Augmented reality that brings print, products and places to life
We integrate AR solutions for phones, tablets and AR glasses. We anchor digital content right onto a page, a product or a place, often with nothing to install.
AR works best where a printed page, a product or a place cannot convey everything important on its own. That is why we start by asking what the user should see in the camera and what they gain from it.
Solutions
Three ways to bring AR to your users.
From a digital layer for printed materials to a browser experience to a native app. Each path suits a different audience, device and length of use.
Apart from AR for printed matter, the demos are public showcases of the WebAR platforms Onirix and web-ar.studio. They illustrate what the technology can do; they are not our projects.
Where AR runs
We choose the platform by where the user is.
The same idea can run in a browser, in an app or in glasses. The choice depends on who will use it, on which device and how often.
WebAR in the browser
Launches from a link or QR code in an ordinary mobile browser.
no installation or app store approval
one link for iOS and Android
updates reach everyone instantly
Limitations: lower performance and limited access to sensors
Best for
campaigns, print, e-commerce
Native application
An iOS and Android app built on ARKit and ARCore.
full performance and precise spatial tracking
access to sensors, LiDAR and offline mode
suited to everyday use
Limitations: installation and distribution through app stores
Best for
service, manufacturing, internal tools
AR glasses and headsets
Content projected into the field of view, hands stay free.
work without holding a phone
instructions right at the task
connects with VR and mixed reality
Limitations: more expensive hardware, smaller install base
Best for
training, assembly, maintenance
Cooperation
We start with what the user should see.
First we clarify where AR adds something that print, a website or a video cannot. Only then do we choose the platform, content and level of detail.
1
Define the goal
What the user should see in the camera, where it happens and what they gain from it.
2
Prepare content
3D models, videos, labels and recognition targets: images, packaging or space.
3
Choose the platform
WebAR, a native app or glasses, depending on audience, device and length of use.
4
Deploy and tune
We launch, test on real devices and keep the content up to date.
Related
What AR connects to.
Neighbouring technologies and services that AR projects are built on or combined with.
Planning an AR project? Let us find the simplest way to your users.
Tell us what should come to life. We will suggest the technical approach, price range and a demo, and whether WebAR, a native app or AR for printed matter fits best.