Case Study VIVAVR€¦ · 1. The brand 2. The corporate identity - business cards - stationery -...

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Case Study VIVAVR Background VIVAVR allows developers, investors and clients to experience a space long before construction has commenced. By using VIVAVR's technology developers can reduce marketing costs, increase sales, reach more clients and have a point of difference. Investors and clients get a real sense of ‘being there’ in a way no two dimensional representation can replicate. By giving them a feel for the space and the freedom to look around at their leisure they gain increased confidence that what they see is what they will get. VIVAVR allows the developer to communicate directly to the end customer the vision of their future home through sight and sound that completely surrounds them. The Brief The owners of Delphi IP (soon to become VIVAVR) initially approached me with a basic request – they needed some new business cards and a presentation folder for their company's launch and investment seminar in the Tesla showroom in Richmond. After a few face-to-face meetings and numerous phone calls, the scope of the project expanded to become a complete brand and communication strategy for the event and beyond. VIVAVR is a technology startup that aims to change the way everyone perceives the property market, converting the designed space into 3D virtual reality experiences. Timeframe The entire project needed to be completed within three weeks to meet manufacturing and marketing deadlines. Everything needed to be ready for the launch. Whilst it may seem a large list of deliverables, I was comfortable with the timeframe and my ability to deliver the various components. The Process The design process I follow (when practical) is sumamrised below. The steps are by no means linear and can occur simultaneously and be repeated. Importantly, I put aside emotion and continually review the objective. ————————— DEFINE RESEARCH IDEATION CONCEPTS / PROTOTYPE CHOOSE IMPLEMENT LEARN ————————— The Project Components 1. The brand 2. The corporate identity - business cards - stationery - presentation folders - office signage 3. Branded product - disposable VR cases - VR headsets 4. Website 5. EDM templates 6. Company launch collateral - banners and flags - seminar handouts - branded giftbag á VIVAVR Brand Identity á VIVAVR Disposable VR Headset

Transcript of Case Study VIVAVR€¦ · 1. The brand 2. The corporate identity - business cards - stationery -...

Page 1: Case Study VIVAVR€¦ · 1. The brand 2. The corporate identity - business cards - stationery - presentation folders - office signage 3. Branded product - disposable VR cases - VR

Case StudyVIVAVR

Background VIVAVR allows developers, investors and clients to experience a space long before construction has commenced. By using VIVAVR's technology developers can reduce marketing costs, increase sales, reach more clients and have a point of difference. Investors and clients get a real sense of ‘being there’ in a way no two dimensional representation can replicate. By giving them a feel for the space and the freedom to look around at their leisure they gain increased confidence that what they see is what they will get. VIVAVR allows the developer to communicate directly to the end

customer the vision of their future home through sight and sound that completely surrounds them.

The Brief The owners of Delphi IP (soon to become VIVAVR) initially approached me with a basic request – they needed some new business cards and a presentation folder for their company's launch and investment seminar in the Tesla showroom in Richmond. After a few face-to-face meetings and numerous phone calls, the scope of the project expanded to become a complete brand and communication strategy for the event and beyond.

VIVAVR is a technology startup that aims to change the way everyone perceives the property market, converting the designed space into 3D virtual reality experiences.

Timeframe The entire project needed to be completed within three weeks to meet manufacturing and marketing deadlines. Everything needed to be ready for the launch. Whilst it may seem a large list of deliverables, I was comfortable with the timeframe and my ability to deliver the various components.

The Process The design process I follow (when practical) is sumamrised below. The steps are by no means linear and can occur simultaneously and be repeated. Importantly, I put aside emotion and continually review the objective.

—————————

DEFINE

RESEARCH

IDEATION

CONCEPTS / PROTOTYPE

CHOOSE

IMPLEMENT

LEARN

—————————

The Project Components 1. The brand

2. The corporate identity - business cards - stationery - presentation folders - office signage

3. Branded product - disposable VR cases - VR headsets

4. Website

5. EDM templates

6. Company launch collateral - banners and flags - seminar handouts - branded giftbag

á VIVAVR Brand Identity

á VIVAVR Disposable VR Headset

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VIVAVRBrand Concepts

VIVAVRCorporate Identity

á VIVAVR Business Cards

á VIVAVR Presentation Folder. De-embossed with silver hot foiling.

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VIVAVROffice Signage

VIVAVRBranded Product

á VIVAVR Office Signage. 40mm routed black acrylic.

á VIVAVR VR Headset

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VIVAVRWebsite & EDM

á VIVAVR EDM Templateßá VIVAVR Website Screenshots

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VIVAVRLaunch Collateral

How can VR be used?

Virtual reality has been touted for years as the way of the future for everything from warfare to sexual relations, but now it is finding surprising application in the world of real estate marketing.

Last year, the operator of real estate.com.au, Australia’s No 1 property website, said it was set to launch applications for Oculus Rift, the virtual reality headset platform that Facebook bought for $US2 billion.

But some agents have got in first, preparing virtual reality walkthroughs of their properties which can be embedded on any platform, including their own websites. They are less immersive but do not require headsets.

Marketing agent Paul Liddy of Ray White East Brisbane is one of the new generation of agents who are embracing virtual technology to get the edge in selling real estate.

To integrate 3D visualisation technology into his property marketing, Mr Liddy has formed a strategic partnership with Kal Daley of 3D Smart Scan; a new Brisbane-based 3D visualisation company.

Together, the pair are leveraging the latest breakthrough in computational photography and providing a simple and effective tool for property owners and buyers.

Mr Liddy has recently listed the first of his Brisbane properties with this technology, an $849,000 Balmoral unit in ‘The Constellation’ at 15 Grosvenor Street, a new ten unit boutique development.

Virtual reality has the potential to be useful in

all property marketing, but especially in selling to overseas buyers, including the Chinese who are driving Australia’s apartment market.

Using the system, browsers of online property listings can view a unique 3D floor plan of a property and form a complete understanding of the layout of a property, similar to a ‘doll house’ view.

Mr Liddy says that this technology enables the viewer to do a virtual walk through a house and accurately see a clear perspective of space.

“A 3D virtual showcase gives the full context of every view, it’s an online experience that lets home buyers move through a property and see it from any angle, the completed showcase can be uploaded to all platforms including realestate.com.au and Domain,” Mr Liddy said.

“They’re even being pulled into the social space by Facebook which now allows you to embed interactive 3D files.”

Unlike a traditional home video production, where someone with a camera decides what you see and when, the advantage of VRE (virtual real estate) is it that it can put an online viewer behind the camera.

From this position they can navigate a cyber-version of a home for sale, back-track, pause, pan around, zoom in and work out where their furniture will fit.

“It’s been an eye opening experience for buyers who don’t have the time or are unable due to geography to inspect the properties,” Mr Liddy said.

“They’ve been able to experience the homes online from overseas and interstate as if they’re physically there.”

Along with 3D Smart Scan, Melbourne virtual reality outfit Scann3D and online, self-service platform Vizdor are among those supplying 3D services to agents.

3D Smart Scan’s Daley, an importer whose business background includes supporting industry with 3D scanners and surveying instruments, said the fee for service depends mainly on the size of a home but generally falls within the range of $300-600.

“Traditional marketing doesn’t correspond any more to what consumers are expecting,” Mr Daley said.

“They want something new, fast and easy to use; buyers need to feel a connection to the home and we can now offer them this opportunity from the comfort of their lounge room.”

Soon it will be possible to take measurements and virtually refurnish, refresh or renovate a property; virtual tours and virtual reality headsets will also be commonplace in property marketing.

“A 3D virtual showcase is a 3D model of a property, the technology might also be used for insurance purposes as proof of contents ownership or damage and may well be the future of rental condition reports for landlords,” Mr Daley said.

Why real estate agents are flocking to VR.

Who is investing in VR

| By Max Chafkin |

Mark Zuckerberg made a $2 billion bet on a virtual-reality headset called the Oculus Rift, brainchild of 22-year-old Palmer Luckey, who sold his Kickstarter-funded breakthrough to Facebook this spring. With the Rift about to hit the market, and the competition heating up, Max Chafkin reports on what lies ahead.

The first time Mark Zuckerberg put on the awkward headset he knew. This is ready, he thought. This is the future.

On the outside, the Oculus Rift didn’t look like much: a matte-black box, roughly the size of a brick, that hung from his face like giant ski goggles, a tangle of cords running from the back of his head to the back of a small desktop computer. It looked futuristic, but not pretty—the kind of thing a teenager might create to approximate his vision of the future, which, in fact, is exactly how this particular device had come into being. The Rift’s creator, Palmer Luckey, was a 17-year-old sci-fi geek when he started building the prototype in his parents’ garage, in Long Beach, California. He took it to the crowd-funding platform Kickstarter, where he raised an astonishing $2.4 million, and then to Silicon Valley, and now, just four years later, here it was sitting on the face of the most powerful man in the technology world.

In a sense Zuckerberg was not in Sandberg’s office anyway. He was in another universe entirely. His attention was on a ruined mountainside castle as gleaming snowflakes fell all around him. Wherever he looked, the scene moved as his head did. Suddenly he was standing face-to-face with a giant stone gargoyle spouting lava.

“Wow,” Zuckerberg said, removing the headset. “That was pretty awesome.”

It was January 2014, and the Facebook C.E.O. was preparing to celebrate two milestones: Facebook’s 10-year anniversary and his own 30th birthday. For years, Zuckerberg had pushed, almost single-mindedly, for growth. With Sandberg’s help he had transformed Facebook into a communications platform that hundreds of millions of people essentially keep open on their phones all the time. “When you get started as a college student you limit your scope,” he says. At first, “it’s like, ‘I’m going to build this thing for the community around me.’ Then it’s ‘I’m going to build this service for people on the Internet.’ But at some point you get to a scale where you decide we can actually solve these bigger problems that will shape the world over the next decade.”

Lately he’d been thinking about what should come next. What, he’d been asking, is the next great computation platform? What comes after the smartphone? Zuckerberg believed that the answer was headsets that provide “immersive 3-D experiences”—movies and television, naturally, but also games, lectures, and business meetings. These headsets would eventually scan our brains, then transmit our thoughts to our friends the way we share baby pictures on Facebook today. “Eventually I think we’re going to have technology where we can communicate our full sensory experience and emotions to someone through thought,” he told me in an interview in his office. Then he added, helpfully, “There’s a lot of interesting research into that, where people have some band on their head…. You can look into it if you’re interested.”

Who is investing in VR?

How can VR be used?

Finding yourself smooshed between a shove-happy tween and a dirty ponytail-touting brick wall at the front of the mosh could be a thing of the past — virtual reality concerts are here, from Coldplay’s Ghost Stories concert to Paul McCartney’s VR concert app and a brand new Opera House VR experience, just released.

If you didn’t nab tickets to Future Classic’s 10th anniversary concert at the Sydney Opera House this past May, you can now experience part of the sold-out Vivid concert through a cheeky new virtual reality experience. Samsung, principal partner of the Opera House, put their tech to work on the day, recording sets for virtual reality, specifically made for YouTube’s new 360° video service. The recently unveiled YouTube app allows you to watch VR videos, including Future Classic and Samsung’s brand new recorded Opera House performance of Flight Facilities’ ‘Heart Attack’ performed with Melbourne’s Owl Eyes and Julian Hamilton of The Presets.

Samsung created the video from more than 20 remote-controlled cameras, shot from three vantage points to capture this 360° x 180° immersive view — in Ultra High Definition, of course. The team-up was an experiment by the Opera House to let more than ticketholders experience Future Classic’s sold-out show long after the date.

This isn’t the first time an Australian organisation has used virtual reality to create a new audience experience, the Adelaide Symphony Orchestra put 3D goggles on audience members this July and let them watch an entire concert from the perspective of the musicians. The technology has also been used by the Sydney Opera House before, also at this year’s Vivid, by UK drum and bass artist Squarepusher. Dubbed the Stor Eiglass Virtual Reality Experience, Squarepusher worked with artists, artistic studio Marshallow Laser Feast, BAFTA-winning animators Blue Zoo and illustrator Rob Pybus to create a a fully immersive 2D and 3D virtual reality experience in the Main Box Office Foyer. But this new Flight Facilities video, shot from three different vantage points, is the first time we’ve seen a virtual reality concert experience like this.

VIRTUAL REALITY CONCERTS ARE NOW HAPPENING IN AUSTRALIA

ßá VIVAVR Launch Information Sheets á VIVAVR Launch Banner