HOW IT WORKS
We have been fortunate to produce a range of award winning toys and gamification apps for the B2B and consumer markets.
Our work is divided into two areas – bespoke brand apps and Harmony IP under licence within consumer products. The apps are generally free and are used to link physical products or promotional items to digital worlds.
Our apps can be programmed to recognise places, faces, images and objects using devices with built in cameras such as mobile phones and tablets. These devices are then able to render out 3D content aligned with a real-world ‘target’ to create a fused image on the user’s screen, creating the illusion that the digital image is truly a part of the real environment (augmented reality).
We can also incorporate elements of virtual reality into augmented reality products by creating separate AR and VR modes to allow users to choose which perspective they would like to use. Both AR and VR views have their own advantages, but what ultimately works best depends on the requirements of the experience.
AR is a fantastic visualisation tool, and this is why many of our clients choose to include an added layer of educational benefit to their AR content. It enables users to learn in a more fun and responsive way than just watching a video or reading a book and can add additional value to a product that serves a deeper purpose than just entertaining users.
Some examples of our work in the entertainment and gamification sector include:
We use augmented reality interactions to compliment many types of children’s products. This leading edge technology is enabling the producers of traditional games and toys to re popularise themselves in a market which now revolves heavily around electronics.
By adding extra interactivity to a range of childhood favourites we have been able to create fun and engaging products that encourage children’s creativity and learning.
Some of the types of products we have worked on include interactive stickers, colouring books, costume masks and story books.
Augmented reality is the future of education. It enables users to visualise objects and concepts in close up detail from 3D perspectives, making it an extremely effective learning platform.
Traditional pop up books were the first indicator that adding elements of interactivity and ‘liveliness’ to print products encourages better learning and makes for a more entertaining experience. This concept translates directly into the way we now use AR to enhance print media. We can bring objects, characters, scenes and information to life in 3D, making for a more personal, interactive and exciting experience.
Our ‘Into Deep Space’ publication with Carlton Books allows users to view planets and satellites and interact to help them understand how they work, go on a deep space immersive VR journey and even drive a miniature Mars rover.
Interactive Marketing Campaigns
We are often approached by brands looking to create unique product promotions or marketing campaigns using augmented or virtual reality. The technologies can be highly useful for instantly capturing attention and creating buzz around a product/campaign.
Our work with Crytek involved creating an interactive promotional poster for a gaming convention that came to life when scanned using a free app. An animated talking robot appeared to climb out of a porthole within the poster before interacting with the user and providing access to key information.
We have worked with a range of public attractions to provide added interactions to event stalls, information boards and points of interest. By utilising user’s smart devices we can add content such as 3D animations, photos, info-graphics, videos and voice overs to existing objects and media.
A fantastic example includes this app we produced for The Shuttleworth Collection where visitors could scan information boards on site and bring historical scenes and people to life on screen.