Video for mobile comes in a variety of different aspect ratios and sizes. The mobile device screen is extremely versatile allowing the user to easily manipulate video playback. The screen can be rotated to play video as full screen portrait, tall and thin, or landscape, short and wide. With the touch of a finger, video can be zoomed, panned, and stretched. In addition, some applications prefer specific aspect ratios such as square dimensions.
The all-new Adtile Mixed-Media templates afford the designer to fit these disparate video dimensions in one cohesive project in an intuitive and visually appealing way. This allows organizations to reuse their existing collections of videos in their project.
New features for designers. New experiences for you.
Systemwide improvements in Motion Store let designers create experiences that are more useful and more playful than ever. With Motion Store, you have the opportunity to deliver an extraordinary product, literally in minutes.
The Adtile Motion Store™ is known as the world’s largest mobile creative hub, with its current library of more than 90 fully editable templates and growing.
Adtile-designed templates have been built upon the core belief that the user experience comes first, and that reliable high quality experiences can be easily generated and maintained at large scale and distributed to a global audience. To achieve this, each template has been designed around Adtile’s patented framework of mobile sensors and carefully controlled human interface.
All-new iOS app to sling $100 bills. For the first time ever you can spray away millions with just $1.99. The result is completely magical. It’s the hyperbolic cash-spray performance that’s unheard of in a device this small. You can also set the right mood with cool music tracks that instantly adjust to match the length of your video. Fun stuff! 🤗
SpinMagic Lets People Draw in Playful AR Using Only an iPhone
Adtile Technologies, a company known for its industry leading creative cloud Motion Store, today announced the release of SpinMagic. SpinMagic turns your phone into a virtual paint brush capturing your spatial 3D movement into cool moments that can then be shared in photos or seven second videos through messaging and social media. The iPhone app is available in the App Store.
In a world crowded with VR/AR apps and headsets, SpinMagic is unique in its ability to give users easy access to creative and playful AR experiences with zero friction using the technology they already have and love–their iPhone. As users move their iPhones in the world around them, SpinMagic records the movement in real-time on the iPhone screen as a line which can be viewed in a 3D space.
Using SpinMagic’s animation filters, users can change the original AR line they drew into glitter, butterflies flapping their wings, hearts that twirl, and much more. The 3D graphics can be added to a photo or seven second video, allowing users full control over creating unique spatial animations. As you move your video camera around, the 3D image moves as well, highlighting different views in the video. Once you have captured the video or photograph you can choose from several different filters. The user is fully in charge of creating the spatial animations for greater storytelling through movement in the world around the user.
“We are adding artistic flair into something very abstract. The user doesn’t need to know how to draw in air. The app literally does the magic by itself. SpinMagic turns your space into playful masterpieces of self-expression.” said Nils Forsblom, founder of SpinMagic and Adtile Technologies.
SpinMagic was developed using Adtile’s MotionStack, the company’s core technology built to simplify the development process of sensor-based motion experiences on mobile devices. MotionStack works with sensors in smartphones designed for very specific tasks–such as understanding very accurate device orientation, or counting your steps–and developed a new way to create art through movement while capturing it on your mobile device.
Adtile Technologies, a pioneer and developer of motion-sensing technology for smartphones and tablets, announced that it has been awarded U.S. Patent No. 9,401,100 for selective map marker aggregation, which it invented in 2011. This location-based map marker technology has now become a standard and is widely used by some of the most popular mobile applications available today such as Photo Apps, Social Networks, Live-video streaming Apps, and many others.
Before Adtile developed this technology, mapping applications would show hundreds of pinpoints of information on a map, rendering the content useless and making it impossible to discover any information, particularly relevant information. It is now possible to show content such as photos, videos, live-stream videos, GIF’s, tweets, or emojis, plotted on a map in a smartphone app under one larger content marker showing the number of data points such as photos in that area. As you pinch and zoom in or out of the map, it will show more specific locations, or the data points will aggregate and show as separate pieces of content, saving space and allowing for better accessibility and discovery of the location-based content.
For example, with many photo management apps, you can see the photos you took on your phone on a map by tapping on the location header. All of the pictures from that “moment” or section of photos will appear on a map. You can then zoom in or out to see the pictures in more specific or more general locations on your map.
“In 2011, location-based mobile technology was still in its infancy compared to what we are doing today with the device sensors,” said Nils Forsblom, founder and CEO of Adtile Technologies. “I’m honored that Adtile’s Selective Map Marker Aggregation Technology has gained such huge popularity in the developer community in an effort to build apps that deliver delightful and useful experiences to users.”
This is one of the many US patents Adtile had been granted this year, including the recent issuance from the U.S. Patent Office for US 9,256,358, US D751,574, US D752,062 and many other approvals from the European Union Intellectual Property Office.
360-degree video is a huge opportunity for brands—if they’re willing to give up control
Social media has put consumers in the driver’s seat, eroding brands’ ability to control their own messages directly. Now, a new medium will take that trend even further: immersive, 360-degree video. With 360 video, brands will need to learn how to create engaging, open experiences where they’re not fully in control. For those that can pull it off, the rewards will be immense.
At its heart, 360-degree video is a form of virtual reality. It puts the viewer inside a spherical ball to get the “big picture” of what’s happening in all directions — up, down, and all around. Its biggest potential will be on mobile, where instead of clicking on arrows or manipulating a mouse to pan a scene like you do on a desktop, you simply move your smartphone or tablet out in front of you to change the viewing angle, resulting in a more seamless, intuitive experience. It effectively makes your phone into a small, movable window into a virtual world.
Don’t underestimate the power of 360 video — consumers are going to love it. If you’re watching a political event (like this one), you don’t have to keep your eye on the candidate. You can take a visual tour of the scene, swirling a full 360 degrees to gaze out at the audience or zero in on a reporter—to examine their responses or pick up on something odd, quirky, or highly relevant, happening “out there” in a realm that was previously off camera.
Getting this new medium right takes a lot more than plunking down a spherical camera rig into any old scene. To work, 360 has to be inspiring, like a piece of art. It has to elicit emotion and tug at the viewer’s innate sense of curiosity and give him or her a reason to explore — and that’s not so easy to pull off. But when you capture the right adventure, the panning itself tells a deep, more intriguing story. Take a look at this Jungle Book trailer taken through Mowgli’s eyes, and tell me you don’t want to look around to find out where that scary voice is coming from.
While 2D videos often cut from scene to scene, sweeping the viewer along a controlled, preset narrative, 360 might unveil a solitary, but rich experience that you can watch over and over again, taking in different nuances each time. Movies are already taking advantage of 360. Take for instance this Warcraft movie trailer or this Star Wars one. But a lot more can be done with the medium. National Geographic released a 360 video on swimming with bears. The BBC is doing an entire TV series in 360 called BBC Click. Tourism industries, especially, will find 360 useful in selling hotel rooms or letting a consumer know what it’s like to stand on a pristine, isolated beach, because 360 is all about making you feel like you’re there.
Ultimately for brands, 360 video means giving up the “director’s vision.” You can no longer direct the viewer’s attention. You simply need to capture that one compelling event and let the viewer take over from there, keeping in mind that everyone may experience the same 360 video differently.
As for headsets, they are unlikely to have much impact in the long run. As Google Glass demonstrated, people don’t like to wear funky things on their heads when they’re around other people. And as even Apple watch is showing us, when you already have a screen on your phone, what is the point in having another? Aside from education purposes, headsets are impractical for day to day living.
Right now, some of the 360 videos out there still look a little low res, but once the technology catches up (in terms of computer hardware, camera technology, video codecs, media players, and bandwidth availability) we’ll begin to get really clear, high def pictures of what is happening all around the video camera — as well as seamless transitions between viewing angles in near real time.
There is no doubt this captivating new medium is here to stay. Brands who start getting used to 360 now will reap the rewards of unparalleled user engagement and gain early dominance of a medium. Now is the time to experiment, learn, engage, and to show leadership.