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EBRAND STUDIO 2020
AUGMENTED REALITY

Approved 2020 Realtime Advertising solutions that will keep your clients interested in shopping at your store. We have fun ways of advertising special products, marketing new branches, marketing new products, announcing events and other products and services that draw in more clients. 2020, in terms of augmented reality, has proved to be a seemingly progressive year. Augmented reality, which has been in use for quite some time augmted reality apps, has finally taken the next step of digital evolution in Africa. EBrand Studio introduces to you augmented reality glasses, augmented reality apps, augmented reality games, augmented reality in retail. There is genereally a more deeper augmented reality definition than we shall discuss, There are various augmented reality apps depending on the developer involved. We are surrounded in our daily lives by augmented reality examples, but our personal favourite is augmented reality in retail. Augmented reality 2020, a good year promising to end quite well in Augmented Reality books.

AUGMENTED REALITY

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Not to be confused with Virtual reality.

Virtual Fixtures – first A.R. system, 1992, U.S. Air Force, WPAFB
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory. The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real world environment, whereas virtual reality completely replaces the user's real world environment with a simulated one. Augmented Reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.

The primary value of Augmented Reality is that it brings components of the digital world into a person's perception of the real world, and does so not as a simple display of data, but through the integration of immersive sensations that are perceived as natural parts of an environment. The first functional AR systems that provided immersive mixed reality experiences for users were invented in the early 1990s, starting with the Virtual Fixtures system developed at the U.S. Air Force's Armstrong Laboratory in 1992. The first commercial augmented reality experiences were used largely in the entertainment and gaming businesses, but now other industries are also getting interested about AR's possibilities for example in knowledge sharing, educating, managing the information flood and organizing distant meetings. Augmented reality is also transforming the world of education, where content may be accessed by scanning or viewing an image with a mobile device or by bringing immersive, markerless AR experiences to the classroom.  Another example is an AR helmet for construction workers which display information about the construction sites.

Augmented reality is used to enhance natural environments or situations and offer perceptually enriched experiences. With the help of advanced AR technologies (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Information about the environment and its objects is overlaid on the real world. This information can be virtual or real, e.g. seeing other real sensed or measured information such as electromagnetic radio waves overlaid in exact alignment with where they actually are in space. Augmented reality also has a lot of potential in the gathering and sharing of tacit knowledge. Augmentation techniques are typically performed in real time and in semantic context with environmental elements. Immersive perceptual information is sometimes combined with supplemental information like scores over a live video feed of a sporting event. This combines the benefits of both augmented reality technology and heads up display technology (HUD).

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AUGMENTED REALITY

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We are a self motivated team that is always  looking to keeping up to date with our generation technology and marketing/advertising and blanding styles. You cannot be left behind in the old generation of technology, EBrand Studio will strive to fly the flag of change always.

RETAILER AUGMENTATION

Augmmented Retailing

Augmented reality is becoming more frequently used for online advertising. Retailers offer the ability to upload a picture on their website and "try on" various clothes which is overlaid on the picture. Even further, companies such as Bodymetrics install dressing booths in department stores that offer full-body scanning. These booths render a 3-D model of the user, allowing the consumers to view different outfits on themselves without the need of physically changing clothes. For example, JC Penney and Bloomingdale's use "virtual dressing rooms" that allow customers to see themselves in clothes without trying them on. Another store that uses AR to market clothing to its customers is Neiman Marcus. Neiman Marcus offers consumers the ability to see their outfits in a 360 degree view with their "memory mirror". Makeup stores like L'Oreal, Sephora, Charlotte Tilbury, and Rimmel also have apps that utilize Augmented Reality. These apps allow consumers to see how the makeup will look on them. According to Greg Jones, director of Augmented Reality and Virtual Reality at Google, augmented reality is going to "reconnect physical and digital retail."

Augmented Reality technology is also used by furniture retailers such as IKEA, Houzz, and Wayfair. These retailers offer apps that allow consumers to view their products in their home prior to purchasing anything. IKEA launched their IKEA Place at the end of 2017 and made it possible to have 3D and true to scale models of furniture in their living space, through using the app and their camera. IKEA realized that their customers are not shopping in stores as often or directly buy things anymore. So they created IKEA Place to tackle these problems and have people try out the furniture with Augmented Reality and then decide if they want to buy it

ARCHITECTURE AUGMENTATION

Augmented Reality can aid in visualizing building projects. Computer-generated images of a structure can be superimposed into a real life local view of a property before the physical building is constructed there; this was demonstrated publicly by Trimble Navigation in 2004. AR can also be employed within an architect's workspace, rendering animated 3D visualizations of their 2D drawings. Architecture sight-seeing can be enhanced with Augmented Reality applications, allowing users viewing a building's exterior to virtually see through its walls, viewing its interior objects and layout.

With the continual improvements to GPS accuracy, businesses are able to use augmented reality to visualize georeferenced models of construction sites, underground structures, cables and pipes using mobile devices. Augmented reality is applied to present new projects, to solve on-site construction challenges, and to enhance promotional materials. Examples include the Daqri Smart Helmet, an Android-powered hard hat used to create augmented reality for the industrial worker, including visual instructions, real-time alerts, and 3D mapping.

Following the Christchurch earthquake, the University of Canterbury released CityViewAR, which enabled city planners and engineers to visualize buildings that had been destroyed. Not only did this provide planners with tools to reference the previous cityscape, but it also served as a reminder to the magnitude of the devastation caused, as entire buildings had been demolished.

EDUCATION AUGMENTATION

In educational settings, Augmented Reality has been used to complement a standard curriculum. Text, graphics, video, and audio may be superimposed into a student's real-time environment. Textbooks, flashcards and other educational reading material may contain embedded "markers" or triggers that, when scanned by an Augmented Reality device, produced supplementary information to the student rendered in a multimedia format.

As Augmented Reality evolves, students can participate interactively and interact with knowledge more authentically. Instead of remaining passive recipients, students can become active learners, able to interact with their learning environment. Computer-generated simulations of historical events allow students to explore and learning details of each significant area of the event site.

In higher education, Construct 3D, a Studierstube system, allows students to learn mechanical engineering concepts, math or geometry. Chemistry Augmented Reality apps allow students to visualize and interact with the spatial structure of a molecule using a marker object held in the hand. Others have used HP Reveal, a free app, to create Augmented Reality notecards for studying organic chemistry mechanisms or to create virtual demonstrations of how to use laboratory instrumentation Anatomy students can visualize different systems of the human body in three dimensions

TOURISM AND SITE SEEING AUGMENTATION

Tourism and sightseeing
Travelers may use Augmented Reality to access real-time informational displays regarding a location, its features, and comments or content provided by previous visitors. Advanced Augmented Reality applications include simulations of historical events, places, and objects rendered into the landscape.

Augmented Reality applications linked to geographic locations present location information by audio, announcing features of interest at a particular site as they become visible to the user.

Companies can use Augmented Reality to attract tourists to particular areas that they may not be familiar with by name. Tourists will be able to experience beautiful landscapes in first person with the use of Augmented Reality devices. Companies like Phocuswright plan to use such technology in order to expose the lesser known but beautiful areas of the planet, and in turn, increase tourism. Other companies such as Matoke Tours have already developed an application where the user can see 360 degrees from several different places in Uganda. Matoke Tours and Phocuswright have the ability to display their apps on virtual reality headsets like the Samsung VR and Oculus Rift

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