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Artificial Reality News Thursday, June 14

Slay Your Brand Packaging Design in 3 Steps

  • Lets look at the 3 steps you should be taking to successfully launch a new concept using virtual reality technology: – – Upload a digital version of the product in its new packaging design.
  • Not only that, but the designs can then be seen on the digital product, on the shelf, within a virtual store.
  • Thats why testing within the concept of a virtual store allows you to glean insights from real shoppersminus the mock center or purchase intent metrics.
  • Leveraging virtual technology for packaging design changes and new concepts is giving brands and retailers a leg up, by allowing them to understand the impact at the shelf, without the time and expense.
  • Read more about the role of using mixed reality to avoid a redesign dud in this piece by InContext Chief Research Officer, Rich Scamehorn onBrand Packaging, and about how our mixed reality solutions for retail can help your package design process.

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Slay Your Brand Packaging Design in 3 Steps

World Cup: Virtual Reality takes you ‘inside’ the stadium

  • All 33 games from the BBC – including England’s Group G games against Tunisia and Panama, and the final from Moscow – will be available via the BBC Sport VR 2018 FIFA World Cup app.
  • Users will need to download the BBC Sport VR – FIFA World Cup 2018 app, which is now available via the links below on: – – Sony PlayStation VR users will be able to access it via the PlayStation store.
  • Please note: the BBC Sport World Cup VR app is separate from the main BBC Sport app – it is a standalone app purely for this virtual reality experience.
  • Inside the app, users will enter the BBC’s virtual World Cup lounge, where they will be able to access live match action and highlights.
  • All 33 matches from the World Cup which are broadcast live on BBC television will be available to watch in the Virtual Reality app.

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World Cup: Virtual Reality takes you ‘inside’ the stadium

Creating 3D Assets for Virtual Reality

  • Most games have a limited amount of ways that the player can use objects, and use the same command for each one.
  • In VR, however, that type of mechanic feels stale and extremely limiting since players want to explore and use their hands to interact with objects like they would in real life.
  • Because we need to run everything at a higher framerate and draw things twice, VR assets need to have a much lower polycount than what you would see in a regular PC game.
  • Many objects sharing the same mesh and materials is a great way to add a bit of visual complexity without impacting speeds too much.
  • Normal maps are my favorite way to add extra detail to game objects, but in VR their effectiveness is essentially cut in half.

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Creating 3D Assets for Virtual Reality