I am fascinated by VR and related technologies that can speed up time to market. Imagine if your brainstorm sessions were more fruitful, you could demo the ideas more effectively and sell more and quickly. VR programs such as Tilt Brush, Quill, A-Painter give users the tools to illustrate and collaborate on ideas. Powerpoint - move over! These programs help convey ideas in immersive settings and allow for ideas to flourish vs. forcing things into quadrants.
Once you draw up the ideas, then you can illustrate in fine detail with 3D modeling software. My colleagues Harry Brisson and Matt Price recommended I check out Blender 3D and Autodesk, maker of Maya and 3D Studio Max. There is also Unity -- an open source platform where majority of current VR/AR apps are created.
Majority of use cases for VR/AR/3D software are in entertainment (e.g., animation), education (e.g., training) and healthcare (e.g., doctors training on surgical procedures). They all underscore how we can create both efficient and higher quality storytelling/learning environments.
What if we were able to quantify how VR enabled groups to come up with more and better ideas, got agencies and clients to see eye to eye and overall just converted better? Any other ideas on which VR features or programs can be used in business?
Monday, April 24, 2017
Monday, April 3, 2017
How AI Seeps Into Everyday Life
If people can get emotional about content, why should we be surprised about emotional connections with robots that have life like features and voices? Hasbro's robotic cat that keeps Alzheimer patients company is a micro example of how AI can be social and part of everyday life.
Here's my SIL's robot cat- whom she claims calms her down, doesn't come with vet bills and has a lifetime renewable by batteries. And here's another NYT journalist who agrees with her on the soothing qualities of robocats.
As we step into the post-real era, there are a growing number of industry reports on how artificial intelligence (AI) is poised to replace human labor. The Obama Administration's report on the topic noted a broad range (nine to 47 percent) of the US labor force can be threatened by AI -- especially if new jobs are not created at similar or higher rates than lost jobs. Spreading news of his latest AI-based initiative, Neuralink, Elon Musk even professes that digital super intelligence will surpass that of humans and take over.
Ultimately institutions look for efficiency - AI will take over in cases where it's cheaper than the real life alternative.
Labels:
AI,
artificial intelligence,
Elon Musk,
employment,
Neuralink,
robocats
Tuesday, March 21, 2017
VR for Women's Empowerment: KAGIDER (Women Entrepreneurs Association of Turkey) Luncheon Speech
I had the honor and pleasure of attending a luncheon, hosted by Burcu Mirza, with board members of KAGIDER (Women Entrepreneurs Association of Turkey) who were in town for meetings at the UN. KAGIDER has an amazing mentorship program where they coach select young, low-income, high-potential women seeking employment and entrepreneurship. Their graduates change their (and their community's) destiny by either starting their own businesses or becoming successful at firms they join. KAGIDER leaders cited research pointing to millions of young women of employment age in emerging countries, who are neither able to pursue education, nor find employment. KAGIDER's work is to address this problem. Below is what I shared as my point of view on emerging technology and communication trends, which lead to a dynamic discussion on how these technologies can be used in educating and giving employment skills to young women.
Whatever the technology label might be, we have transcended
into post-reality era.
A time when we believe what technology tells us more so than
what we see in front of us. For instance, believing our GPS more than the
traffic coming towards us on a one-lane street. Or, when children say good bye
to Google Home when leaving the apartment.
There are a few technologies that are driving our
post-reality vision as ‘under currents’:
1.
With technologies such as VR and AR, this post-reality vision becomes more immersive and
believable. And truth/experiences vary by each viewer not the director or
the editor. Before we were told stories by movie directors, news anchors,
journalists… Today viewers can look ever which way when immersed in a VR story.
We choose the angle in which we’ll
take that story – being our own editors.
2.
Voice
activation (e.g., Alexa, Echo, Siri, Adobe’s voice based photo editing
technology) humanizes automation, IoT and other connected devices. They induce emotion and forge relations
between humans and AI. (Students in a NY State University hacked Alexa to break
up with it… some classmates who heard about the break up expressed concern.
Post reality experience in this case is heightened by voice and emotion.)
Some companies are taking advantage of this technology in
creative ways: eBay is offering VR experience in shops, Google is partnering
with BMW and Gap on AR shopping experiences. Adobe is launching voice-based
photo editing technology.
VR/AR are poised to generate significant dollars for
technology and content makers. Deloitte called it the billion dollar niche in
2016. Some sources, such as Digi-Capital, make bolder predictions, forecasting
over 100 billion dollars by 2020, disrupting mobile.
As these emerging technologies edge their way to become
mainstream, gender and generational gaps
appear. Nielsen study on VR technology (2016) shows a typical early
adoption story on VR: Male and younger
audiences are more likely to adopt. Women not as likely to be interested or
aware!
VR can fundamentally change the way we communicate in arts and
politics. And if women are typically the storytellers, where does that put the
female voice in arts, news, commerce and politics? If shopping is gamified in
ways that suit men, will women – who are responsible for grand majority of
household purchases-- buy more?
Tuesday, February 16, 2016
VR Headsets Go Beyond Gaming As The Latest Sales Tool
Back in December, I had published a marketoon by Greg Kessler on my LinkedIn account, suggesting we would be relying on VR headsets to paint a vision of the
future. The idea behind this cartoon is the topic of a New York Times real
estate section article this week. 'A New Dimension in Home Buying' by Jennifer Miller shows how Hallstead Realty is selling multi-million dollar properties by
showing prospects a vision of what these condos will be through VR headsets.
It's about evoking emotions and converting lookers to buyers when in the raw
construction phase.
Hallstead's initiative is not only a clever gimmick, but
hope that VR will have real commercial applications beyond gaming. Similar to
real estate, VR headsets can be used in retail to show how to dress, cook, or
experience a vacation. In auto, it can help drivers test their car in the
wilderness, or through narrow streets of old European cities without leaving
the dealer's showroom. If done right, VR stories can help propel new authors to
best seller status by showing a preview of what those 300 pages hold.
As companies tie increasing profits to VR marketing, this
type of storytelling will become mainstream (and with hopefully more attractive
headsets)
Labels:
hallstead,
new York times,
real estate,
virtual reality,
VR,
VR headset
Monday, November 30, 2015
My Goosebumps Podcast: How do you measure empathy?
It was a pleasure to do this podcast with Bryan Adams, founder and CEO of creative agency Ph. Creative, about word of mouth marketing. Goosebumps (co-authored by Bryan Adams and Dave Hazelhurst of Ph. Creative) is full of great tips and tools on digital marketing. We discussed how to:
It's also available on iTunes. Enjoy!
- Create a hook to entice listeners and strike an emotional chord
- Measure empathy, all the while looking at hard numbers such as sales
- Spot signs of viral content
It's also available on iTunes. Enjoy!
Monday, July 20, 2015
Millennials: One Size Does Not Fit All
Emerging Trend: There is a growing understanding that not all
millennials behave the same way.
Implication: Your millennial data is not flat. You may need
to distinguish between lifestyles, life stages and other demographics.
Action:
1-
Get your millennial definition straight: Is it
just adults, or do you need to include teens as well?
2-
Look into the differences between younger and
older millennials. Those in college and those who are starting families will
have distinct media and spending patterns. 3- Measure values as well as attitudes. Are your millennials more likely to vote for green initiatives? Do they donate frequently?
Labels:
attitudes,
behaviors,
demographics,
Lifestyles,
millennial,
millennials,
values
Sunday, May 24, 2015
Do you want to tune off?
Emerging Trend: We are increasingly expressing our
desire to ‘tune-off’ in reaction to the flux of ‘big data’ in our lives.
Implications: Decline in app usage, email opens,
click throughs, productivity and overall life quality. Increase in sensory
sensitivity.
Action: Tune off! Or enable others to do so.
Check out how Ikea
helps customers design serene surroundings. See how JetBlue
greets Web site visitors with Aruba get-away options. If you need more help, download
the Dinner Mode app by Sloane Davidson to
focus on your food and conversation at meal times.
Labels:
big data,
consumer reaction,
Dinner Mode,
Ikea,
Jet Blue,
tune off
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