Computer Image Beams Into Reality
Source: CBS
News
December 23, 2000
(CBS) New York - Computer-generated characters are common in
movies and video games and on the Internet. But imagine walking into a store and
seeing a virtual model hovering in front of you, even welcoming you and selling
you the latest makeup or clothing styles.
CBS News Correspondent reports on a New York-based technology
company bringing virtual characters one step closer to everyday life.
~~~~~~~~~~~~~~~~~~~
"What we found is that consumers see this image, and they
immediately want to walk up and put a hand through it and see what this
is."
Cameron has been turning heads at Hugo Boss in New York. "Hi
there, my name is Cameron. Welcome to our new showrooms," says the virtual
image.
He's a digital model projected into free space. Star Wars fans
will recall R2D2 beaming Princess Leah into free space. But Cameron is in a real
environment, not on a movie screen.
Cameron's highly realistic three-dimensional presence is
completely computer-generated. He's the product of Virtual Characters of New
York City.
"We can beam characters into your living room," says Lloyd Nathan,
CEO of Virtual Characters. "We can have a character greet you when you come
through the door."
"We have a series of optics that we've designed that can take a
computer-generated image and project it onto a point in space where your eye is
trained to focus," Nathan. "What we found is that consumers see this image, and
they immediately want to walk up and put a hand through it and see what this
is."
Retailers and advertisers, always on the prowl for the new, new
thing, are flocking to see virtual characters on display. "We have major
cosmetic firms, major fashion firms coming in and saying we want to present our
cosmetics, for example, to a consumer in an original attention-grabbing way,"
Nathan says.
Columbia Business School marketing professor Bernd Schmitt says
novelty enables companies to break through the clutter of today's mass messages:
"Customers are increasingly interested in having experiences in the store in
addition to just buying the product, and this new approach fits right into that
experiential strategy."
But will an eye-catching virtual model compel a shopper to buy?
Says Schmitt, "I'm not sure that the customer will really fully identify with
that person because it is not a real person; it is a virtual character. But at
the same time it will link that character to the brand and thereby build the
brand image."
Imagination is the only limit at Virtual Characters. The company
plans to tap the location-based entertainment market, and information kiosks are
another target. "I could do a computer-generated Russ Mitchell that I could have
hovering in free space," Nathan quips. "I could then control what you say
effectively."
Copyright 2000, CBS Worldwide Inc., All Rights Reserved.
by
Russ Mitchell
http://cbsnews.com/now/story/0,1597,259208-412,00.shtml
- Virtual Characters CEO Lloyd Nathan