Ashley Crowder (CEO, Vntana) Using Augmented Reality to Turn Customer Experience into Factual Data
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Transcript of Ashley Crowder (CEO, Vntana) Using Augmented Reality to Turn Customer Experience into Factual Data
![Page 1: Ashley Crowder (CEO, Vntana) Using Augmented Reality to Turn Customer Experience into Factual Data](https://reader033.fdocument.pub/reader033/viewer/2022052606/587081831a28ab57368b6777/html5/thumbnails/1.jpg)
V N T A N A | 7 0 3 9 H a y v e n h u r s t A v e , V a n N u y s , C A 9 1 4 0 6 | O ff i c e : 3 2 3 . 8 9 2 . 2 2 5 5 | V N T A N A . c o m
SOCIAL AUGMENTED REALITY
![Page 2: Ashley Crowder (CEO, Vntana) Using Augmented Reality to Turn Customer Experience into Factual Data](https://reader033.fdocument.pub/reader033/viewer/2022052606/587081831a28ab57368b6777/html5/thumbnails/2.jpg)
V N T A N A | 7 0 3 9 H a y v e n h u r s t A v e , V a n N u y s , C A 9 1 4 0 6 | O ff i c e : 3 2 3 . 8 9 2 . 2 2 5 5 | V N T A N A . c o m
MAJORITY OF AR TODAY HAS REQUIRED A “THIRD EYE”
![Page 3: Ashley Crowder (CEO, Vntana) Using Augmented Reality to Turn Customer Experience into Factual Data](https://reader033.fdocument.pub/reader033/viewer/2022052606/587081831a28ab57368b6777/html5/thumbnails/3.jpg)
V N T A N A | 7 0 3 9 H a y v e n h u r s t A v e , V a n N u y s , C A 9 1 4 0 6 | O ff i c e : 3 2 3 . 8 9 2 . 2 2 5 5 | V N T A N A . c o m
MAJOR PLAYERS RELEASED THEIR BETA GLASSES
![Page 4: Ashley Crowder (CEO, Vntana) Using Augmented Reality to Turn Customer Experience into Factual Data](https://reader033.fdocument.pub/reader033/viewer/2022052606/587081831a28ab57368b6777/html5/thumbnails/4.jpg)
V N T A N A | 7 0 3 9 H a y v e n h u r s t A v e , V a n N u y s , C A 9 1 4 0 6 | O ff i c e : 3 2 3 . 8 9 2 . 2 2 5 5 | V N T A N A . c o m
HOLOGRAMS
![Page 5: Ashley Crowder (CEO, Vntana) Using Augmented Reality to Turn Customer Experience into Factual Data](https://reader033.fdocument.pub/reader033/viewer/2022052606/587081831a28ab57368b6777/html5/thumbnails/5.jpg)
V N T A N A | 7 0 3 9 H a y v e n h u r s t A v e , V a n N u y s , C A 9 1 4 0 6 | O ff i c e : 3 2 3 . 8 9 2 . 2 2 5 5 | V N T A N A . c o m
EXPERIENTIAL MARKETING GROWTH
4.7%
5.4%
6.1%
2013 2014 2015
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V N T A N A | 7 0 3 9 H a y v e n h u r s t A v e , V a n N u y s , C A 9 1 4 0 6 | O ff i c e : 3 2 3 . 8 9 2 . 2 2 5 5 | V N T A N A . c o m
LIVE HOLOGRAPHIC VIDEO CAPTURE: NO GREEN SCREEN
GESTURE CONTROL: CONSUMERS CAN INTERACT WITH HOLOGRAPHIC OBJECTS
AVATAR CONTROL: USE 3D MODELS OF CHARACTERS FROM MOVIES, TV & VIDEO GAMES
INTERACTIVE SOFTWARE:
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V N T A N A | 7 0 3 9 H a y v e n h u r s t A v e , V a n N u y s , C A 9 1 4 0 6 | O ff i c e : 3 2 3 . 8 9 2 . 2 2 5 5 | V N T A N A . c o m
InteracEve Hologram of Roger Federer at the 2015 U.S. Open for Mercedes-Benz
CASE STUDY:
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V N T A N A | 7 0 3 9 H a y v e n h u r s t A v e , V a n N u y s , C A 9 1 4 0 6 | O ff i c e : 3 2 3 . 8 9 2 . 2 2 5 5 | V N T A N A . c o m 6
• Fans at the US Open served a tennis ball to Roger Federer’s hologram and “he” hit it • Every consumer received a picture of the experience to post to Social Media • 8,000 fans parEcipated, increasing Mercedes-Benz’ event engagement by 20%
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V N T A N A | 7 0 3 9 H a y v e n h u r s t A v e , V a n N u y s , C A 9 1 4 0 6 | O ff i c e : 3 2 3 . 8 9 2 . 2 2 5 5 | V N T A N A . c o m
UGC IS MORE INFLUENTIAL THAN OTHER MEDIA
*Other media includes tradiEonal media and other non-UGC media – Ipsea Millennial Social Influencer Study, 2014
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V N T A N A | 7 0 3 9 H a y v e n h u r s t A v e , V a n N u y s , C A 9 1 4 0 6 | O ff i c e : 3 2 3 . 8 9 2 . 2 2 5 5 | V N T A N A . c o m
Social IntegraEon
Name
Age
Gender
Product Preferences
DATA CAPTURE FOR ROI:
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V N T A N A | 7 0 3 9 H a y v e n h u r s t A v e , V a n N u y s , C A 9 1 4 0 6 | O ff i c e : 3 2 3 . 8 9 2 . 2 2 5 5 | V N T A N A . c o m
Increase brand awareness, capture data and track consumers’ engagement through realisEc holographic experiences –
AR for everyone!
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V N T A N A | 7 0 3 9 H a y v e n h u r s t A v e , V a n N u y s , C A 9 1 4 0 6 | O ff i c e : 3 2 3 . 8 9 2 . 2 2 5 5 | V N T A N A . c o m
THE FUTURE OF MIXED REALITY
ENTERTAINMENT EDUCATION BUSINESS COMMS RETAIL