A BREAKTHROUGH YEAR
With virtual reality (VR) set to have its first billion-dollar year by the end of 2016¹, savvy marketers are seeking to tap into the platform’s storytelling power. The range of possibilities in VR makes it an exciting time for those who are involved in content creation. It’s great for branded content partnerships as it enables brands to tell stories in an immersive way, shifting from talking about brand values, to inviting people to feel them.
Does that mean VR has now gone mainstream? Certainly the noise surrounding it has. The Today programme on BBC Radio 4 ran stories on how it will affect our TV viewing habits in the future. Sky announced it has built a VR studio,
and plans to release a virtual reality app in 2016. Companies are investing in the technology and it’s predicted
that VR will become an $80bn market by 2025². Not surprisingly, Google are taking a piece of the VR territory. They have
launched the Tilt Brush that lets you paint in 3D space with VR. This allows you to turn your room into a blank canvas and create and edit your piece of art.
SKIM/Sawtooth Software Conference and Training Event - An Adaptation of RFC in 2-Attribute Exercises
In designs with just two attributes – typically first attribute precisely describing products plus price – share of preference simulations fail, if the objective is to explore effects of adding variants to / dropping variants from a brand portfolio. We present an easy to implement extension of the RFC approach, which in contrast to standard RFC can handle the case of having a single attribute for concepts.