The Asia-Pacific, which has come to be known as a hub for VR innovation, is embracing this moniker with gusto! Recent advancements in VR hardware and software, have overcome challenges that prevented it from entering the mainstream for several years, and countries like Japan and China are now leading the way with their innovation in immersive virtual reality experiences.

Statista predicted the VR software market in Asia to generate a revenue of US$1.6 billion by 2024, with a compound annual growth rate (CAGR) of 8.9% from 2024 to 2028. VR hardware projections indicate that the revenue in this market will reach US$4.7 billion by 2024, with a CAGR of 10.9% from 2024 to 2028 and a projected market volume of US$7 billion by 2028

From a marketing perspective, VR provides a unique platform for immersive brand storytelling. Advertisers can transport users into different worlds and narratives, allowing them to engage with brands on a personal level. Interactive storytelling captures attention and creates a lasting impression on the viewer.

One notable sector in the APAC region that has accelerated the adoption of VR for immersive storytelling is tourism. This region is home to some of the world’s most awe-inspiring tourist destinations, and VR allows consumers to virtually experience these locations. By donning a VR headset, potential tourists can navigate, explore, and familiarize themselves with destinations in a safe and controlled environment. This empowers them to make more informed choices regarding their travel plans and activities.

There are a multitude of opportunities for advertisers to integrate themselves into this space and effectively reach target audiences. Travel agencies and governments are among the entities benefiting most from using VR to promote tourism. For instance, visitors can virtually explore renowned sites in Rajasthan and four prominent tourism destinations in Thailand: Phuket, Bangkok, Surat Thani, and Chiang Mai through tours put together by governmental tourist authorities. And the computer-generated Virtual Osaka, which incorporates the city’s famous castle and other major tourist sites, is being used to promote the 2025 World Exposition.

Another promising application of VR in Asia Pacific is in e-commerce and retail. It has demonstrated great potential in facilitating commerce to drive purchase decisions. By utilizing virtual showrooms and product demonstrations, customers get firsthand experience with products before making a purchase. This helps alleviate the uncertainties of online shopping. Fashion brands like Charles & Keith have moved beyond augmented reality to virtual reality. The Charles & Keith Virtual Store Experience enables customers to immerse themselves in their virtual stores, which are “located” in renowned cities across Asia. This immersive experience provides a comprehensive, 360-degree view of store interiors as well as the retailer’s latest collection of bags, shoes, and accessories.

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Charles & Keith Virtual Store Experience, Raffles City Shopping Center, Shanghai, China (Source: https://www.charleskeith.com/sg/virtual-store)

It’s no wonder that key e-commerce players in the region are already embracing VR technology to enhance the shopping experience. In Singapore, Procter & Gamble collaborated with Shopee for their Regional Super Brand Day, during which it introduced an enhanced virtual home shopping experience. Users could explore different virtual rooms and discover P&G products, which were categorized according to their respective rooms. This immersive and interactive online shopping journey transformed the way consumers discovered and browsed products, going beyond the limitations of traditional product pages.

With the rapid advancement of VR in Asia Pacific, what does the future hold for this technology? Welcome to the world of mixed reality (MR)! VR creates a fully immersive digital environment best experienced through a headset or head-mounted display, but MR takes it a step further by seamlessly blending digital and real-world settings. This allows users to witness the coexistence and interaction of physical and virtual objects in real time.

We are already seeing glimpses of this technology. Hospitals and medical institutions in Singapore, for instance, have been actively exploring MR applications. As reported in The Straits Times, Singapore’s first successful holography-guided heart surgery was performed by a team of surgeons from the National University Heart Centre, Singapore in 2022. Since then, four other patients have been treated with this technology-assisted heart surgery. Surgeons utilized MR technology in the form of the HoloLens 2 for presurgical planning. This enabled them to visualize and practice procedures in a simulated environment, resulting in more precise surgeries.

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Associate Professor Theodoros Kofidis with a hologram of a heart as seen through a HoloLens 2 headset. (Photo Source: Ng Sor Luan from The Straits Times, Singapore) 

In today’s ever-evolving digital landscape, we are continuously witnessing remarkable advancements in technology. With its ability to create immersive experiences, VR has the power to transport consumers into different worlds and narratives, fostering a deeper connection with brands. As the technology continues to evolve and merge with mixed reality, we will see even greater real-world, real-time brand applications of this technology that seamlessly blend the digital and physical realms, to deliver captivating and transformative audience experiences. 

The brands that embrace this potential and stay at the forefront of advancements, will unlock the potential for new avenues for growth, innovation, and engagement. The best is yet to come.

This thought leadership piece is written by Abygayle Brani, Regional Marketing & Communications Strategist, UM APAC

Tokyo, Japan – Virtual reality (VR) company HIKKY has announced that its latest event ‘Virtual Market 2023 Real in Akiba’ will bring various metaverse experiences into real life. The event, which will happen from July 29 to 30, will be held at the Bellesalle Akihabara venue in the popular Akihabara district.

According to HIKKY, some of these experiences include food-related metaverse experiences, testing of virtual reality tools, and experiencing how to use virtual avatars to interact with fellow users.

Moreover, several brands have also joined to launch brand experiences within the real-life metaverse experience. They include pen manufacturer Pilot, photography company Canon Marketing, the Japan Racing Association (JRA), technology company Sony, the Kyushu Railway Company, broadcast company TV Asahi, TCL RayNeo, Toyo Construction, amongst others.

The ‘Virtual Market’ event has been HIKKY’s largest VR event. It first started as a place to buy and sell 3D data products between individuals, but in recent years, major companies that want to enter the metaverse business have expanded the sale of real products, creating new possibilities for VR commerce.

Australia Tech giant Meta, in collaboration with social enterprise Code Like a Girl and global creative studio T&DA, has launched the Meta Immersive Learning Academy in Australia — a global initiative to support the next generation of creators for the metaverse.

Through this partnership, Meta will be training a cohort of over 200 women and Code Like a Girl community members in 2023 to impart the confidence, tools, knowledge, and support they need to enter the world of immersive technologies.

The academy will provide free, guided training in immersive technologies such as augmented and virtual reality, as well as a place for community building, mentoring and even monetisation opportunities. The curriculum also features the work of prominent Australian AR creators, Jess Herrington and Raymond Leung. 

Over an eight-week period, Meta will provide learners with training and coaching, and participants who complete the course will be able to develop face filters, target tracker, and world effects through its AR studio Meta Spark. It will also give participants information sessions and community-building events for women to connect and build networks.

Lastly, the participants can apply for a formal Meta Spark certification upon completion of the course.

Meta will also be launching free, self-guided Meta Spark training modules, which will be available on the MILA Australia website. 

“As so many companies build for the metaverse, we’re seeing exciting opportunities for creators to build their business – whether it’s through creating new experiences; designing accessories for avatars; or making the effects that bring augmented reality to life – we want to support creators to make a living,” said Mia Garlick, Meta’s regional lead for APAC.

Ally Watson, CEO and founder of Code Like a Girl, also commented, “We’re delighted to bring this program and cutting edge curriculum to the Code Like a Girl community where it will introduce a much-needed diverse range of creators into the Metaverse – leading us towards more equitable experiences for all genders.”

Raymond Leung, creative director at T&DA also shared his excitement over the Meta Spark curriculum. He likewise mentioned that the program will teach Australians how to effectively use Meta Spark to drive innovation and growth. 

“As the demand for digital skills continues to rise, we believe it’s essential to equip individuals and businesses with the tools and knowledge necessary to succeed in today’s rapidly evolving landscape. By leveraging our expertise in education and training and META’s cutting-edge technology, we are confident that the Meta Spark Curriculum will provide valuable insights and practical applications for individuals at all levels,” he added. 

Previously, Meta has also unveiled new features for its social media platforms Instagram and Facebook, including a new broadcast channel for Instagram and Meta Verified.

Hong Kong – Netflix has tapped virtual reality (VR) experience company Sandbox VR to create a VR experience based on the popular South Korean drama series ‘Squid Game’, which has been the platform’s most popular series to date. It is set for release in the latter part of 2023.

In the VR experience, players are transported to iconic ‘Squid Game’ locations, where they become contestants in a variety of pulse-pounding challenges inspired by the Netflix series and compete against each other to be the last one standing. 

After each game session, players will receive personalised highlight videos capturing their in-game reactions and recapping how their very own ‘Squid Game’ story unfolded.

Steve Zhao, founder and CEO of Sandbox VR, said, “Our mission is to bring people closer together through world-class immersive experiences. What could be a more perfect fit than Squid Game, the most widely shared and discussed television series of the past years. It’s an amazing opportunity to partner with Netflix to provide these fans the chance to transport themselves into the world of the show.”

Sandbox VR currently boasts six proprietary experiences based on both exclusive licensing of well-loved Hollywood properties as well as their own unforgettable intellectual property. All Sandbox VR experiences are developed by an in-house AAA gaming studio led by game industry veterans and are specifically designed for groups to play as social experiences. 

Netflix has been doing several campaigns and outdoor activations to promote some of its series including Trese, All of Us Are Dead, Money Heist: Korea, Red Notice, amongst others.

Mumbai, India – Ferrero’s confectionary brand Kinder has partnered with interactive family entertainment destination KidZania is all set to enter the world of Metaverse with Natoons Metaverse Safari, this World Animal Day on October 4, with the aim to drive learning around animals in a unique way.

The companies are introducing an immersive metaverse experience for children to celebrate World Animal Day and understand its importance. To experience the metaverse zone, visitors can put on VR headsets and go on a Natoons Safari in the Metaverse and learn about animals in a unique way. 

The Metaverse Safari will showcase animals such as porcupine, whale, blue macaw, otter, tortoise and many more in their natural habitat. Kids will also have an opportunity to take photos in the experience.

Additionally, the phygital experience through the AR feature on the free Applaydu app, will further amplify the fun experience. The first Metaverse journey of Kinder Joy will be inaugurated in Delhi and Mumbai on 1st October and will continue till 9 October in Delhi up until 17 October in Mumbai.

Amedeo Aragona, regional marketing manager for Indian subcontinent for Kinder Brands at Ferrero said, “With our entry into the world of Metaverse, we wanted to engage children into learning more about animals while having fun. It is our constant endeavour to consistently find new and innovative ways to nurture the imagination and creativity of children through novel content, based on new technology platforms. Metaverse is one such initiative that drives children to learn, build, and explore exciting themes”.

Meanwhile, Prerna Uppal, chief partnership officer at KidZania India commented, “At KidZania we are always looking forward to the future. We did that by creating a one of its kind multi-sensory Kinder Joy Treat Factory experience that brings alive the joy of manufacturing everyone’s favourite treat. We are extremely excited for adding another innovative dimension to our partnership with Kinder Joy by creating a truly unique environment – “The Natoons Metaverse Safari”. Through this hybrid experience not just kids but even young parents will have fun, learn about animals and values of respecting nature & all its creatures – a truly inventive celebration for World Animals Day”.

Manila, Philippines – Local media and entertainment company KROMA has teased its so-called ‘tradigital’ entertainment offering through an extended reality (xR) event hosted by the company on 6 April. In it, they showcased KROMA’s immersive experience for its online audience by combining the physical and virtual worlds.

Far from the usual green screen execution, the xR disguise is a more dynamic and intense production. It allowed KROMA officials to interact smoothly with complex virtual effects and real-time computer graphics, resulting in more natural shots. Moreover, The xR disguise platform creates exciting live visual experiences based on augmented reality (AR), virtual reality (VR), and mixed reality (MR).

According to Denise Seva, head of KROMA’s full-service activation brand LiveMNL and Music, they will continue to evolve by integrating the live component and product and tech innovations in the digital space.

“We at LiveMNL are always on the lookout for something fresh and innovative in delivering our events – be it ours or for our clients. I’ve seen a lot of comments that people were very impressed and happy with what we produce, so expect more of that coming from LiveMNL,” Seva said.

Meanwhile, Ian Monsod, CEO at KROMA, said the launch production is not the sole proof that shows how KROMA is going beyond content to further enrich the audience experience. He added that by being part of the Globe Group’s telecommunications and technology ecosystem, KROMA can connect consumers to related interests and passion points, communities, brands, websites, apps, and services essential to their daily lives.

“We are a diverse team of passionate individuals who bring together varying perspectives and points of view to create something engaging, exciting, and trailblazing for the Filipino audience. We do this across our ecosystem of brands, creators, content, and experiences. We have something for everyone’s entertainment,” Monsod said.

Singapore – Japan-based virtual space office platform VoicePing has tapped global cloud communications company Vonage to power its virtual reality travel experience via its Dokodemo (Anywhere) Door Trip service, which uses 360° photography and video, as well as VR goggles and a computer, to enable users to enjoy virtual travel as if they were there in real life.

To provide a high-quality VR travel service, VoicePing needed to implement superior video calling capabilities quickly and seamlessly within their application and at scale. Using the Vonage Video API, VoicePing built a VR travel service that enables overwhelmingly realistic video playback, two-way voice communication, and automatic AI translation. 

In addition to Dokodemo Door Trip, VoicePing and MetaReal are developing a variety of VR services powered by the Vonage Video API, including Dokodemo Door Party, which creates a realistic karaoke experience; VR Therapy, which allows users to experience therapy in a virtual space; and VR Music, a live music distribution service. 

Kei Shimizu, project manager at VoicePing, said that their company aims at building solutions that empower people around the world to interact with anyone, anytime, anywhere, language-free, and enjoy their lives, work, and lifestyles through the use of the latest technology.

“We chose Vonage to develop the video function within our advanced VR experiences because Vonage provides high-quality video and audio, is easily implemented and operated within our applications, and has global reach and scale to grow as user adoption grows around the world,” Shimizu said.

Meanwhile, Amitha Pulijala, VP of product, platform services, AI and video at Vonage, commented that they are proud to enable innovative businesses at VoicePing to build immersive, interactive virtual experiences around the world.

“The pandemic has greatly restricted the ability to travel and experience new countries and cultures, and caused a major shift in the way we engage with one another. As more and more experiences become virtual, demand continues to increase for experiences that rival in-person interaction,” Pulijala said.

Tokyo, Japan – HIKKY, a Japan-based virtual reality startup, has raised another ¥500m (around USD4.3m) in a new series A funding round through a third-party allotment with management consulting company MEDIA DO. Said funding will help the startup amplify its services to the local and global market.

This funding follows the recent ¥6.5b funding round (around USD57m) raised by the startup with the aid of mobile phone operator NTT DOCOMO. In total, HIKKY has raised a total of ¥7b (around USD60.6m) in funding.

The funding will also aid in strengthening HIKKY’s organisational structure and building a new VR consulting service. Their services include development and operation of a Vket Cloud-powered open metaverse, Vket events and Vket Cloud.

Other objectives include service provision and development of the open metaverse, team building for Vket Cloud engine development, improving the development system for Vket events, launching a VR consulting business, and internal team recruitment.

“HIKKY is developing and providing services for the open metaverse using their proprietary VR engine, Vket Cloud, and with the help of many creators and partner companies connected by the Vket business. The open metaverse will also provide a variety of innovative services recognizing the unprecedented value of creativity and communication,” the company said in a press statement.

As part of the funding round, HIKKY and MEDIA DO also entered into a partnership, which entails the two companies creating an official publisher’s space where users can exchange their thoughts and opinions in the metaverse. In this place, users will enjoy meeting other fans of their favourite manga or other content, publishing and exhibiting their fan art, and expanding the possibility of IP collaborations with exhibitors at Vket events.

In addition, the partners will also pursue synergies with MyAnimeList, a global anime and manga communities and database site, which is operated by the MEDIA DO Group.

For Yasushi Fujita, president and CEO at MEDIA DO, they believe that the metaverse, with its diverse communities just as in physical reality, will become an ecosystem with a large area for content distribution as the gap between the metaverse and physical reality disappears.

“We are delighted to partner with HIKKY, organisers of a global event in the metaverse who develop a unique and open VR platform. We empathise with the concept of creating a new ecosystem in an open metaverse, and we take on the challenge of metaverse content distribution in a wide variety of sectors, including e-books. Together, we will deliver new experiences to users and help expand the distribution of all kinds of content,” Fujita said.

Meanwhile, Yasushi Funakoshi, CEO at HIKKY, commented that through leveraging the trust and experience that MEDIA DO has built with many publishers and bookstores together with HIKKY’s know-how, they plan to elevate how users read content in the metaverse.

“We also aim to build a new environment where users interact to share the charm of manga and other content, either with other users or with publishers. I am confident that these initiatives will further expand creator potential,” Funakoshi said.

He added, “Today’s announcement with NTT DOCOMO and MEDIA DO is a first step towards the realisation of other ideas in the works, and we will continue our efforts to expand the metaverse and provide experiences that bridge it with the real world.”

Immersive technology used to be a far-fetch concept, provided only by lofty-funded companies and experienced and appreciated only by banked consumers capable of grabbing cutting-edge tech. Today, innovation in tech has seen more than just a sophistication in features but has evolved to provide the most important development of all – AR and VR can now be experienced by everyone. 

When mobile game Pokémon GO was released in 2016, AR had started to become a household name. Now, with the unprecedented digital lifestyle brought on by the pandemic, AR and VR had similarly risen to new heights – becoming brands’ top consumer engagement strategy, infiltrating people’s everyday life.

For the latest episode of MARKETECH Spotlight, we sat down with Malaysia’s fast-growing digital experience agency Unicom Interactive Digital (UID) to deep dive into how these digital experiences are developed. Through a conversation with its Chief Operating Officer Jareth Eng, we were let on the behind-the-scenes of AR development, and most importantly, the best practices and future trends in immersive technology straight from the experience builder.

Watch the full MARKETECH Spotlight episode on Unicom Interactive Digital feat. Chief Operating Officer Jareth Eng

Pivoting from on-ground activations to digital experiences

Pre-pandemic, UID started out as a provider of on-ground activations, but just like every business during the pandemic, the digital agency had to pivot to meet new demands with the firm finding itself at the cusp of a challenge and an opportunity.

“UID is in [the] position [of] bridging traditional marketing norms with digital touch,” said Eng in the MARKETECH Spotlight interview.

With its core specialization in physical to hybrid marketing activations, it didn’t come easy for the agency to shift to crafting purely web and digital experiences.

One of the on-ground activations UID did pre-pandemic for Eu Yan Sang, a Traditional Chinese Medicine brand in Malaysia.

“Suddenly, there was an influx of inquiries [asking] could you do this web-based campaign for us, could you build this digital site for us, and then we thought, why not?” shared Eng. 

Before the demand for digital risen, UID had worked with brands like Clarins, Victoria’s Secret, and TeaLive, and a staple of the on-ground activations UID mounted was installed with touch-screen and sensor devices that amplified consumer engagement. 

Transforming the firm’s value proposition to delivering web-based experiences was not something that UID was a stranger to. As Eng puts it, UID had the skillset and the ‘tools’ to build ‘software’ and that although partially an uncharted territory for them, there had been no reason to “stop us from trying.”

“Since then, we went full-force ahead, trying out [and] testing out what works [and] what doesn’t work, and we just kept finding our process, and that’s how we got to where we are today,” said Eng.

The characteristics of a good digital experience

With consumers locked in the four corners of their abodes at the height of the pandemic, the ways to explore products and services have been drastically reduced. With the presence of e-commerce, consumers are still able to fulfill their transactions, but only a similar live brand engagement can answer to consumers’ indulgence – and this is what has been the greatest role of AR and VR at this period.

After over a year, UID is finding firm its ground and has since launched a virtual concept store for skincare brand Sulwhasoo and AR applications for FMCG Nestle and Ascenda, telco Maxis, and skincare Aiken, among many others.

First off, Eng says that the common denominator among successful campaigns is content, emphasizing on the importance of ‘personalizing’ content. Eng’s advice? Be real, be sincere.

One of the things enjoyed today is the increased accessibility to almost any type of digital content and comes with that is the heightened demand to rummage through and find the one that’s most engaging and trustworthy, therefore, making personalization and authenticity top values, according to Eng.

“More and more, let’s be honest, we start to get bored of the same stuff, and we start to look for authenticity in content, because there are so much paid advertisements today [and] so much paid endorsements, and we reach a point where we do not know what is being said is real or not.”

Technically, Eng cites the element of building a good digital infrastructure, more specifically on the issue of loading speeds, as a vital aspect of a good digital experience. On-demand is now the name of the game and said area, when overlooked, can be a dealbreaker for brands. 

A basic example would be, Eng continues, when a brand is running an AR campaign based on QR codes and upon scanning, a consumer is made to wait, that dead air becomes a potential pitfall where they ought to abandon the experience. 

“It’s a matter of milliseconds that you will lose a potential customer, this is why infrastructure is very important,” said Eng.

Now, Eng says that besides knowing the components of a highly-engaging digital experience, brands must simply decide to be a proactive player in the digital space. With digital the present and future of marketing, this is the way brands are able to stay ‘relevant’.

“The drive towards digital transformation may have been fueled by the pandemic but even as the world recovers and we are no longer restricted by social distancing constraints or pandemic constraints, the perks of adding digital elements to campaigns have proven themselves during the past year. Even as we head back to a norm that we were used to, digital elements will still play a part,” said Eng. 

Lastly, as a digital partner themself, Eng stresses the importance for brands to find a ‘good match’. He says it all boils down to the chemistry between the brand and agency.

“Finding a good digital partner is very important. We could be a good fit, we could not be a good fit,” Eng commented. 

He adds, “A digital partner that understands what your brand is trying to achieve is gonna be key.” 

With UID’s case, Eng believes the firm’s strongest suit is their unique perspective of having been able to execute both on-ground and digital campaigns, and therefore having a good combination of the skills and knowledge of both. 

“As a company that was borne out of delivering on-ground campaigns to the digitalization of campaigns…I’m not saying that we are the best but [we] have learned the lessons,” said Eng.

The process of building a digital experience

According to Forbes’ tech council, remote try-on capabilities will be one of the biggest tech trends that will impact business and consumer marketplaces moving forward, and therefore, VR and AR will carve an even more pivotal role in making this stride possible.

In order to bring this to fruition, players in the digital ecosystem must work hand in hand. A brand with a platform to engage and influence the consumer must forge strategic partnerships with VR and AR experience builders that share the same values and vision. 

A combination of simplification, innovation, and strategic data, Eng says, is what will hit the ground running for both agency and brand, and what would, eventually, set the record for one-of-a-kind and out-of-the-box marketing campaigns.

First, the process from conceptualization to execution must be simplified. Eng shared that in UID’s case, the process is made seamless by simply removing any technical jargon from the communication. 

“As former marketers ourselves, we understand the pain that marketers face especially when dealing with tech. We don’t bombard you with all the technical jargon,” said Eng.

With AR and VR a fixture of the burgeoning new-age tech, innovation will always be at the heart of building these ultra-immersive brand engagements, and Eng couldn’t agree more. 

He says that with UID, innovation is built from dealing with the roots, that is, learning a brand’s story – how they operate pre-pandemic so that the agency is able to bring out a digital experience that is both never-before-seen but also a continuity of a brand’s identity. 

“As brands are restricted by physicality in recent times, such restrictions don’t apply in the digital space,” said Eng. 

He adds, “Tell us what you used to do before the pandemic, what your objectives were, which touchpoints were important to you, and what your measure of success [was] for on-ground campaigns…for your audiences, it is like you [have] always been there.” 

Lastly, strategic data or the right metrics is what will keep the campaign team aligned – the brand and the agency to be on the same page. With the wave of creative innovation today, marketers on the client and agency side must not lose sight of best-serving metrics that will assure precedents to enable the repetition of success, and foolproof action plans from rewriting mistakes.

On UID’s side, Eng says that its strength comes from the team’s marketing background; that as former marketers, they know which metrics will best serve as compass for directing efforts into the most befitting strategies and channels.

“We filter off what is coined ‘white noise’ and keep the data that matters,” said Eng. 

He adds, “Again, as former marketers ourselves, we know the type of metric that you need for improving customer retention, we know the type of metric in driving your sales.”

The future of AR

AR has started to penetrate the general consumer’s lifestyle and campaigns have been evolved to commercialized and friendly formats to make AR inclusive – not just for those that have hi-tech devices to experience and not only for the tech-savvy to appreciate. So if AR is the present, what more can we expect for the development of this area in immersive tech?

Eng says that the amount of research & development had been immense in the past year, and immersive tech definitely hasn’t seen the best it’s yet to offer.

Tech and social media behemoths Apple and Facebook are determined to lead the way in immersive tech by announcing futuristic new features and products with premature news surrounding Apple’s launch of a headset and glasses with AR and VR capabilities and of course Facebook’s investment in the metaverse. 

Not getting too ahead of ourselves, Eng said that a much proximate innovative feature that’s as exciting to both brands and consumers is that AR is no longer restricted by app-based experiences. 

“The beauty of web AR is you don’t need to download an app for ease for accessibility,” said Eng. 

When face-to-face interactions were phased out in the pandemic, brands had to cruise through with the biggest question of all: How can we show our products to consumers? 

“Brands no longer [have] consumers going to them, [in your] brick-and-mortar stores and retail shops,” said Eng. 

“Augmented reality provided a way for consumers to experience a product and to still be educated, and to have a sort of [an] experience with a brand,” Eng adds. 

Now, with just a simple scan of a QR code, and by being connected to holy grail social media platforms such as Facebook and Instagram, consumers can be transported to different realities, be entertained with games, and even go as far as experiencing AR-activated concerts without lifting a finger. 

“Brands should start incorporating AR technology into their everyday business simply because they are now easily accessible, engaging for consumers, and most importantly, drive sales,” said Eng.

Brands who want to reach out to Unicom Interactive Digital may visit their website at uid.asia and may contact the agency at [email protected].

Listen to the full conversation between MARKETECH APAC’s Regional Editor Shaina Teope and UID’s Chief Operating Officer Jareth Eng on Spotify:

Tokyo, Japan – Virtual reality (VR) startup HIKKY has announced that it has successfully raised US$57m or around ¥6.5b during its recently-concluded series A funding round. Part of the funding will be used in developing and operating a new open metaverse project using the company’s Vket Cloud, a browser-based VR engine.

The company will also use said funding to help expand their virtual reality services both domestically and abroad, as well as to strengthen their organizational foundation.

The Vket Cloud is used to create metaverse content that users can access with a link click, without a dedicated computer or mobile application. It also supports multiplayer mode, and users can enjoy communicating with others in the same space with voice or text chat.

According to Yasushi Funakoshi, CEO at HIKKY, they will be accelerating their metaverse business with the help of communication infrastructure, research institutes, and global networks of the Japanese mobile phone operator NTT DOCOMO, which is under the Nippon Telegraph and Telephone (NTT) Group.

“We will continue to provide NTT DOCOMO with XR services, technologies, and content production as per our strengths. We are extremely grateful to all the creators who have supported us, as well as the visitors and companies who have taken part in Vket events,” Funakoshi said.

HIKKY is known for hosting a VR-based event called Vket, where thousands of artists, many international corporate sponsors, and millions of users visit these events. For this year, Vket 2021 will run from 4 to 19 December this year.