Post by nadinenadine on Mar 9, 2024 7:16:19 GMT
To understand why AR and VR represent such important sectors for companies, let's see some data below : The AR and VR market in Italy has exceeded the value of 61 million euros. The global value is estimated at around 195 billion dollars. 66% of users usually use this type of technology: a figure that includes not only Italy but also the international context. Generation Z users are especially interested in purchasing methods with augmented reality. As can be seen, seeing augmented reality and virtual reality are not strategic solutions to be considered only for the future: they are already the present . For businesses, there appear to be areas to be developed to remain competitive within the reference sector: a discussion that is even more valid for those whose target audience is young and very young consumers. What do they allow you to achieve? Here are the advantages that both are able to guarantee: Personalized, original, empathetic, engaging shopping experience. They impact Brand Awareness and Customer Engagement. They allow the company to get noticed among competitors. They also affect in-person purchases : physical, virtual and augmented reality are not in fact disconnected from each other. They allow the product to be known widely, potentially to all corners of the planet, with a simple and in many ways universal language.
They help to tell the story of the product, illustrating it in detail and helping to create storytelling. Augmented reality and virtual reality are solutions that allow you to create an empathetic bond with the customer, even influencing their purchasing decisions. In fact, these are tools that can make the difference when the user has doubts or indecisions. Virtuous examples for the use of AR and VR The brands that make use of augmented reality and virtual reality tools are different and come from many areas of the economy. Among these we find public and private companies, well-known and Loan Phone Number List less well-known. One of the success cases regarding the use of augmented reality is the leading Swedish furniture brand IKEA , which chose to use AR through the IKEA Place app . The customer has the opportunity to make use of it in order to interact with the products in the IKEA catalogue. The app contains three-dimensional models which allow the person to try on the object without going to the store and getting a basic idea on an experiential level, much more than a simple photo and with greater precision. The interaction implemented through augmented reality has allowed IKEA to act on a problem that is anything but secondary, optimizing the volume of online purchases: that of returns , which have thus decreased. Another interesting example that sees augmented reality at the center is the one created by H&M , a company that has had the opportunity to apply the new technology through a partnership with Snapchat to give users the opportunity to try on clothes and accessories via apps.
It did so by adapting a typical Snapchat tool to its app , the Camera Kit, designed specifically in collaboration with the Institute of Digital Fashion, whose base is in London. An original idea capable of offering an immersive experience to users. The last example, also of augmented reality, that we propose concerns the exhibition proposed by the Promoter of Fine Arts of Turin Utamaro, Hokusai, Hiroshige. Geishas, samurai and myths of Japan , which presented an exhibition of masterpieces of Japanese art that have inspired and enchanted the world. Among these there is also Hokusai's Great Wave , a work of which an immersive installation in augmented reality has been created, with a setting recreated inside a room in which it is possible to hear the sound of the sea and perceive it, not only see him. An updating of the work of the great Japanese artist capable of giving further value to what he brought to canvas centuries ago. Art is not new to the use of AR and VR: there are many exhibitions and institutions that we could cite as examples, at an Italian and international level.
They help to tell the story of the product, illustrating it in detail and helping to create storytelling. Augmented reality and virtual reality are solutions that allow you to create an empathetic bond with the customer, even influencing their purchasing decisions. In fact, these are tools that can make the difference when the user has doubts or indecisions. Virtuous examples for the use of AR and VR The brands that make use of augmented reality and virtual reality tools are different and come from many areas of the economy. Among these we find public and private companies, well-known and Loan Phone Number List less well-known. One of the success cases regarding the use of augmented reality is the leading Swedish furniture brand IKEA , which chose to use AR through the IKEA Place app . The customer has the opportunity to make use of it in order to interact with the products in the IKEA catalogue. The app contains three-dimensional models which allow the person to try on the object without going to the store and getting a basic idea on an experiential level, much more than a simple photo and with greater precision. The interaction implemented through augmented reality has allowed IKEA to act on a problem that is anything but secondary, optimizing the volume of online purchases: that of returns , which have thus decreased. Another interesting example that sees augmented reality at the center is the one created by H&M , a company that has had the opportunity to apply the new technology through a partnership with Snapchat to give users the opportunity to try on clothes and accessories via apps.
It did so by adapting a typical Snapchat tool to its app , the Camera Kit, designed specifically in collaboration with the Institute of Digital Fashion, whose base is in London. An original idea capable of offering an immersive experience to users. The last example, also of augmented reality, that we propose concerns the exhibition proposed by the Promoter of Fine Arts of Turin Utamaro, Hokusai, Hiroshige. Geishas, samurai and myths of Japan , which presented an exhibition of masterpieces of Japanese art that have inspired and enchanted the world. Among these there is also Hokusai's Great Wave , a work of which an immersive installation in augmented reality has been created, with a setting recreated inside a room in which it is possible to hear the sound of the sea and perceive it, not only see him. An updating of the work of the great Japanese artist capable of giving further value to what he brought to canvas centuries ago. Art is not new to the use of AR and VR: there are many exhibitions and institutions that we could cite as examples, at an Italian and international level.