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Adrian Whelan, Intel:
Augmented Reality Brings 3-D to Retail
December 14, 2011
Lego's Familiar Building Bricks Come Alive Using In-Store Technology the
Danish Construction Toy Maker Hopes will Enhance the Customer Experience
Using
augmented reality, a customer in the Sacramento, Calif. Lego Store gets
a better look at the Millennium Falcon set from Lego's Star Wars
collection.
As brick-and-mortar stores compete
not only with themselves, but the convenience of e-commerce, a company
whose core product is bricks without the mortar is set on improving an
already unique shopping experience.
Digital Box, an interactive kiosk jazzing up branded Lego stores that
allows customers to see fully assembled Lego products come alive on
screen, was one of the first examples of augmented reality in the retail
sector when it debuted in 2008. In a refresh for all Lego stores, older
systems are now being replaced with a second-generation model geared to
improve the in-store experience for consumers and net sales for the
company.
"The Lego Digital Box is unique in that it was one of the first
massively implemented in-store AR experiences," said Dr. Thomas Alt, CEO
and co-founder of Munich-based Metaio, software provider for both
generations. "The initial trial period was so successful in increasing
important benchmarks, like customer satisfaction and product sales, that
now there is an in-store kiosk in every Lego-branded store in the
world."
Augmented reality is the technique of overlaying graphics on a
real-world image so the graphics enhance and recontextualize the scene.
With Digital Box, customers can see how the Lego products, some with
thousands of pieces, will come together without ever opening an actual
box. It's not streaming video, but a real-time visual controlled by the
individual. When a customer holds up a product to the screen what pops
up is a 3-D animation that changes as the box is moved around. Hold up
the City Corner set to the camera and the box comes alive with a scene
of Lego Minifigures getting on a public bus, patronizing a pizzeria and
skateboarding on the sidewalk, just as it might be played when built.
Besides the fun factor, Digital Box can help assess potential return on
investment. Is the $240 Lego London Tower Bridge worth the money? What
about the investment of time to build from a whopping 4,287 pieces? A
3-D rendering of one of the most ambitious and priciest of Lego's
projects, as opposed to just the 2-D box photo, might win over a
shopper.
Spending more than $200 on a Lego set wasn't what Shawn Anbiah had in
mind when he shopped at the Sacramento, Calif. Lego store on Black
Friday, but the high school senior, an admitted technology fan,
recognized the value of Digital Box.
"I was just browsing today, but if I was looking for toys to buy as a
gift it would definitely help me make a decision," said Anbiah, 17, of
Folsom.
Second-Generation Improvements
The most noticeable difference between the first and second generations
is capacity. The 3-D experience that has been limited to 24 Lego
products as powered by an Intel Xeon Core processor will accommodate 200
with the upgrade to Intel's second-generation Core processor.
"We will now be able to include virtually all of our products, meaning
that a consumer will be able to pick products up from pretty much
anywhere in the store and have a fun experience with the virtual
contents of the box," said Justin Tripp, vice president of Lego retail
stores.
One of the first
examples of augmented reality in the retail space, Digital Box (along
the right-side wall) is a standard feature in Lego brand stores
worldwide, including this Denmark location.
The latest rev of Digital Box, planned for integration in all 80 Lego
brand stores as early as mid- 2012, also improves performance while
shrinking the unit's size, according to the Denmark-based company.
"We've increased content and at the same time created an improved
customer experience," said Olav Gjerlufsen, digital director of Lego 3-D
Flow. "You don't need the huge case with the new design."
Gjerlufsen said he no longer will use "bulky" and "limiting" to describe
Digital Box.
"Working closely with Intel's developers helps us create the augmented
reality system of the future," said the Lego director. "The built-in
graphics of the 'Sandy Bridge' platform improves the overall performance
and overcomes some of the bottlenecks we had with the first generation."
For the near-10-fold increase in showcased product, Gjerlufsen said,
digital 3-D graphics from Lego Digital, software from Metaio and the
multi-threaded Intel chipset have to work in parallel. Doing so
overcomes such challenges as recognizing and tracking hundreds of boxes
and rendering the multimedia animations smoothly and fast. "Tracking,"
in this instance, means using the image of the packaging as optical
reference for true-to-scale and true-to-position display of the
referenced information.
The Bottom Line
Cool as the technology is, it's more important for the international toy
giant to keep customers interested in the bricks and plates inside a
Lego box than the nuts and bolts inside Digital Box. If the common sight
of customers clustered in front of the interactive kiosks is any
indication, the Lego Group's foray into augmented reality is a hit.
"Research within stores indicates that customers love the technology and
confess that it definitely influences their purchase," Tripp said,
adding that the company hasn't taken specific measures to learn if
Digital Box drives sales on particular product lines.
Research conducted by Intel in the early stage of development of the
second-generation Digital Box found that it's more a marketing tool than
a sales tool.
"Digital Box gives a different experience in the store. It's branding,
it's more interaction with the public," said Adrian Whelan, Intel's
embedded new business director in Europe. "Kids have fun with it,
parents can physically see what the product looks like before buying,
and sales people are able to get customers of all ages more excited
about the products."
No argument from Alt, who said interactive, camera-based experiences
have some of the most potent stopping power in the industry.
"Consumers spend up to seven times longer engaged with AR than a poster
or print ad," he said. "Also, initial studies show that people are 64
percent more likely to purchase a product after engaging in an AR retail
experience."
Growth in the Retail Space
The ink on the final specs of the second-generation Digital Box is
barely dry, yet discussion is already underway for a third version that
can augment reality for yet another 100 Lego products, according to
Whelan. For now, at least as far as the customer-facing side of the Lego
Group is concerned, it's all about rolling out Digital Box II.
"Depending on the five-store trial and the budget, I would hope to have
[the second generation] in all of our stores by mid-year 2012," Tripp
said. "As fast a rollout as possible is desired as our objective at Lego
is to innovate and capture children's imagination with both our stores
and our products, the Digital Box helps us on this journey."
Lego
is hardly alone in using technology to develop engaging retail
experiences. Augmented reality is also a reality at Macy's stores this
holiday season. As a twist to its 3-year-old "Believe" campaign that
invites children to send letters to Santa using special mailboxes in
stores, customers with iOS and select Android smartphones can download a
mobile app from Metaio that allows them to interact with characters from
the animated TV special, "Yes, Virginia." Customers can step in the
frame and take a 3-D photo, which can also be uploaded onto a holiday
card template to share via email or Facebook.
An example of augmented reality in eRetail is Ray-Ban's Virtual Mirror,
which allows online shoppers to virtually try on and sample eyewear
while sitting in front of a computer.
Whether augmented reality will become ubiquitous in the retail space is
debatable, but its growth is less so, according to Alt, adding that he
sees the industry's use of the technology as more of a paradigm than a
trend.
"AR is an interface for retail, a visual platform to display information
about any given retail product," Alt said. "It's no more of a trend than
digital signs, online shopping or even mannequins. Retailers are always
looking for efficient, useful ways of displaying their products whether
it's in-store, online or mobile. Augmented reality provides a new,
engaging way of positioning merchandise in all three venues." |