This past week we exhibited at Augmented World Expo in Santa Clara. The annual AR/VR event is gaining traction as the leading merger of minds in our industry, and this year’s event was no different. We were pleased to demo our latest technology with the 4,700 attendees who came out to make this the biggest AWE yet. AWE was a time to celebrate for uSens, as we announced the winners of our uDev Challenge and awarded cash prizes to our U.S. regional champions. The #uDevChallenge saw software developers compete to create unique AR and VR apps using our SDK and the uSens Fingo module. When the final panelist scores were tallied, Chris Wren and his app MonsterShop walked away with the $50,000 U.S. grand prize. MonsterShop delivers the framework for a VR retail experience by allowing players to customize the appearance of monster avatars via drag-and-drop hand gestures. $50,000 is a lot of money, so we asked Chris: What will you do next? “I’m putting my daughter through college!” Well done, Chris! You can purchase the same Fingo module Chris used to develop his prize-winning app! Visit usens.myshopify.com to get yours for just $99.
By Dr. Yue Fei, CTO and Cofounder of uSens 2017 will be a pivotal year for virtual and augmented reality, given rather precarious positioning in the trough of disillusionment on the famed “hype cycle.” Industry predictions are starting to grow lofty again, with the most recent IDC study claiming that AR and VR headset shipments will approach 100 million in the next 5 years. VR/AR funding is at an all-time high. And the number of active users is forecast to reach 171 million by 2018. But does any of that mean the long dark night is over? Not just yet. We’re going to be disappointed if we expect the industry to continue growing unabated. The promise of AR/VR may be widely understood by the general public, but that doesn’t necessarily make it a mainstream technology. Right now, the industry is still plagued by user nausea, not to mention a lack of content and affordability issues. The knight in shining virtual armor, for the near term, will be smartphone-based VR platforms. With their greater ease of use, lower cost, and wider range of games and applications, Mobile VR is like the “gateway drug” that will give way to mass adoption. Eventually. There are a few big players in Mobile VR already: Google, LG, and Lenovo. But given that there are approximately 2 billion active mobile smartphones in the world capable of providing AR/VR content, we should expect more mobile makers to jump on the bandwagon and come out with their own devices and applications soon. Mobile VR presents a much lower cost-of-entry for consumers, and much less risk for manufacturers. Naysayers will point out that current smartphones just aren’t built to handle the intense computational load that VR requires, and they’re right. Most legacy mobile devices are still apt to kick into overdrive and overheat while running a sim, which puts a time limit on any VR fun. But chip makers and smartphone manufacturers are already stepping up their game: 2017 is the year we’ll see VR-friendly devices that don’t bake as easily and are designed to handle the additional processing. Even with state of the art mobile devices distributed by the millions across the world, if there’s no content to run on them, VR won’t latch on. Some developers have taken the plunge and created crowd favorites (à la Pokémon Go), but we still haven’t seen the “killer app.” At this point, I don’t know that there will be one. We might just see content growth via user engagement campaigns from healthcare, social, and enterprise applications. Consumers often wait until “the timing is finally right” to adopt a new technology. Such timing is rarely tied directly to one event, but rather a collection of events that eventually collect enough weight to tip the scale. VR content in myriad forms will be required to supply that substance. Meeting (and then exceeding) consumer expectation will depend heavily on the available ways users can immerse themselves into the content and interact with it. Which leads me to another hurdle: There are some basic human-computer interaction problems that the industry must address this year. The ability to employ familiar interfaces — seamlessly scroll, tap, or type to navigate your way through a virtual realm — would make a world of difference. Until recently, natural gesture and position tracking have been a challenge in AR/VR, but the industry is rising to the challenge: HTC has years of investment in external trackers and the Oculus Rift will eventually deploy hands-free control. There is nothing yet on the market that successfully combines mobile 3D hands-free tracking AND robust head position tracking in AR/VR, but we’re working on it. Inside the AR/VR echo chamber, it’s easy to think that the public is ready to fully embrace our technology. But it’s still early days. Virtual reality is not for everyone, and there are going to be many more unforeseen obstacles to overcome as the sector matures. For those of us founding this entirely new industry, a clear focus on known issues as we pass beyond hype and into certainty will sustain us through 2017 and beyond.
This is a guest blog post contributed by Rezin8 of San Diego, California. University donors, philanthropic leaders, and esteemed pillars of the UC San Diego community gathered to kick off the public phase of an ambitious $2 billion comprehensive fundraising campaign. This project will drive innovation that advances society, propels economic growth, and makes the world a better place. The public research university collaborated with Rezin8, a paradigm-shifting creative lab, to present attendees with a unique guided tour and presentation that will serve as a portal to the interactive reality. Driven by boundless curiosity and a foundational mandate to challenge traditional thinking, UCSD is pioneering breakthroughs in nanotechnology, climate science, machine learning, emerging arts, and much more. Champions of the university think it’s just the beginning. UCSD spent the evening taking a look back at the achievements their alumni were able to make in technology and medicine. More importantly, they took the time to ignite a future of innovation and advancement they want to bring into fruition. To bring UCSD’s enthusiastic vision to the reality, Rezin8 designed and developed a unique experience by leveraging interactive content coupled with augmented reality, virtual reality, futuristic presentations, performances, smart bracelets, and robotics — these were just a few of the innovative technologies deployed as part of what was a captivating and inspirational evening for all. The event transitioned from a tunnel to a cocktail area in the gymnasium. From the entrance of the tunnel, attendees had their own unique reality experience. Different settings will cater the visual displays to a more custom setting — attendees were welcomed with their names digitally displayed. To augment reality, tablets were distributed to each attendee in the cocktail area. This tablet provided a variety of special effects throughout the event. Human interactions were minimized for this special event. A robot, programmed and coded by Rezin8, traversed from guest to guest to take photos. As seen through the tablet, the augmented reality and digital content progressed with attendees as they moved through the tunnel. Special effects like rain and clouds were a part of the experience and changed depending on the attendee’s time and location within the experience. The event also included a futuristic live performance to the presentation. Nathan East, considered one of the most recorded bass players in music history, performs as a digital projection. Rezin8, UC San Diego’s creative partner for the event, is no stranger to high-tech digital performances. In 2012, the creative lab worked with Digital Domain to deliver one of the most legendary music performances in history – the Tupac hologram for Coachella. The event celebrates a halfway point to their fundraising goal, and serves as a critical moment to support the completion of their $2 billion fundraising campaign. The evening was a fully automated, tech-fueled experience, manifested in the living spirit of innovation – the very heart of UCSD. Saturday’s event inspires action from the ever-expanding community of innovators at UC San Diego and beyond — students, alumni, faculty, and philanthropists. Established in 1960, UC San Diego has become one of the world’s 15 largest research universities.
As five days in sunny San Francisco came to a close, it was clear that virtual reality was all the buzz throughout the duration of Game Developers Conference, especially with the first two days of the conference being completely dedicated to VR. VRDC brought VR tutorials, VR boot camps and industry relevant speakers into an immersive AR/VR experience at the Moscone Center. This was VRDC’s second year and featured two different tracks for attendees to participate in: VR and AR for game development and VR and AR for other forms of entertainment–from CG movies to filmed experiences and beyond. It’s clear that VRDC’s presence for the second year at arguably the largest gaming conference in the world, means that virtual, augmented and mixed reality is the future and the most important steps in developing games for users and progressing the industry forward. The following three days opened the exhibition floor to companies and organizations to display their relevance to the gaming industry and how their technologies and products can progress technological advances to the next level. Oculus brought a full array of systems and demos to GDC sending an army of employees donning distinctive indigo shirts to recruit attendees to use their system with Oculus Touch controllers. PlayStation and its deep lineup of games allowed GDC-goers to sample everything from Grand Turismo Sport in a sit-in pod with a PS4 Pro to bringing back the infamous Crash Bandicoot of the early PlayStation days, and showcasing its wide variety of PSVR games as well. However, while controllers in VR and gaming in general still play a prevalent part in those fields, hand tracking sparked the interest of industry professionals and the thousands at GDC. USENS INC was a trending topic of conversation over the three days on the exhibition floor of the South Hall at the Moscone Center. We demonstrated our hand tracking capabilities with demos to show to the attendees of GDC. With several FINGO demos set-up, thousands of people in attendance flocked to the uSens booth (which happened to be close to the primary restrooms of the hall for maximum foot traffic – very strategic 😉). Throughout GDC, USENS interacted in-person and over all social media channels with tech, AR/VR and gaming influencers, journalists and industry professionals — all raving about USENS and FINGO. Here are just a couple examples: @DennisScimeca: Seriously: If you’ve never tried hand tracking in VR and have time, stop by the @usensinc booth. Tech works exactly as advertised. #gdc17. @Alexis_Macklin: Enjoyed testing out @usensinc at #gdc17. From verified Twitter users who promoted uSens to their thousands of followers to the individuals on social media who post with just a passion about their interests, USENS and our FINGO were trending topics coming out of GDC. USENS INC was featured in an article by Gao Yun of CGTN featuring FINGO and our tracking capabilities: San Jose, California-based uSens – founded by two Chinese developers – created a technology that utilizes a camera to recognize all the individual bones inside the hand, and then relays that information to the application. “Right now, people cannot interact directly in VR, but holding a controller is unnatural,” said Fei Yue, co-founder and CTO of uSens, adding that they are now letting people do whatever they want to do in real world. As VR moves further into mainstream society, technologists agree that the experience needs to become more natural, and ironically, more like everything in the real world.
uSens, Inc., a pioneer in hand-and-head tracking technologies for Augmented and Virtual Reality, has appointed Dr. Eunseok Park to the new position of U.S. general manager. A collaborator on nearly 200 world patents, Dr. Park was most recently the U.S. regional director for Samsung Advanced Institute of Technology (SAIT), where he managed research and development in emerging technologies across all four U.S. sites. In his new role with uSens, Dr. Park will tap into the deep business relationships he has established with the world’s leading academic and corporate research entities. “We are so proud to have a leader with the pedigree of Eunseok Park join the uSens team,” said Anli He, CEO and co-founder of uSens. “He brings incomparable expertise in administration and management of engineering projects and in nurturing teams. uSens will benefit from his broad connections to attract the highest caliber of research and engineering talent and to build industry partnerships that will grow uSens’ footprint in the ARVR industry.” “I couldn’t be more excited at the opportunity to join uSens at this stage of the company’s growth. I look forward to experiencing the startup world from the inside and to apply my management and operational skills to take uSens to the next level of maturity,” said Dr. Park. “During my tenure with SAIT, I established deep relationships with the top research sites across the U.S. and Europe. I’m excited to mine those connections to bring more world-class research talent into uSens, and to help uSens in the commercialization of its AR and VR tracking solutions.” A Visionary Leader Dr. Eunseok Park has spent the last 11 years with the Samsung Advanced Institute of Technology (SAIT), the main research and development center for Samsung Electronics and other businesses within the Samsung Group. Beginning his career at SAIT as a senior researcher, Dr. Park eventually became regional director for Europe, where he identified and developed new areas of research in emerging technologies including mobile health. He also oversaw strategic IP for licensing or purchasing, and supported collaborations with leading European research institutes and business partners. As regional director for the U.S., Dr. Park managed R&D and operations across four sites and more than 100 employees, coordinated joint research projects with leading U.S. academic entities, and identified startups for angel and early-round investments. Dr. Park received his MS degree and PhD in electrical engineering from Syracuse University in New York, and an MBA from Sogang University in Seoul, South Korea. In addition to his extensive patent portfolio, Dr. Park is the author of many articles published for IEEE symposiums.
Over the last several weeks, Snap Inc. jumped head first into the fashion industry when they introduced the first pair of sunglasses to the public. Coming out of a vending machine near the Snap Inc. HQ in Venice Beach, CA, Spectacles drew customers from Southern California and beyond wanting to get fresh, new, smart pair of eyewear from the social media giant. After the initial release of the glasses in Venice Beach, a Spectacle pop-up vending machine appeared up the coast of California, in Loma Point, CA (near Big Sur), allowing interested Northern California customers to hop on the Spectacle-train. The “Snapbots” have now been showing up throughout the U.S. (including Tallahassee (FL), Catoosa (OK), Catalina Island (CA), Honolulu (HI), and several other cities as well). Snap Inc. are selling the sunglasses for $129.99 at resale but according to TechCrunch, “Snapchat staff on location are apparently telling people in line the vending machine in Big Sur won’t be restocked once it sells out. The long lines from Friday, along with high selling prices on eBay that are hitting 20x the original Spectacles selling price.” Twenty times the original selling price…the question is: are the new Snapchat sunglasses even worth the initial price as a high-end, fashionable eyewear accessory, are they just a toy or are they the future of augmented reality? As far as high-tech glasses go, immediate thoughts go to the Google Glass. While starting at a mere $1,500 for the public, Google Glass prided itself on being virtually a hands-free smartphone. Many critics dubbed Google’s foray into wearable tech a flop. The massive price-tag, the marketing strategies setting an unrealistic expectation, amongst other variables deemed the Google Glass not worth the time or the money to the public. Google Glass prided itself on features and the potential of endless possibilities and that ultimately proved to be a massive letdown. Snap Inc.’s Spectacles seems to pride itself on only have three primary uses: record 10-second videos, protection from the sun and fun. While it’s 2016 debut is made for entertainment, this could be Snap Inc.’s first step into the AR and VR realm. Snapchat recently purchased Israeli augmented reality startup Cimagine for an estimated $30 – 40 million. Cimagine has developed augmented reality technology that allows its users to seen on the screen of their mobile devices how appliances and furniture look in their respective homes. In an article spotlighting Snapchat and Spectacles, Anita Balakrishnan of CNBC wrote: Already ‘the social media platform of our time,’ Snapchat could now own the means of both producing and distributing its content, said Julia Sourikoff, who heads VR and 360 for Tool of North America, an award winning commercial production company that has a rapidly growing virtual reality division. For brands, that could mean a not-too-distant future where consumers could head out to stores to meet holograms of the trendy influencers who are already avid Snapchat users. Spectacles aren’t trying to completely revolutionize the high-tech, smart technology game right away. They are simply establishing that they are becoming a player in the wearable tech and the AR/VR space. Snapchat is clearly going to be the premise for which all of Snap Inc.’s future products will be built on.
uSens Inc. was featured in USA Today on Wednesday, after a successful showing at CES Unveiled in Las Vegas. In “CES 2017: The coolest tech you have to see”, USA Today wrote that: An attendee demonstrated Fingo, a device added to virtual reality goggles to incorporate hand gestures. Check out the article and visit uSens Inc. at CES 2017 this week!
After CES Unveiled in Las Vegas on Tuesday night Janko Roettgers, senior Silicon Valley correspondent for Variety, featured uSens Inc. Roettgers tweeted out that: The Fingo VR hand tracking module is one of the cooler things I got to see at CES Unveiled. Check out the article and visit uSens Inc. at CES 2017 this week!
Facebook F8 is an annual conference keynote that took place on April 12 and 13 at Fort Mason in San Francisco, CA. The event was directed at developers and entrepreneurs who build products and services for the social network. During the conference, Zuckerberg mentioned that virtual reality could be the best form of social networking because of its strong communal immersion. He illustrated this idea by showing off the Toybox Demo for Oculus Touch. Facebook also presented an open source camera rig that they are calling the “Surround 360 Camera”. The camera, made with 17 combined cameras, will be able to shoot 3D-360 8K video at a smooth 60 frames per second. According to Chris Cox, Facebook’s vice president of product, the company plans to share the hardware design and stitching algorithm on Github this summer. The Oculus team also demoed their VR selfie stick that aims to make VR social. With the virtual stick, users will be able to take photos of their avatars in front of famous landmarks. Once the photo is taken, the user can share it with their Facebook friends’ virtual mailbox so they could post it on the site. After talking about VR, Zuckerberg, shifted the topic to augmented reality. Surprisingly, it was the first time that Zuckerberg revealed Facebook’s interest in AR. The Facebook CEO said that we could use AR apps to replace physical objects such as an AR TV set. Facebook also showed that they wanted to combine both AR and VR into their devices, which is also what we are working on here at uSens Inc. Near the end of the conference, Zuckerberg presented a photo of a pair of black glasses. These glasses were only a glimpse into the future of Facebook tech with Zuckerberg saying that VR/AR headsets will look like a regular pair of eyeglasses in 10 years. VR and AR were also featured at the end of Facebook’s 10-year road map, along with artificial intelligence and connectivity. Now that Facebook is officially on the AR train with Google and Microsoft, it should be interesting to see how this competition will help bring AR to new heights. -Amanze Ugoh
The mobile picture & video messaging app, Snapchat, has come a long way from its simple and humble beginnings. Originally launched as “Picaboo” in 2011, the company now has a staggering $16 billion valuation and has successfully retained longevity by constantly adding new features and updates. The company’s video traffic is even catching up with Facebook, at 7 billion monthly views with Facebook leading at 8 billion monthly views. Plenty of the videos that are being viewed on the app are utilizing augmented reality because of a recent camera feature. In fact, Snapchat has been expressing interest in the AR field for quite a while now. Snapchat initially garnered interest in AR when Google Glass publically launched for a limited time and gained attention in 2014. During winter of 2014, Snapchat spent $10 million to acquire Vergence Laboratories, a company in Venice, CA that created the video recording glasses known as Epiphany Eyewear. Around this time, Snapchat also purchased Scan.me, a QR-code generator, that appears in the apps “Snaptags” function which provides a quick and easy way to add friends. The company has also hired many people from augmented reality groups such as Microsoft’s HoloLens, PTC’s Vuforia, and more. This information could either mean that Snapchat will be entering the wearable technology space soon with smart glasses or that they will continue to develop the augmented reality software that is already thriving inside the app. In September of 2015, Snapchat deployed an innovative feature called “Lenses”. Lenses reinvents the selfie with an ever-changing variety of augmented reality animations. Users can experience augmented reality by pointing their cameras onto their faces. After a second or two of scanning, the user is able to choose between many different facial animations that change daily. If a user finds a lens that they like, they are able to purchase it for $0.99 to own the lens indefinitely. Snapchat has also been selling personalized Lenses for corporate sponsors, like Fox, to use. It is quickly becoming more apparent that augmented and virtual reality will completely take over the mainstream. The social media giant, Facebook has already acquired Oculus and now Snapchat is showing major interest in the AR field. Historically, AR has been hugely overlooked in comparison to VR but Snapchat seems to be looking to change that. With Snapchat’s 100+ million daily users, more people are becoming exposed with augmented reality. Snapchat is the only company that is introducing AR to the millennial audience at an extremely rapid rate. Snapchat is the undisputed leader of ephemeral messaging and at this rate, they will probably be the leader in AR as well. Here at uSens Inc, we are aiming to lessen the gap between AR and VR so we are delighted to see Snapchat help popularize AR even further. Snapchat may even move the focus of AR to social networking just as how VR is closely associated with gaming. -Amanze Ugoh