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.
The first fleet of self-driving cars may be ready by 2020. Google has said that its car should be ready by 2020 and Tesla CEO, Elon Musk, says their Tesla’s will be fully autonomous by 2018. It appears that these driverless cars are still in the data gathering stage. Since increased safety is one of the top goals for these future cars, it is important for them to harvest great amounts of data in order for them to respond in the moment and react to potentially dangerous situations. One of the biggest worries of driverless car technology is that they may not be safe enough to utilize so a lot more data still needs to be gathered to help relieve this concern. Tesla’s Model S already features some self-driving capabilities known as “Autopilot” and it uses data and driving habits from many Tesla drivers in order to keep improving. Google’s self-driving cars have been driving around and collecting data since 2009 so its software already knows how to react to various real-life scenarios. As driverless cars are still gathering data, we may need another type of car technology to breakthrough before we go fully autonomous. In a sense, GPS technology could also be looked at as a tool that has been priming consumers for driverless cars for a long time. Cars that feature augmented reality may be able to further prime consumers into buying driverless cars. PSA Peugeot Citroen, a French multinational manufacture of automobiles, is working on one of the first cars that will finally implement built-in augmented reality in the cockpit. This technology aims to increase driver safety for a more convenient driving experience. If augmented reality cars become more popular, they have great potential to make the transition to driverless cars smoother. PSA Peugeot Citroen’s work-in-progress automobile features a built-in transparent display, projected onto the windscreen that allows the driver to view data and information without looking away from the road. The HUD is also able to adapt in real-time to objects on the road. The display will feature the usual driving information such as current speed, speed limits (implied from road signs) but it could also introduce new functions. Since the HUD is capable of covering the entire width of the windshield, it could, for instance, clearly give the driver directions or show dangers with a prominent graphic warning. The most important benefit for augmented reality driving is to increase safety. Since the useful driving information could be seen extremely quickly, drivers are sure to have a better awareness of the road and they are more likely to not be taken by surprise. Moreover, their response times may be much faster since they will be keeping their eyes on the road. For instance, they will be able to look up directions while focusing their eyes on the road instead of looking down at their phones or GPS. Since we may have to wait up to 5-10 years before we see autonomous care take over the roads, the process of driving automation will have to be gradual. PSA Peugeot Citroen will be an integral member of the car industry to make sure that the jump will not be so sudden since it will be retaining manual/human functionality. The driving information that will be displayed on the windscreen may help educate the consumer and give them a better understanding of how driving aids and autonomous cars will work. There is not any word yet on the release date of PSA Peugeot Citroen’s augmented reality vehicle but it is likely to release before 2020.
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!
The Augmented World Expo (AWE 2016) is the 7th annual trade show event that took place in the Santa Clara Convention Center on June 1st and 2nd. The expo focused on augmented reality (AR), virtual reality (VR), and wearable technology. The event itself was very similar to the Silicon Valley Virtual Reality Expo (SVVR) but it was more focused on AR. The main purpose of AWE is to help developers, start-ups, and mobile/hardware companies cultivate new technology into a productive, sustainable, and entertaining medium. The expo was also very interactive, encouraging plenty of attendees to try out demos from exhibitors. This year’s AWE show was the biggest one yet, featuring over 4000 attendees from 47 countries, 200 speakers, and 200 exhibitors. We here at uSens Inc. were part of the exhibitor list along with a balanced mix of big, medium, and small sized companies and startups such as Leap Motion, DAQRI, Intel, and Epson. The audience was also comparable to SVVR 2016. It included developers, content creators, designers, entrepreneurs, and investors, with involvement in AR, VR, and wearable technology. Our booth was extremely popular with the audience and we enjoyed their consistent enthusiasm for our AR/VR hand-tracking technology. On June 1st, our CTO, Dr. Yue Fei, was one of the speakers at AWE 2016 and he presented a case study on Inside-Out tracking and he demonstrated our Fingo technology, which tracks the hand skeleton using infrared stereo cameras on a mobile head mounted display. The next day our development team provided a developer tutorial and demonstration for ARVR Inside-out tracking. The session included recommended best hand tracking use cases and examples for uSens hardware and software development kit. Our developers also demonstrated how to integrate our hand tracking technology with Unity 3D, Java, or C++. At the end of AWE, attendees of our developer conference were able to receive our Beta Dev Kits, which included hardware and software needed to develop with uSens hand tracking. AWE 2016 featured the Auggie Awards which showcases the best AR technology. The 11 categories ranged from: best app, best hardware, and best game. We were nominated for Best Tool but Vuforia by PTC ended up winning the award. One of my favorite new products that I demoed at AWE was the winner of “best headset or smart glasses”, which was the Epson Moverio BT-300. These smart glasses, reminiscent of Google Glass, features an OLED HD display, a 5-megapixel camera, and a clever design that can fit over regular glasses. The BT-300 is scheduled to ship in October this year. The complete list of the other winners at AWE 2016 can be found here. The excitement at AWE was amazing this year and it was also one of the busiest tech expos that we have been a part of. I did not expect this much popularity from an augmented reality focused event because of the massive trend of virtual reality right now. Judging by this event, AR has a great chance of hitting the mainstream faster than VR. Below is a montage video that I filmed at AWE 2016. Enjoy! -Amanze Ugoh
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