company,
was producing AR ad campaigns in
January of 2006. Inition’s AR software
MagicSymbol has been used by dozens of
companies over the last four years.

In January of 2006, MagicSymbol was used
by Samsung to promote a new mobile
device at the Winter Olympics in Torino,
Italy. Users could hold an AR marker up
to a webcam and see a 3D model of the
Samsung device displayed on a screen in place of the marker. In the summer of 2007, MagicSymbol
was used in a promotion for the grand opening of The O2 Arena in Lodon. According the Inition,
500,000 users participated in the promotion by holding small cards up to a camera that displayed AR
to see if the card had won the contestant any of a variety of prizes.

In April of 2009, Inition created a Web-based ad for BMW as an extension of its “Expressions of Joy”
campaign. In the original ad, a stuntman drives a BMW Z4 on a large white canvas as paint dispensers
coated the tires with bright colors, creating a vibrant and abstract work of art. Using MagicSymbol,
Inition brought this experience to the desktop, allowing users to let a 3D model of the Z4 roam around



                                                                           ReadWriteWeb | Augmented Reality | 29
their desk, creating their own works of art they could share online. Automobile brands have been
    some of the earliest adopters of AR advertising, and the Z4 campaign managed to create a truly unique
    experience. Brand Republic named the experience the top AR ad campaign of 2009.

    In February of 2009, Inition created an AR experience for the Toyota’s IQ line of cars that broke the
    mold of run-of-the-mill AR auto ads. Many auto campaigns using AR in the past had simply consisted
    of generating a static 3D model on a marker or brochure. For the IQ, Inition created a more immersive
    and innovative use of AR, displaying an animated and interactive 3D model. The IQ was shown driving
    down a street with its lights on, and by tilting the marker a user could steer the car left and right.
    Aditionally, it featured a view in which the car would “explode” out into over 200 separate parts, and
    then come back together at the user’s discretion.


    Other links:
    http://www.brandrepublic.com/News/914752/Behind-scenes-BMWs-augmented-reality-
    campaign/?DCMP=ILC-SEARCH
    http://www.brandrepublic.com/News/913358/Augmented-reality-top-ten-campaigns-so-
    far/?DCMP=ILC-SEARCH
    http://www.inition.co.uk/inition/wowlab_magicsymbol.php




30 | ReadWriteWeb | Augmented Reality
Presselite
COMPANY SNAPSHOT
KEY FUNCTION:                       iPhone Application Development Studio
MAJOR PRODUCTS:                     Metro Paris Subway, Bionic Eye
OTHER PRODUCTS:                     Tweet 360, Washington D.C. Metro, London Tube, New York
                                    Subway, Chicago Rapid TRansit, Metro Lyon, Metro Marseille.
OFFICIAL NAME:                      Presselite
CEO/FOUNDER:                        Antoine and Michel Morcos
HEADQUARTERS:                       Paris, France
OTHER OFFICES:                      N/A
LAST REPORTED ANNUAL REVENUE:       $243,000
FOUNDED:                            2004
WEBSITE:                            presselite.com
EMPLOYEES:                          2




OVERVIEW AND ANALYSIS
Presselite is a French iPhone development studio created in 2004 by Parisian brothers Antoine and
Michel Morcos. The pair of software engineers, 28- and 27-years-old, began by developing social
oriented websites, but in 2009 shifted their focus to the creation of iPhone applications.

The company’s first application was Metro Paris Subway, an application like other transit apps that
allow the user to find the nearest subway station using augmented reality. Uses can hold their phone
up in front of them and the application will place the location of the subway stations in their camera’s
field of view based on their location relative to the phone.

Released in October in 2009, Metro Paris Subway was one of the top selling applications on the French
iTunes Store in 2009, and Le Journals du Net awarded it the Best Application for the iPhone in 2009.
The applications integrates with Google Maps, and offers POI such as McDonalds, Best Western and
other restaurants, hotels and services. The app also features push notifications for subway service
disruptions.

Presselite has since released similar applications for the Washington D.C. Metro, London’s Tube, the
New York City Subway, Chicago Rapid Transit, and public transit in the French cities Lyon and Marseille.
In the companies’ AR app portfolio is Tweet 360, which displays geo-tagged Twitter entries, and
Firefighter 360, a game in which users put out fires simulated into their real-world environment.




                                                                           ReadWriteWeb | Augmented Reality | 31
Presselite co-founder Antoine Morcos on where he sees Presselite heading in the near future:




    “      We like the idea to adapt the Augmented Reality engine we created to
           different kind of applications, such as Tweet 360 for social use, Firefighter
           360 to play a game, or Bionic Eye to find nearest points of interest, both
           through an Augmented Reality vision. But we are currently developing
           a new project, we think it will be the next step of Augmented Reality on
           mobile. [...] Our goal is to focus on quality and accessibility; there are a
           lot of good Augmented Reality applications now on the AppStore but we
           feel that developers are not working enough on accessibility. Augmented
           reality applications are still very hard for people to understand and use
           unfortunately. This is very important for us. Hardware is not a brake
           anymore - imagination will make the difference.”
    Morcos says the company has requests to expand its development to Android, Symbian and Windows
    Mobile devices, but due to its small size, the company currently focuses on the iPhone. Presselite
    boasts over a dozen augmented reality iPhone apps and over two dozen other applications.




32 | ReadWriteWeb | Augmented Reality
Part 3: AR Implementation Lessons Learned
Survey: Mobile Augmented Reality
     26 respondents
     14 have built, 5 have hired out for mobile AR apps


      QUESTIONS AND ANSWERS

      QUESTION ONE
     In your opinion, is it more important to build a stand-alone mobile AR application or to publish a data
     set to an AR platform that displays multiple companies’ data sets (an AR browser)?

     Stand alone (1) or publishing to browser (10)?
                       6


                       5


                       4
    NUMBER OF PEOPLE




                       3


                       2


                       1


                       0
                           1-2   3           4-5            6             7            8-9            10
                                                          SCALE


     Arguments in favor of doing both:
     •	 “I believe both approaches have their own merits – different purposes have different needs.”
     •	 “The answer lies in integrating advantages of the two.”
     •	 “Some mobile AR applications better fit the single-client bucket (e.g. browsers) while some others
        fit more the unique app bucket (e.g. AR games).”

     Arguments in favor of stand-alone apps:
     •	 “Being an independent developer, I believe there is power in flexibility. While a platform in theory
        seems nice, I see more value in using a standardized protocol and data accessibility method as
        opposed to being locked in to a predetermined user experience.”
     •	 “We need to own the data and the access to the user.”



34 | ReadWriteWeb | Augmented Reality
Argument in favor of publishing to A mobile browser:
•	 “Stand-alone apps seem cool for 10 seconds and then cease to be useful. Data is far more useful in
   analysis and comparison.”

QUESTION TWO: COST
There was not consensus about how much a standalone AR app should cost; it depends on its
complexity.

Cost categories discussed include: graphics development, programming interactivity, UI/UX, AR engine
license, data licensing, integration and testing, project management, maintenance, upgrades, hosting,
reporting fees, marketing materials, traffic fees, porting fee per platform


QUESTION THREE: DURATION
General consensus was that if all the data was already acquired, then development time would
typically range from three weeks to three months.

There was not consensus about one mobile platform being easier to develop than others. Some said
Android was the easiest, some the iPhone and some Symbian.

There was not consensus about one mobile platform being the hardest to develop for. Some
respondents said iPhone, some said Symbian.

Regarding development on different platforms, four respondents said there were cost differences
between platforms and two said there were not.

Where cost differences were cited, explanations included the openness of platforms and the
availability of tools and advice.

We asked: Who will submit the application to Apple/Google/Nokia? The developer or the client
company?
Most respondents said the client will, but others said that both are done and that it depends on the
terms of the contract.

We asked: Who handles customer support for the app? The ultimate client, the marketing agency,
contracted AR developer or someone else?
Almost all respondents said that the client would but several said that problems could be escalated to
the developer if that became necessary and according to the nature of the contract.

We asked: Are contracted developers expected to make updates to the mobile AR software they
build? How many or for how long?
One good response was: “For one-off marketing apps, it’s rare. For long term productivity apps,
certainly.”

Other respondents agreed that it depended on the contracts they had with clients but that it wasn’t
unusual. Duration and type of ongoing updates depended on contracts as well.




                                                                          ReadWriteWeb | Augmented Reality | 35
We asked: How many months or years do you believe will need to pass before live-video processing
    will be possible in mobile AR, instead of just using location to presume what’s being viewed?
    Most respondents believed it would be possible within the year 2010 on the iPhone. Others pointed
    out that it’s already possible on some platforms (Symbian), and in some limited contexts (indoor/
    outdoor, QR codes).

    Arguments concerning what’s needed included better processing, software, computer vision and
    cameras and for Apple to “wake up” and allow use of requisite APIs currently classified as private.

    One respondent said: “General markerless recognition is still many years off. We need yet to handle
    edge detection, object recognition, and depth cues in a variety of lighting and environmental
    conditions. Overlay of useful information and models on live video is practical now, but will remain a
    interesting gimmick pending application to practical problems - monetization will not happen in the
    short term.”




36 | ReadWriteWeb | Augmented Reality
Survey: Webcam Augmented Reality
  Narrative Summary: A group of 20 people who have built
  webcam AR applications said the following:
  •	 most agreed that previous AR experience is important
  •	 most said that AR markers were a minimal to moderate barrier to consumer adoption
  •	 costs vary depending on degree of interactivity, generally between $10,000-$20,000 through
     $75,000-$100,000 (see below for break-down)
  •	 project duration range from between two and three weeks to two and three months


  QUESTIONS AND ANSWERS
  20 respondents from six countries

  All have built or work for companies that have built webcam AR apps; 25% of them have also hired
  out webcam AR work.


  QUESTION ONE:
  In your opinion, is it important to hire someone who has developed webcam AR before, or can a
  good, experienced Flash developer build effective webcam AR without previous AR experience?
  Please answer on a scale of 1 to 10: 1 being that it is not important that a webcam AR developer has
  previous experience with AR, 10 being that it is extremely important that they have.

                   9

                   8

                   7

                   6
NUMBER OF PEOPLE




                   5

                   4

                   3

                   2

                   1

                   0
                       1-2         3-4                 5-6                7-9                 10
                                                      SCALE




                                                                           ReadWriteWeb | Augmented Reality | 37
The largest number of respondents think previous experience is very important, only a few think
      experience is minimally important.

      Among people who thought AR experience was very important, key arguments included:
      •	 Webcam AR it is “totally different from Flash” due to the tracking and the image recognition issues.
      •	 In order to create useful and usable AR apps, it is helpful to leverage AR experience in usability,
         immersion and effective gameplay. Experience with AR also improves creativity in future work in
         the medium.
      •	 Some respondents argued that anyone can build AR but without experience in the field, all work
         becomes R&D, deadlines are unlikely to be met and costs will be higher.

      Among people who thought AR experience was not important, key arguments included:
      •	 One respondent argued that they had learned fast (starting eight months prior to taking the
         survey) and that developers with experience in AR are rare.
      •	 ”For established AR models, the libraries are pretty straight forward and can be picked up pretty
         quickly by inexperienced developers, but I wouldn’t suggest hiring someone with no experience for
         research and development.”


      QUESTION TWO:
      In your opinion, is the requirement that they use a marker a significant hindrance to consumer
      adoption of webcam-based AR? Please answer on a scale of 1 to 10: 1 being that markers are not a big
      problem, 10 being that markers are very undesirable.

                       7

                       6

                       5
    NUMBER OF PEOPLE




                       4

                       3

                       2

                       1

                       0
                           1                   2-3                      4-6                     7-10
                                                           SCALE




38 | ReadWriteWeb | Augmented Reality
Most developers thought markers were a minimal or moderate barrier to adoption.

Arguments against AR markers:
•	 Markers are big and ugly.
•	 Markers are tolerated right now but “as more and more people get exposed to the new medium
   and the ability to experience it without markers, people will become more reluctant to printing
   markers.”
•	 Unuseful webcam AR apps aren’t worth the trouble to print a marker for.

Arguments in support of the use of markers:
•	 Markers signal to users that there is an AR experience available.
•	 Markers are cheap, robust, fast computing and easy to use.
•	 Companies are willing to include markers in their products, print ads, receipts and other collateral.
•	 The industry is working hard on markerless AR but markers are acceptable today.


QUESTION THREE: COST AND TIME
Respondents said that webcam AR project costs varied widely, depending on the level of interactivity
included, much like a traditional Web site design project. Typical total costs discussed ranged from
$10,000-$20,000 through $75,000-$100,000.

Respondents said the following percentages of total costs could be expected:
•	 CG Development: 3x20-30%, 3x35-40%,3x40-70%
•	 Interactivity Programming: 4x20-30%, 3x40%
•	 AR engine license: 7x10-15%
•	 Integration: 6x5-15%, 2x20%
•	 Testing: 7x5-15%, 1x20%

Other costs mentioned: Commercial proposals, commissions, strategy, project management, Web site
production, databases, prize fulfillment, and indemnification if a contest is integrated

In order: CG development, interactivity programming, integration, testing, AR engine license, other

Time: respondents said webcam AR projects could be expected to be built in between two or three
weeks and two or three months after first real development day.




                                                                           ReadWriteWeb | Augmented Reality | 39
ReadWriteWeb Findings & Conclusions
    •	 It is equally or more important for companies to publish data sets on existing mobile AR browsers
       than it is for them to build their own stand-alone mobile AR apps. So far there are probably fewer
       data sets published than stand-alone mobile and desktop apps built, but that will change as
       mobile browsers improve in stability and UX, and as companies discover the ease and low cost of
       publishing data sets to these platforms.

    •	 Companies that build stand-alone mobile AR apps will see a number of different cost categories,
       including development, licensing, hosting and maintenance. Those costs will be incurred in service
       of a brand building experience that will be a challenge to promote in a sea of apps and a challenge
       to retain users with unless the app creator is innovative in delivering utility.

    •	 Previous experience in AR development, not Flash experience alone, was agreed by most survey
       respondents to be important in considering a developer for webcam AR. AR is not like other Flash
       development, there are unique challenges and opportunities.

    •	 Development of a stand-alone mobile AR app or a webcam AR app can generally be completed in
       between three weeks and three months after data is acquired, depending on complexity.

    •	 Costs for developing a webcam AR project vary depending on the degree of interactivity, generally
       between $10k-$20k through $75k-$100k.

    •	 Most survey respondents believed that rudimentary live video processing will be enabled on
       popular mobile phones within the year 2010.




40 | ReadWriteWeb | Augmented Reality
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Augmented Reality for Marketers and Developers: Analysis of the Leaders, the Challenges and the Future

  • 1. Augmented Reality for Marketers and Developers: Analysis of the Leaders, the Challenges and the Future Written by Chris Cameron
  • 2.
  • 3. Contents What you’ll find in this report 2 Part 1: The AR Market Defined 3 What is Augmented Reality? 4 The Current Market Environment 5 Key Players in the Augmented Reality Market 7 Part 2: AR Supplier Profiles 8 AR Supplier Matrix 9 AR Developer Profiles 10 metaio 11 Total Immersion 14 Zugara 17 Layar 19 acrossair 21 Mobilizy 23 Tonchidot 25 Seac02 27 Inition 29 Presselite 31 Part 3: AR Implementation Lessons Learned 33 Survey: Mobile Augmented Reality 34 Survey: Webcam Augmented Reality 37 ReadWriteWeb Findings & Conclusions 40 ReadWriteWeb | Augmented Reality | 1
  • 4. What you’ll find in this report This report is divided into three basic parts. PART 1: The AR Market Defined – provides a succinct introduction to Augmented Reality (AR), its history, current size, how fast it is scaling and key players in the market. PART 2: AR Supplier Profiles – profiles 10 leading companies specializing in the development of Augmented Reality applications for their clients. PART 3: Summarizes results of a survey of AR developers providing insight on key controversies in the field, project requirements, cost categories and duration of development. We believe that this survey of experienced developers has unearthed some information about AR implementations you won’t be able to get anywhere else. • How important is it for companies to use existing AR browsers as opposed to building their own stand-alone mobile AR apps? • Hidden costs associated with AR app development. • Developer experience requirements for AR app development. • Timeline for development of AR apps. • Total cost and cost break down for developing a Webcam AR project. • When live video processing will be enabled on popular mobile phones? This is critical for the next stage of AR because it will allow for apps that are responsive to what’s actually being looked at instead of just what’s expected to be in a given location. 2 | ReadWriteWeb | Augmented Reality
  • 5. Part 1: The AR Market Defined
  • 6. What is Augmented Reality? The term “augmented reality” was coined in 1992 by Boeing aircraft manufacturing researcher Thomas Preston Caudell. Caudell used the phrase to describe the head-mounted- displays (HMDs) the company was using to aid in the assembly and installation of electrical wiring. In the years that followed, AR was primarily an experimental technology researched at universities across the globe. In 1999, Hirokazu Kato of the Human Interface Technology Lab at the University of Washington released the ARToolKit, a software library for developing AR applications, which provided the foundation for many of the first practical AR applications. The release of the library opened the door for widespread use and development of augmented reality applications under the toolkit’s non-commercial license. ARToolKit allows a camera to track a 2D marker, such as a sequence of simple black and white squares, so that 3D digital models can be displayed on a screen in real time. ARToolKit was A 2004 photo of a heads up display inside an FA-18 Hornet in flight. ported onto the Adobe Flash platform in 2009 (Public domain) under the name FLARToolKit, which has been a major catalyst in the evolution of AR. Additional variations include SLARToolKit (Microsoft’s SilverLight) and NyARToolkit (Java/Android/C#/ActionScript3/C++). In the last two years, in correlation with the rapid growth of smartphones, a new breed of augmented reality has entered the marketplace. Mobile AR applications allow users to hold up their phone and see a heads up display-style AR image of data associated with their local surroundings. The technology works by synchronizing sensor input from the phone’s global positioning system (GPS) chip, digital compass and accelerometers. Using the images captured from the camera as a background, the applications then places icons on the screen positioned relative to where the user is standing and facing. 4 | ReadWriteWeb | Augmented Reality
  • 7. Popular applications provide point-of-interest (POI) data for locations such as restaurants, subway stations and banks, along with geo-tagged virtual objects like Wikipedia articles, photos and Twitter posts. This newer field of AR is quickly expanding to provide an immersive and interactive platform for local advertising. Development of more advanced mobile AR technology continues as well, including markerless tracking and live mobile video processing. The Current Market Environment In 2008, augmented reality debuted on analyst firm Gartner’s Hype Cycle of Emerging Technologies on the steep incline of the primary stage. At that time, Gartner estimated that it would take more than 10 years before AR would see “mainstream adoption.” In 2009, however, Gartner moved AR up the cycle’s slope to a within a close proximity of the “Peak of Inflated Expectation” and updated mainstream adoption estimate to “5 to 10 years.” ReadWriteWeb | Augmented Reality | 5
  • 8. AR production is a fast-growing market that includes a number of large, experienced development shops and many small new entrants. The market is dominated by two international companies serving big brands: France and L.A.’s Total Immersion, and Germany and San Francisco’s metiao. The following points provide context around the current growth state and potential size of the AR market. • Potential consumers of AR apps include 25 million iPhone owners, 7 million Android owners (possibly 440m+ Nokia owners someday), all consumers with webcam-enabled personal computers and anyone who visits a public place where an AR kiosk could be displayed. • Augmented reality developers estimate that at least 400 webcam AR marketing campaigns were built last year, and that number is expected to increase this year. • The number of stand-alone mobile AR apps available is growing quickly as well. There was a 50% increase in stand-alone mobile AR apps in the iTunes App Store (up to 230) in the two months from mid- December through mid-February alone. There are 53 AR apps in the much smaller Android Market. • Mobile browser Layar said in mid-February 2010 that 375 data sets have been published on the Layar platform and there may be as many as 100 other data sets published on other mobile browsers. ReadWriteWeb Finding ReadWriteWeb estimates that more than 1,100 stand-alone AR apps and data sets on AR browsers were published in the last year. There were more stand-alone apps built than data sets published on AR browser platforms. Above: North Kingdom and Goodby, Silverstein & Partners made this marker-based, webcam AR demonstration of windmills for electrical power generation. It’s fun to turn it around in your hand and blow on the propellers. Neither of these companies are profiled in this report. 6 | ReadWriteWeb | Augmented Reality
  • 9. Key Players in the Augmented Reality Market The ten companies profiled in this report have worked with a substantial number and variety of clients, including at least 24 of the 150 largest companies in the world by revenue. Most of those projects have been stand-alone webcam augmented reality projects, be they for personal computer or public kiosk. Among the 150 largest companies in the world, by revenue, the following have employed at least one of our featured augmented reality development companies. Toyota Microsoft Sony BMW Chrysler ING EADS Boeing CVS Caremark Daimler Societe Generale Samsung General Motors Nissan Motors Fiat Peugeot Renault Johnson & Johnson Siemens AG Saint-Gobain Hyundai Kia Automotive Group Volkswagen Group Saudi Aramco Samsung Group ReadWriteWeb | Augmented Reality | 7
  • 10. Part 2: AR Supplier Profiles
  • 11. LAST ANNUAL CEO’S MOBILE/ REVENUE NUMBER OF EDUCATIONAL NAME WEBCAM FOUNDED LOCATIONS REPORTED BIG CLIENTS AR PROJECTS EMPLOYEES BACKGROUND METAIO both 2003 Munich, San $5.7 million LEGO, Toyota, BMW, all 50+ Engineering Francisco, Seoul many others TOTAL primarily 1999 Suresnes, France, $10 million Chrysler, Intel, SAP, TOPPS was most 70+ Finance IMMERSION but not LA, London, Hong Microsoft, many notable exclusively Kong others webcam and kiosk ZUGARA webcam 2001 Culver City, CA $6.8 million Non AR marketing: Webcam social 30+ Marketing Toyota, Reebok, Sony shopper Pictures, Hasboro, Atari LAYAR mobile AR 2009/ Amsterdam n/a but McDonalds, Mazda, Layar mobile AR 15+ Marketing browser 2008 venture ING and other browser on Android backed corporate data sets and iPhone published ACROSSAIR mobile AR 2008/ London, NY, ¬£200,000 Stella Artois, Beck’s, Acrossair browser, 6 IT browser 2001 Mumbai (before most FedEx and other data TVGuideUK, Nearest and apps high-profile sets published Wiki, Nearest Places, deals) Nearest Tube, Twitter AR and many others MOBILIZY mobile AR 2008 Salzburg, Austria n/a Lonely Planet, Ogilvy Wikitude AR 10+ Computer browser browser, Wimbledon Science and apps IBM Seer TONCHIDOT mobile AR 2008 Tokyo $300,000 Sekai Camera 9+ Philosophy browser + venture backing SEAC02 webcam 2003 Turin, Italy $1.8 million Prada, Samsung, Fiat, 15+ Aerospace and kiosk AR and VR Engineering INITION webcam 2001 London, Melbourne n/a BMW, Toyota, BBC, Magic Symbol 30+ Computer and kiosk others Science ReadWriteWeb | Augmented Reality | 9
  • 12. AR Developer Profiles The following are brief profiles of the companies we believe to be the top 10 augmented reality development shops in the world. For each company you’ll find background information and a summary of its work, as well as quotes from founders on the future of the company. The companies, individuals and clients in these profiles did not pay to be included; they were chosen because of the significant role they play in AR development. 10 | ReadWriteWeb | Augmented Reality
  • 13. metaio COMPANY SNAPSHOT MAJOR PRODUCTS: Unifeye (software platform), Junaio (iPhone Application/Social Network) MAJOR CLIENTS: LEGO, Toyota, BMW, Adidas OTHER CLIENTS: Audi, Bosch, EADS, Daimler, Flensburger, GM, KMW, Kuka, MAN, Peugeot, Siemens, Volkswagen, arsEdition, Bertelsmann, DNP, duo schreib & speil, Neue Digitale / Razorfish, SHD, ICESTORM, Fraunhofer Gesellchaft, Technical University Munich, Lego, Popular Science, Focus Features, Universal, Microsoft, Xcel Energy, Veronica Magazine OFFICIAL NAME: metaio GmbH CEO/FOUNDER: Thomas Alt, CEO (PhD in Engineering) HEADQUARTERS: Munich, Germany OTHER OFFICES: San Francisco, CA; Seoul, South Korea LATEST ANNUAL $5.7 million (Company declined to confirm but said it was bootstrapped and had been REVENUE: profitable for the last several years.) FOUNDED: 2003 WEBSITE: http://www.metaio.com/ EMPLOYEES: 50+ Above: metaio made an AR game out of shoes for Adidas ReadWriteWeb | Augmented Reality | 11
  • 14. OVERVIEW AND ANALYSIS Founded in 2003 by Dr. Thomas Alt and Peter Meier, Munich-based metaio is one of the most successful commercial vendors of AR products. After researching AR while working at Volkswagen, Alt started metaio with Meier, a fellow Technische Universität München graduate. The pair funded the company with €25,000 won in a business plan competition and have bootstrapped the company without outside capital ever since. In December 2008, metaio and BMW created the first major commercial augmented-reality advertisement to be accessed on a user’s personal computer instead of a public kiosk display. It was an interactive magazine advertisement that displayed a 3D model of the BMW MINI that readers could rotate to look at. Thomas Alt, metaio CEO, on the surprising success of the BMW MINI campaign1. “ To be honest with you, being from research and doing all fancy engineering type augmented reality systems, I really didn’t believe in this application. I said, ‘Who would ever do that? Read a magazine, then go to a web address, turn on his webcam to see the new product?’ [...] If you look it up on YouTube, you have 450,000 users seeing user-generated content where people actually film themselves with the little MINI in their hands in front of a webcam.” The company’s other major clients include LEGO, Toyota, Popular Science, Microsoft and Universal. The applications metaio has built for these various clients are built on their AR software platform Unifeye, which it offers in three versions - for large public implementations, for personal computer-based use, and for mobile. The desktop version of the software is compatible with both Windows and Macintosh operating systems, and the mobile version is compatible with the iPhone and Android operating systems with plans to include the Symbian OS soon. In February of 2010, metaio launched the Unifeye Mobile Software Development Kit, which allows developers to quickly and easily create mobile AR experiences with their software. In 2009, the company released junaio, an application for the Apple iPhone that they say is the “world’s first social AR platform.” In fact, Mobilizy’s Wikitude was commercially available prior to junaio and also contains user generated content but is more limited in content type. Users of the application can use junaio to take photographs, insert 3D models into the scene and share their creation on the junaio network, or on other networks like Facebook and Twitter. 1 http://nvidia.fullviewmedia.com/GPU2009/1001-cupertino-metaio.html 12 | ReadWriteWeb | Augmented Reality
  • 15. The data that is transferred using the Unifeye software can be encrypted. However, it must be set up manually before the data is sent and received unlike other software platforms that automatically encrypt information. The software also lacks support for facial tracking and Maya models, two features metaio says are in the product’s roadmap for the future. Metaio boasts more than 400 partners and clients and 50 pending patents. The company says that 60% of its work is developed in-house, while the remainder is licensed work through its Unifeye software platform. Other links: http://www.slideshare.net/jwilker/metaio-mobile-augmented-reality ReadWriteWeb | Augmented Reality | 13
  • 16. Total Immersion COMPANY SNAPSHOT MAJOR PRODUCTS: D’Fusion (software platform). MAJOR CLIENTS: TOPPS, K’NEX, Chrysler OTHER CLIENTS: Air France, Airbus, Boeing, Dassault Avaiation, EADS, Eurocopter, Snecma SAFRAN Group, Le Credit Lyinnais, Societe Generale, BBC, CBS, CNN, France 2, TV Asahi, BMW, GM, Infiniti, Mazda, Nissan, Peugeot, Renault, Intel, Microsoft, SAP, Alstom, Schneider Electric, SNCF, BRC, Europa Park, Futuroscope, Six Flags, Beneteau, FedEx, Gallimard, MEDEF, Saint- Gobain, Saudi Aramco, SFR, Sony, Nike, Coca Cola, Paramount, Universal. OFFICIAL NAME: Total Immersion CEO/FOUNDER: Bruno Uzzan, Founder/CEO (Masters in Finance) HEADQUARTERS: Suresnes, France OTHER OFFICES: Los Angeles, CA; London, UK; Hong Kong, CN LAST REPORTED $10 million ANNUAL REVENUE: FOUNDED: 1999 WEBSITE: http://www.t-immersion.com/ EMPLOYEES: 70+ Above: Total Immersion’s live 3D AR baseball game for TOPPS baseball cards 14 | ReadWriteWeb | Augmented Reality
  • 17. OVERVIEW AND ANALYSIS Brunno Uzzan, a former financial consultant, and Valentin Lefevre, an experienced simulation designer, founded Total Immersion in 1999, making it one of the first augmented reality development studios in the world. Throughout its 11-year history, Total Immersion has been at the forefront of augmented reality innovation, bringing some of the first browser based AR solutions to market, as well as developing the first implementation of markerless tracking (MLT) in 2004. The company’s earliest clients, mainly in the automotive industry, first used AR to reduce simulation costs, but Total Immersion has since switched focus to more forward-facing customer-oriented applications. Today, Total Immersion is the clear leader in the augmented reality space with 260 projects and $10 million in revenue in 2009 alone. In early February of 2008, Total Immersion produced one of the first major commercial rollouts of augmented reality advertising when they teamed up with Infiniti to present an interactive kiosk at a roadshow that took place in major U.S. cities. By holding up different automobile brochures to a camera, users could see a car displayed on a screen that they could then interact with by moving and rotating the brochure. Over the past decade, Total Immersion has expanded their client base beyond their early partners to include retail, publishing, entertainment and technology companies. In March of 2009 they produced interactive baseball cards for cardmaker TOPPS, which allowed users to view 3D animated models of the players on the card via the webcams on their home computers. The users could interact with the models, playing various games by moving the cards. The company has also grown beyond its headquarters outside of Paris to locations in Los Angeles, London and Hong Kong. Founder and CEO Bruno Uzzan on the company’s expansion to the United States: “ Our first American subsidiary marks an important new phase in the global growth of the company; it will enable us to be in close proximity to a majority of U.S. players and key decision makers.” Total Immersion builds its AR applications on top of its proprietary software platform, D’Fusion. Like other AR platforms, D’Fusion has a number of versions for different uses. The deployment versions include D’Fusion Pro for large installations such as kiosks, D’Fusion @Home for consumer use with personal computers, and D’Fusion mobile for mobile location-aware applications. Total Immersion also offers D’Fusion Studio, which is used to design the AR applications before deployment. Licensed work makes up a significant portion of the company’s work, with 60 partners that develop AR content in 70 countries using their licensed software. Total Immersions claims to be the first AR development studio to implement markerless tracking, doing so in 2004. Markerless tracking allows a camera to track an object without the need of a specific marker, barcode or glyph. Total Immersion’s markerless technology allows any 2D design, such as a print advertisement or a baseball card, to serve as the marker, and can recognize the design even if it is partially obscured either by the user’s hand or by any other obstacle. ReadWriteWeb | Augmented Reality | 15
  • 18. The company’s software platform is currently compatible with both Macintosh and Windows on the desktop and Symbian on mobile phones with plans to include the iPhone and Android operating systems soon. In September of 2009, Total Immersion announced it would be partnering with fellow French AR studio Int13 to improve its mobile AR solutions. With massive campaigns for corporate giants like McDonald’s and Coke reaching hundreds of millions of viewers, Total Immersion’s products have proven their robustness and further cement the company’s position as the worldwide leader in augmented reality. 16 | ReadWriteWeb | Augmented Reality
  • 19. Zugara COMPANY SNAPSHOT MAJOR PRODUCTS: ZugAR, ZugMO, ZugSTAR, Webcam Social Shopper MAJOR CLIENTS: Reebok, Toyota, Hasbro, Atari, Sony Pictures (non-AR solutions) OTHER CLIENTS: Tobi (online clothing boutique using Zugara’s AR) OFFICIAL NAME: Zugara Inc. CEO/FOUNDER: Matthew Szymczyk, Director/CEO (Marketing) HEADQUARTERS: Culver City, CA OTHER OFFICES: N/A LAST REPORTED $6.8 million ANNUAL REVENUE: FOUNDED: 2001 WEBSITE: http://www.zugara.com/ EMPLOYEES: 30+ Above: Zugara is developing an API to power AR overlays in video conferencing ReadWriteWeb | Augmented Reality | 17
  • 20. OVERVIEW AND ANALYSIS California-based Zugara is a relatively new player in the augmented reality space but the company has years of experience with digital interactive marketing. Founded by Matt Szymczyk in 2001, Zugara has provided non-AR solutions for Reebok, Toyota, Hasbro, Atari, Sony Pictures and many more. Zugara made its first foray into AR with the release of the Webcam Social Shopper in June of 2009, which is currently being used by the fashion site Tobi.com as the “Fashionista Augmented Reality Application”. The app allows visitors to the site to use their webcams to virtually try on various articles of clothing by holding up an AR marker in front of their bodies. The users can then use their hands to navigate between items of clothing, change the color and take a picture to share with friends on Facebook. That application makes use of two of Zugara’s augmented reality software development kits (SDKs) - ZugAR, which works with the marker to place the models of the clothing on the video, and ZugMO, which follows the user’s motions to control the navigation of the application. The company has also developed a third SDK, ZugSTAR, which couples the virtual dressing room of the Webcam Social Shopper with a video conferencing application so that users can share AR experiences with each other in real time. Zugara CEO Mathew Szymczyk on the public reception of the Webcam Social Shopper from an interview on AugmentPro.com2 “ I think most people were surprised to see a utility-based AR application as those seem to be very few and far between right now. Social Media Integration and Utility were two key components of the Webcam Social Shopper and this allowed people to see how these emerging technologies could be integrated together and used effectively in an online retail experience. Even though this application has been called a virtual dressing room or fitting room, it’s more about replicating the offline shopping experience when you’re at the rack, holding apparel up to yourself, and soliciting feedback from friends or family.” Zugara’s ZugMO SDK is also seen in the company’s Flash game, Cannonballz. The game uses the motion capture from the ZugMO SDK to allow the user to control the game with gestures, similar to the highly anticipated Project Netal technology expected from Microsoft this fall. So far, Zugara has not produced any AR content for mobile devices, only for browser-based Flash applications using a webcam. 2 http://augmentpro.com/zugara-ceo-interview-tobi-com-fashionista-augmented-reality-app/ http://weareorganizedchaos.com/index.php/2009/06/23/zugara-launches-online-shopping-app-utilizing-augmented-reality- and-motion-capture/ http://weareorganizedchaos.com/index.php/2009/08/12/zugaras-first-webcam-based-augmented-reality-flash-game-utilizes-its- proprietary-motion-capture-technology/ http://www.slideshare.net/MHSzymczyk/zugara-sime-2009-stockholm-presentation-augmented-reality 18 | ReadWriteWeb | Augmented Reality
  • 21. Layar COMPANY SNAPSHOT MAJOR PRODUCTS: Layar (Open mobile AR browser) SAMPLE DATA SETS PUBLISHED TO PLATFORM: Yellow Pages, McDonalds, Mazda, Yelp, BrightKite, ING, Hyves, Trulia, C1000, Newbury St, HBSC ATM, TNT, OSM, UDR, Idealista, RedBull, Foursquare, Iens OFFICIAL NAME: Formerly known as SPRXmobile CEO/FOUNDER: Raimo Van der Klein (Marketing) HEADQUARTERS: Amsterdamn, The Netherlands OTHER OFFICES: N/A LAST REPORTED ANNUAL REVENUE: N/A FOUNDED: 2009 (SPRXMobile founded 2008) WEBSITE: http://www.layar.com/ EMPLOYEES: 15+ OVERVIEW AND ANALYSIS Formed in 2009 as an offshoot of mobile-creative- services provider SPRXmobile, Layar has quickly vaulted itself to the forefront of the augmented reality community with its wildly popular Layar browser mobile application. The Amsterdam-based company was co-founded by Raimo van der Klein, Claire Boonstra and Maarten Lens-FitzGerald and employs a small team of developers located around the globe. Layar, which first launched in the Netherlands in June of 2009, is a free mobile application that allows users to view geo-located points of interest (POI) on their phones in a 3D heads up view using their phone’s built-in camera. Developers can use Layar’s API to create layers of specific content, such as (but certainly not limited to) ATM locations, historical landmarks and restaurants. The application launched worldwide on phones running the Google Android operating system in August of 2009, and quickly gained popularity with ReadWriteWeb | Augmented Reality | 19
  • 22. over 75,000 downloads within its first three weeks of availability3. Layar has said it began developing on the Android operating system because it’s an easier platform to develop for than other alternatives4. In October of that year, Layar launched on the iPhone, quickly broadening its popularity. Just two months later, the company announced it was withdrawing the application from the iPhone App Store because of frequent reports of crashes. Regardless of this setback, Layar has still held its position among the best of the AR browsers available on mobile phones today. According to a February 2010 press release, more than 2,000 developers have begun working with the Layar API, creating 375 data layers with over 1,200 more in development. Layar co-founder Claire Boonstra on the opportunities Layar is creating for businesses large and small to better reach their on-the-go consumers: “ In the longer term it is very important for companies to be where the consumer is – literally out there in the real world. You can be present on the Internet, but if the consumer is somewhere in the street looking for a movie, a pizza, a game, an ATM, you have to have a presence in reality so that the consumer can locate you.5” Layar re-released its iPhone application in March of 2010. Apps for the Symbian (Nokia) and Windows Mobile operating systems are scheduled for release by year’s end, if not sooner. Because of Layar’s open API, there are multiple ways for a company to publish content onto their own layer within the application. Some companies publish their content to the Layar platform while others have selected third-party developers to do that work for them. Web-based services such as buildAR allow users to manually add geo-location data for their POIs, which the service can then create a layer from, helping the user avoid all the dirty work. Other third- party studios, like Muzar and Winvolve, have begun offering Layar POI development to their clients looking to grow their presence in the augmented reality world. Developers working with Layar content have begun to find truly unqiue uses for augmented reality. In Japan, musician Sedda released a new single on Layar that would play when fans of the musician traveled to within a specific location - in many ways an augmented reality scavenger hunt. Layar itself has developed what it calls “experience domes”, a virtual AR bubble that when entered by the user, visually and sonically transports them to another place. Layar is clearly on the cutting edge of developing new ways for AR to enhance our everyday lives. 3 http://www.marketingfacts.nl/berichten/interview_raimo_van_der_klein_over_layar_update_madanmohan_rao/ 4 http://econsultancy.com/blog/4274-q-a-claire-boonstra-co-founder-of-layar 5 http://mobihealthnews.com/4048/interview-layar-augmented-reality-and-wireless-healthcare/ http://techfluff.tv/2009/11/02/the-future-of-augmented-reality-an-interview-with-claire-boonstra-layar/ 20 | ReadWriteWeb | Augmented Reality
  • 23. acrossair COMPANY SNAPSHOT MAJOR PRODUCTS: Acrossair Browser (Closed mobile AR browser) OTHER PRODUCTS: TVGuideUK, Nearest Wiki, Nearest Places, Nearest Tube, Twitter AR, NY Subway, Barcelona Metro, Chicago Transit, SF Transit, Madrid Metro, Washington Metro, Paris Metro, Tokyo Subway, Fruitloons, Virus Killer 360, PhotosAR, Movember, WorkSnug London MAJOR CLIENTS (BROWSER CATEGORIES): Stella Artois, Beck’s, FedEx, McDonalds, Subway, Starbucks, Ace Hardware, CVS, Walgreens, OTHER CLIENTS: OFFICIAL NAME: acrossair CEO/FOUNDER: Chetan Damani, Co-Founder/CEO (IT) HEADQUARTERS: London, UK OTHER OFFICES: New York, NY; Mumbai, India LAST REPORTED ANNUAL REVENUE: £200,000 (Before browser partner deals) FOUNDED: 2008 (Spun out of marketing agency Imano, founded 2001) WEBSITE: acrossair.com EMPLOYEES: 6 OVERVIEW AND ANALYSIS Much like how Layar formed from SPRXmobile, London-based acrossair is an offshoot of Imano, an e-commerce and online marketing firm. Imano founder and acrossair CEO Chetan Damani formed the new company as a mobile application development studio for augmented reality, gaming and data-intensive iPhone apps. In 2009, acrossair released over a dozen iPhone applications making use of AR technologies, most of which were based around public transportation for specific cities. By far its biggest splash came with the release of Nearest Tube, an app that directs users in London to the nearest subway station using heads up augmented reality display techniques. In short, the user can hold their phone up and the application points them in the direction of various subway stations nearby. The company also released similar AR applications for viewing nearby photos, Tweets and Wikipedia articles but eventually rolled them together into the all-in-one acrossair browser in late December of 2009. ReadWriteWeb | Augmented Reality | 21
  • 24. The browser allows users to select from various categories of geo-located AR data to search for nearby locations. Some corporate brands like FedEx, Subway, Walgreens and Starbucks have already published location data onto the acrossair browser. Alternatively, users can search by other pre-defined categories using Google, Yelp or Qype, a London-based, Yelp-like service. Other special categories allow users to search for third-party data, such as photographs from Flickr or Panoramio, messages on Twitter, and articles from Wikipedia. There is also a handy application that allows users to drop an AR marker when they park their car, making the process of hunting down your car in a crowded parking lot much easier. AR browsers like acrossair’s represent an interesting shift in how people find their way around. Instead of the “head down” method of looking at a 2D map, users are able to get directions and information in an immersive “heads up” fashion. Chetan Damani, acrossai founder and CEO, on how AR is going to revolutionize the way we find our way around in the near future: “ It’s really picking up now because of the devices. AR provides a much more intuitive interface to viewing mapping data, and the one thing that the Internet era has taught us is that the interface drives interest6 [...] Traditional maps can be tough to follow as they are in 2D. What we wanted to create was something which was based on real life. By using the sensors inside the iPhone we were able to superimpose Tube map locations on to the display7.” Acrossair’s applications are currently only available for the iPhone, but the company has plans to port the apps over to Android and other phone operating systems. Unlike Layar, acrossair does not offer a public API for outside developers to create content for the browser. Instead, interested parties can contact acrossair and submit their geo-tagged data that the company will insert into the browser. The company says it does plan on opening a public API in 2010, but can today integrate any other API to pull in data in two days. The next version of the browser will include support for 10 additional languages, and the company says it plans to pursue extensive cross-promotion with data publishing partners. Acrossair says its service has only soft-launched and is so far being used between 15,000 and 20,000 times each day around the world. 6 http://www.guardian.co.uk/technology/2009/jul/15/augmented-reality-smartphone -- Chetan Damani 7 http://www.thisislondon.co.uk/standard/article-23717390-iphone-that-shows-you-the-closest-tube.do -- Chetan http://digital.venturebeat.com/2009/07/10/augmented-reality-subway-finding-app-comes-to-ny-sf/ http://www.augmentedplanet.com/2009/11/augmented-reality-in-one-hour/ 22 | ReadWriteWeb | Augmented Reality
  • 25. Mobilizy COMPANY SNAPSHOT MAJOR PRODUCTS: Wikitude World Browser, Wikitude Drive OTHER PRODUCTS: Lonely Planet Tour Guides MAJOR CLIENTS: Lonely Planet OTHER CLIENTS: OFFICIAL NAME: Mobilizy GmbH CEO/FOUNDER: Philipp Breuss-Schneeweis, Founder/CEO (Computer Science) HEADQUARTERS: Salzburg, Austria OTHER OFFICES: N/A LAST REPORTED ANNUAL REVENUE: N/A FOUNDED: 2008 WEBSITE: mobilizy.com EMPLOYEES: 10+ OVERVIEW AND ANALYSIS Founded in 2008 by Philipp Breuss- Schneeweis, Mobilizy is one of the earliest developers of mobile augmented reality apps. The Austria- based company released one of the very first mobile AR browsers, the Wikitude World Browser, in October of 2008 on the Andorid operating system and on Symbian shortly thereafter. Like other AR browsers, Wikitude displays geo-tagged information as icons displayed in the user’s field of view when they hold their mobile phone in their field of vision. Wikitude brands itself as an AR tour guide, and uses Wikipedia to present information about landmarks and POI in the user’s immediate area. Initial iterations of the application included mostly data pulled from Wikipedia, hence the name Wikitude. Recently, however, the app has opened access to more content called “Worlds”, such as Google Local Search, Twitter and YouTube. Commercial data, such as BestBuy and Walmart locations, is available now also. In an effort to become the de-facto mobile AR platform, Mobilizty offers an open API for Wikitude that allows developers to incorporate the browser into their own applications. The company also provides ReadWriteWeb | Augmented Reality | 23
  • 26. custom white-label solutions so that brands looking to have their own AR application quickly and easily can do so without hiring their own developers. Another arm of the Wikitude product line is Wikitude.me, which provides an online interface for users to add their own POI to Mobilizy’s databases. For bulk uploads, the site also accepts KML files, like those created using Google Earth. Mobilizy also offers Wikitude Drive, an AR turn-by-turn navigation application. Since its release, the Wikitude Browser has been downloaded over 300,000 times across Android, Symbian and iPhone devices, making it the most successful mobile AR application to date. Mobilizy says approximately 1.5 million POI requests are sent to their servers each week, and this number is sure to grow. The company says in the first six months, Wikitude was downloaded over 85,000 times. In comparison, Wikitude is growing at a much slower rate than Layar, which achieved 75,000 downloads in just three weeks. Whereas Layar comes from a marketing background and is thus very good at marketing itself, Mobilizy does not come from a marketing background and is not as good. In addition to attempting to create the go-to platform for mobile AR applications, Mobilizy has proposed to the Augmented Reality Consortium that a universal Augmented Reality Markup Language (ARML) be used across browsers to interpret location data. This is an early effort to create standards to aid the growth the AR community. ARML would be to AR browsers as HTML is to websites, and the AR community is striving to avoid browser compatibly issues - the likes of which the HTML community has struggled with for years. From an innovation-centric perspective, Mobilizy probably has the most open commercial platform offering among leading companies in this space, Acrossair has the least open, and Layar is somewhere in between. Other links: http://www.slideshare.net/wikitude/mobilizy-wikitude-info http://www.slideshare.net/momonorway/the-future-is-agumented http://www.youtube.com/watch?v=HqAPtreU-8o 24 | ReadWriteWeb | Augmented Reality
  • 27. Tonchidot COMPANY SNAPSHOT MAJOR PRODUCTS: Sekai Camera OTHER PRODUCTS: Sekai Camera eX MAJOR CLIENTS: LEOWE OTHER CLIENTS: Kyoto International Magna Museusm, Cite des Sciences et de l’Industrie OFFICIAL NAME: Tonchidot Corporation CEO/FOUNDER: Takahito Iguchi (Philosophy) HEADQUARTERS: Tokyo, Japan OTHER OFFICES: Gifu, Japan (R&D Center) LATEST REPORTED ANNUAL REVENUE: $300,000 (Has raised additional institutional funding) FOUNDED: 2008 WEBSITE: tonchidot.com EMPLOYEES: 9+ OVERVIEW AND ANALYSIS Japan-based Tonichidot was one of the first companies to demo an augmented reality application for mobile phones when they debuted their product Sekai Camera at the September 2008 TechCrunch 50 event. Language barriers and short answers from Tonchidot CEO Takahito Iguchi lead some at the event to question whether or not the technology was actually real or not, but in September of the following year, the company released in Japan the Sekai Camera for the iPhone. Sekai Camera is similar to mobile AR browsers like Wikitude and Layar in that it displays geo-tagged information in the user’s field of view using the camera on their mobile phone. Users can create what is called an “AirTag” anywhere they go in the form of text, a photo, or an audio recording that can be viewed by other users of the application. The company has said it plans to focus on gaming, virtual goods and marketing on the platform. CEO and founder Iguchi was trained in philosophy and is a very dynamic figure. The Sekai Camera application was downloaded over 100,000 times within just four days of its release in Japan, which Tonchidot claims represents 10% of the iPhone market in the country. According to ReadWriteWeb | Augmented Reality | 25
  • 28. Tonchidot, the application was awarded Best App of 2009 by Apple Japan, and was nominated for “Best Mobile App” at the 2009 Crunchies. In December of 2009, Sekai Camera was launched worldwide in the App Store for iPhone users. Iguchi demoed an Android version of the app in March of 2009, but a release has not appeared in the Android marketplace so far. Tonchidot CEO Takahito Iguchi on Sekai Camera: “ Sekai Camera is social, and so much fun! It is serendipity here and now. Sekai Camera will become a platform for new games, entertainment and communication. We are collaborating with many partners to create fun content. So please, join us!” In addition to their consumer iPhone App, Tonchidot also provides a white-label corporate solution called Sekai Camera eX. It has already been used by Asian and European companies, such as the fashion label LEOWE, the Kyoto International Manga Mueum, and the Cite des Sciences et de l’Industrie. In December of 2009, Tonchidot raised $4 million in venture funding from DCM (backers of About. com, Sling Media, Bittorrent, RockYou and more) and Itochu Technology Ventures (which usually backs enterprise and hardware companies). Other links: http://www.sekaicamera.com/ http://www.techcrunch50.com/2008/presenter.php?presenter=71 http://www.techcrunch.com/2009/12/08/tonchidot-sekai-camera-funding/ 26 | ReadWriteWeb | Augmented Reality
  • 29. Seac02 COMPANY SNAPSHOT MAJOR PRODUCTS: Eligo OTHER PRODUCTS: Linceo VR MAJOR CLIENTS: Prada, Samsung, Fiat OTHER CLIENTS: Aermacchi, Alfa Romeo, Beiersdorf Italia, Carcerano, Centro Italiano Ricerche Aerospaziali, Comune di Torino, Ferrero, HCI Lab, Infini.to, Mediaset, Ministero dei Beni Culturali, Pakerson, Pininfarina, Provincia di Torino, Sardegna Ricerche, Treviso Tecnologia, New Holland Construction, Pagine Gialle, Johnson & Johnson, Rivolta, Wind OFFICIAL NAME: Seac02 S.r.l. CEO/FOUNDER: Andrea Carignano, CEO (PhD in Aerospace Engineering) HEADQUARTERS: Turin, Italy OTHER OFFICES: N/A LAST REPORTED ANNUAL REVENUE: $1.8 million FOUNDED: 2003 WEBSITE: seac02.it EMPLOYEES: 15 Above: Seac02’s retail AR application that allows shoppers to “try on” different watches before buying ReadWriteWeb | Augmented Reality | 27
  • 30. OVERVIEW AND ANALYSIS Italian company Seac02 uses its Eligo Virtual and Augmented Reality software platform to market products in public kiosks and on the Web using personal computers. Many of the company’s installations have been in the fashion industry, including “virtual mirrors” that superimpose 3D-models of watches, shoes and sunglasses onto the customer using both marker- based and markerless tracking techniques. In the case of the virtual mirror for wristwatches, customers place an AR marker over an existing wristwatch or use a special wrist band in order to view 3D designer watches placed around their wrist. For the shoes, users visiting a shoe store could enter in a style and size and then stand in front of a floor-level screen that would place a 3D representation of a shoe over their foot. Similar 3D simulations exist for sunglasses and hair styles. These examples use markerless facial tracking to follow the movement and position of the user’s head and face. Founder Adrea Carignano has a PhD in aerospace engineering, and spent five years working in research and development for an international industrial design company. In 2003 he started Seac02 with the goal of bringing virtual and augmented reality to designers, marketers and salespeople in the general public. Carignano on how augmented reality can be of benefit to designers: “ Augmented reality is a new way to think design. We help designers create objects and define them while they are in the real world. The designer has every single second the feelings of how the real object will look in the physical world.8” Seac02 has worked with a number of large international brands, such as Samsung, Johnson & Johnson, Fiat and Prada. The company’s Eligo software platform only provides browser and kiosk-based solutions, but the company plans to announce mobile support soon. 8 http://blog.novedge.com/2009/11/andrea-carignano-seac02-linceovr.html http://www.seac02.it/company/ http://www.seac02.it/ 28 | ReadWriteWeb | Augmented Reality
  • 31. Inition COMPANY SNAPSHOT MAJOR PRODUCTS: Magic Symbol OTHER PRODUCTS: MAJOR CLIENTS: BMW, Toyota, The 02 OTHER CLIENTS: BBC, Kia, Wired, Olympus, Samsung, Top Trumps, OFFICIAL NAME: Inition Ltd. CEO/FOUNDER: Stuart Cupit, Managing Director (Computer Science) HEADQUARTERS: London, UK OTHER OFFICES: Melbourne, AU LAST REPORTED ANNUAL REVENUE: N/A FOUNDED: 2001 WEBSITE: inition.co.uk EMPLOYEES: 30+ OVERVIEW AND ANALYSIS One of the earliest companies to use augmented reality for marketing purposes, Inition, a 3D products a services company, was producing AR ad campaigns in January of 2006. Inition’s AR software MagicSymbol has been used by dozens of companies over the last four years. In January of 2006, MagicSymbol was used by Samsung to promote a new mobile device at the Winter Olympics in Torino, Italy. Users could hold an AR marker up to a webcam and see a 3D model of the Samsung device displayed on a screen in place of the marker. In the summer of 2007, MagicSymbol was used in a promotion for the grand opening of The O2 Arena in Lodon. According the Inition, 500,000 users participated in the promotion by holding small cards up to a camera that displayed AR to see if the card had won the contestant any of a variety of prizes. In April of 2009, Inition created a Web-based ad for BMW as an extension of its “Expressions of Joy” campaign. In the original ad, a stuntman drives a BMW Z4 on a large white canvas as paint dispensers coated the tires with bright colors, creating a vibrant and abstract work of art. Using MagicSymbol, Inition brought this experience to the desktop, allowing users to let a 3D model of the Z4 roam around ReadWriteWeb | Augmented Reality | 29
  • 32. their desk, creating their own works of art they could share online. Automobile brands have been some of the earliest adopters of AR advertising, and the Z4 campaign managed to create a truly unique experience. Brand Republic named the experience the top AR ad campaign of 2009. In February of 2009, Inition created an AR experience for the Toyota’s IQ line of cars that broke the mold of run-of-the-mill AR auto ads. Many auto campaigns using AR in the past had simply consisted of generating a static 3D model on a marker or brochure. For the IQ, Inition created a more immersive and innovative use of AR, displaying an animated and interactive 3D model. The IQ was shown driving down a street with its lights on, and by tilting the marker a user could steer the car left and right. Aditionally, it featured a view in which the car would “explode” out into over 200 separate parts, and then come back together at the user’s discretion. Other links: http://www.brandrepublic.com/News/914752/Behind-scenes-BMWs-augmented-reality- campaign/?DCMP=ILC-SEARCH http://www.brandrepublic.com/News/913358/Augmented-reality-top-ten-campaigns-so- far/?DCMP=ILC-SEARCH http://www.inition.co.uk/inition/wowlab_magicsymbol.php 30 | ReadWriteWeb | Augmented Reality
  • 33. Presselite COMPANY SNAPSHOT KEY FUNCTION: iPhone Application Development Studio MAJOR PRODUCTS: Metro Paris Subway, Bionic Eye OTHER PRODUCTS: Tweet 360, Washington D.C. Metro, London Tube, New York Subway, Chicago Rapid TRansit, Metro Lyon, Metro Marseille. OFFICIAL NAME: Presselite CEO/FOUNDER: Antoine and Michel Morcos HEADQUARTERS: Paris, France OTHER OFFICES: N/A LAST REPORTED ANNUAL REVENUE: $243,000 FOUNDED: 2004 WEBSITE: presselite.com EMPLOYEES: 2 OVERVIEW AND ANALYSIS Presselite is a French iPhone development studio created in 2004 by Parisian brothers Antoine and Michel Morcos. The pair of software engineers, 28- and 27-years-old, began by developing social oriented websites, but in 2009 shifted their focus to the creation of iPhone applications. The company’s first application was Metro Paris Subway, an application like other transit apps that allow the user to find the nearest subway station using augmented reality. Uses can hold their phone up in front of them and the application will place the location of the subway stations in their camera’s field of view based on their location relative to the phone. Released in October in 2009, Metro Paris Subway was one of the top selling applications on the French iTunes Store in 2009, and Le Journals du Net awarded it the Best Application for the iPhone in 2009. The applications integrates with Google Maps, and offers POI such as McDonalds, Best Western and other restaurants, hotels and services. The app also features push notifications for subway service disruptions. Presselite has since released similar applications for the Washington D.C. Metro, London’s Tube, the New York City Subway, Chicago Rapid Transit, and public transit in the French cities Lyon and Marseille. In the companies’ AR app portfolio is Tweet 360, which displays geo-tagged Twitter entries, and Firefighter 360, a game in which users put out fires simulated into their real-world environment. ReadWriteWeb | Augmented Reality | 31
  • 34. Presselite co-founder Antoine Morcos on where he sees Presselite heading in the near future: “ We like the idea to adapt the Augmented Reality engine we created to different kind of applications, such as Tweet 360 for social use, Firefighter 360 to play a game, or Bionic Eye to find nearest points of interest, both through an Augmented Reality vision. But we are currently developing a new project, we think it will be the next step of Augmented Reality on mobile. [...] Our goal is to focus on quality and accessibility; there are a lot of good Augmented Reality applications now on the AppStore but we feel that developers are not working enough on accessibility. Augmented reality applications are still very hard for people to understand and use unfortunately. This is very important for us. Hardware is not a brake anymore - imagination will make the difference.” Morcos says the company has requests to expand its development to Android, Symbian and Windows Mobile devices, but due to its small size, the company currently focuses on the iPhone. Presselite boasts over a dozen augmented reality iPhone apps and over two dozen other applications. 32 | ReadWriteWeb | Augmented Reality
  • 35. Part 3: AR Implementation Lessons Learned
  • 36. Survey: Mobile Augmented Reality 26 respondents 14 have built, 5 have hired out for mobile AR apps QUESTIONS AND ANSWERS QUESTION ONE In your opinion, is it more important to build a stand-alone mobile AR application or to publish a data set to an AR platform that displays multiple companies’ data sets (an AR browser)? Stand alone (1) or publishing to browser (10)? 6 5 4 NUMBER OF PEOPLE 3 2 1 0 1-2 3 4-5 6 7 8-9 10 SCALE Arguments in favor of doing both: • “I believe both approaches have their own merits – different purposes have different needs.” • “The answer lies in integrating advantages of the two.” • “Some mobile AR applications better fit the single-client bucket (e.g. browsers) while some others fit more the unique app bucket (e.g. AR games).” Arguments in favor of stand-alone apps: • “Being an independent developer, I believe there is power in flexibility. While a platform in theory seems nice, I see more value in using a standardized protocol and data accessibility method as opposed to being locked in to a predetermined user experience.” • “We need to own the data and the access to the user.” 34 | ReadWriteWeb | Augmented Reality
  • 37. Argument in favor of publishing to A mobile browser: • “Stand-alone apps seem cool for 10 seconds and then cease to be useful. Data is far more useful in analysis and comparison.” QUESTION TWO: COST There was not consensus about how much a standalone AR app should cost; it depends on its complexity. Cost categories discussed include: graphics development, programming interactivity, UI/UX, AR engine license, data licensing, integration and testing, project management, maintenance, upgrades, hosting, reporting fees, marketing materials, traffic fees, porting fee per platform QUESTION THREE: DURATION General consensus was that if all the data was already acquired, then development time would typically range from three weeks to three months. There was not consensus about one mobile platform being easier to develop than others. Some said Android was the easiest, some the iPhone and some Symbian. There was not consensus about one mobile platform being the hardest to develop for. Some respondents said iPhone, some said Symbian. Regarding development on different platforms, four respondents said there were cost differences between platforms and two said there were not. Where cost differences were cited, explanations included the openness of platforms and the availability of tools and advice. We asked: Who will submit the application to Apple/Google/Nokia? The developer or the client company? Most respondents said the client will, but others said that both are done and that it depends on the terms of the contract. We asked: Who handles customer support for the app? The ultimate client, the marketing agency, contracted AR developer or someone else? Almost all respondents said that the client would but several said that problems could be escalated to the developer if that became necessary and according to the nature of the contract. We asked: Are contracted developers expected to make updates to the mobile AR software they build? How many or for how long? One good response was: “For one-off marketing apps, it’s rare. For long term productivity apps, certainly.” Other respondents agreed that it depended on the contracts they had with clients but that it wasn’t unusual. Duration and type of ongoing updates depended on contracts as well. ReadWriteWeb | Augmented Reality | 35
  • 38. We asked: How many months or years do you believe will need to pass before live-video processing will be possible in mobile AR, instead of just using location to presume what’s being viewed? Most respondents believed it would be possible within the year 2010 on the iPhone. Others pointed out that it’s already possible on some platforms (Symbian), and in some limited contexts (indoor/ outdoor, QR codes). Arguments concerning what’s needed included better processing, software, computer vision and cameras and for Apple to “wake up” and allow use of requisite APIs currently classified as private. One respondent said: “General markerless recognition is still many years off. We need yet to handle edge detection, object recognition, and depth cues in a variety of lighting and environmental conditions. Overlay of useful information and models on live video is practical now, but will remain a interesting gimmick pending application to practical problems - monetization will not happen in the short term.” 36 | ReadWriteWeb | Augmented Reality
  • 39. Survey: Webcam Augmented Reality Narrative Summary: A group of 20 people who have built webcam AR applications said the following: • most agreed that previous AR experience is important • most said that AR markers were a minimal to moderate barrier to consumer adoption • costs vary depending on degree of interactivity, generally between $10,000-$20,000 through $75,000-$100,000 (see below for break-down) • project duration range from between two and three weeks to two and three months QUESTIONS AND ANSWERS 20 respondents from six countries All have built or work for companies that have built webcam AR apps; 25% of them have also hired out webcam AR work. QUESTION ONE: In your opinion, is it important to hire someone who has developed webcam AR before, or can a good, experienced Flash developer build effective webcam AR without previous AR experience? Please answer on a scale of 1 to 10: 1 being that it is not important that a webcam AR developer has previous experience with AR, 10 being that it is extremely important that they have. 9 8 7 6 NUMBER OF PEOPLE 5 4 3 2 1 0 1-2 3-4 5-6 7-9 10 SCALE ReadWriteWeb | Augmented Reality | 37
  • 40. The largest number of respondents think previous experience is very important, only a few think experience is minimally important. Among people who thought AR experience was very important, key arguments included: • Webcam AR it is “totally different from Flash” due to the tracking and the image recognition issues. • In order to create useful and usable AR apps, it is helpful to leverage AR experience in usability, immersion and effective gameplay. Experience with AR also improves creativity in future work in the medium. • Some respondents argued that anyone can build AR but without experience in the field, all work becomes R&D, deadlines are unlikely to be met and costs will be higher. Among people who thought AR experience was not important, key arguments included: • One respondent argued that they had learned fast (starting eight months prior to taking the survey) and that developers with experience in AR are rare. • ”For established AR models, the libraries are pretty straight forward and can be picked up pretty quickly by inexperienced developers, but I wouldn’t suggest hiring someone with no experience for research and development.” QUESTION TWO: In your opinion, is the requirement that they use a marker a significant hindrance to consumer adoption of webcam-based AR? Please answer on a scale of 1 to 10: 1 being that markers are not a big problem, 10 being that markers are very undesirable. 7 6 5 NUMBER OF PEOPLE 4 3 2 1 0 1 2-3 4-6 7-10 SCALE 38 | ReadWriteWeb | Augmented Reality
  • 41. Most developers thought markers were a minimal or moderate barrier to adoption. Arguments against AR markers: • Markers are big and ugly. • Markers are tolerated right now but “as more and more people get exposed to the new medium and the ability to experience it without markers, people will become more reluctant to printing markers.” • Unuseful webcam AR apps aren’t worth the trouble to print a marker for. Arguments in support of the use of markers: • Markers signal to users that there is an AR experience available. • Markers are cheap, robust, fast computing and easy to use. • Companies are willing to include markers in their products, print ads, receipts and other collateral. • The industry is working hard on markerless AR but markers are acceptable today. QUESTION THREE: COST AND TIME Respondents said that webcam AR project costs varied widely, depending on the level of interactivity included, much like a traditional Web site design project. Typical total costs discussed ranged from $10,000-$20,000 through $75,000-$100,000. Respondents said the following percentages of total costs could be expected: • CG Development: 3x20-30%, 3x35-40%,3x40-70% • Interactivity Programming: 4x20-30%, 3x40% • AR engine license: 7x10-15% • Integration: 6x5-15%, 2x20% • Testing: 7x5-15%, 1x20% Other costs mentioned: Commercial proposals, commissions, strategy, project management, Web site production, databases, prize fulfillment, and indemnification if a contest is integrated In order: CG development, interactivity programming, integration, testing, AR engine license, other Time: respondents said webcam AR projects could be expected to be built in between two or three weeks and two or three months after first real development day. ReadWriteWeb | Augmented Reality | 39
  • 42. ReadWriteWeb Findings & Conclusions • It is equally or more important for companies to publish data sets on existing mobile AR browsers than it is for them to build their own stand-alone mobile AR apps. So far there are probably fewer data sets published than stand-alone mobile and desktop apps built, but that will change as mobile browsers improve in stability and UX, and as companies discover the ease and low cost of publishing data sets to these platforms. • Companies that build stand-alone mobile AR apps will see a number of different cost categories, including development, licensing, hosting and maintenance. Those costs will be incurred in service of a brand building experience that will be a challenge to promote in a sea of apps and a challenge to retain users with unless the app creator is innovative in delivering utility. • Previous experience in AR development, not Flash experience alone, was agreed by most survey respondents to be important in considering a developer for webcam AR. AR is not like other Flash development, there are unique challenges and opportunities. • Development of a stand-alone mobile AR app or a webcam AR app can generally be completed in between three weeks and three months after data is acquired, depending on complexity. • Costs for developing a webcam AR project vary depending on the degree of interactivity, generally between $10k-$20k through $75k-$100k. • Most survey respondents believed that rudimentary live video processing will be enabled on popular mobile phones within the year 2010. 40 | ReadWriteWeb | Augmented Reality
  • 43. If you liked this report, check out our other reports: Guide to Online Community Management The ReadWriteWeb Our first premium report for businesses comes in two parts: Guide to Online Community Management a 75 page collection of case studies, advice and discussion concerning Edited By Marshall Kirkpatrick May 2009 the most important issues in online community; and a companion online aggregator that delivers the most-discussed articles each day written by experts on community management from around the Web. http://www.readwriteweb.com/reports ReadWriteWeb Premium Guide to Online Community Management page 1 The Real-Time Web and its Future The Real-Time Web Real-time Web technologies and applications have the potential to and its Future change everything—at a real-time pace. If you are a CTO, work in development, marketing or you are planning your next website or mobile application upgrade, you need to know about the real-time Edited by Marshall Kirkpatrick Web. http://www.readwriteweb.com/reports ReadWriteWeb | Augmented Reality | 41