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Creative Augmented Reality & Street Art Campaign Generates Over 900,000 Impressions for Cadillac, Gets Nominated for A Webby Award

Cadillac ATS 3D augmented reality experience

Last summer, daqri partnered with Cadillac’s creative agency fallon to create a larger-than-life augmented reality experience unlike anything the advertising world has ever seen. In order to bring the Cadillac ATS vs The World campaign directly to the consumer, Cadillac took their car to the streets— literally— with interactive 3D Chalk Murals. People walking down the street in New York City, Miami, Chicago and San Francisco were transported to four picturesque, extremely challenging roads around the world via enormous, gorgeous chalk installations 20 feet high that extended 40 feet onto the street.

Chalk artist Tracy Lee Stum and her very skilled team expertly executed 3D murals that utilized both ground and walls. People flocked to them, immersed in the scenery. But much to their surprise, upon viewing the murals through the ATS 3D app, (available for Android and iOS) a whole new dimension came to life…

Watch the video to get a taste of an augmented reality 4D experience:


Needless to say, these incredible, interactive works of art saw a lot of foot traffic, and left plenty of jaws on the floor.

Called by LuxuryDaily the “largest collaboration of street art and augmented reality technology ever,” the final results show that it generated over 56,000 in-person engagements, and over 900,000 social media impressions.

Now, the campaign has been nominated for a Webby Award in the Augmented Reality category. For anyone who makes websites, apps, or interactive experiences of any kind, this is kind of a big deal. We are beyond honored, humbled, and thrilled to be included in such a top-notch list of creative endeavors.

As of this morning the campaign has moved up from third place to be in the lead! We’ve been incredibly fortunate to have celebrities and tastemakers like James Franco and D.A. Wallach of Chester French support us through their social media channels along the way, and we’re so grateful. We can’t thank everyone who has voted and shared our story enough.

If you love what we’re doing with augmented reality, please vote, and help us spread the word!

Principles and Practice of Augmented Reality

Augmented reality is as broad and powerful a concept as the idea of connectivity, and comes in as many flavors. It is visible through varying devices, available across a wide spectrum of potency, and utilizable in an unlimited variety of applications. I’ve found that the more time I spend thinking about AR, the more I’ve begun to see potential uses for it everywhere.

However, in my experience introducing new people to daqri, I’ve found that the concept of augmented reality for many people is usually either defined poorly, or not at all.

When a newcomer sees our augmented reality campaign for Matchbox 20, she might believe that augmented reality is a marketing tool for bands. Or when a passerby in Miami or New York this summer experienced a live instance of our nationwide campaign for Cadillac, he would reasonably come to the conclusion that AR is a manner of digitally interacting with street art and life-size 3D graphics. Others see our Anatomy 4D app and come to believe in augmented reality as a game-changing tool for education, inside the classroom and beyond.

The truth is that augmented reality is all of these things, and none of them. Thinking that augmented reality is for educational use alone is like thinking that the entire medium of film is comprised exclusively of PBS specials and instructional videos at the DMV. Believing that AR is destined to be used for marketing purposes alone is like believing that the entire internet can only be used for product landing pages.

From a holistic viewpoint, film, the internet, and AR are all much broader and more flexible than a single content category.

Augmented reality is a full-scale medium comprised of a set of technological innovations combined with an expanding set of content conventions.  Just as the innovation of video technology enabled the medium of film and television, a breakthrough in computer vision in the last decade has enabled what we now consider to be the fundamentals of AR. In AR, the extent to which we as developers can understand the space around the mobile device visually dictates the parameters within which we can express contextual 4D content and interactivity. Vision science is the technical discipline that deals with and expands this understanding.

What is vision science? Computer vision algorithms can access a camera on an electronic device in order to look for, recognize, and understand a given scope of visual data. This feat can be thought of as loosely analogous to programming a rudimentary human “eye.” The simplest version of this principle at work would be a barcode being recognized by a laser scanner at a grocery store. (This particular example is a useful analogy, even though the technical process of recognizing a barcode doesn’t actually involve vision algorithms.) But since the simplistic barcode can only hold a limited amount of information – it has only a certain number of spaces for 1s and 0s – in the 90s the QR code became the next protagonist in this story. These more visually complex symbols were scanned by millions using free smartphone apps and were popular thanks to their correspondingly greater amounts of data and capabilities. However, being ugly as sin, in the last couple of years QRs have thankfully given way to a much more inviting technology. No longer a Siggraph curiosity, but a full-fledged commercially available technology image recognition allows the device’s camera to see, recognize and understand photographic images, and also happens to be the basis of the majority of our AR campaigns at daqri in 2012.

But this technique too will soon evolve to modalities that will empower even greater flexibility than the flat surface of an image. We are already using SLAM-based math to calculate the geometry of 3-dimensional spaces. Understanding spatial geometry, planes and surfaces will expand the storytelling canvas considerably. And beyond SLAM, object recognition glimmers on the horizon. As this patchwork of visual puzzle pieces continues to coalesce, it won’t be long before our rudimentary programmed “eyes” – in mobile devices and eventually AR-enabled glasses – will be able to see and understand the world at large.

In addition to the integration of vision science and SLAM-based math, the ideal technology recipe for AR will include GPS, which will be used more as a filter than a true locator. For instance, knowing that you are at the Grand Canyon versus in New York City versus at home will help narrow the information you may want to see at any given time. Delivering experiences does depend to a large extent on hardware and connectivity, and despite the many potential concerns out there, I do believe that there are ways to make AR both sustainable and private.

A few predictions about the growth of AR over the next three to five years:

A significant amount of content will be site-specific, or alternately, portably connected to special objects and talismans. Certain locations will have more content than others – for instance Manhattan will almost certainly have more content than the Cook Islands. On principle, well-executed AR will enable us to be more engaged with our environment and physicality, not less so. Defense, manufacturing, medicine, education and art will be the next major areas that expand. Social interaction/collaboration and light gamification functionality will be endemic to most AR applications. The graphic style of AR will change over time as cultural and aesthetic preferences change, and as interface conventions evolve.

Applications that present visual data that informs, astounds and delights us will be rewarded with patronage. It’s very likely that something similar to the current app ecosystem will arise in the AR market for glasses, but say goodbye to full-screen splashscreens: these apps will load nearly imperceptibly and will be available by the command of your voice, gestures, eye movement or even, eventually, thought. Everyday applications could include:

  • Navigation around town, unfamiliar cities, and large buildings such as universities, airports, libraries, and large corporate and government centers
  • As one of our workshop groups at VOX focused on, apps that shows live public transportation data around a city
  • Cultural and educational applications that highlight sites of interest and re-enact historical scenes, display buildings and personages from the past, and regale the viewer with valuable visual and auditory information
  • Productivity applications that enable new forms of collaborative creation
  • Language translators

AR can be useful outside the city too. Here are some examples of applications that can keep you informed and inspired in the great outdoors:

  • Continental tectonic plates
  • Watersheds / waterways
  • Landmarks and summits (ability to see them from further away)
  • Planned path when hiking
  • Flora and fauna visual guides
  • In preparation for a trip: an app that visualizes the path of all the thousands of miles of cabling along the bottom of the ocean on a physical model of a globe, and then lays out the same visual lines whenever they would be visible to you from shore, boat, or even plane

Here in daqri-land, there are some very exciting educational apps we are in the process of creating that will make life-long learning exciting again. I can’t wait to show them to you in a few months. In the meantime, I’d love to hear your thoughts on the current state and future of AR.

“Mak-AR-Bot”

makarbot

I admit it, I am a 3D printing fanboy.  I have a Makerbot at home (it’s my second one).  I see great potential in what Bre Pettis and the team are doing, both with the concept of open source hardware and in pushing the adoption and progression of the entire industry by making it accessible to more people than ever before. As part of that effort, Bre was actually featured on the Colbert Report recently, in this great interview.

In a way I feel like we have a similar mission at daqri, except instead of physcial 3D objects we are proliferating and creating accessibility to virtual 3D objects and images. Virtual objects and images can be extremely useful where there’s a need for visualization, for instance in urban planning, architecture, entertainment, marketing, education, and the manufacturing process. We think that AR is one of the most important mediums for communicating ideas, and we want to encourage adoption and improve the technology by making it accessible to as many people as possible.

What does this have to do with the the guys at Makerbot?  Well, as a customer, I occasionally hit up thingiverse.com where users share their 3D models.  Recently I was there looking for some .stl format 3D models to try out with daqri and I came accross a user submitted 3D model of the makerbot.  It was a Google sketchup file, so I converted it to .obj, uploaded it to a daqri code, and a few short minutes later I give you the “Make-AR-bot”:

That’s my thing-a-matic next to the AR version.

Here’s a link to the daqri page associated with the Make-AR-bot, so you can download the QR code and try it out yourself.

http://daqri.com/R9EX1mp7Adm

_Brian

 

Creating Augmented Reality from thingiverse .stl files

chichenitza

We wanted to make sure we gave people as much flexibility as possible for publishing their 3D content to augmented reality.  One of our main focuses with daqri is to support content creators, and an important segment of those content creators are all the makers.

To make it easier for you to create AR we support a lot of the common interchange formats like collada or obj.  But we also support .stl file natively.  Of course you could throw them in the blender and give them some extra flair, but you can also just grab the basic .stl file from sites like thingiverse, upload them to your daqri, and instantly create augmented reality.

Here is the Thingiverse model for the pyramid @ Chichen Itza that I printed on my Makerbot, next to the same .stl file uploaded to daqri.

 

 

 

In Memory…

memorialday4

We wanted to do something special for memorial day in honor of all those who have served and those that are still in the service of our Country.  Our 3D artists teemed up with the talented folks at QRlicious to make what to me is a very moving tribute in Augmented Reality.

Here is the code so you can try it yourself.

We would love it if you could share some of your action shots in the comments.  Here is one to start us off.

And a submission from Andy:

Why daqri?

why

As we move from our private beta I wanted to make a post to explain to some of the newcomers why we created daqri.

Let me start with our philosophy:

“Augmented Reality is such an important medium, that it must be made accessible to everyone.”

We didn’t come to this philosophy lightly, and its not just a tag-line for our website, it was a realization.  As we were experimenting with AR, we realized that it was such an effective way to convey ideas and accelerate communication, that we had to make a way for anyone to be able to create an AR experience.  If you re read that sentence you’ll notice I said create, not just experience.  It comes back to the earliest tests we were doing using AR to convey ideas.

When we were testing user experience, we built a small peg board with a few different mechanical parts.  The exercise was a simple three part assembly, with just enough options for a user to make starting difficult, but still something people could figure out in about a minute.  After we gave them the board we would give them a set of printed instructions describing the steps and they could easily make the assembly in 30 seconds to 1 minute.

Things got really interesting with the board when we wrote a little AR iPhone application that overlaid visual queues with 3D models of the parts flying to where they were supposed to go, in just the right order.  Solve time became an average of 5 to 10 seconds, and our jaws hit the floor as everyone we tested it on immediately understood what they were seeing and knew what they needed to do.

That’s when we realized Augmented Reality was one of the most important methods of accelerating communication that had ever been developed, and like the Internet itself, people needed to be able to create their own content for the medium to catch on, and to unlock its true power.  And that doesn’t even begin to touch on the moral obligation we have to share a tool with such an amazing power to teach and convey ideas.

So we built an Augmented Reality publishing platform, and our goal is to make it so easy to use that almost anyone could create an AR experience.  Will everyone go out today and create an AR experience… probably not.  Not yet anyway.  But for content creators that work with 3D models and animation, suddenly they can publish that content in AR without having to write a single line of code.  Is it perfect, not by a long-shot… we are still in beta for sure.  But we think what we are doing is important, and we know how powerful the medium is, and are making the daqri platform to be the bridge between content creators and AR experiences.

We are very excited to have so many awesome and talented people trying out the platform already and giving such valuable feedback.  If you check back often we have some really cool stuff on the roadmap that we can’t wait to share.

_Brian

 

What is daqri?

daqri_logo_square

As we move from our private beta with some awesome people in Augmented Reality, Marketing, Entertainment, and Design who already know what we do, I wanted to make a post to explain to some of the newcomers what daqri is.

daqri is a platform that will make Augmented Reality accessible to anyone.

Are you a content creator?  Artists, Architects, Engineers, Teachers, Animators, Students, Hobbyists, Designers, and more, the daqri platform lets you take content you already have and create an Augmented Reality experience quickly without writing a single line of code.

Developers?  We didn’t leave you out either.  We have an awesome API and an AR framework that lets you put daqri in your own products. (you guys get your own place to drop us a line, dev at daqri dot com)

Check back here often for more updates as they become available, and in the mean time, sign up for the beta and check out what we have in the works.  We would love your feedback!

_Brian

 

daqri iPad app now available

daqri_ipad

The iPad app has been approved, and is now available from the App Store.

iPad app screenshot

You can download it here: http://itunes.apple.com/us/app/daqri/id421508232?mt=8

We welcome your feedback, and thanks!

Learn about daqri in about one minute

HowtoDaqri

Want to know more about daqri?  This short teaser will show you the whole concept of what we are doing in just 1 minute and 3 seconds.

Customizing daqri landing pages

customize landing

This video will show you how to customize your daqri landing page.