
Woohoo AR
CATEGORY: Online Marketplace
SOFTWARE: Augmented Reality
SERVICES: eCommerce / Marketplace
WEBSITE: www.woohooar.com
Enhance customer engagement.
Get up to 2000% more customer product engagement time using 3D/AR on your website.
Increase add to cart rates.
See up to 400% more view to cart conversions with AR versions of your products.
Reduce product returns.
Diminish buyers remorse before it happens. Reduce your product returns— by up to 50%.
Track and measure everything.
Use our powerful analytics dashboard to track and measure your ROI.
01. It's the future of shopping.
With worldwide annual spend on digital advertising surpassing $325 billion, it’s no surprise that different approaches to online marketing are becoming available. Use 3D Web augmented reality to create exciting and compelling shopping experiences that drive customer interaction and enhance conversion rates and sales. Woohoo’s AR solutions are viewer ready and can be experienced in any regular browser without having to download any special software or apps.
Sell more products.
Easy. Really easy.
Using and implementing augmented reality couldn’t be easier—no special training required. Whether creating 3D/AR versions of your product or integrating them into your e-commerce site, we make it easy for you to get started and to drive more sales.
Small investment. Big impact.
See how a little goes a long way. Use our analytics dashboard to track and measure increased product engagement, interaction and new revenues —in real-time.
02. What is Augmented Reality?
Augmented reality (AR) is an experience where designers enhance parts of users’ physical world with computer-generated input. Designers create inputs—ranging from sound to video, to graphics to GPS overlays and more—in digital content which responds in real time to changes in the user’s environment, typically movement.Augmented reality has science-fiction roots dating to 1901. However, Thomas Caudell described the term as a technology only in 1990 while designing to help Boeing workers visualize intricate aircraft systems. A major advance came in 1992 with Louis Rosenberg’s complex Virtual Fixtures AR system for the US Air Force. AR releases followed in the consumer world, most notably the ARQuake game (2000) and the design tool ARToolkit (2009). The 2010s witnessed a technological explosion—for example, with Microsoft’s HoloLens in 2015—that stretched beyond AR in the classical sense, while AR software itself became increasingly sophisticated, popular and affordable.
See up to 400% more view to cart conversions with AR versions of your products.
03. AR’s Place in the World of Extended Reality
Under the umbrella term extended reality (XR), AR differs from virtual reality (VR) and mixed reality (MR). Some confusion exists, notably between AR and MR. Especially amid the 2020s’ technology boom, considerable debate continues about what each term covers. In user experience (UX) design, you have:
AR—You design for digital elements to appear over real-world views, sometimes with limited interactivity between them, often via smartphones. Examples include Apple’s ARKit and Android’s ARCore (developer kits), the Pokémon Go game.
- VR—You design immersive experiences that isolate users from the real world, typically via headset devices. Examples include PSVR for gaming, Oculus and Google Cardboard, where users can explore, e.g., Stonehenge using headset-mounted smartphones.
- MR—You design to combine AR and VR elements so digital objects can interact with the real world; therefore, you design elements that are anchored to a real environment. Examples include Magic Leap and HoloLens, which users can use, e.g., to learn more directly how to fix items.
Partly because of the slight overlap regarding interactivity, brands sometimes use AR interchangeably with MR. “Augmented reality” remains popular—despite the point that the original sense of AR design is overlaying digital elements upon real-world views: e.g., GPS filters/overlays on smartphone screens so users can find directions from street views. So, digital elements are merely superimposed on real-world views, not anchored directly to them: The computer-generated content can’t interact with the real-world elements users see—unlike in MR. The HoloLens is MR, for instance, because it interprets the space in a room and combines digital objects with the user’s physical environment.