Tag: augmented reality

  • TCL Affiliate RayNeo Launches GT and iO Smart Glasses Across 40 Markets

    TCL Affiliate RayNeo Launches GT and iO Smart Glasses Across 40 Markets

    RayNeo launched its GT Series and iO smart glasses across 40 retail markets on September 4, 2026. Pricing ranges from US$329 to US$549.

    The Chinese hardware maker held a 23.7 per cent global market share in the first quarter of 2026. That made it the world’s largest consumer augmented reality vendor.

    Hardware Pricing and Regional Distribution

    Sales started immediately through Amazon and the company’s direct web store. Distribution spans 40 countries and territories, including Singapore, Malaysia, Thailand, Vietnam, Japan, Australia, New Zealand, Saudi Arabia, the United Arab Emirates, the United States, Canada, Mexico, the United Kingdom and the European Union.

    Products fall into two distinct hardware tiers. The 33-gram RayNeo iO operates as a heads-up display for navigation, teleprompting, live translation and voice recording summaries. It costs US$499 with a standard case, or US$549 with a charging case bundle. For entertainment, the RayNeo GT retails at US$329, and the GT Max costs US$429. Both GT models feature audio co-tuned with Danish specialist Bang & Olufsen. They also support Dolby Vision playback when paired with the companion RayNeo Pocket TV Pro accessory.

    Competitive Shift in Consumer Wearables

    For electronics retailers and distributors in Southeast Asia, the rollout signals a shift from crowdfunding campaigns to volume consumer retail. At an entry price of US$329, the TCL-backed company takes direct aim at portable monitors and external displays rather than bulky mixed-reality headsets.

    Hardware margins in this segment stay tight. That puts pressure on companion accessories, such as the Pocket TV Pro and optical prescription inserts, to generate operating profit. Ecosystem lock-in presents the main commercial risk. Smart glasses still rely heavily on external host processing and content partnerships to attract buyers beyond early adopters.

    From Domestic Lead to Global Retail Footprint

    RayNeo built up to the Berlin release with several hardware announcements earlier in 2026. It debuted eSIM-enabled glasses at CES in January and introduced the Air 4 Pro at Mobile World Congress in March. Tracking databases from IDC, RUNTO, CINNO Research and AVC all ranked the company first for shipments in China.

    Demonstrations and executive interviews run through September 8 at Hall 21A at IFA 2026 in Berlin. Buyers can access introductory promotional discounts of US$30 during this opening sales window.

  • Optimizing Potential of Digital Advertising,  Indosat Ooredoo Launches iAds Service Based on Augmented Reality

    Optimizing Potential of Digital Advertising, Indosat Ooredoo Launches iAds Service Based on Augmented Reality

    The COVID-19 pandemic, which has been going on for over a year, has increased our reliance on digital in our daily lives. This has an impact on the business sector, where enterprises are “forced” to adapt to focus on digital marketing strategies as consumer behavior shifts to digital and online. Therefore, the strategy of running promotions through digital advertising is becoming attractive to enterprise in order to increase brand and product awareness, targeting the right consumers, and increase sales of product.

    As an experienced trusted digital partner, Indosat Ooredoo Business presents an innovative service “iAds” at the 4th Connex Webinar today to answer the promotional needs of these enterprise. iAds is a digital ad platform that is designed by utilizing Augmented Reality (AR), interactive messaging, and mobile video. iAds offers the excitement of advertising and the convenience of using innovative telecommunication media.

    Chief Business Officer of Indosat Ooredoo, Bayu Hanantasena said, “Indosat Ooredoo Business is committed to support the growth of Indonesia’s business sector by utilizing digital technology. Today we launched iAds to support the promotional needs of enterprise to be more innovative through social media and relevant to the current situation. We hope that through the 3 iAds services that we launched today, it will help enterprise not only survive, but also growing rapidly so that they can compete in both local and global markets, as well as supports Indonesia’s digital economy.”

    Through iAds, promotional activities can be more varied and attractive because Indosat Ooredoo Business offers several choices of digital promotion mediums, namely iAds, iAds Biz, and iAds MGram.

    • iAds

    Augmented Reality (AR) technology.

    • iAds Biz

    A broadcast and interactive SMS service solution that responds more precisely to promotional needs for target customers and is easily controlled through a dashboard by enterprise. Regular SMS, Premium SMS, and Interactive SMS are all promotional options provided by iAds Biz.

    • Ads MGram

    Consumers can engage with interactive promotion and digital transformation solutions through images and videos that can be viewed on a variety of mobile phones, feature phone or smartphone. The other benefit of iAds MGram is that it does not require a specific application and can be accessed without internet connection or data packages. Thus, it unlocks vast reach, customer engagement and business possibilities.

    iAds can target more than hundreds of thousands of large and medium-sized companies in Indonesia to inform their products to millions of mobile users as potential targeted consumers. This service is also in line with Indosat Ooredoo’s vision as the Indonesia’s leading digital telecommunication company that encourages a more rapid and effective growth of the digital economy.

    Indosat Ooredoo Connex: Maximizing the Potential of Digital Advertising and Innovation Augmented Reality

    This time, Indosat Ooredoo Company conducted a Connex Webinar with the theme “Maximizing the Potential of Digital Ads and Innovation in Augmented Reality,” continuing the previous series of Connex (Creating Innovation with Expert)

    In addition to presented Bayu Hanantasena (Chief Business Officer Indosat Ooredoo) and Linggajaya Budiman (SVP-Head of Marketing & Channel Management), this webinar also featured a Digital Marketing Specialist who has successfully elevated brand-it’s to the forefront of every industry field, including Levita Ginting (Chair of the Indonesian Chamber of Commerce’s Standing Committee on Franchising, Licensing, & Partnerships), R. Andi Kartiko Utomo (Digital Specialist, former Vice President of QNB Indonesia), and Irawan Soemardjo (Senior Partner of PINC Group).

    The speakers offered insight and addressed the effect of the pandemic on the business sector, shifts in consumer behavior, how Digital Advertising can optimize marketing strategies, the potential for Virtual Reality to improve consumer interaction, and iAds solutions to address consumer needs of promotion for enterprise and marketers during the panel discussion.

    “Hopefully today‘s Connex Webinar can provide a lot of positive information so that we all remain optimistic to survive and grow together in the future even in difficult situations,” Bayu concluded.

  • Instagram enables augmented reality shopping through its mobile app

    Instagram enables augmented reality shopping through its mobile app

    Instagram continues to add new tools to its app to enable users to interact in different ways with the content it provides. The latest updated tackles augmented reality, a technology that many other companies have already implemented in their products.

    Starting today, several brands that are using Instagram to sell their products will now be able to add a new augmented reality feature that lets customers try their products before they buy it.

    The new feature is meant to help Instagram users to preview certain products they plan to buy and see what they look like on their face. To try out these new AR-compatible products, Instagram users must first find these specific products that brands are tagging in a post. Then, simply choose the option to try out the product using an augmented reality filter before adding it to the cart.

    But the new feature is not only meant to shop easier, as Instagram users can share these AR experiences in Stories, which will also link to the original product so that other users can try it out and, eventually, buy it.

  • India’s Tanishq brings its first Augmented Reality experience for its customers

    India’s Tanishq brings its first Augmented Reality experience for its customers

    From social media filters, to reshape the concept of traditional retail, Augmented Reality (AR) is rapidly growing in popularity because it brings elements of the virtual world, into the reality, thus enhancing the things we see, hear, and feel. AR has made retail engagement all the more experiential, fascinating and personal and it’s often considered to be in the middle of a mixed reality spectrum; between the real world and the virtual world.

    Tanishq has taken one step further to be more accessible to its customers by launching into the Augmented Reality experience at the Bangalore and Delhi airports. For the first time in India, a jewellery brand is doing an Augmented Reality/ hybrid reality (combination of physical space Augmented Reality) campaign at an airport to engage with a large audience at a completely new level. Tanishq is leaving no stone unturned to keep their customers happy by adopting innovative ways to display their product range.

    With this technological advancement, customers will have the option of ‘Try and Buy’; trying out the jewellery virtually looking at the AR screen. Customers can benefit from this advanced jewellery experience for a month starting from February 06, 2019 at Delhi airport and February 08, 2019 at Bangalore airport.

    Tanishq is implementing MirrAR, an Augmented Reality software platform in collaboration with StyleDotMe, a startup focused in innovative application of Augmented Reality (AR) and Artificial Intelligence (AI) for providing the next generation experience to consumers who are interested in the Gems and Jewellery industry. Using the platform users can virtually try on the jewellery in real time, without actually having to wear them.

    Sharing her thoughts on the launch of AR experience, Deepika Tewari, Associate Vice President, Marketing, Jewellery Division at Titan Company Limited said, “Tanishq has always aimed at providing the best for our customers and this fascinating initiative is one such approach in achieving the objective. Consumers have the option of browsing through multiple jewellery pieces virtually with just one click. The real-time customer experience will definitely strengthen the retail connection between the brand and our esteemed consumers; a transformative step on how India will shop and purchase jewellery in the near future.”

  • Tech startup Blinq to focus on Southeast Asia

    Tech startup Blinq to focus on Southeast Asia

    Tech startup Blinq is targeting Southeast Asia with software which allows users to virtually try on and purchase designer apparel and accessories from online luxury and contemporary fashion retailers globally. “Blinq uses AR and algorithmic patterns to provide users with the latest trends and personalised fittings from their digital devices,” explains entrepreneur and Blinq founder Bob Chua.

    “It also allows users to choose how they would like to consume fashion, which may not necessarily be to buy, but to also rent, subscribe, or pay later for latest luxury designs from major and upcoming brands across Southeast Asia.”

    A rental-subscription model provides users the option of renting designer apparel and accessories, while the back-end automated warehousing operation enables brands to fulfil their products throughout the Asia-Pacific region.

    Citing McKinsey’s global fashion report, Chua says the personal luxury market is predicted to grow to US$500 billion by next year, with close to 44 per cent coming from Asia.

    “There is clear retail disruption happening everywhere, and e-commerce adoption in the luxury space is growing at a staggering rate here in Asia. We see a major opportunity.

    “In a way we are fusing the successful models of Asos, Farfetch, Rent-the-Runway and The Real Real into a single platform, while targeting affluent Asians.”

    Chua says the company plans to monetise its platform by white-labelling its virtual changing room AR features to other e-commerce sites, which will ultimately reduce returns and increase purchasing propensity for retailers.

    He says Blinq has secured significant seed funding and is currently en route to a next fundraising round.

  • Korean start-ups also shine at CES in Las Vegas

    Korean start-ups also shine at CES in Las Vegas

    Industry big boys aren’t the only companies exhibiting at this year’s Consumer Electronics Show (CES). Over 1,200 start-ups have set up at the event’s Eureka Park, reserved for smaller companies, to capture the attention of consumers and possibly become the next unicorn (a start-up valued at over $1 billion).

    Of the start-up companies from Korea, those that developed through the “Israeli start-up” model have grabbed the most attention from the media. The model refers to companies with a weak capital base that grows with investment from other IT companies or venture capital firms. Many Korean start-ups that took part in CES this year got investments from IT giants such as Naver or Kakao.

    Augmented reality (AR) and virtual reality (VR) company LetinAR is one of the hottest start-ups. LetinAR produces smart glass lenses that makes use of “Pin Mirror” technology. The company incorporates the pinhole effect, which makes vision clearer by looking through a small hole, and applies it for use in VR and AR.

    LetinAR also created a lens that provides vision of up to 80 degrees. While humans can see up to 150 degrees, existing products are typically limited to 50 degrees.

    “The 80-degree vision is like looking at a 120-inch TV from a meter away [3.28 feet],” said Choi Kyung-on, a director at the company. “If our product becomes commercialized … we will be able to release smart glasses the size of large conventional glasses within three years.”

    While smart glasses got a lot of headline in 2013 with the introduction of Google Glass, the product failed due to the difficulty of developing a lens with a wide-viewing angle.

    Meanwhile, beauty artificial intelligence (AI) start-up lululab won the CES Innovation Award in the biotech sector for its AI skin care assistant Lumini.

    The device analyzes skin conditions such as its wrinkles and pores and provides product information and recommendations personalized for a user.

    “[Users] can use personalized AI skin analysis service without the help of a store employee,” explained Choe Yong-joon, CEO of lululab.

    The company was born in Samsung Electronics’ start-up incubator, C-Lab.

    AMO Lab is another promising start-up from Korea. The company, which got investment from Naver last September, specializes in products that improve users’ quality of sleep.

    The company recently developed AMO+, a device worn like a necklace, which sends out minute electrical signals to the body to improve sleep.

    According to recent test results, users’ parasympathetic nervous systems became active when wearing the device.

    “We are currently discussing collaboration with U.S. and European companies after prototype development,” said Kim Min-kyu, CEO of AMO Lab.

    WELT, another alumnus of Samsung’s C-Lab, gained attention for releasing a smart belt in collaboration with French luxury brand S.T. Dupont. WELT’s smart belt can be used for two months with a single charge and provides basic health information.

  • Why luxury will still need brick-and mortar

    Why luxury will still need brick-and mortar

    Guests who visited Chanel’s Mademoiselle Privé at PMQ in Hong Kong got more than they bargained for.

    The luxury maison took its exhibition to the next level, blending augmented reality (AR) with physical experience. With the help of a virtual tour app on the smartphone, the many icons of the luxury maison, from the No.5 fragrance to the couture ateliers, were brought to life.

    Apart from exhibits that highlighted the maison’s heritage and savoir-faire, exclusive workshops were held to allow guests to try their hands at Chanel’s prized know-how, such as embroidery and high jewellery making.

    “Chanel is about more than a [mouse] click,” says Bruno Pavlovsky, the brand’s president of fashion. “Despite our investment in e-services for our customers, we still need to have the physical touch for them to understand the brand, to see and try the products. For us, all the digital developments and experiments are [designed to provide] better services for our customers in the boutiques.”

    While luxury brands continue to invest in digital storytelling and services, they are not forgetting about the physical experience either, now even more so than ever. They are not only focusing on retail spaces but also institutions to promote heritage and savoir-faire.

    Chanel’s Mademoiselle Privé exhibition, which travelled from London’s Saatchi Gallery to D Museum in Seoul, is hardly the only example. The maison is launching a Gallery Gabrielle Chanel exhibition space in Paris’s prestigious Palais Galliera fashion museum as well as a permanent location that will bring the house’s metiers d’art ateliers from Maison Lesage to Lemarié under one roof, expected to open in 2020.

    Apart from Chanel, other heritage houses are preserving their legacy through permanent institutions to reach existing and potential customers.

    Pavlovsky agrees on the importance of physical experience when it comes to branding.

    “We are not talking products but the values of Chanel and what makes the brand unique, which is more difficult than talking about the shoes or bags,” he says. “There’s nothing to buy at the exhibition. It’s for people to see, learn and better understand the brand. We believe that it’s quite important that in our key markets, we can share and offer that to our customers.”

    Even in their new retail concepts, brands are integrating their heritage, DNA and patrimony into the designs. Louis Vuitton’s Place Vendôme flagship store – restored from a heritage building circa 1714 and designed by Peter Marino – features more than 30 works by 22 artists ,including a 2015 portrait of a young Louis Vuitton by Yan Pei-ming.

    The Boucheron flagship store, also in Place Vendôme and under renovation, will be paying tribute to the house’s rich heritage.

    “We are renovating the full building in a patrimonial way,” says Hélène Poulit-Duquesne. “The objective is to redo it as if it was being built at the end of the 18th century. It’s our family house.”

    The flagship store, which is set to open doors in September 2018, will include a salon dedicated to hosting educational gatherings.

    The association between arts and fashion has been widely embraced by luxury maisons and many highlight the connection with permanent art spaces and cultural centres, such as the Fondation Louis Vuitton, which opened in Paris four years ago, as well as Fondazione Prada in Milan, which opened its new permanent location in 2015.

    Now luxury brands are also lifting the curtains of their ateliers to put their prized artisanal skills in the spotlight by hosting workshops and classes for customers to get a taste of their craftsmanship.

    Chanel’s Lesage workshops, which allowed fans to learn basic embroidery as part of the exhibition programme, were a sell-out. The pictures and posts on social media platforms proved how successful the classes were.

    While Chanel’s only hosting the classes during exhibition periods, Van Cleef & Arpels has taken the mission further and established L’ecole in Place Vendôme, Paris. Since 2012, the permanent address has been the venue for the brand to host a variety of classes on subjects from the history of jewellery, gemmology as well as savoir-faire.

    The Parisian school made its overseas debut in 2014 and hosted classes for fans in Hong Kong and came back for a third run just last year due to overwhelming results. “We’ve been asked by students to bring it back,” says Nicolas Bos, CEO, and president of Van Cleef & Arpels. “These programmes need some time and repetition to establish. So when we take them abroad, the mindset is that it’s going to last and develop over a long period of time. It’s really about education.”

    It is important to show the rare craftsmanship behind the brand, Pavlosky adds. “Because it’s difficult,” he says. “You cannot  be a good craftsman without the experience. In this digital world, it’s important to remind everyone of that.”

    Digital integrations might be how luxury brands do business today, but physical experience, be it in brick-and-mortar stores or for brand communications, has not been forgotten. As the aptly coined term “phy-gital” suggests, the future of luxury experience might require both experiences going forward hand-in-hand.

    “Both physical and digital aspects are really important, but when you buy a €2 million
    [HK$19.1 million] necklace, you would want to have a full ceremony,” Poulit-Duquesne says.

    Bos also believes that digital and physical experiences complement each other.

    “Definitely the digital world provides fantastic opportunities but we create jewellery that is meant to be experienced, touched and worn. So we really believe in physical experience. The more you offer on digital experiences, the more you need to develop physical experiences to match.”

  • Redbubble adds augmented reality to mobile app

    Redbubble adds augmented reality to mobile app

    Global online art marketplace, Redbubble, has this week released a new feature in its mobile app, which lets users see products in their own home before buying.

    The feature is powered by Apple’s augmented reality (AR) toolkit, which Ikea has also harnessed for its recently-released augmented reality app.

    Customers can now place virtual pillows on couches and chairs, view fabric texture up close, see how items interact with lighting and compare colours and size to surrounding objects.

    The feature is only available to those who have downloaded Redbubble’s app on an Apple mobile device running iOS 11.

    Redbubble plans to add AR support for three more objects before Christmas and will continue to add support for other categories where it makes sense.

    The marketplace currently offers 65 everyday objects, which customers can print over 11 million different designs onto. The range extends across apparel, stationery, homewares, bags, wall art and other categories.

    “At the moment, we are focused on home décor. We know it’s a product range that people want to see in their home [before buying]. It provides value,” Alex Lunnon, Redbubble’s product manager for mobile.

    “We may take AR to every category, but it won’t be overnight. We’re really trying to understand the problem space around specific categories first,” he said.

    For instance, customers could create and rearrange a gallery wall of various artworks using AR, or see how several different sticker designs look together on a laptop case.

    Redbubble wants to be Pinterest for e-commerce

    It took just a few weeks for Redbubble’s mobile development team to build the tool, according to Lunnon.

    “The framework itself is provided by Apple, so they take care of the complexity of understanding flat surfaces and the actual scale, so we can place a pillow in a way that reflects its actual size in real life,” he said.

    Redbubble needed to create a 3D model of the pillow and overlays that show texture, light and shadows and other details to make the object appear as it does in real life.

    The company has a team of 60 developers who are primarily based in Melbourne. Eight people are dedicated specifically to the company’s mobile app, which launched globally in May of this year.

    The app has had almost one million downloads so far.

    Lunnon said AR supports the app’s purpose to be more of a browsing and discovery tool, rather than a transactional one.

    “What we’re trying to create with the Redbubble app is an experience similar to Pinterest for self-express and exploration,” he said.

    Redbubble listed on the ASX in May 2016. It has offices in the US and Germany, and last year launched German, French and Spanish language versions of its website.

  • Ikea ventures into augmented reality

    Ikea ventures into augmented reality

    Swedish furniture chain, Ikea, has launched an augmented reality application that allows consumers to experiment with products in situ at scale.

    The new app automatically scales products – based on room dimensions – with 98 per cent accuracy, with Ikea asserting the AR technology is so precise that textures of fabrics, as well as how light and shadows are hit furnishings, can be seen.

    “Ikea Place makes it easier to make buying decisions in your own place, to get inspired and try many different products, styles and colours in real-life settings with a swipe of your finger,” said Michael Valdsgaard, leader digital transformation at Inter Ikea Systems.

    “Augmented reality and virtual reality will be a total game changer for retail in the same way as the internet. Only this time, much faster. ARKit gives us the opportunity to help shape the development of AR as an accessible tool for real-life decision making,” said Valdsgaard.

    Ikea has built the app on Apple’s new ARKit technology, which Cass Hall, customer experience manager, Ikea Australia, said is an important innovation for the global company.

    “Ikea is one of the first home furnishing brands in the world to bring this technology to people, which will shift the way we purchase furniture in the future,” he said.

    Over 2,000 products are available in the app at launch, and in the future will play a “key role in the launch of new product lines”.

    Tiffany Buckins, head of interior design for Ikea Australia said the furniture retailer “understands that the world is changing and that technology is impacting the way we live at home, especially in the living room”.

    Ikea will present the new AR technology to the Australian Centre for the Moving Image (ACMI) in Melbourne in October launching the Make Room for Life exhibition.

    “Through the Make Room for Life Exhibition we will draw on our understanding of how people live at home, combining sensory elements, AR technology, inspiration and our home furnishing expertise to inspire people to design their living room for what’s most important to them”,” said Buckins.

    Ikea said the new app will be available to download from the App Store “soon”.

  • Virtual Reality: The Future of Retail in Asia Pacific?

    Virtual Reality: The Future of Retail in Asia Pacific?

    New research from Worldpay, a global leader in payments, has revealed that Virtual Reality (VR) and Augmented Reality (AR) technology are slowly gaining ground across Asia Pacific. Chinese consumers are leading the region – and the world – with 95% of survey respondents saying they’ve used VR or AR technology in the past three months. Other APAC markets are more cautious in their VR/AR uptake, yet remain confident that the technology may play an important role in the future of retail.

    Worldpay’s study queried more than 16,000 consumers across eight markets – including China, Japan and Australia in Asia Pacific – to get their viewpoints on VR/AR adoption; from current uptake and future potential, to the technology’s benefits and barriers. In Asia, the research revealed that although China is a leader in the virtual reality revolution, other markets are only at the start of their VR journey.

    In Australia, less than a quarter of survey respondents (22%) say they’ve used VR technology at some point, and a mere 14% describe themselves as early adopters. It’s a similar situation in Japan, where only 19% have tried VR technology – the least of any market surveyed by Worldpay. In contrast, nearly 100% of Chinese consumers surveyed say they’ve tried AR or VR technology at least once, and more than half use these technologies at least once per week.

    Phil Pomford, General Manager for Asia Pacific at Worldpay, said: “China is blazing a trail for VR/AR adoption and showing other Asia Pacific markets what the future could look like. At the moment, the technology isn’t driving a huge amount of uptake in markets like Australia and Japan – but as we’ve seen before, technology can go from zero to a hundred in a very short amount of time. Therefore, with China leading the way, Asian businesses should start investigating the future of VR/AR technology now, so that they’re ready to meet consumer demands as and when they arise.”

    Already, even cautious Asia Pacific markets are demonstrating interest in how VR/AR can improve retail experiences. Of Australian survey respondents, 61% think VR and AR could someday change the way we shop. Two thirds (66%) of Japanese consumers surveyed would like to see more physical stores using VR and AR, and a full 70% would like to see the technology used in retail apps. Unsurprisingly, Chinese consumers’ interest in VR/AR retail experiences is even more enthusiastic – 84% of respondents believe that VR/AR is the future of shopping, 92% say they’d like to see more retail apps make use of VR/AR, and only 1% say they’d never be comfortable making a purchase in a virtual environment.

    Pomford added: “Many merchants are already looking at how VR/AR technology might create new Omni-channel experiences, enhance mobile shopping, and drive the next generation of consumer-led retail innovations. A compelling, immersive and seamless VR experience can drive higher customer engagement and may even have the capability to increase sales. As more companies experiment with VR/AR, they need to consider if VR technology can support purchases as well. Whatever the sales channel, it’s vital to make the payment process both slick and secure for customers. ”

    In response to this, researchers at Worldpay are investigating how shoppers can pay using a credit or debit card while remaining immersed within a virtual environment. The global payments processor has created a proof of concept, which provides the same levels of convenience, and security that shoppers have in-store and online, without needing to leave the virtual world.

    The prototype design uses Host Card Emulation (HCE) to virtualise the purchasing process. The payment uses EMV* technology, and for purchases under £30 (RMB268.25), the prototype works in the same way a contactless payment does – with a tap of the (virtual) card across a (virtual) card machine. For higher value purchases, Worldpay has created a technology called AirPIN. This first of its kind system allows the consumer to see a range of numbers whilst immersed in the virtual world, and then collect the four numbers that make up their PIN, one by one, using their virtual controller.

  • Augmented Reality Empowers Indonesian Women to Operate Online Stores

    Augmented Reality Empowers Indonesian Women to Operate Online Stores

    While its direct-selling model echoes brands like Avon and Tupperware, Indonesia’s MindStores gives the approach a modern twist—with augmented reality.

    Recognized as the first partnership store network to use augmented and virtual reality, MindStores equips its store owners with their own unique partner cards which customers use to access the stores virtually. The whole process is relatively simple, and takes place in-person only.

    A store owner, who can be located anywhere—from their living room to a public coffee shop—shows a customer their partner card. Using a dedicated app on their own smartphone, that customer scans the card to see a 3D retail store appear on their screen. From there, the customer enters that partner’s virtual store and can browse and purchase merchandise to have shipped to them. The store owner then gets a cut of the sale.

    Slingshot, the Indonesian technology and media company that operates MindStores, announced this week that the store network has opened more than 7,000 stores in Indonesia since its launch last June. They estimate that they will have more than 150,000 active stores by the second quarter of 2017, with the potential to open more than 4 million new stores in the country over the next two years.

    As part of the pilot program, MindStores partnered with Alfamart, a large Indonesian convenience store chain, to have their wares sold through branded Alfamind virtual stores by individual store owners. However, augmented reality gives MindStores the potential to expand their retail partnerships to other companies, with many stores appearing side by side on each scanned store owner card.

    “The future will be an augmented reality city that is working flawlessly with people, with stores, with consumers,” said Daniel Surya, CEO of Slingshot and its parent company, WIR Group, in an interview with NextReality. “Now is just the first phase. We’re looking at a data-driven city using augmented reality.”

    Surya noted that MindStores already has an agreement with one of the largest insurance companies in Indonesia, Astra Life, in collaboration with UK-based Aviva, as their next retail partner. Eventually, MindStores will also give its store owners the ability to sell their own merchandise and crafts—not just partner brands—like on Etsy.

    The company expects to expand to China and India by the end of the year, Latin America and Africa next year and, eventually, the United States. Each expansion will require recruiting partners that resonate with consumers in those markets.

    Working in emerging markets presents challenges in rendering AR and VR animations, since most consumers are equipped with lower-end phones running on processors two or three generations old.

    The stores are designed to render smoothly through its Android or iOS app. To ensure consistent operation, the company built the stores on their own engine, which is compatible with more modest hardware. For instance, minimum requirements to run on Android include OS version 4.2 Jelly Bean, quad-core 1.8 GHz CPU, and 2 GB RAM.

    “We need to be able to present this technology on the simplest, most modest phone available on the market,” said Surya. The app is also optimized to compensate for available connectivity in the emerging markets. According to a spokesperson, the app is designed to allow for offline browsing, though an internet connection is required to place an order.

    Nonetheless, they are also testing the experience with smart glasses, namely Vuzix and HoloLens, and their research and development team maintains relationships with the leading hardware makers so that they are familiar with the next wave of devices.

    Empowering Women Through Community-Based Selling

    Along with the eye-catching AR and VR aspects, community-based selling has been a significant component of the company’s success.

    The direct selling model appeals to mothers of single-income families as supplemental income, according to Surya. Since brand loyalty is low in Indonesia, the ability to offer goods at a discount to friends and neighbors gives store owners and their partner retailers an advantage.

    Through Mindstores we’ve used innovative technology to create something as equally innovative as it is meaningful, through its proven ability to make a positive impact to empower women worldwide. Slingshot will continue enhancing the Mindstores experience, for the benefit and futures of an often-overlooked population: women in less developed regions of the world.

    — Daniel Surya, CEO of Slingshot and WIR Group

    Compared to the cost of opening a brick-and-mortar store or securing a franchise license, the start-up cost for MindStores is relatively modest. Store owners invest a minimum fee (the equivalent of about $100) to serve as capital to purchase inventory credit from Alfamart, the partner retailer.

    Their customers order products through the store and pay the customer in cash. The retailer applies the purchase towards the inventory credit and ships to the customer. Customers pay the store owners directly in cash. Store owners can purchase additional credits once the initial investment is exhausted.

    The store owners receive about 15% of each sale for most of Alfamart’s product categories, such as fashion and household goods, which have 30-40% margins. MindStores takes a 2% cut, with the remainder of the proceeds going to Alfamart. Slingshot reports that participants average $900–$1,200 per month in sales.

    Next Stop: SXSW

    Slingshot is one of five Indonesian companies appointed by BEKRAF (Indonesian Government Agency for Creative Economy) to attend the South by Southwest (SXSW) Conference and Festival, taking place March 10–19 in Austin, Texas. The companies will exhibit in the Indonesian section named Archipelageek.

    “It is a tremendous honor to represent our Country at such a prestigious event,” said Surya. “We’re proud to showcase the creative and innovative technological achievements from Indonesia, which we believe are highly relevant in today’s worldwide marketplace.”

    In addition to its MindStores business unit, Slingshot also operates AR&Co., which specializes in augmented reality content development, and DÄV, an AR media placement company. Founded seven years ago as the AR Group, Slingshot has offices in New York, Los Angeles, Silicon Valley, Jakarta, Singapore, Barcelona, and Malta.

    Slingshot has completed more than 500 projects in 20 countries, working with brands such as Disney, Cartoon Network, Samsung, LG, Intel, Lenovo, and Sony, to name a few.

    Among their notable campaigns include AR-enabled ads for the successful Nigerian presidential campaign of Muhammadu Buhari, holographic Star Trek collectible pins, and the first AR children’s books in Spain.

    “We’ve always been excited about the possibilities of augmented reality and the power it has as an engaging and immersive platform,” said Surya.

  • Sony Pictures signs VR content deal with Nokia

    Sony Pictures signs VR content deal with Nokia

    Nokia and Sony Pictures have inked a new multi-year worldwide agreement whereby the latter will use Nokia OZO hardware and software tools to explore the creative potential of virtual reality production and distribution.

    The studio will also integrate the OZO Player SDK into Sony Pictures Home Entertainment’s Privilege Plus app, available through Google Play.

    “VR is a fast growing medium that is rapidly changing how we communicate and bringing a deeper connection to how we experience content,” said Paul Melin, VP of digital media at Nokia Technologies. “We’re thrilled to partner with Sony Pictures and its talented storytellers to apply our technology and create experiences only possible with OZO — like 3D 360 live VR broadcast.”

    Nokia will collaborate with Sony Pictures and provide equipment and VR technology to support the creation of special VR content. Sony Pictures will also leverage OZO Live to transport fans to Sony Pictures events that they couldn’t otherwise attend.

    OZO Live allows content creators to produce fully immersive live experiences through 3D 360 degree video and audio playback technologies.

    While the OZO solution offers many advantages for content creators, it also extends several benefits for playback. OZO Player SDK will be integrated into Sony’s Privilege Plus app, which will bring unique content straight to fans.

    The OZO Player SDK allows professionals to create amazing VR apps and experiences on any major platform. The SDK supports the creation of immersive apps with the highest quality playback of OZO content including 360 spatial audio, while also providing support for standard VR video and audio formats.

  • China Unicom developing 5G VR streaming tech

    China Unicom developing 5G VR streaming tech

    The China Unicom Network Technology Research Institute is working on a new use case for advanced technologies including 5G and VR – panoramic VR streaming of live video using drone technology.

    China Unicom and wireless broadband technology provider Baicells are developing a prototype mobile edge computing VR live video technology using Artesyn Embedded Technologies’ MaxCore mobile edge computing acceleration platform.

    The technology uses the emerging panoramic video collage algorithm and transmission protocol to provide VR video streaming from drones equiped with 360-degree high-definition cameras.

    Users can manipulate their perspective in real-time, providing a more immersive live VR experience.

    “This end-to-end solution can be applied not only to concerts, sporting events, films and other entertainment industries, such as the Mid-Autumn festival, live CCTV broadcasts using VR panoramic technology, but it can also be applied to public safety, emergency communication, UAV inspection, and much more,” Baicells research director Mingyu Zhou said.

    “We believe China Unicom and Baicells’ joint research and development can help users experience live HD VR video transmissions more quickly and smoothly.”

    “MEC provides a distributed computing environment for application and service hosting, bringing cloud technologies closer to the RAN and ultimately, closer to consumers,” Artesyn marketing VP Linsey Miller added.

    “Carriers are telling us that for these applications they need telco-grade features, which is Artesyn’s expertise.”

  • Xiaomi announces its first VR headset

    Xiaomi announces its first VR headset

    Xiaomi is broadening its already expansive range of products by venturing into virtual reality for the first time.

    The company today announced the Mi VR Play, an “entry-level” virtual reality headset that it hopes can open this new exciting medium to new audiences because not everyone has thousands of dollars needed to set up an Oculus Rift or HTC Vive. Democratizing technology is the thesis behind most of Xiaomi’s competitively priced products, including the $550/$750 notebook announced last week that will rival Apple’s Macbook in China.

    This new device recalls Google’s super-cheap and super-simple Cardboard VR headset. It is fairly basic in nature; you pop a smartphone into the lycra-built body then open Xiaomi’s Mi VR app, which contains VR content from selected partners that include Conde Nast Traveler and YouKu, “China’s YouTube.” Xiaomi pledged to invest $1 billion in video content, including VR, last year, so that library is sure to get bigger over time.

    Here’s how Xiaomi describes the headset:

    Mi VR Play has significantly improved upon the design typically used in similar VR products — it is wrapped in lightweight, durable Lycra for long-lasting comfort. In the future, Mi VR Play will also be available in a selection of bold prints and colours for even more stylish options. The unique two-way zipper helps to ensure compatibility, providing a secure grip on a wide range of 4.7- to 5.7-inch smartphones. At the same time, the dual openings on the front allow for slight positioning adjustments and ventilation.

    Here’s the catch — you can’t go and buy one, even if you’re in China.

    Xiaomi is making it available to a limited number of beta test users, who signed up on August 1 when Xiaomi put out a call for volunteers. One million users signed up in just eight hours, the company said, but Xiaomi has selected just a fraction of those — likely “tens of thousands,” a representative told us.

    For those lucky ones accepted into the test program, the Mi VR Play will cost just RMB 1 ($0.15).

    Xiaomi told us that it has plans to make the headset more widely available in the future, but there’s no schedule for that right now. Along those lines, it isn’t clear how much the headset will cost once it is on sale to all. We suspect it won’t be RMB 1, sadly.

  • DHL rolls out global augmented reality program

    DHL rolls out global augmented reality program

    DHL Supply Chain is rolling out the next phase of its Vision Picking Program following a successful trial of the augmented reality technology in the Netherlands. Since the trial, DHL and partners Google, Vuzix and Ubimax have refined the vision picking solution and DHL is now expanding the program across different industry sectors on a global scale, forging another step forward for augmented reality solutions in logistics.

    “We are excited to further test and develop vision picking as a solution that can be readily available to our customers. More importantly, this technology is not just one step towards digitalizing manual processes on the shop floor, it also takes us one step closer towards Industry 4.0. Testing technologies like augmented reality, robotics and Internet of Things will continue to be a big part of our DNA,” said John Gilbert, CEO Supply Chain.

    Pickers are equipped with advanced smart glasses which visually display where each picked item needs to be placed on the trolley. Vision Picking enables hands free order picking at a faster pace, along with reduced error rates. Throughout 2016, the smart glasses will be piloted across various industries such as technology, retail, consumer and automotive industries. The data available from these pilots will further determine the technology’s potential for broader implementation. The pilot sites are spread across the United States, Mainland Europe and the United Kingdom, with the Ricoh facility in Bergen op Zoom, the Netherlands, where the solution was first tested, being the launch site for this new exploration phase.

    “The Vision Picking Program is DHL Supply Chain’s first translation of what augmented reality solutions can look like for supply chains. The broad spectrum in which the technology can be applied across various sectors is exciting to us, and the potential of this technology for business is still largely untapped. We believe this program is a game changer in how we run our supply chain operations and deliver added value to our customers,” states Markus Voss, CIO Supply Chain.

    Augmented reality market with exceptional potential growth

    The augmented reality and virtual reality market is said to be the next big thing after smartphones, although estimates vary significantly. Goldman Sachs estimate in their base case $80 billion for both virtual and augmented reality by 2025, while M&A advisory firm Digi-Capital predicts a total volume of $150 billion by 2020. Regardless of the actual size, exceptional growth seems to be certain if the current success of mobile app Pokémon Go is anything to go by. Investors are also convinced of the technology’s prospects, having made 225 venture capital investments worth $3.5 billion in the last two years.

    DHL Supply Chain will be one of the first companies to widely implement the technology into their operations. The initial 2014 test in the Netherlands showed a significant increase in productivity, reduced error rates and overall rise in employee satisfaction, proving that augmented reality can make an impactful difference in reality.