Augmented Reality
Augmented Reality (AR) in the SmartPlaces mobile app represents the fusion of the phygital worlds, fostering immersive and interactive experiences that redefine user engagement and interaction.
Immersive real-world integration: AR technology in SmartPlaces overlays digital information onto the physical world, visible through the user’s device, facilitating a wide range of engaging and innovative interactions with the environment. In a typical scenario, users are required to physically visit the corresponding real-world location or place to explore and collect the virtual items before they can claim or redeem them. SmartPlaces’ business partners determine which products, information, or data they would like to encapsulate within these items.
The SmartPlaces AR mode: The AR mode in the SmartPlaces app offers a novel augmented reality experience in local neighborhoods. When activated, users can explore and discover various elements such as 3D objects, virtual information boards, and more. Users can interact with these elements by reading text, listening to audio information, or simply collecting the items as treasure. The collected item could be an NFT, a discount code, a ticket, or even virtual goods available for purchase.
SmartPlaces primarily utilizes the following three features, each of which enables users to interact with items displayed in the AR world:
AR mode: Viewing and collecting 2D and 3D objects
AI holo ads: Watching AI-generated videos placed as holograms in AR
AR media: Playing media files in AR
Use case example for AR/AI holo ads: Imagine the band Depeche Mode is scheduled to perform a concert at Wembley Stadium in London. SmartPlaces’ AI holo module generates an ad, such as an AI video of Dave Gahan or any other person or object, directly addressing and inviting the viewer to attend the concert. The video is then converted into a hologram and designated as a geolocated object that can be placed by dragging and dropping to any location on the SmartPlaces map, such as Piccadilly Circus in London. When in AR mode, the target audience can view this AI hologram in augmented reality at Piccadilly Circus, interact with it, and grab the holographic item to purchase a ticket directly or obtain a discount for the concert. Each item grabbed becomes a unique NFT and remains in the user’s wallet even after the concert, serving as a lasting memory with the potential to increase in value over time.
Use case example for AR media: Imagine strolling down Oxford Street in London and coming across a billboard displaying an advertisement for the next episode of the TV show ‘Britain’s Got Talent’. SmartPlaces allows for placing AR media features (like a TV popping up with the trailer of the upcoming episode) directly in front of the billboard. Users can see this content when in AR mode and grab it as a reminder to watch the show, complete with an integrated streaming link.
Other examples of AR use
AR-enabled social events: The app can facilitate AR-driven social events, such as scavenger hunts or interactive tours, where users follow AR clues or complete tasks at specific physical locations, thereby enhancing community engagement.
Business promotions and marketing: Local businesses can leverage AR to provide interactive promotions. For instance, users near a coffee shop could encounter an AR coffee cup directing them to the store, or they could explore daily specials in an interactive and visually appealing format.
Products, goods, and services: Businesses, brands, and individuals can utilize AR to highlight services and products, including event tickets and virtual goods like NFTs, at specific locations. This strategy can leverage popular places or guide users to desired locations.
Educational experiences: AR can be used for educational purposes, like an AR-enabled nature trail where users learn about flora and fauna through AR overlays, making educational outings more engaging and informative.
Art and cultural exhibitions: Users can experience art and cultural exhibits in AR, viewing artworks or cultural artifacts in 3D, and even witnessing art come to life in an interactive manner.
The AR feature in the SmartPlaces app is not just a technological advancement; it is a gateway to a world of enriched interaction, education, entertainment, and social engagement. It offers users a unique way to explore, learn, and connect, both with their surroundings and with each other, pushing the boundaries of what is possible on a social media platform.
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