Augmented Reality Is Poised To Improve Telemedicine: Orange Silicon Valley Introduces “Project DocPAL”

Posted by:

The whole team here at Zugara is very excited to finally be able to tell you about an R&D project we partnered with Orange Silicon Valley on: “Project DocPAL”, an augmented reality telemedicine system that uses natural user interfaces, Interactive Voice Recording, and other innovative technologies to help improve the quality of doctor patient consultations (please see the video below).

One of the pieces of emerging technology that Project DocPAL utilizes is our proprietary Continue Reading →


Online Retailer’s Conversion Rates Up Nearly 5x Thanks To Augmented Reality

Posted by:

As we noted last week, we’re going to work to share as much data as we can from retailers that license our ecommerce augmented reality software, the Webcam Social Shopper (WSS).

Today we’re only sharing one stat, but it’s pretty compelling one (we think):  Banana Flame has seen conversions on the “add to cart” button skyrocket from 1.16% to 5.38% since our Webcam Social Shopper was integrated. That means roughly five times as many ...

Continue Reading →

Launching Today: The 1st Online Retailer to Integrate Augmented Reality Throughout Entire Site

Posted by:

An Online Fashion Boutique Integrates The Webcam Social Shopper in to Every Piece of Clothing’s Product Detail Page.

Beginning today visitors to online fashion boutique Banana Flame will see that the retailer has rolled out Zugara’s Augmented Reality E-Commerce software “The Webcam Social Shopper” (WSS) to every product detail page on the site. Two elements make this WSS launch different:

  1. Banana Flame has integrated WSS as an advanced product-viewing tool for ...
Continue Reading →

Why The Webcam Social Shopper Isn’t A “Virtual Fitting Room”

Posted by:

As other companies finally enter the augmented reality ecommerce space to try and compete with us, we’ve noticed a trend: they all refer to their execution as a “virtual fitting room”, and promise brands that they will allow shoppers to “try on clothes” from the comforts of their own homes. And while I completely understand how that metaphor would be an easy connection for potential clients to make, I’d like to take a moment to explain why we’ve always actively ...

Continue Reading →

Webcam Penetration Rates & Adoption

Posted by:

With the surge in online Augmented Reality, we often get asked, “How many people actually have webcams?” Given webcams are becoming a standard accessory to new laptops (and desktops) we’ve spent some time compiling numbers that we’d like to share:

  • 79% of laptops now have webcams. (source: PC world)
  • 72% of 18-20 year olds own a laptop. (source: Pew Internet & American Life Project)
  • 83% of college students own a laptop. (source: Student Monitor)
  • More than 50% of Gen Y owns ...
Continue Reading →

The Numbers Behind Plug-Ins & Augmented Reality – Spoiler: They’re Not Good

Posted by:

As some of you may know, when it comes to consumer facing Augmented Reality experiences here at Zugara we’re opposed to executions that require people to download a plug-in. Our deep experience in the interactive space has taught us that downloads are a gigantic barrier for people, that’s why our products are built in Flash (which has a penetration rate of over 99%). Of course, the question is: how big of a barrier are plug-ins?

Now ...

Continue Reading →

Data On Advanced Product Viewing Features

Posted by:

This morning I read three articles on that contained some pretty interesting info, so I thought I would share. All the articles pointed to the success online retailers are having with advanced product viewing features (e.g. zooming, 360-degree spins, etc.).

This probably won’t shock many of you, but we see Augmented Reality Ecommerce Applications (like our Webcam Social Shopper) as the next step in advanced online product visualization, so third party data ...

Continue Reading →

Is 3D Projection Mapping Really Augmented Reality?

Posted by:

Augmented Reality has become a term now that’s an umbrella of sorts, covering everything from gestural interaction to projection mapping.  AR has now gone beyond it’s literal definition of “animations in a live video feed”.  When the animations occur outside of a video feed (or mobile device), is it not still augmenting one’s view of reality?  Most projection mapping occurs under optimal circumstances (i.e. very dark areas so the projection can be seen) and is, at it’s ...

Continue Reading →
Page 5 of 7 «...34567