• DocumentCode
    2452819
  • Title

    EYEPLY: Baseball proof of concept — Mobile augmentation for entertainment and shopping venues

  • Author

    Hurwitz, Austin ; Jeffs, Alistair

  • fYear
    2009
  • fDate
    19-22 Oct. 2009
  • Firstpage
    55
  • Lastpage
    56
  • Abstract
    EYEPLY, a marketing technologies enterprise, in conjunction with Pepperdine University (Malibu, California) and other partners, is developing a groundbreaking mobile platform that will create added value for marketers and consumers. By augmenting entertainment and shopping venues and their events, EYEPLY will generate compelling propositions for stadiums, amusement parks, concerts, conventions, fundraisers, superstores, shopping malls, and more. For its first offering, EYEPLY proudly introduces its baseball proof of concept: The only application with a multi-faceted revenue model that uses contemporary technologies, including the latest in smart phone-compatible augmented reality (MAR) and a patented point-based platform, to enhance in-stadium landscapes and the overall game day experience. The EYEPLY platform applies existing third-party data, introduces new social activities and marketing and promotions opportunities, and allows spectators to control access and interaction with what matters most to them. As spectators were once accustomed to bringing their binoculars to sporting events to get visually closer to the action, EYEPLY acts as a special lens to magnify and reveal objects and information invisible to the naked eye. Working from the location of the spectator, content displayed on-screen is relevant and personal to its user within a vast and populated stadium facility. In this paper, EYEPLY will outline how its baseball proof of concept, on contemporary mobile smart phones, magnifies and reveals data and engaging activities, in real-time, based on a spectator´s physical gestures toward physical world people and objects, in a simple, accessible, and fun manner. The result is of profound value for captive audiences, as well as venue management and its partners, in stadium environments. Fundamentally, the proof of concept reflects an appreciation for live sporting events, and it is designed to seamlessly augment and elegantly enhance the live sporting experi- ence rather than replace it. However, the EYEPLY platform is being designed to work with entertainment (not just sports- or one sport) and shopping venues, worldwide, with plans to be demonstrated and marketed at various events within these areas of focus in 2010.
  • Keywords
    augmented reality; entertainment; marketing; mobile computing; sport; EYEPLY; Pepperdine University; amusement parks; captive audience; concerts; conventions; entertainment; fundraisers; game day experience; in-stadium landscape; live sporting events; live sporting experience; marketing technologies enterprise; mobile augmentation; mobile platform; multifaceted revenue model; object magnification; on-screen content; patented point-based platform; promotion opportunities; shopping malls; smart phone-compatible augmented reality; social activities; stadium environment; superstores; venue management; Augmented reality; Avatars; Environmental management; Games; Human factors; Information systems; Lenses; Multimedia systems; Smart phones; Virtual reality; Artificial; H. Information Systems; H.5 Information Interfaces and Presentation (I.7); H.5.1 Multimedia Information Systems; augmented; commercial services; human factors; virtual reality;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Mixed and Augmented Reality - Arts, Media and Humanities, 2009. ISMAR-AMH 2009. IEEE International Symposium on
  • Conference_Location
    Orlando, FL
  • Print_ISBN
    978-1-4244-5508-9
  • Electronic_ISBN
    978-1-4244-5463-1
  • Type

    conf

  • DOI
    10.1109/ISMAR-AMH.2009.5336723
  • Filename
    5336723