An advanced version of Gemini AI will power Project Jarvis, built to perform tasks as an AI agent. Automation on traditional devices is just the beginning of an autonomous world.
Semiconductors have been an afterthought in the advertising industry. Now companies are paying more attention.
A survey of consumers of automotive, entertainment, fashion, beauty, retail, and travel shows they are excited about AR, as it helps them make faster decisions and persuades them to make more
purchases.
Brands with in-house teams are 82% more likely to use AR than external agencies, according to research from Emodo Institute. The report analyzes ad-creative preferences and trends with a focus on the
adoption of creative formats such as AR, DCO, and Native Advertising, and provides insights on the appeal and effectiveness of these formats and the correlations between creative strategies and
privacy concerns.
Only 20% of U.S. online adults said they are comfortable consuming content in an extended reality environment.
The tools and information consumers seek most are lacking for 67% of consumers, the study found -- and AR fulfills these unmet needs with advanced detection, product visualization and try-on features,
which rank higher than non-AR features in driving purchase intent across categories.
Emerging technologies such as blockchain, AI and IoT platforms -- systems of interrelated computing devices -- are gaining traction in the marketing world. But how effective are they in terms of
turning a profit?
Blippar's integration of augmented-reality tool Blippbuilder with Microsoft Teams, announced Tuesday, enables Teams users to collaborate on AR content without having to know how to code.
Meta is citing rising costs of its metaverse-unit Reality Labs as well as a tightening economy. Tech products like these are an integral part of Meta's move toward Web 3.0 and its focus on opening
retail stores to sell its metaverse hardware.
About 67% of 500 marketers recently polled by Sprout Social plan to invest at least a quarter of their budgets in metaverse tactics related to the evolution of social media over the next year.
A study by media company Xaxis, marketing agency Catalyst and London Research explores recent shifts in consumer shopping behaviors resulting from the pandemic.
A new report by market research and consulting firm Million Insights says the global social media ad market -- valued at $103 billion in 2020 -- is expected to reach $262.62 billion by 2028.
The pandemic led many people to discover some of the advantages of remote work and virtual interactions.
More than half of marketing executives said they planned to either increase or maintain OOH spending this year.
The best way to predict the future is to look back at the past. Here are the most-read articles and topics for "Inside Performance" and "Search and Performance Marketing Daily" in 2021.
Google Labs is back, but this time it's the internal name given to a new team created under a reorganization that aims to gather the company's innovative projects and long-term bets under one roof.
Meta, formerly known as Facebook, aims to build global brick-and-mortar retail stores for the devices being made by its Reality Labs division -- virtual reality headsets and someday, augmented-reality
glasses, according to "The New York Times."
In what appears to be an industry first, WPP is teaming with Snap to create an "AR Lab" to research and develop augmented-reality applications that create a more immersive experience for consumers,
and better results for advertisers.
Shopify on Tuesday introduced tabs on TikTok to help creators and merchants sell on the platform through TikTok Shopping.
Study found the pandemic accelerated the use of AR, and more than 75% of consumers believe it will become a key technology.
Seventy-six percent of Yahoo users say their mental health has been impacted in the past year, a Verizon Media Study finds. "We're creating a space where it's okay to not be okay," said Guru
Gowrappan, CEO, Verizon Media.
"As the most efficient advertising vehicle for marketers looking to target 13-to-34 year-olds," Snap is "starting to see major brands embrace the platform for broad reach," writes MoffettNathanson
analyst Michael Nathanson. Total daily time spent by Snap users watching the company's shows on mobile has risen by more than 50%, according to the company.
Using augmented reality (AR), GS&P was able to rewrite one of the most popular U.S. history textbooks without changing it physically.
Time spent by the average American with digital media continues to climb, mostly as a result of increased access via mobile devices, according to a compendium of digital media usage stats released
Monday by the Interactive Advertising Bureau as part of a stage-setter for the simultaneous release of its first half Internet Advertising Report.
Through highly engaging creative units and strategic ad placement, the campaign allowed the user to explore information about the RDX model in ways unique to each channel.
Visual search has increasingly become a channel that can drive consumers from becoming aware of a product to making a purchase.
"We believe 2020 will be the year that XR explodes into the public consciousness," Isobar's just-published "XR Playbook" asserts, even as it goes on to tick off a significant number of technological
and consumer adoption impediments that so far have impeded it.
The retail cost of head-mounted displays is the No. 1 barrier to mass consumer adoption of virtual reality, according to the top-line findings of an in-depth extended reality industry report. The
study, "Industry Insights Report 2019-2020," just published by extended reality industry promoter and conference organizer VRX, found that the "lack of content" was a close No. 2 barrier for most
consumers, followed by the current size and design of headsets, the lack of consumer awareness, usability, and "motion sickness."
To reach the younger crowd, Pilgrim has developed an augmented reality lesson plan that teaches them how to use the entire bird. It has four chapters in 3D, the same feeling as Pokemon Go.
Gartner classifies visual search as an emerging technology, on par with results of an eMarketer survey suggesting that few consumers "regularly" use it.