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Matterport raises $48M to ramp up its 3D imaging platform

The growth of augmented and virtual reality applications and hardware is ushering in a new age of digital media and imaging technologies, and startups that are putting themselves at the center of that are attracting interest.

TechCrunch has learned and confirmed that Matterport — which started out making cameras but has since diversified into a wider platform to capture, create, search and utilise 3D imagery of interior and enclosed spaces in immersive real estate, design, insurance and other B2C and B2B applications — has raised $48 million. Sources tell us the money came at a pre-money valuation of around $325 million, although the company is not commenting on that.

From what we understand, the funding is coming ahead of a larger growth round from existing and new investors, to tap into what they see as a big opportunity for building and providing (as a service) highly accurate 3D images of enclosed spaces.

The company in December appointed a new CEO, RJ Pittman — who had been the chief product officer at eBay, and before that held executive roles at Apple and Google — to help fill out that bigger strategy.

Matterport had raised just under $63 million prior to this and had been valued at around $207 million, according to PitchBook estimates.This current round is coming from existing backers, which include Lux Capital, DCM, Qualcomm Ventures and more.

Matterport’s roots are in high-end cameras built to capture multiple images to create 3D interior imagery for a variety of applications, from interior design and real estate to gaming. Changing tides in the worlds of industry and hardware have somewhat shifted its course.

On the hardware side, we’ve seen a rise in the functionality of smartphone cameras, as well as a proliferation of specialised 3D cameras at lower price points. So while Matterport still sells its own high-end cameras, it is also starting to work with less expensive devices with spherical lenses — such as the Ricoh Theta, which is nearly 10 times less expensive than Matterport’s Pro2 camera — and smartphones.

Using an AI engine — which it has been building for some time — packaged into a service it calls Matterport Cloud 3.0, it converts 2D panoramic and 360-degree images into 3D images. (Matterport Cloud 3.0 is currently in beta and will be launching fully on the 18th of March, initially supporting the Ricoh Theta V, the Theta Z1, the Insta360 ONE X and the Leica Geosystems BLK360 laser scanner.)

Matterport is further using this technology to grow its wider database of images. It already has racked up 1.6 million 3D images and millions of 2D images, and at its current growth rate, the aim is to expand its library to 100 million in the coming years, positioning it as a Getty for 3D enclosed images.

These, in turn, will be used in two ways: to feed Matterport’s machine learning to train it to create better and faster 3D images; and to become part of a wider library, accessible to other businesses by way of a set of APIs.

And, from what I understand, the object will not just be to use images as they are: people would be able to manipulate the images to, for example, remove all the furniture in a room and re-stage it completely without needing to physically do that work ahead of listing a house for sale. Another is adding immersive interior shots into mapping applications like Google’s Street View.

“We are a data company,” Pittman told me when I met him for coffee last month.

The ability to convert 2D into 3D images using artificial intelligence to help automate the process is a potentially big area that Matterport, and its investors, believe will be in increasing demand. That’s not just because people still think there will one day be a bigger market for virtual reality headsets, which will need more interesting content, but because we as consumers already have come to expect more realistic and immersive experiences today, even when viewing things on regular screens — and because B2B and enterprise services (for example design or insurance applications) have also grown in sophistication and now require these kinds of images.

(That demand is driving the creation of other kinds of 3D imaging startups, too. Threedy.ai launched last week with a seed round from a number of angels and VCs to perform a similar kind of 2D-to-3D mapping technique for objects rather than interior spaces. It is already working with a number of e-commerce sites to bypass some of the costs and inefficiencies of more established, manual methods of 3D rendering.)

While Matterport is doubling down on its cloud services strategy, it also has been making some hires to take the business to its next steps. In addition to Pittman, they have added Dave Lippman, formerly design head at eBay, as its chief design officer; and engineering veteran Lou Marzano as its VP of hardware, R&D and manufacturing, with more hires to come.

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Qualcomm wants your phone to drive your next VR and AR headsets

Qualcomm wants to create a new device category, XR viewer headsets, that combine the compute power of its current Snapdragon 855 platform with the speed of 5G on a smartphone to provide you with mobile VR and AR experiences — or ‘Extended Reality,’ as Qualcomm likes to call it — with six degrees of freedom tracking. The company announced this new initiative at MWC in Barcelona and noted that it expects OEMs like Pico to launch devices later this year.

The idea here is that the headsets will be tethered to a smartphone via a USB-C connection that drives high-res displays, with a lot of the content being streamed over — ideally – a 5G connection.

The headsets are an extension of the company’s previous XR work which mostly focused on using a phone’s camera’s and displays to power AR experiences. The company did start an accelerator program for head mounted displays (HMD), the aptly named HMD accelerator program, back in 2017. In many ways, today’s announcement is an extension of this work.

“Our HMD Accelerator Program has been a critical catalyst for ecosystem partners ranging from component suppliers and ODMs, to bring quality standalone XR headsets to consumers,” said Hugo Swart, senior director, Product Management, Qualcomm. “Building upon the momentum of this program, we will extend this to XR viewers and compatible smartphones, starting with smartphones enabled by the Snapdragon 855 Mobile Platform.”

Qualcomm has signed up a number of platform and software partners like Arvizio, NetEase-AR, Iconic Engine, NextVR, SenseTime and Wikitude, as well as manufacturers like Acer and Asus.

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Enterprise AR is an opportunity to ‘do well by doing good,’ says General Catalyst

A founder-investor panel on augmented reality (AR) technology here at TechCrunch Disrupt Berlin suggests growth hopes for the space have regrouped around enterprise use-cases, after the VR consumer hype cycle landed with yet another flop in the proverbial ‘trough of disillusionment’.

Matt Miesnieks, CEO of mobile AR startup 6d.ai, conceded the space has generally been on another downer but argued it’s coming out of its third hype cycle now with fresh b2b opportunities on the horizon.

6d.ai investor General Catalyst‘s Niko Bonatsos was also on stage, and both suggested the challenge for AR startups is figuring out how to build for enterprises so the b2b market can carry the mixed reality torch forward.

“From my point of view the fact that Apple, Google, Microsoft, have made such big commitments to the space is very reassuring over the long term,” said Miesnieks. “Similar to the smartphone industry ten years ago we’re just gradually seeing all the different pieces come together. And as those pieces mature we’ll eventually, over the next few years, see it sort of coalesce into an iPhone moment.”

“I’m still really positive,” he continued. “I don’t think anyone should be looking for some sort of big consumer hit product yet but in verticals in enterprise, and in some of the core tech enablers, some of the tool spaces, there’s really big opportunities there.”

Investors shot the arrow over the target where consumer VR/AR is concerned because they’d underestimated how challenging the content piece is, Bonatsos suggested.

“I think what we got wrong is probably the belief that we thought more indie developers would have come into the space and that by now we would probably have, I don’t know, another ten Pokémon-type consumer massive hit applications. This is not happening yet,” he said.

“I thought we’d have a few more games because games always lead the adoption to new technology platforms. But in the enterprise this is very, very exciting.”

“For sure also it’s clear that in order to have the iPhone moment we probably need to have much better hardware capabilities,” he added, suggesting everyone is looking to the likes of Apple to drive that forward in the future. On the plus side he said current sentiment is “much, much much better than what it was a year ago”.


Discussing potential b2b applications for AR tech one idea Miesnieks suggested is for transportation platforms that want to link a rider to the location of an on-demand and/or autonomous vehicle.

Another area of opportunity he sees is working with hardware companies — to add spacial awareness to devices such as smartphones and drones to expand their capabilities.

More generally they mentioned training for technical teams, field sales and collaborative use-cases as areas with strong potential.

“There are interesting applications in pharma, oil & gas where, with the aid of the technology, you can do very detailed stuff that you couldn’t do before because… you can follow everything on your screen and you can use your hands to do whatever it is you need to be doing,” said Bonatsos. “So that’s really, really exciting.

“These are some of the applications that I’ve seen. But it’s early days. I haven’t seen a lot of products in the space. It’s more like there’s one dev shop is working with the chief innovation officer of one specific company that is much more forward thinking and they want to come up with a really early demo.

“Now we’re seeing some early stage tech startups that are trying to attack these problems. The good news is that good dollars is being invested in trying to solve some of these problems — and whoever figures out how to get dollars from the… bigger companies, these are real enterprise businesses to be built. So I’m very excited about that.”

At the same time, the panel delved into some of the complexities and social challenges facing technologists as they try to integrate blended reality into, well, the real deal.

Including raising the spectre of Black Mirror style dystopia once smartphones can recognize and track moving objects in a scene — and 6d.ai’s tech shows that’s coming.

Miesnieks showed a brief video demo of 3D technology running live on a smartphone that’s able to identify cars and people moving through the scene in real time.

“Our team were able to solve this problem probably a year ahead of where the rest of the world is at. And it’s exciting. If we showed this to anyone who really knows 3D they’d literally jump out of the chair. But… it opens up all of these potentially unintended consequences,” he said.

“We’re wrestling with what might this be used for. Sure it’s going to make Pokémon game more fun. It could also let a blind person walk down the street and have awareness of cars and people and they may not need a cane or something.

“But it could let you like tap and literally have people be removed from your field of view and so you only see the type of people that you want to look at. Which can be dystopian.”

He pointed to issues being faced by the broader technology industry now, around social impacts and areas like privacy, adding: “We’re seeing some of the social impacts of how this stuff can go wrong, even if you assume good intentions.

“These sort of breakthroughs that we’re having are definitely causing us to be aware of the responsibility we have to think a bit more deeply about how this might be used for the things we didn’t expect.”

From the investor point of view Bonatsos said his thesis for enterprise AR has to be similarly sensitive to the world around the tech.

“It’s more about can we find the domain experts, people like Matt, that are going to do well by doing good. Because there are a tonne of different parameters to think about here and have the credibility in the market to make it happen,” he suggested, noting: “It‘s much more like traditional enterprise investing.”

“This is a great opportunity to use this new technology to do well by doing good,” Bonatsos continued. “So the responsibility is here from day one to think about privacy, to think about all the fake stuff that we could empower, what do we want to do, what do we want to limit? As well as, as we’re creating this massive, augmented reality, 3D version of the world — like who is going to own it, and share all this wealth? How do we make sure that there’s going to be a whole new ecosystem that everybody can take part of it. It’s very interesting stuff to think about.”

“Even if we do exactly what we think is right, and we assume that we have good intentions, it’s a big grey area in lots of ways and we’re going to make lots of mistakes,” conceded Miesnieks, after discussing some of the steps 6d.ai has taken to try to reduce privacy risks around its technology — such as local processing coupled with anonymizing/obfuscating any data that is taken off the phone.

“When [mistakes] happen — not if, when — all that we’re going to be able to rely on is our values as a company and the trust that we’ve built with the community by saying these are our values and then actually living up to them. So people can trust us to live up to those values. And that whole domain of startups figuring out values, communicating values and looking at this sort of abstract ‘soft’ layer — I think startups as an industry have done a really bad job of that.

“Even big companies. There’d only a handful that you could say… are pretty clear on their values. But for AR and this emerging tech domain it’s going to be, ultimately, the core that people trust us.”

Bonatsos also pointed to rising political risk as a major headwind for startups in this space — noting how China’s government has decided to regulate the gaming market because of social impacts.

“That’s unbelievable. This is where we’re heading with the technology world right now. Because we’ve truly made it. We’ve become mainstream. We’re the incumbents. Anything we build has huge, huge intended and unintended consequences,” he said.

“Having a government that regulates how many games that can be built or how many games can be released — like that’s incredible. No company had to think of that before as a risk. But when people are spending so many hours and so much money on the tech products they are using every day. This is the [inevitable] next step.”

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Walmart adds an AR scanner to its iOS app for product comparisons

Walmart is giving augmented reality a shot. The retailer today announced the launch of a new AR scanning tool in its iPhone application which will help customers with product comparisons. However, unlike a typical barcode scanner meant only to compare prices on one item at a time, Walmart’s AR scanner can be panned about across store shelves, offering details on pricing and customer ratings beneath the products it sees.

The technology was first developed by a team at an internal Walmart hackathon using Apple’s ARKit technology. At the time, their idea was to create a scanning experience that worked faster and felt faster when used by customers. They also wanted to build a scanner that offered more than just price comparisons.

“Walmart store shoppers love using our mobile app barcode scanner as a price checker. Our team sees the potential of this product as so much more, though,” explains Tim Sears, senior engineering manager at Walmart Labs, in a post announcing the feature’s launch. “When a customer launches the scanner, they get a direct connection between the digital and the physical world that their screen and camera lens creates for them,” he says.

The team won the hackathon, then went on to further redesign the experience to become the one that’s live today in Walmart’s application.

To use the scanner, you launch the feature in the Walmart app, then point it at the products on the shelf you want to compare. As you move the phone between one item and the other, the product tile at the bottom of the screen will update with information, including the product name, price and star rating across however many reviews it has received on Walmart.com. A link to related products is also available.

The AR scanner was designed to anchor dots to what you’ve scanned, but uses smaller dots instead of anchoring the entire content to the product itself to overcome the problems that could occur when multiple items are scanned together in a close space.

Despite the supposed advantages of AR scanning over a simpler barcode scan, it still remains to be seen to what extent consumers will adopt the feature now that it’s live.

Walmart isn’t the only retailer to give AR a go. Others have used it in various ways, including Amazon, Target, Wayfair and many more. But in several cases, AR’s adoption by retailers have been focused on visualizing products in your home, or — in the case of Target’s AR “studio” — makeup on your face.

Walmart’s AR scanner goes after a more practical use.

The AR Scanner is in the latest version of the Walmart iOS app (18.20 and higher), and works on iPhones that run at least iOS 11.3. This latter requirement is due to its use of ARKit 1.5, but will limit the audience largely to those with newer iPhones.

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Kayak’s new AR feature will tell you if your carry-on bag fits the overhead bin

Popular travel app Kayak has put augmented reality to clever use with a new feature that lets you measure the size of your carry-on bag using just your smartphone. Its updated iOS app now takes advantage of Apple’s ARKit technology to introduce a new Bag Measurement tool that will help you calculate your bag’s size so you can find out if it fits in the overhead bin – you know, before your trip.

The tool is handy because the dimensions of permitted carry-on luggage can differ from airline to airline, Kayak explains, so it’s not as simple these days to figure out if your bag will fit.

In the new Kayak iOS app, you can access the measurement tool through the Flight Search feature.

The app will first prompt you to scan the floor in order to calibrate the measurements. You then move your phone around the bag to capture its size. Kayak’s app will do the math and return the bag’s size, in terms of length, width, and height.

And it will tell you if the bag “looks good” or not to meet the carry-on size requirements.

Plus, the company says it compares all the airlines’ baggage size requirements in one place, so you’ll know for sure if it will be allowed by the airline you’re flying.

Augmented reality applications, so far, have been a mixed bag. (Sorry).

Some applications can be fairly useful  – like visualizing furniture placed in a room or trying on new makeup colors. (Yes, really. I’m serious). But others are more questionable – like some AR gaming apps, perhaps. (For example, how long would you play that AR slingshot game?)

But one area where AR has held up better is in helping you measure stuff with your phone – so much so that even Apple threw in its own AR measuring tape with iOS 12.

Kayak’s tool, also timed with the release of iOS 12, is among those more practical applications.

The company says the AR feature is currently only live on updated iOS devices.

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InkHunter heads to YC to build a try-and-buy tattoo marketplace

InkHunter, an augmented reality tattoo try-on app that was born out of a 48-hour hackathon back in the altogether gentler days of 2014, has bagged a place in Y Combinator’s summer 2018 batch, scoring itself the seed accelerator’s standard $120,000 deal in exchange for 7 percent equity.

We first covered InkHunter in April 2016 when it had just launched an MVP on iOS and was toying with building a marketplace for tattoo artists. Several months and 2.5 million downloads later, InkHunter launched its Android app, having spent summer 2016 going through the ERA accelerator program in New York.

At that time the team was considering a B2B business model pivot, based on licensing their core AR tech to e-commerce apps and other developers. Though they wanted to keep the tattoo try-on app ticking over as a showcase.

Fast-forward two years and it’s the SDK idea on ice after InkHunter’s app gained enough traction in the tattoo community for the team to revive their marketplace idea — having passed eight million users — so they’ve relocated to Mountain View and swung back around to the original concept of a try-before-you buy tattoo app, using AR to drive bookings for local tattoo artists.

“We are focusing on iterating from ‘try’ to ‘try and buy’ experience, based on feedback we got from our users. And this is our goal for the YC program, which places a lot of focus on growth and user interactions,” CTO Pavlo Razumovskyi tells us.

“Last time we have talked, we did not expect such adoption on the tattoo market. But when we saw really strong usage and feedback from the tattoo community, we decided to double down on that audience.”

The newly added booking option is very much an MVP at this stage — with InkHunter using a Typeform interface to ask users who tap through with a booking request to input their details to be contacted later, via text message, with information about relevant local tattoo artists (starting with the U.S. market).

But the team’s hope for the YC program is help to hone their approach.

Razumovskyi confirms they’ve started with a booking request concierge service in the U.S. without onboarding any tattoo artists into the planned marketplace as yet, and are merely hand-picking local tattoo artists to help users with bookings.

“While this approach doesn’t scale, it helps us to figure out problems and quickly iterate solutions,” he adds. “We are almost done with this stage, and close to launch an in-app search for tattoo artist into selected locations, listing only licensed artists with the large portfolio.”

InkHunter says close to half (45 percent) its users have expressed a desire to get a tattoo within the next few months, while it got more than 500 booking requests in the first week of the concierge feature.

Though you do have to wonder whether users’ desire to experiment with ink on their skin will also extend to a desire to experiment with different tattoo artists too — or whether many regular inkers might not prefer to stick with a tattooist they already know and trust, and whose style they like. (A scenario which may not require an app to sit in the middle to take repeat bookings.)

“We want to help them do this with as little regret as possible,” says CEO Oleksandra Rohachova of InkHunter’s tattoo-hungry users — so presumably the team will also be carefully vetting the tattoo artists they list on their marketplace.

The main function of the app lets users browse thousands of tattoo designs and virtually try them on using its core AR feature — which requires people spill a little real-world ink to anchor the virtual design by making a few pen marks on their skin where they want the tattoo to live. As use-cases for AR go it’s a pretty pleasing one.

InkHunter also supports taking and sharing photos — to loop friends’ opinions into your skin-augmenting decision, and help the app’s fame spread.

The team’s hope for the next stage of building an app business is once an InkHunter user has settled on the design and placement of their next tat, they’ll get comfortable about relying on the app to find and book an artist. And the next time, for their next tattoo too.

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Maps walking navigation is Google’s most compelling use for AR yet

Google managed to elicit an audible gasp from the crowd at I/O today when it showed off a new augmented feature for Maps. It was a clear standout during a keynote that contained plenty of iterative updates to existing software, and proved a key glimpse into what it will take to move AR from interesting novelty to compelling use case.

Along with the standard array of ARCore-based gaming offerings, the new AR mode for Maps is arguably one of the first truly indispensable real-world applications. As someone who spent the better part of an hour yesterday attempting to navigate the long, unfamiliar blocks of Palo Alto, California by following an arrow on a small blue circle, I can personally vouch for the usefulness of such an application.

It’s still early days — the company admitted that it’s playing around with a few ideas here. But it’s easy to see how offering visual overlays of a real-time image would make it a heck of a lot easier to navigate unfamiliar spaces.

In a sense, it’s a like a real-time version of Street View, combining real-world images with map overlays and location-based positioning. In the demo, a majority of the screen is devoted to the street image captured by the on-board camera. Turn by turn directions and large arrows are overlaid onto the video, while a small half-circle displays a sliver of the map to give you some context of where you are and how long it will take to get where you’re going.

Of course, such a system that’s heavily reliant on visuals wouldn’t make sense in the context of driving, unless, of course, it’s presented in a kind of heads up display. Here, however, it works seamlessly, assuming, of course, you’re willing to look a bit dorky by holding up your phone in front of your face.

There are a lot of moving parts here too, naturally. In order to sync up to a display like this, the map is going to have to get things just right — and anyone who’s ever walked through the city streets on Maps knows how often that can misfire. That’s likely a big part of the reason Google wasn’t really willing to share specifics with regards to timing. For now, we just have to assume this is a sort of proof of concept — along with the fun little fox walking guy the company trotted out that had shades of a certain Johnny Cash-voiced coyote.

But if this is what trying to find my way in a new city looks like, sign me up.

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Snap launches new features for Lens Studio

At the end of last year, Snap introduced Lens Studio, a platform that allows developers to create AR lenses for Snapchat. Today, the company is announcing new features for Lens Studio, including seven brand new templates for the creation of face lenses.

Before now, only World Lens creation was available to everyone within Lens Studio, meaning developers could create 3D AR objects but not overlay AR experiences over faces. Now, developers can create Face Lenses, with seven different templates from which to choose.

Here are the new templates for Face Lenses:

  • Face Paint: focuses on face substitution, mapping the face to let developers create art tied to facial features like the lips or nose (great for makeup or accessories)
  • Photo: much like Face Paint, Photo lets creators overlay lenses onto a single static (head-on) photo
  • Distort: lets developers stretch or shrink facial features
  • Trigger: with Trigger, developers can create a trigger (blinking, raising eyebrows, open/close mouth) to execute a lens
  • 2D Objects: this template works the same way as Snap’s famous dog ears filter, letting developers create 2D objects that can be overlaid on a picture of video
  • 3D Objects: same as 2D Objects, but with 3D objects; this template also includes a helper script to play looping animation on the 3D objects
  • Baseball Cap: revamp a 3D baseball cap to change color, brim style and add an image

Alongside the new templates, Snap is also integrating with Giphy to give Lens Studio developers access to Giphy’s massive library of animated GIF stickers.

With the introduction of these new features, Snap is opening up these third-party lenses to the public with the launch of Community Lens Stories. Each story will include public Snaps submitted on Our Story that highlight a community lens. Folks can swipe up on one of these Snaps to unlock the lens, or browse other Lenses by tapping the ‘i’ button above a Community Lens in the carousel.

This is all in an effort to open up Snap to third-party developers and creators, which is why the company is launching the Official Creator Program. This will allow the Snap team to partner with select creators to offer support, including visibility on the Lens Studio website as well as direct support from the Lens Studio team. Official Creators will also get early access to features and templates.

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Wayfair’s Android app now lets you shop for furniture using augmented reality

AR-enabled shopping is expanding again today. This time, online furniture retailer Wayfair is introducing an augmented reality feature in its mobile app for Android that will allow customers to visualize furniture in their own home ahead of purchase, just by holding up their smartphone.

The feature, called “View in Room 3D,” was previously available on iOS, leveraging Apple’s AR platform ARKit.

Now, Wayfair is taking advantage of Google’s ARCore to offer the same option to Android users.

ARCore, Google’s answer to Apple’s AR platform, was publicly released last month, giving developers a way to integrate AR technology into their Android applications, where they can reach a potential audience of over 100 million Android devices.

Wayfair is not the only shopping site to quickly roll out ARCore support now that it’s available – eBay yesterday launched a feature for sellers that helps them find the right shipping box using AR technology, and promised other AR-enabled features this year. IKEA also just released an Android version of its AR app IKEA Place this week.

Other retailers have been experimenting with AR, as well, including Amazon and Target.

Retailers’ interest in AR is not just because it’s new and trendy – it can help them address the real issue that online shoppers face, when trying to buy furniture from a website, instead of in person.

It’s often difficult for non-designers to really get a sense of what a piece of furniture will look like when placed in the room. Will the new sofa go well with the existing curtains, carpet, and other furniture? Will it fit in the space?

Wayfair’s app helps with those questions, as it projects the furniture or décor in 3D at full-scale, and anchors them to the floor. This lets shoppers see if the object in question fits in the room – without needing to break out their measuring tape. It also helps them get a visual sense of what the room will look like with the new furniture added.

And because the image is in 3D, you can walk around it to see it from different sides – which also helps with consumers’ buying decisions.

“Leveraging augmented reality, the Wayfair app allows shoppers to transform their homes into virtual showrooms, allowing them to see their favorite products up close and at every angle – all in their very own space,” said Steve Conine, co-founder and co-chairman, Wayfair, in statement about the AR feature’s release.

“We knew early on that augmented reality had the potential to completely transform the way people shop for their homes, and as it’s quickly moved toward mainstream adoption, we’re excited to have played an integral role in shaping the experience for millions of shoppers,” he added.

Furniture has been one of the more difficult businesses to transition online, not only because of shipping costs for heavy items, but also because consumers still often want to see the products in real life. They want to touch the fabric, try out a chair’s cushions for comfort, and see the true colors – not just an online photo.

But things are changing, as more commerce shifts online – the channel that’s prefered by millennial shoppers, who are now the largest demographic (37%) of the furniture-buying market.

Wayfair is one of the companies capitalizing on this shift, to the tune of $4.7 billion in net revenue in 2017.

And with the elimination of the furniture showroom, it’s also been quick to jump on new technologies to help its customers better shop, including web-based clipboardsvisual search, mobile messaging, and now, AR – all which give it a competitive advantage versus traditional retailers with more static sites.

The company also recently updated the AR feature in the iOS app that lets customers now record a video of the item in AR, instead of just taking a photo. This feature has a Snapchat-like feel, as you just press and hold the record button to make the recording. You can then walk around the furniture in the video, in order to capture it in 3D then share with friends and family.

This feature will arrive in the Android version soon, we understand.

In the meantime, the Wayfair app for Android is available here.

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The NYT debuts its first augmented reality-enhanced story on iOS

 Apple’s investment in AR technologies has been ushering in a new wave of apps, from those that let you perform more practical tasks – like visualizing furniture placement in rooms – to those with mass consumer appeal – like AR gaming, including Niantic’s upcoming Harry Potter: Wizards Unite. But AR can also be used to create unique experiences within more… Read More

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