Riding the Sandworm 🤘

Ok, I'm not a Snapchat expert, but when I texted my 13 year old niece for her birthday the other day, she added me on snapchat, so I thought I'd check it out 😉

Not sure if it fits into every marketing mix, but various brands are already out there...

👉 e.g. Warner Bros.

The movie giant has released a "Lens" for the theatrical release of "Dune Part: Two" on 29.02., with which you can ride the sandworm...

Hey, why not 🤗


Gorillas "Skinny Ape" AR Experience

https://www.youtube.com/watch?time_continue=8&v=iFaKhtlBU7A&embeds_referring_euri=https%3A%2F%2Fwww.google.com%2F&source_ve_path=Mjg2NjY

In December 2022, the virtual band Gorillaz introduced an innovative augmented reality (AR) experience to promote their single “Skinny Ape.” The band orchestrated immersive performances in New York City’s Times Square on December 17 and London’s Piccadilly Circus on December 18, utilizing AR technology to blend digital artistry with real-world environments.

Fans were invited to these iconic locations to witness larger-than-life digital avatars of band members Murdoc, 2D, Noodle, and Russel performing amidst the urban landscapes. The experience was facilitated through the “Gorillaz Presents” app, available on both Android and iOS platforms, allowing users to view the performances via their smartphones.

The project was a collaboration between Gorillaz co-creator Jamie Hewlett, director Fx Goby, and Nexus Studios. It leveraged Google’s ARCore Geospatial API, which integrates AR content with real-world locations using data from Google Maps. This technology enabled the precise placement of digital elements within the physical spaces of Times Square and Piccadilly Circus, creating a seamless fusion of virtual and real-world elements.

For those unable to attend the live events, the AR performances remained accessible through the “Gorillaz Presents” app into 2023, offering a tabletop version that could be experienced in various locations.

This endeavor exemplifies the potential of AR technology in the music industry, offering fans novel ways to engage with artists and performances. By transforming public spaces into interactive stages, Gorillaz set a precedent for future integrations of technology and live music experiences.

Sources: Inavate Magazine, Medium

 

 


CLAAS Harvester AR App

https://www.youtube.com/watch?v=UnjqwPBwoAc&t=17s

CLAAS, a leading agricultural machinery manufacturer, has teamed up with Luxoom to introduce SHOW SMART, an innovative mixed reality (MR) tool designed to revolutionize how their machines are presented at trade shows and sales meetings. This tool enables interactive demonstrations, allowing users to explore the features of CLAAS machines in real-time through virtual experiences.

The SHOW SMART app is designed for ease of use, operated via an iPad Pro, and lets users interact with machinery models without needing physical machines on display. This allows for a deeper understanding of the machines’ capabilities, making it ideal for environments like press conferences and sales presentations.

What makes this tool particularly effective is its versatility. It can be adapted to different presentation settings, providing a hands-on, engaging experience for audiences of all types. Additionally, the app was developed with input from CLAAS product experts, ensuring it is both user-friendly and functional for employees worldwide.

By integrating MR technology, CLAAS enhances its customer engagement, providing an innovative way to showcase the advanced technology behind their machinery. SHOW SMART is a prime example of how digital innovation can be used to effectively communicate product features and elevate the overall customer experience.

Source: Luxoom

 


Porsche launches Taycan AR-App

https://vimeo.com/1072839615?share=copy#t=0

Porsche, in collaboration with Frankfurt-based mixed-reality experts NSYNK, has developed the Taycan AR Event App, an augmented reality tool that allows content creators to explore and showcase the inner workings of the all-electric Porsche Taycan. This app provides an interactive way to highlight the sports car’s intricate engineering, unique technical features, and advanced charging infrastructure using live-action video and audio.
Initially designed for Porsche launch events, the app was created as a cost-effective and sustainable alternative to traditional display methods, such as using a stripped-down “skateboard” chassis to reveal the car’s internal components. Producing and transporting such physical models is expensive, labor-intensive, and fragile. The AR app, however, offers a flexible, scalable, and engaging way to present the Taycan’s technology without logistical constraints.

With the growing influence of mobile technology, the app leverages augmented reality to bring engineering details to life, making them accessible to a wider audience. Content creators can use it to produce immersive, educational, and visually compelling presentations, enhancing the understanding of Porsche’s electric vehicle innovations. The Taycan AR Event App represents a modern approach to automotive storytelling, blending cutting-edge technology with digital media to engage enthusiasts and consumers alike.

Source: Porsche, NSYNK


Pizza Hut goes back in time with AR.

https://www.vimeo.com/1058260820

Pizza Hut partnered with PAC-MAN to release a limited-edition pizza box featuring an augmented reality (AR) version of the classic game. Customers could scan a QR code on the box to play the game on their smartphones and enter a sweepstakes for a chance to win a custom Arcade1Up PAC-MAN game cabinet.
The campaign aimed to connect with both longtime Pizza Hut fans and a new generation by merging nostalgic elements with digital innovation.

Source: Pizza Hut, Adweek.


Circle K AR-ads in Pokemon

https://www.youtube.com/watch?v=845bkn_am18

Circle K, the international convenience store chain, launched a notable advertising campaign in partnership with Pokémon GO, the popular mobile game developed by Niantic. The collaboration began in late 2020 and continued into 2021, turning over 9,000 Circle K locations across the U.S., Europe, and Asia into in-game “PokéStops” and “Gyms.” These are key locations within Pokémon GO where players can collect items, battle, and interact with the game.

The goal of the campaign was to increase foot traffic to Circle K stores by integrating them into the daily gaming routines of Pokémon GO players. By visiting Circle K locations, players could access exclusive in-game rewards, such as special raid battles and timed research events. This encouraged players to physically visit stores, driving both digital engagement and real-world sales.

Circle K also offered exclusive Pokémon-themed merchandise and promotions tied to in-store purchases, deepening the brand’s integration into the game experience. This form of location-based advertising leveraged Pokémon GO’s augmented reality and geolocation features to turn real-world visits into part of the gameplay loop.

The campaign was successful in bridging digital and physical consumer behavior. It showcased how brands can creatively use mobile gaming platforms to engage with tech-savvy, on-the-go consumers. The partnership allowed Circle K to reach millions of active players worldwide while promoting its brand in a fun and interactive way.