Here are all of the posts tagged ‘Google+’.
In the second entry of a three-part series, Singapore Managing Director Don Anderson examines the impact of Oculus Rift and other virtual reality devices, and how they are poised to launch a new revolution in branded content.
If you look at the popularity of ‘virtual reality’ as a search term, you’ll see a significant spike of interest around 2014 and continued growth from there on in.
The reason? Oculus Rift, the invention of a then 18-year-old Californian named Palmer Luckey. It’s this device that is being credited as having singlehandedly reignited interest in virtual reality technologies.
Frustrated by the poor performance of available head mounts for gaming, Luckey created his first Oculus prototype in his parents’ garage. By the time he got to his sixth generation prototype, he decided to take his work to Kickstarter to crowdfund a DIY kit. He raised US$2.4 million, close to a thousand times his original target.
And then Mark Zuckerberg came knocking.
In March 2014, Facebook paid US$2 billion for a company and its technology that was barely a year old. Zuckerberg gushed on his Facebook page about the potential opportunities and how it would usher in a new platform for communications.
Although he saw it having a future in gaming first, Zuckerberg felt the social implications wouldn’t be far behind. However, he has also admitted that the device needs to sell 50 million to 100 million units to reach scale and find real meaning as a communications platform. So far, it’s sold 150,000 test units to developers.
And of course the Internet quickly reacted with mixed feelings.
Since then, Oculus Rift has dominated search volumes, starting with the spike around Facebook’s announced purchase, and later with a fake Facebook-Oculus Rift commercial on YouTube.
Of course, it’s one thing to talk about virtual reality. It’s quite another to experience it.
In Asia, apart from Cardboard and a host of cheap OEM options that litter eBay and other C2C ecommerce platforms, the availability of more mainstream and refined devices is still somewhat limited. Unless you are a developer and have been lucky enough to get your hands on an early Oculus unit, those hoping for a full experience will just have to sit tight and wait or attempt to live vicariously through the experiences of others who have detailed their journeys on YouTube.
Yet no less than five major technology companies including Samsung, HTC, Sony, Google and Microsoft have now announced their own hardware solutions for bringing the metaverse to life.
The Samsung’s Gear VR was one of the first to market. This costs around US$200 but you need to add a smartphone, which means you get your VR experiences for under US$1,000 — considerably more than Google’s Cardboard.
By comparison, Oculus Rift is likely to be priced upwards of US$1,500, and will only work with high-powered PCs. And sorry — no Macs.
From HTC and Valve comes Vive, which reviewers say provides a Matrix-like experience.
Sony’s Project Morpheus, meanwhile, will support 3D audio and a feature called ‘Social Screen’ which lets users extend the gameplay from the headset to their TV so others can play alongside.
Even Lenovo’s getting into the game. At their recent TechWorld event it announced its own headset to compete with Samsung, Sony, Google and HTC.
And for younger audiences there’s the remodeled View-Master, a collaboration between Mattel and Google that will debut this fall.
This isn’t your dad’s View-Master.
The next-gen View-Master, a Google-Mattel collaboration set to debut later this year.
Beyond this is a generation of highly advanced hologram-based augmented reality technologies supported by the likes of Microsoft and Google along with investments from a raft of venture capital firms, such as Andreessen Horowitz and Kleiner Perkins.
With all this going on, brands have only just started to get their footing in this space. For many, it’s an area of uncertainty in terms of the real value it offers organisations.
It’s akin to the debut of the iTunes app store and the initial surge of marketing investments in branded apps that saw little, if any, returns following launch.
However, those brave enough to be early adopters are seeing the opportunity to experiment, and this is yielding insights on the expectations and behaviours of target consumers around this technology.
While we are far from mass consumer adoption, VR is allowing brands to provide new, more dynamic and immersive experiences.
While many of the initial attempts have been written off as gimmicky, some brands are succeeding at integrating the technology to produce compelling content experiences while capitalising on first-mover advantage in capturing earned media exposure.
At the 2014 Paris Motor Show, Nissan Europe combined a treadmill with virtual reality to create a physical, Bladerunner-like experience for visitors around their Nissan Juke vehicle promotion. Standing on an omnidirectional treadmill, the user wears an Oculus Rift which transforms them into an android character within a virtual world.
In similar fashion, Castrol overlayed VR atop a real car, with the user experience occurring in both real and virtual worlds. The result is essentially a combination of video gaming and VR in a simulated world.
There is no question that VR and travel have a great future together. Interviews with no less than a dozen notable VR practitioners, technologists and content producers revealed that almost all saw travel as the top opportunity for application.
Marriott has been pretty quick to capitalise on this opportunity, rolling out a travel booth in New York City where visitors could explore the beaches of Hawaii or London’s Tower 42. The experience also included sensory elements such as heat, wind and mist, based on different virtual locations.
But the range of brands entering this space doesn’t stop at automotive and travel. Fashion and cosmetic brands are also getting in on the act with Dior recently announcing the launch of its own virtual reality headset. This will provide users with exclusive backstage access to its runway shows as well as tours of the Dior universe.
At the same time, not all branded VR initiatives have been well placed.
Earlier this year Samsung launched what it called “The world’s first live streaming VR birth”, which allowed a father to witness and participate — sort of — in the birth of his child, despite being 4,000 miles away. While the stunt was intended to demonstrate the features of Samsung’s VR technology and how it can change people’s lives, some critics deemed it a little too close to comfort. The moral of the tale? Some stories may not necessarily be ready for VR.
Compare that VR experience to one Patron launched last month that provides a virtual tour of the Hacienda’s agave fields. Here, the on-site experience is replicated and viewers get to see how tequila is produced.
The company’s agency customised drones equipped with seven GoPro cameras and 3D audio capture, with assistance from certified pilots, to bring this initiative together.
Again, it’s early days for brands in this space, with the output generally still somewhat questionable in terms of adding real brand value. But it is encouraging that some brands are willing to venture further afield into this unchartered domain while grabbing first-mover insights.
Next: The Virtual Reality Gold Rush PT III: US Billions at Stake, 3D Paul McCartney, and the Future of Journalism
WeChat’s movie ticketing app raises $105M in series B funding
WeChat’s movie ticketing app, WePiao, has announced the completion of a US$105 million series B round of funding from investors such as real estate giant Wanda Group, Chinese film investment fund Wenzi Huasha, etc. Besides purchasing tickets, users can choose their seats and order drinks and popcorns via the app. With Alibaba’s recent acquisition of Yueke Software Engineering, this move appears to be a reaction to capture the burgeoning online movie ticket sales that has risen from 8% to 30% from 2013-2014 in China.
Facebook users in Asia still resistant to online and in-app purchases
Even though Facebook has reported a healthy growth in revenue and users across Asia, much of its revenue is still very much dependent on Facebook advertising. In Q1 2015, 96.7 percent of Facebook’s Asia revenue was from ads, up from 89.3 percent in Q1 2013. Compounding on this problem is the fact that rival messaging apps such as LINE and KakaoTalk, where in-app purchases generally happen, are dominating the Asian market compared to Facebook’s chat app. Read the rest of this entry »
China’s social network sites remove fake accounts
An estimated 60,000 fake accounts have been removed by Sina Weibo, WeChat and QQ — China’s top social media sites. This comes after the country’s State Internet Information Office (SIIO) implemented new regulations to “promote the healthy development of the internet industry”. These regulations include banning the use of certain nicknames, impersonation accounts of public figures, as well as parody accounts or handles that may be deemed inappropriate.
$2.2 million of Bitcoin red packets sent through WeChat
Using OKLink, WeChat‘s integration with OKCoin‘s mobile wallet, $2.2 million worth of Bitcoin red packets were sent in China during the week-long Chinese New Year holiday. While this amount is a much needed boost to the cryptocurrency, it pales in comparison to the amount of conventional currency that was sent through WeChat. On the eve of Chinese New Year alone, the company reported that 1 billion red packets were sent, although the total amount transacted was not disclosed.
China’s Lunar New Year TV show gives away cash through social media
In a twist to the traditional red packets that are given out during Lunar New Year, China’s state TV extravaganza gave away cash to viewers via platforms like WeChat and Weibo. The 5-hour Chinese New Year’s Eve TV show gave away RMB 500million in cash during the broadcast by getting viewers to shake their phone when prompted. This made use of WeChat’s existing Shake feature, usually used to find fellow users of the messaging app nearby. Weibo users went through the more conventional route of clicking links.
Google launched a localised version of its YouTube channel for developers in China
Google is continually opening up its Android platform to mobile developers in China, this time announcing the launch of a Chinese version of its Google Developers YouTube channel. This new channel will help the US firm’s move last November (of allowing Chinese developers to earn money via Android apps, although only from users based outside of China since Google Play still remains blocked there) by increasing access to information resources to developers. However, viewers currently require a VPN connection to access the channel.
Google Capital seeks to move into India
Google Capital, an investment arm of the tech giant that focuses on mid-stage technology companies, has set its sights on India. In the first expansion of its kind outside the US, Google Capital has been interviewing candidates for a position to lead their efforts in India – a country that has recently surpassed the US in terms of number of Internet users.
Tencent invests in Chinese public wifi provider
WiWide, one of the earliest entrants to the Chinese public wifi sector, has recently received RMB 300 million (US$49 million) series C funding from Tencent and Dianping as part of WeChat’s public account WiFi connection program. WeChat users would now be able to connect to a local wifi hotspot by following a business’ public WeChat account, allowing businesses to then push alerts and promotions to connected customers through WeChat.
Users with higher education and salary tend to have more WeChat contacts
A recent report by Beijing Normal University shows that the penetration rate for WeChat in Beijing and Shenzhen accounted for 51.7%. An interesting finding was that 40% of the users have only 50 WeChat contacts or less. In China, male users have more contacts than female users, and users with higher education and salary tend to have more WeChat friends.
Korean chat app Kakao Talk launches secret chat
Kakao Talk, now called Daum Kakao (after merging with one of Korea’s largest Internet portals), has rolled out a new ‘secret chat’ mode that has an end-to-end encryption feature. This is in response to the recent privacy storm of President Park Geun-hye wanting to get hold of user data. This encryption feature would ensure that all ‘secret chat’ messages would only be readable by users involved in the conversation and no data would be accessible to other parties, even Daum Kakao.
Line Pay goes global
Messaging app Line is expanding its e-payment system, Line Pay (previously only available in Japan) to the entire world. Line Pay allows users to register a card, with which they can make purchases on the Line store and in participating offline shops. Read the rest of this entry »