Iris > Case Studies > Samsung Hypercube: A Revolutionary VR Experience

Samsung Hypercube: A Revolutionary VR Experience

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Technology Category
  • Analytics & Modeling - Virtual & Augmented Reality Software
  • Wearables - Virtual Reality Glasses, Headsets & Controllers
Applicable Functions
  • Sales & Marketing
Use Cases
  • Virtual Reality
About The Customer
The customer in this case is Samsung, a multinational conglomerate known for its wide range of electronic devices, including smartphones, televisions, and home appliances. Samsung is recognized for its commitment to innovation and its ability to deliver high-quality products that enhance the lives of its customers. In this case, Samsung was seeking to create a unique, immersive VR experience to engage millennial music fans and showcase their latest technology. The company wanted to leverage the popularity of one of the UK's favourite live acts, Biffy Clyro, to create a VR experience that would be both engaging and memorable.
The Challenge
In the summer of 2016, Samsung was looking to create a unique, immersive virtual reality (VR) experience to engage millennial music fans and showcase their latest technology. The challenge was to create a VR experience that was not only innovative and engaging but also capable of reaching a large audience. The company wanted to feature one of the UK's favourite live acts, Biffy Clyro, in a way that would provide fans with an unprecedented experience. The goal was to create a VR experience that would be showcased at Boardmasters, Glasgow Summer Session and Bestival, reaching a significant number of festival-goers.
The Solution
Samsung, in collaboration with Biffy Clyro, created the Samsung HYPERCUBE, a first-of-its-kind VR experience in the UK. Using 360 cameras, the Samsung S7 Edge, and the latest in VR technology, they created a 3-minute VR experience featuring one of Biffy Clyro's latest tracks, 'Flammable'. The experience was a 360-degree visual spectacle captured from multiple perspectives with stunning pyro effects. The HYPERCUBE was designed to accommodate 50 people at a time, allowing them to go on an exclusive VR ride. After the experience, the audience was introduced to the unique Samsung product ecosystem and encouraged to share their experience.
Operational Impact
  • The Samsung HYPERCUBE was a resounding success, providing a unique and immersive VR experience that engaged millennial music fans and showcased Samsung's latest technology. The experience was a first in the UK, setting a new standard for VR experiences. The HYPERCUBE not only provided an unforgettable experience for festival-goers but also served as a powerful marketing tool for Samsung, allowing the company to showcase its unique product ecosystem and encourage attendees to share their experiences. The success of the HYPERCUBE demonstrates the potential of VR technology as a tool for experiential marketing and engagement.
Quantitative Benefit
  • Reached 130,000 festival goers over 4 weeks
  • Delivered 181,000 Samsung Gear VR experiences
  • Attracted 100+ media attendees from across the UK

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