PulsePoint, a global programmatic advertising platform, announced Thursday it has been named one of the San Francisco Bay Area’s Best and Brightest Companies for 2017.

The annual list is compiled based on employee assessments of corporate culture, benefits and overall opportunities for professional growth and development.

“We have worked very hard to cultivate a vibrant culture at PulsePoint. We want all of our team members to take pride in the work they do, to be excited to come to work every day, and to know we are committed to their professional development,” said Tom Morselli, PulsePoint’s Senior Vice President of people operations. “Receiving this award category is a true testament to PulsePoint’s core values.”

From the announcement:

PulsePoint’s dedication to creating a corporate culture where employees feel valued continues to be recognized. The company was awarded a Best Place to Work by the Business Intelligence Group for a second year in a row and was named a Best Place to Work by both Crain’s New York Business and Inc. Magazine last year.

For more information on PulsePoint’s offerings, click here.

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The following is a guest contributed post by Vince Cacace, CEO at Vertebrae.

The beginning of the era of augmented reality is here, and we have the device in our pocket to thank.

When a new technological innovation evolves from the theoretical to the practical, the most common question people ask is, “how do I get it?”

Within the next three to eight years, we will ultimately associate our relationship with augmented reality through smart glasses or contacts where digital images are overlaid onto our field of vision by intelligent optics. In the meantime, augmented reality will be introduced to the masses through a much more familiar medium… The smartphone.

New Technology Adopts The Dominant Platform

Paradigms are slow to change. Just because a new innovation or piece of hardware is getting a lot of headlines, that doesn’t mean people are actually using it or even know what it is.

For instance, it took years for traffic from mobile Web browsers to bypass that from desktop browsers. For all the hype that the iPhone had from, say, 2007 through 2012, mobile was not yet the dominant computing platform.

Companies which make money on digital traffic—media, entertainment, advertising etc.—recognized the traffic patterns and began preparing for the mobile-first future, even if it was not then a reality in their products and platforms. When a new technology comes about, most early innovations tend towards the dominant computing platform at the time. Companies loathe to abandon a viable business to move towards a newer and sparsely adopted vehicle.

Today, the dominant computing platform is mobile. People spend more time on their smartphones than on desktop computers or watching television. Thus, similar to mobile’s impact on VR 1.0 adoption (via 360 video), mobile is the perfect distribution method for the early stages of augmented reality.

Making Augmented The Reality

The foundational companies of the mobile era are the ones building the infrastructure on which immersive (spanning both VR & AR) media realities will be built. We are back to the iOS and Android platform wars of 2007, where companies are competing to own the software ecosystem of AR – to later dominate the hardware side if and when AR glasses are the device that replaces your smartphone.

Last week, the public stood transfixed at the augmented reality capabilities Apple showed off with the unveiling of the iPhone 8 and iOS 11. Artists and designers are taking to Apple’s ARKit introduced in iOS 11 to create some truly stunning animations and Waking Life-style dreamscapes presented through an iPhone’s screen. ARKit will be a foundational principle for the growth of augmented reality, accelerated through Apple’s popularity and power.

Similarly, Google’s ARCore is designed to enable creators to more easily develop augmented reality experiences that set the stage for more advanced features and functions as the technology develops in years to come. All this in addition to Project Tango.

Facebook and Snapchat are also in the game. Snap’s World Lenses are going further than vomiting rainbows of years past– and allow users to place and interact with 3D objects in the world around them. Snap has already tested the waters on a hardware play with Spectacles (which are not AR, but expose people to the concept of a wearable camera where the content can later be augmented from the app). Facebook’s Camera—part of its core Facebook app—is now enabling facial filters and other introductory AR features.

Now is the time for mobile AR, and immersive media more broadly, and it will be exciting to see which companies take advantage. Advertisers will have a field day due to the personalized experiences consumers can have with products. Imagine trying on a pair of Ray-Ban’s, or seeing what a new Mazda looks like in your driveway- without physically having either product.

Nobody (except for Niantic with Pokemon Go) has found a sticky AR use case yet – and it will be interesting to see what resonates with consumers over the coming months.

On the other hand, advertisers can take advantage of AR advertising at scale right away – delivered over the mobile browser. An AR ad doesn’t need to be sticky – it just needs to have utility and provide an engaging and personalized experience for a consumer on the path to purchase. That’s why we, at Vertebrae, have developed a turnkey and accessible cross-platform solution for advertisers that want to take advantage of all AR has to offer.

Predictions surrounding VR/AR headsets may generally agree to mass consumer adoption being three to eight years out, but the global mass adoption of smartphones– coupled with the improvements in the subsequent technology on those phones– creates an immediate lane for companies to engage audiences with immersive, interactive, virtual and augmented experiences across the mobile landscape.

The post iOS 11 Kickstarts Mobile AR Marketing appeared first on Mobile Marketing Watch.

On Tuesday, Pandora turned up the volume once again on its growing array of innovative advertising solutions designed to empower brands and engage audiences.

The leading music discovery platform has just announced that Video Plus is now available to all advertisers.

“The new ad product enables brands to pay only when users watch 15 seconds of a video ad,” Pandora explains in a statement released to media.

We’re told that, in exchange for watching the ad, listeners gain access to or unlock features that are usually available only with a subscription to Pandora Plus or Pandora Premium. Among these exceedingly popular features are the ability to skip more songs and replay tracks.

The launch of Video Plus to all advertisers follows a prolonged testing period by Pandora that commenced last fall.

Prompting the comprehensive roll out, Pandora says that Video Plus test results “prove it is effective at reaching highly-engaged consumers in sought-after demos and aligns brands with positive listening experiences.” For example:

  • The majority of users who watch these ads were between the ages of 18 and 34 with listeners under the age of 24 three times more likely to opt-in.
  • The types of listeners opting-in to these new ads and features are some of Pandora’s most engaged – they listen 57% longer and thumb 65% more.

“The competition for consumer attention is only getting more intense. Brands need high-quality ad solutions that create lasting impressions and resonate with their target audiences,” said John Trimble, chief revenue officer at Pandora. “Video Plus boosts brand awareness, builds loyalty, captures views and promotes deeper interactions with listeners who are significantly more likely to take action.”

Beginning today, an assortment of top brands like T-Mobile are mixing Video Plus into their media plans.

For more insight into and information about Video Plus, check out Pandora’s blog post here.

The post Advertising Innovator Pandora Rolls Out Video Plus for All Advertisers appeared first on Mobile Marketing Watch.

The Keli Network, a leading media company that distributes video content on its vertically-focused social channels – including Gamology, Genius Club, Beauty Studio and OhMyGoal – has launched a video analysis tool powered by artificial intelligence (AI).

The tool, called Winston, is designed to increase engagement with the company’s video content. Winston breaks down a multitude of attributes for each video including metrics on audience viewership, audience retention and drop-off, shares, views, likes, comments, and benchmarking against prior videos created.

The tool provides a ranking of the video and offers suggestions on how and where improvements can be made. The bot combines these data points with a deep understanding of the algorithms populating social media feeds to help propel virality of content. Brands can utilize Winston’s capabilities when working in partnership with Keli to produce engaging, sharable videos for marketing purposes.

“AI tools like Winston are essential to our creators as they look for deeper insights and a better understanding of valuable content,” says Michael Philippe, Keli’s CEO and co-founder. “Winston’s judgments are fascinating, often quite unexpected but always of genuine value.”

To learn more about the technology at hand, click here.

The post The Keli Network Launches AI-Powered Video Analysis Tool appeared first on Mobile Marketing Watch.

According to an analysis of 80 million ecommerce sessions on mobile and desktop between July 27, 2017 and September 5, 2017, retail search marketing company NetElixir has found that overall ecommerce sales figures for the 2017 back-to-school season increased by 3% from the previous year.

NetElixir’s back-to-school data analyzed desktop and mobile shopping separately, and found a strong continuing trend of consumers using their mobile devices for their online shopping.

According to an emailed statement:

Desktop orders were down 3% and revenue increased by 2%. For mobile, orders were up by 44% and revenue was up by 64%. The study also found that average order value (AOV) for desktop purchases increased by 4%, while mobile AOV increased by 13%, indicating that consumers are now more comfortable using mobile devices for more expensive purchases. For the back-to-school season specifically, desktop AOV increased by $5 from $127 in 2016 to $132 in 2017, while mobile AOV increased by $13 from $96 in 2016 to $109 in 2017.

“Every year, the spend on mobile just keeps accelerating and we can confidently say that mobile sales percentage contribution will continue to increase. People are getting more comfortable making purchases directly on mobile devices, which means retailers need to be prepared to convert consumers on mobile,” continued Bose. “The good news is that the gap between average order value on desktop and mobile is decreasing. Historically, this gap has been about 30 – 35%. With our back-to-school data, we see this gap coming down to under 15%, which means that the trend to spend less on mobile is waning.”

To learn more about NetElixir, click here.

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