音声AR

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WHAT WE CAN

  • - Adopted as an exhibition guide application at the MIZKAN MUSEUM.
  • - Implemented an audio AR original contents, ‘Otogatari ~Natsumatsuri no yakusoku~’ at the annual summer festival of Horikoshi Shrine of Tennoji, Osaka.
  • - Implemented ‘Shibuya Wallout’ as a memorial release for Mission Impossible Wallout, which was the first collaboration of ‘Audio AR spy game’.
  • - Adopted to a hands-on attraction “Alice in Madland” of XFLAG PARK 2018.
  • - Adopted to FINAL FANTASY 30th ANNIVERSARY EXHIBITION ‘Wakareno monogatari’.

AR from "sight" to "auditory"

Until now, AR was meant to be an expansion
of the visual information
but what we aimed
was for an expansion of the auditory
information.
By combining new auditory information to
reality, our imagination is stimulated and thus,
all sorts of possible 'experience' will expand in dimension.

WHAT WE CAN

Example 1. Museum

By grasping the user locations precisely, an audio explanation or BGM set at each location will automatically play.
Unlike the manualized audio guidance before, this creates an environment where visitors can immerse deeply in the exhibition experience itself since the hands free audio transitions just by moving from one place to another. The scrupulous linkage between the exhibition and audio also broadens the possibility of performance like no other.

Example 2. Tourist Attraction

The best fit audio information and music can be distributed for each user by analytic learning of the user’s survey content and past behavior.It can play different explanations depending on the number of times visited, and corresponding languages. As well as this, by integrating each user behavior data, navigating the best route encompassing the traffic can be possible. Creating motivation to visiting Japan and inbound solution, this is the hospitality of technology.

Example 3. Spatial Presentation

Even places unable to play audio, can now be able to deliver sound to users. Locations where sound is prohibited can now present using audio, like fitting music to outdoor ads and merging music to illumination lights.

Example 4. Events

Push notification for inducing users is possible for the organizers.
Audio and music can be delivered at once or it can be individually delivered depending on location and attribute. Since it is a hands free audio AR system, there is no worrying about ‘text and walk’. Due to this, a new entertainment setting in the city such as escape room and treasure hunting can be created.

Example 5. PDCA Usage

Compared to the conventional exhibitions, it is now possible to record and analyze data of the user’s excursions and tracks. This can be useful for analyzing the visitor’s interest and also for testing the venue layout. Real time monitoring and mapping traffic can also be done.

TECHNOLOGY

ZU_PC_EN2

By grasping user location, pre-programed audio information and music is played.
Manual delivery to specific groups by the operator is possible.
A new system where user attribute and behavior history is stored within the smartphone app,
which can be used for venue presentation and PDCA for traffic flow.

WORKS

TEAM

A production unit having audio AR at core, and specialists gathered from
Dentsu, Dentsu LIVE, and Bascule creating a never before experience and excitement.
We handle various works from Introduction of audio AR,
content creation rooted in auditory experience to creation production of exhibitions and events.

DENTSU LIVE

Shunsuke KagaCommunication Director /
Creative Director

Dai HiroseCopywriter

Kenji OzakiExperience Planner /
Producer

Kensuke MatsumotoExperience Planner /
Producer

Bascule

Nobuo HaraDigital Experience Director /
Creative Director

Seiki NakayamaTechnical Producer

Kazuhisa MaegawaTechnical Director /
Engineer

Taishi ChiharaEngineer

Megumu KasugaArt Director

PARTNER

PROGRESS TECHNOLOGIES

P.I.C.S.

CONTACT

Feel free to contact us regarding introduction,
usage of exhibitions and events etc.