Case Study

Studi Kasus

Welcome to our case study page! Here, you can learn about some of our previous projects and see the impact of our solutions. Explore and see how we can help your business achieve its goals.

Pelajari beberapa studi kasus project kami sebelumnya dengan impact dari solusi yang kami berikan, untuk melihat bagaimana kami dapat membantu bisnis mencapai tujuannya.

IKEA Save The Ocean 360° Underwater AR Game

 

Background

IKEA was about to release their latest BLÅVINGAD soft toy collection, which featured ocean animals. In conjunction with it, they launched an end-to-end campaign named "The Ocean is My Home" to educate their target audience, the children, about how important the ocean is while promoting the soft toys. IKEA came to us looking for an activity that was new and unique while utilizing the latest technology.


Our Solution

We created an augmented reality game experience for both children and adults with a mission to protect the ocean and the animals by collecting trash. The game would teleport the user under the water, and the animals from the new BLÅVINGAD soft toy collection would be swimming in the user's surroundings! The store installation QR code allows offline & online play.


The Result

Within 1.5 months, the IKEA "Lautku, Rumahku" AR game generated 321.3K impressions and 24.7K plays.

JBL Interactive Hand-Tracking Music Installation

 

Background

JBL is set to create a booth at the Djakarta Warehouse Project (DWP) 2022 event. They aim to engage with their audience with an interactive experience that visitors will want to share on social media. They plan to utilize their range of speakers in an activity that highlights the capabilities and quality. This will give visitors a chance to experience the full range of JBL's speakers and understand the performance.


Our Solution

We have developed a concept to showcase JBL's range of speakers as an interactive installation. By arranging the speakers in an interesting formation, we aim to create an immersive and visually engaging experience. To take the experience to the next level, we have also created a hand-tracking system that allows visitors to control the music just like a DJ by placing their hand above the sensor located on the pedestal and use gestures such as grabbing, waving, and circling their hand.


The Result

Within three days of the event, hundreds of people were enjoying the experience.

Nyam Nyam m-Web Drum Rhythm Game w/ AI Computer Vision

 

Background

With the introduction of the Nyam Nyam Popstix product, there is a desire to create an engaging gamification campaign that leverages the unique shape of the Popstix as a central element of the experience. The goal is to create an interactive and memorable experience for users that not only entertains but also encourages them to consider purchasing the product.


Our Solution

The Nyam Nyam Popstix release spurs a gamification campaign featuring a rhythm game that employs the Popstix shape as virtual drumsticks. Users play by hitting falling notes synced to the rhythm across two difficulty levels. Through AI computer vision, users scan their physical Popstix, confirming access to the game—a fusion of technology and reality. While ongoing, this campaign aims to elevate engagement, stimulate product interest, and seamlessly connect the virtual experience with the tangible product.


The Result

As of now, the campaign is still ongoing.

Heineken 150 Anniv Experience - Virtual Persona & Interactive Ads

 

Background

To celebrate the Heineken 150 Years Anniversary, Heineken embarked on a project to create an engaging and immersive museum-like experience for the audience to learn about and connect with Heineken's rich history.


Our Solution

We created two interactive installations. The first involves an AI speech recognition system, where a virtual persona adorned with beer bubble visuals asks visitors questions about Heineken's history. The audience must answer correctly to continue, triggering a mechanical slide of the LED display. The second installation allows audience members to participate in the Heineken 150 Years Anniversary commercial ads by simply saying the word "Heineken."


The Result

The experience proved to be a success, with a total of 4049 visitors participating over the course of the 10-day event.

OPPO Reno5 Marvel Edition AR Experience

 

Background

With the release of the Reno5 Marvel Edition, OPPO and Marvel looked for a unique way to communicate with their audience. They wanted to inform people that this phone edition came with several Marvel characters that the user could choose from. Moreover, this campaign will be launched in 8 countries simultaneously, ranging from Thailand to Egypt.


Our Solution

After analyzing the needs and requirements, we came up with a concept that can intrigue the user’s curiosity by challenging them to figure out which Marvel character they are and share it on Instagram. We were able to launch this AR campaign specifically in the 8 appointed countries by utilizing the AR Instagram Filter and making each OPPO country's IG account the host.


The Result

Within two weeks of the campaign, the AR experience had 330K usages.

Toyota All New Veloz AR Product Visualization

 

Background

Toyota Indonesia is looking for a fresh way to bring their latest release, the Toyota New Veloz, closer to their customers. They came to us with an idea to utilize AR so that their customers could visualize the car directly in their surroundings.


Our Solution

Based on a 360-degree photo of the car, we reproduce the 3D model with real scale measurements and detail specifications. We augment the 3D model by utilizing the plane tracker, so it can be placed on the surface. When this AR launched, we suggested the Toyota Indonesia team make use of this experience in their offline activities by creating a photo booth in GIIAS to make it more exciting for the visitor.


The Result

After its release, this AR experience generated 207.2K impressions and 69.5K plays in the first month.

Heineken AI Color-Tracker Interactive Experience

 

Background

Heineken approached us with a very exciting brief: they wanted to create a series of events where the audience is able to vote by raising their Heineken bottles. We were very interested in this idea, so we did some research to figure out how to deal with this interesting challenge.


Our Solution

We came up with a solution where an LED bracelet is put on each Heineken bottle, and during the voting session, people will raise their bottles and aim them at the camera. This is a similar approach that has been used by Heineken Global, so we can request the bracelet from them. Moreover, we created a system that gives the camera the ability to track red and green colors using artificial intelligence computer vision.


The Result

Around 2300 people raising the bottle to vote the song they wanted across 3 events consecutively.

Have questions about interactive installation or augmented reality?

Ada pertanyaan terkait instalasi interaktif atau augmented reality?