Guest Speaker Post

This week in class, we had the pleasure of having Alberto Linares come and speak to our class about Augmented Reality and Virtual Reality, and his experience working with them. One of the main things that Alberto is passionate about is music, and specializes in drums and guitar. He has had the opportunity to work with many famous musicians for example he mentioned that he got to work on a project for a band called Mumford and Sons. Since Albert spoke about how he has used AR within the music industry, I wanted to focus on how AR can change the music industry completely.  Harris study says that 78% percent of millennials would rather put money into experiences and events over a desirable object, and another 72% say they want to increase the amount they put towards experiences over physical objects in the coming year. Audiences are already familiarized with the technology, and the most popular, mainstream examples of AR would be Pokemon Go and Snapchat. The first way AR can change the music industry is through Music Videos. AR can empower musicians to bring the video to their audience and even make the listener part of the video.

Looking as far back as 2010, Rihanna and David Guetta partnered with Doritos to create an AR experience for the video to their track “Who’s That Chick.”

Another way AR made its way into the music industry would be through Music Marketing. As Inc. notes, AR can bridge the human and virtual worlds. While technologically impressive, virtual can be hard for audiences to connect with. For example, one restaurant in New York City increased business by 75% through a strategic use of Pokemon Go.  Next we can look at AR within Music Education. AR is a tool for the music industry to meaningfully and emotionally connect with younger audiences. AR has already made its way into the music industry if we look at the example of a Japanese company has already produced a hologram that can teach people to play the piano. Lastly one of the most important ways AR has changed the music industry in my opinion is the overall music experience. The possibilities for altering physical experiences like concerts and events with AR are limitless. For example, song identifying app Shazam just launched the world’s first scaled augmented reality solution for brands. AR has the potential to bring the concert to fans in their own environments. Augmented reality has the potential to become the new reality for the music industry.

 

Virtual Reality/Augmented Reality Post

This week in class, we talked about virtual and augmented reality. Before this class I knew what virtual reality was, but never really had a clear idea of what augmented reality was. Both virtual and augmented reality are being used to impact the future of the food industry. Virtual reality (VR) is a simulated real-world environment, augmented reality (AR) remains in the real world and uses a variety of hardware devices and extensions to give users a layered or multidimensional view of an object.

The main areas that are affected by VR and AR in the food industry are designed to reduce the costs of training and to enhance the customer experience. When looking at reducing the cost of training, Simulating the training with VR creates an excellent simulated but noticeably unrealistic environment. When using this type of training the chefs can then visualize the process and the details looking at a single screen, requiring only one video to instruct any number of chefs. When using VR and AR on the marketing end for the food industry, in order to get customers to come to your restaurant, it requires creating a visual experience using VR and AR that is memorable and motivational to the consumer. Here are two examples of Coca Cola using VR and AR in their marketing campaigns.

We can see that VR is an experience, AR is an immersive experience and more interactive for the customer. AR has extended itself into connecting the physical world with the virtual world. This shows us a whole new world for marketing speaking in terms with connecting with the customer. In this example, companies are making video games available to customers on their cereal boxes.

Today and moving forward, technology is going to be enhancing our overall experience as a customer. For example, tequila manufacturer Patron has already taken this bold step. The company recently launched a 360-degree video showing the entire tequila manufacturing process, from harvesting the agave plant to bottling the drink. Sure, pictures and videos are fine when it comes to choosing where you want to eat, but AR is so much better.