augmented reality

Auto Added by WPeMatico

1 2 3 29

Meet retail’s new sustainability strategy: Personalization

We have been raised to believe in recycling, but it has mostly been a sham — only 9% of all plastic waste produced in 2018 was recycled. The beauty industry produces over 120 billion units of packaging every year, little of which is recycled. Globally, an estimated 92 million tons of textile waste ends up in landfills.

Reducing waste is key to meeting environmental milestones, and some retail firms have narrowed in on a unique approach to minimize what their customers throw away: personalization. Accurate personalization can guide consumers to the right products, reducing waste while increasing conversion and loyalty.

Reducing waste is key to meeting environmental milestones, and some retail firms have narrowed in on a unique approach to minimize what their customers throw away: personalization.

For big brands and retailers, personalization is expected to be the top category for tech investment this year. Moreover, personalization holds high appeal, with 80% of survey respondents indicating they are more likely to do business with a company if it offers personalized experiences and 90% indicating that they find personalization appealing, according to a survey by Epsilon.

Startups that deliver sustainable personalization solutions that also improve business for retailers and brands fall into three categories:

  • AR virtual try-on with shade matching.
  • Advanced virtual fitting rooms with VR/AR for fashion.
  • Smart packaging with IoT and distributed ledger technology.

AR virtual try-on with shade matching

Faces are easy to map, since it’s not difficult to virtually place a lipstick color on a face, but using AR and AI to recommend skin-tone-matching makeup products has been challenging for many AR virtual try-on companies. “I’ve been searching for an intuitive foundation-shade-finder tool since launching Cult Beauty in 2008, and nothing has lived up to the experience of having a professional match you in daylight until I discovered MIME,” says Alexia Inge, founder of Cult Beauty. “There are so many variables like light, skin tones, prevalent undertones, device, screen, OS, formula density, formula oxidation, as well as preferences for coverage levels, finish, brand and skin type,” she says.

MIME founder and CEO Christopher Merkle said, “Virtual try-on has exploded in the past few years, but for color cosmetics, the technology doesn’t help solve the primary customer pain point: shade matching. From day one, I decided to focus our company’s R&D efforts exclusively on color accuracy. I want to make sure that when the consumer receives their foundation or concealer in the mail, it’s the perfect shade once applied to their skin.”

MIME’s Shade Finder AI allows consumers to take a photo of themselves, answer a few questions, then get matched with a makeup color that pairs with their skin tone. MIME helps retailers and brands increase their online and in-store purchase conversion by up to five times. More than 22% of beauty returns are due to poor customer color purchases, but Merkle says MIME can get returns as low as 0.1%.

Powered by WPeMatico

Korean 3D spatial data tool startup Urbanbase closes $11.1M Series B+ round

Urbanbase, a Seoul-based company that develops a 3D spatial data platform for interior planning and design, announced today it has raised $11.1 million (13 billion won) in a Series B+ round as it scales up.

This round of funding was led by Hanwha Hotel & Resort, which is a subsidiary of South Korean conglomerate Hanwha Corporation.

Urbanbase, founded in 2013 by chief executive officer and a former architect Jinu Ha, has now raised $20 million (approximately 23 billion won) in total.

Existing investors did not join this round. The company had raised Series A funding of $1.8 million and an additional $1.2 million in 2017 and its first Series B round in April 2020, from backers that included South Korea-based Shinsegae Information & Communication, Woomi Construction, SL Investment, KDB Capital, Shinhan Capital, Enlight Ventures, CKD Venture Capital, and Breeze Investment, Ha said.

The latest funding will be used for enhancing its B2B SaaS, investing in R&D for advanced virtual reality (VR), augmented reality (AR) and 3D tools, which are considered core technologies of metaverse that is its new business Urbanbase plans to enter, according to Ha. Global metaverse market size is projected to increase $280 billion by 2025 from $30.7 billion in 2021, based on Strategy Analytics’ report.

Companies that focus on opportunities in the so-called “metaverse” have been growing as part of a next-generation approach to building viable business models in areas like virtual and augmented reality, and all the hardware and software and new tech that are being built for them. Big tech corporations, ranging from Facebook, Intel to Microsoft, are targeting to move in the area. Apple also waded into the area of virtual reality, working on developing a high-end VR headset.

Urbanbase also plans to upgrade its home interior software platform, Urbanbase Studio, that has functions to transform 2D indoor space images into 3D displays via Urbanbase’s patented algorithm, visualize interior products in augmented reality and analyze spatial images based on the AI technology.

Urbanbase claims 50,000 monthly active users with 70,000 registered B2C users. The company has about 50 B2B customers.

“Most of our B2B clients are large conglomerates in South Korea and Japan, for example, LG Electronics, Japan-based Mitsubishi Real Estate Service, Nitori Holdings, Dentsu Group and SoftBank, but we would like to extend our B2B clients base to small, midsized companies and bring more B2C users after closing the Series B+ funding,” Ha mentioned.

Urbanbase is seeking an acquisition target in prop-tech and construction technology sectors, Ha told TechCrunch. Urbanbase currently focuses on developing the interior tools for apartment buildings because about 70-80 percent of total households in South Korea and Japan live in apartments, Ha said, adding that it will diversify its portfolio by acquiring a startup that covers different types of residence.

It currently operates the platform in Korean and Japanese, but it will add English language service prior to entering in Singapore in the end of 2021, Ha said.

Powered by WPeMatico

After community backlash, Pokémon GO reinstates a COVID safety and accessibility feature

Pokémon GO announced yesterday that it will permanently keep an in-game feature that made the game easier to play while social distancing. Introduced at the onset of the COVID-19 pandemic, the feature doubled the interaction radius around key augmented reality landmarks that are essential to gameplay. Though Niantic — parent company to Pokémon GO — removed the feature earlier this month, it chose to permanently reinstate it after weeks of community- and creator-led backlash.

Pre-pandemic, Pokémon GO players needed to be within 40 meters of a PokéStop or Gym to interact with it, but with the now-permanent change, the radius is expanded to 80 meters. Incidentally, players with disabilities found that this feature made the game more accessible to people with limited mobility. As one of the first mainstream AR mobile games, Pokémon GO is virtually unplayable if you’re unable to travel to real-world landmarks like PokéStops and Gyms — so allowing users to interact with these landmarks from farther away (for example, if a wheelchair-user can’t journey off of a paved sidewalk) opened the game up to new players.

Because Pokémon GO has long positioned itself as a game that encourages real-world exploration, worldwide lockdowns posed a unique challenge for Niantic. But by making some small changes — like expanding the interaction radius by just 40 meters, increasing Pokémon spawns and making it easier to obtain more PokéBalls — the game became easier to play from home.

These changes didn’t break the game or contradict its adventurous spirit, which made the rollback of a well-loved upgrade confusing for players, especially in light of the spreading Delta variant. From a financial standpoint, the app thrived during the pandemic. In 2020, Pokémon GO had its best-earning year since its launch in 2016, earning over $1 billion. According to app analytics firm Sensor Tower, this upward trend continued for Pokémon GO in the first half of 2021, with $642 million. This marked a 34% increase in consumer spending compared to the first half of 2020, when it made $479 million.

After Niantic reduced the interaction radius, Pokémon GO content creators and community members worked together to write an open letter to Niantic, which caused the hashtag #HearUsNiantic to trend on Twitter. The letter expressed that the increased radius made the game safer, more accessible and less intrusive.

Some players organized a boycott of the game on August 5th, which was referred to as “Pokémon No Day.” That same day, Niantic issued a response letter addressed to the Pokémon GO community.

“Encouraging people to explore, exercise and safely play together in person remains Niantic’s mission. The health and wellbeing of players is our top priority,” Niantic’s statement read. The company formed an “inter cross-functional team” to address these concerns and invited prominent Pokémon GO content creators to share community feedback. While expanding the interaction radius is the first result of the task force, Pokémon GO tweeted that it will share more findings on September 1.

TechCrunch asked Niantic why it initially chose to rebuke these gameplay updates despite positive community feedback, increased revenue and an ongoing pandemic, but Niantic declined to comment.

Despite players’ visible negative response on social media, Sensor Tower told TechCrunch that it didn’t see any change in consumer spending or active users for Pokémon GO around the time of the in-game strike. However, there was a significant uptick in negative App Store reviews.

Though the wider interaction radius is now reinstated, some players remain frustrated, since community leaders had previously provided this feedback in June after Niantic announced its plans to roll back these changes.

“Why did it have to take this giant community movement for any of our feedback to be heard?” said creator ZoëTwoDots in a YouTube video.

Powered by WPeMatico

Can advertising scale in VR?

One of VR’s prospective revenue streams is ad placement. The thought is that its levels of immersion can engender high engagement with various flavors of display ads. Think billboards in a virtual streetscape or sporting venue. Art imitates life, and all that.

This topic reemerged recently in the wake of Facebook’s experimental ads in Blaston VR. As TechCrunch’s Lucas Matney observed, it didn’t go too well. The move triggered a resounding backlash, followed by the game publisher, Resolution Games, backing out of the trial.

This chain of events underscored Facebook’s headwinds in VR ad monetization, which stem from its broader ad issues. In fairness, this was an experimental move to test the VR advertising waters … which Facebook accomplished, though it didn’t get the result it wanted.

VR advertising is a bit of a double-edged sword. It could take several years for VR usage to reach requisite levels for meaningful ad monetization.

Regardless, we’ve taken this opportunity to revisit our ongoing analysis and market sizing of VR advertising in general. The short version: There are pros and cons on both qualitative and quantitative levels.

The pros of VR advertising

VR advertising’s opportunity goes back to factors noted above: potentially high ad engagement given inherent levels of immersion. On that measure, VR exceeds all other media, which can mean higher-quality impressions, brand recall and other common display-ad metrics.

Historical evidence also suggests that VR could follow a path toward ad monetization. VR shows similar patterns to media that were increasingly ad supported as they matured. These include video, social media, mobile apps and games (just ask Unity).

To put some numbers behind that, 75% of apps in the Apple App Store’s first year were paid apps — similar to VR today. That figure declined to 15% in 2014 and hovers around 10% today. Over time, developers learned they could reach scale through free downloads.

Prevalent revenue models today include in-app purchases — especially in mobile gaming — and advertising. The question is whether VR will follow a similar path as developers learn that they can reach scale faster through free apps that employ “back-end monetization” like ad support.

This trend also follows audience dynamics: Early adopters are more likely to pay for content and experiences. But as a given technology or media matures, its transition to mainstream audiences requires different business models with less upfront commitment and friction.

“Today, there are only about 18% of applications in VR stores such as Steam and Oculus that are free,” Admix CEO Samuel Huber said. “This is fine for now because we are still very early in the market and most of these users are early adopters. They are willing to pay for content, just like they were willing to pay for prototype unproven hardware and generally, they have higher purchasing power than the average person.”

Drawbacks of VR advertising

Considering the above advantages, VR advertising is a bit of a double-edged sword (or beat saber). Those advantages are counterbalanced by a few practical disadvantages in the medium’s early stage. Much of this comes down to the requirement for scale.

Powered by WPeMatico

How to cut through the promotional haze and select a digital building platform

Everyone from investors to casual LinkedIn observers has more reasons than ever to look at buildings and wonder what’s going on inside. The property industry is known for moving slowly when it comes to adopting new technologies, but novel concepts and products are now entering this market at a dizzying pace.

However, this ever-growing array of smart-building products has made it confusing for professionals who seek to implement digital building platform (DBP) technologies in their spaces, let alone across their entire enterprise. The waters get even murkier when it comes to cloud platforms and their impact on ROI with regard to energy usage and day-to-day operations.

Breaking down technology decisions into bite-sized pieces, starting with fundamental functions, is the most straightforward way to cut through the promotional haze.

Facility managers, energy professionals and building operators are increasingly hit with daily requests to review the latest platform for managing and operating their buildings. Here are a few tips to help decision-makers clear through the marketing fluff and put DBP platforms to the test.

The why, how and what

Breaking down technology decisions into bite-sized pieces, starting with fundamental functions, is the most straightforward way to cut through the promotional haze. Ask two simple questions: Who on your team will use this technology and what problem will it solve for them? Answers to these questions will help you maintain your key objectives, making it easier to narrow down the hundreds of options to a handful.

Another way to prioritize problems and solutions when sourcing smart-building technology is to identify your use cases. If you don’t know why you need a technology platform for your smart building, you’ll find it difficult to tell which option is better. Further, once you have chosen one, you’ll be hard put to determine if it has been successful. We find use cases draw the most direct line from why to how and what.

For example, let’s examine the why, how and what questions for a real estate developer planning to construct or modernize a commercial office building:

  • Why will people come? — Our building will be full of amenities and technological touches that will make discerning tenants feel comfortable, safe and part of a warm community of like-minded individuals.
  • How will we do it? — Implement the latest tenant-facing technology offering services and capabilities that are not readily available at home. We will create indoor and outdoor environments that make people feel comfortable and happy.
  • What tools, products and technology will we use?

This last question is often the hardest to answer and is usually left until the last possible moment. For building systems integrators, this is where the real work begins.

Focus on desired outcomes

When various stakeholder groups begin their investigations of the technology, it is crucial to define the outcomes everyone hopes to achieve for each use case. When evaluating specific products, it helps to categorize them at high levels.

Several high-level outcomes, such as digital twin enablement, data normalization and data storage are expected across multiple categories of systems. However, only an enterprise building management system includes the most expected outcomes. Integration platform as a service, bespoke reports and dashboarding, analytics as a service and energy-optimization platforms have various enabled and optional outcomes.

The following table breaks down a list of high-level outcomes and aligns them to a category of smart-building platforms available in the market. Expanded definitions of each item are included at the end of this article.

Powered by WPeMatico

Apple’s RealityKit 2 allows developers to create 3D models for AR using iPhone photos

At its Worldwide Developers Conference, Apple announced a significant update to RealityKit, its suite of technologies that allow developers to get started building AR (augmented reality) experiences. With the launch of RealityKit 2, Apple says developers will have more visual, audio and animation control when working on their AR experiences. But the most notable part of the update is how Apple’s new Object Capture API will allow developers to create 3D models in minutes using only an iPhone.

Apple noted during its developer address that one of the most difficult parts of making great AR apps was the process of creating 3D models. These could take hours and thousands of dollars.

With Apple’s new tools, developers will be able take a series of pictures using just an iPhone (or iPad, DSLR or even a drone, if they prefer) to capture 2D images of an object from all angles, including the bottom.

Then, using the Object Capture API on macOS Monterey, it only takes a few lines of code to generate the 3D model, Apple explained.

Image Credits: Apple

To begin, developers would start a new photogrammetry session in RealityKit that points to the folder where they’ve captured the images. Then, they would call the process function to generate the 3D model at the desired level of detail. Object Capture allows developers to generate the USDZ files optimized for AR Quick Look — the system that lets developers add virtual, 3D objects in apps or websites on iPhone and iPad. The 3D models can also be added to AR scenes in Reality Composer in Xcode.

Apple said developers like Wayfair, Etsy and others are using Object Capture to create 3D models of real-world objects — an indication that online shopping is about to get a big AR upgrade.

Wayfair, for example, is using Object Capture to develop tools for their manufacturers so they can create a virtual representation of their merchandise. This will allow Wayfair customers to be able to preview more products in AR than they could today.

Image Credits: Apple (screenshot of Wayfair tool))

In addition, Apple noted developers including Maxon and Unity are using Object Capture for creating 3D content within 3D content creation apps, such as Cinema 4D and Unity MARS.

Other updates in RealityKit 2 include custom shaders that give developers more control over the rendering pipeline to fine tune the look and feel of AR objects; dynamic loading for assets; the ability to build your own Entity Component System to organize the assets in your AR scene; and the ability to create player-controlled characters so users can jump, scale and explore AR worlds in RealityKit-based games.

One developer, Mikko Haapoja of Shopify, has been trying out the new technology (see below) and shared some real-world tests where he shot objects using an iPhone 12 Max via Twitter.

Developers who want to test it for themselves can leverage Apple’s sample app and install Monterey on their Mac to try it out. They can use the Qlone camera app or any other image capturing application they want to download from the App Store to take the photos they need for Object Capture, Apple says. In the fall, the Qlone Mac companion app will leverage the Object Capture API as well.

Apple says there are over 14,000 ARKit apps on the App Store today, which have been built by over 9,000 different developers. With the more than 1 billion AR-enabled iPhones and iPads being used globally, it notes that Apple offers the world’s largest AR platform.

read more about Apple's WWDC 2021 on TechCrunch

Powered by WPeMatico

Augmented reality NFT platform Anima gets backing from Coinbase

Augmented reality and non-fungible tokens, need I say more? Yes? Oh, well NFTs have certainly had their moment in 2021, but the question of what they do or what can be done with them has certainly been getting voiced more frequently as the speculative gold rush begins to cool off and people start to think more about how digital goods can evolve in the future.

Anima, a small creative crypto startup built by the founders of photo/video app Ultravisual, which Flipboard acquired back in 2014, is looking to use AR to shift how NFT art and collectibles can be viewed and shared. Their latest venture is an effort to help artists bring their digital creations to a bigger digital stage and help find what the future of NFTs looks like in augmented reality.

The startup has put together a small $500K pre-seed round from Coinbase Ventures, Divergence Ventures, Flamingo DAO, Lyle Owerko and Andrew Unger.

“As NFTs move away from being a more speculative market where it’s all about returns on your purchases, I think that’s healthy and it’s good for us specifically because we want to make things that are more approachable,” co-founder Alex Herrity says.

Their broader vision is finding ways for digital objects to interact with the real world, something that’s been a pretty top-of-mind concern for the AR world over the last few years, though augmented reality development has cooled more recently as creators have sunk into a wait-and-see attitude toward new releases from Apple and Facebook. Both the AR and NFT spaces are incredibly early, something Anima’s co-founders were quick to admit, but they think both spaces have matured enough that the gimmicks are out in the open.

“There’s a context shift that happens when you see AR as a vehicle to have a tactile relationship with something that you collected or that you see is a lifestyle accessory versus the common thing now where it’s a little bit more of an experiential gimmick,” co-founder Neil Voss tells TechCrunch.

The team has worked with a couple artists already as they’ve made early experiments in bringing digital art objects into AR and they’re launching a marketplace late next month based on ConsenSys’s Palm platform, where they hope to showcase more of their future partnerships.

 

Powered by WPeMatico

Snap acquires AR startup WaveOptics, which provides tech for Spectacles, for over $500M

Snap yesterday announced the latest iteration of its Spectacles augmented reality glasses, and today the company revealed a bit more news: it is also acquiring the startup that supplied the technology that helps power them. The Snapchat parent is snapping up WaveOptics, an AR startup that makes the waveguides and projectors used in AR glasses. These overlay virtual images on top of the views of the real world someone wearing the glasses can see, and Snap worked with WaveOptics to build its latest version of Spectacles.

The deal was first reported by The Verge, and a spokesperson for Snap directly confirmed the details to TechCrunch. Snap is paying over $500 million for the startup, in a cash-and-stock deal. The first half of that will be coming in the form of stock when the deal officially closes, and the remainder will be payable in cash or stock in two years.

This is a big leap for WaveOptics, which had raised around $65 million in funding from investors that included Bosch, Octopus Ventures and a host of individuals, from Stan Boland (veteran entrepreneur in the UK, most recently at FiveAI) and Ambarish Mitra (the co-founder of early AR startup Blippar). PitchBook estimates that its most recent valuation was only around $105 million.

WaveOptics was founded in Oxford, and from what we know it will continue to be based in the UK.

We have been covering the company since its earliest days, when it displayed some very interesting, early, and ahead-of-its-time technology: waveguides based on hologram physics and photonic crystals. The important and key thing is that its tech drastically compresses size and load of the hardware needed to process and display images, meaning a much wider and more flexible range of form factors for AR hardware based on WaveOptics tech.

It’s not clear whether WaveOptics will continue to work with other parties post-deal, but it seems that one obvious advantage for Snap would be making the startup’s technology exclusive to itself.

Snap has been on something of an acquisition march in recent times — it’s made at least three other purchases of startups since January, including Fit Analytics for an AR-fuelled move into e-commerce, as well as Pixel8Earth and StreetCred for its mapping tools.

This deal, however, marks Snap’s biggest acquisition to date in terms of valuation. That is not only a mark of the premium price that foundational artificial intelligence tech continues to command — in addition to the team of scientists that built WaveOptics, it also has 12 filed and in-progress patents — but also Snap’s financial and, frankly, existential commitment to having a seat at the table when it comes not just to social apps that use AR, but hardware, and being at the centre of not just using the tech, but setting the pace and agenda for how and where that will play out.

That’s been a tenacious and not always rewarding place for it to be, but the company — which has long described itself as a “camera company” — has kept hardware in the mix as an essential component for its future strategy.

 

Powered by WPeMatico

Everything Google announced at I/O today

This year’s I/O event from Google was heavy on the “we’re building something cool” and light on the “here’s something you can use or buy tomorrow.” But there were also some interesting surprises from the semi-live event held in and around the company’s Mountain View campus. Read on for all the interesting bits.

Android 12 gets a fresh new look and some quality of life features

We’ve known Android 12 was on its way for months, but today was our first real look at the next big change for the world’s most popular operating system. A new look, called Material You (yes), focuses on users, apps, and things like time of day or weather to change the UI’s colors and other aspects dynamically. Some security features like new camera and microphone use indicators are coming, as well as some “private compute core” features that use AI processes on your phone to customize replies and notifications. There’s a beta out today for the adventurous!

Wow, Android powers 3 billion devices now

Subhed says it all (but read more here). Up from 2 billion in 2017.

Smart Canvas smushes Docs, productivity, and video calls together

Millions of people and businesses use Google’s suite of productivity and collaboration tools, but the company felt it would be better if they weren’t so isolated. Now with Smart Canvas you can have a video call as you work on a shared doc together and bring in information and content from your Drive and elsewhere. Looks complicated, but potentially convenient.

AI conversations get more conversational with LaMDA

It’s a little too easy to stump AIs if you go off script, asking something in a way that to you seems normal but to the language model is totally incomprehensible. Google’s LaMDA is a new natural language processing technique that makes conversations with AI models more resilient to unusual or unexpected queries, making it more like a real person and less like a voice interface for a search function. They demonstrated it by showing conversations with anthropomorphized versions of Pluto and a paper airplane. And yes, it was exactly as weird as it sounds.

Google built a futuristic 3D video calling booth

One of the most surprising things at the keynote had to be Project Starline, a high-tech 3D video call setup that uses Google’s previous research and Lytro DNA to show realistic 3D avatars of people on both sides of the system. It’s still experimental but looks very promising.

Wear OS gets a revamp and lots of health-focused apps

Image Credits: Google

Few people want to watch a movie on their smartwatch, but lots of people like to use it to track their steps, meditation, and other health-related practices. Wear OS is getting a bunch of Fitbit DNA infused, with integrated health tracking stuff and a lot of third party apps like Calm and Flo.

Samsung and Google announce a unified smartwatch platform

These two mobile giants have been fast friends in the phone world for years, but when it comes to wearables, they’ve remained rivals. In the face of Apple’s utter dominance in the smartwatch space, however, the two have put aside their differences and announced they’ll work on a “unified platform” so developers can make apps that work on both Tizen and Wear OS.

And they’re working together on foldables too

Apparently Google and Samsung realized that no one is going to buy foldable devices unless they do some really cool things, and that collaboration is the best way forward there. So the two companies will also be working together to improve how folding screens interact with Android.

Android TV hits 80 million devices and adds phone remote

Image Credits: Google

The smart TV space is a competitive one, and after a few starts Google has really made it happen with Android TV, which the company announced had reached 80 million monthly active devices — putting it, Roku, and Amazon (the latter two with around 50 million monthly active accounts) all in the same league. The company also showed off a powerful new phone-based remote app that will (among other things) make putting in passwords way better than using the d-pad on the clicker. Developers will be glad to hear there’s a new Google TV emulator and Firebase Test Lab will have Android TV support.

Your Android phone is now (also) your car key

Well, assuming you have a really new Android device with a UWB chip in it. Google is working with BMW first, and other automakers soon most likely, to make a new method for unlocking the car when you get near it, or exchanging basic commands without the use of a fob or Bluetooth. Why not Bluetooth you ask? Well, Bluetooth is old. UWB is new.

Vertex collects machine learning development tools in one place

Google and its sibling companies are both leaders in AI research and popular platforms for others to do their own AI work. But its machine learning development tools have been a bit scattershot — useful but disconnected. Vertex is a new development platform for enterprise AI that puts many of these tools in one place and integrates closely with optional services and standards.

There’s a new generation of Google’s custom AI chips

Google does a lot of machine learning stuff. Like, a LOT a lot. So they are constantly working to make better, more efficient computing hardware to handle the massive processing load these AI systems create. TPUv4 is the latest, twice as fast as the old ones, and will soon be packaged into 4,096-strong pods. Why 4,096 and not an even 4,000? The same reason any other number exists in computing: powers of 2.

And they’re powering some new Photos features including one that’s horrifying

cinematic google photo

NO THANK YOU

Google Photos is a great service, and the company is trying to leverage the huge library of shots most users have to find patterns like “selfies with the family on the couch” and “traveling with my lucky hat” as fun ways to dive back into the archives. Great! But they’re also taking two photos taken a second apart and having an AI hallucinate what comes between them, leading to a truly weird looking form of motion that shoots deep, deep into the uncanny valley, from which hopefully it shall never emerge.

Forget your password? Googlebot to the rescue

Google’s “AI makes a hair appointment for you” service Duplex didn’t exactly set the world on fire, but the company has found a new way to apply it. If you forget your password, Duplex will automatically fill in your old password, pick a new one and let you copy it before submitting it to the site, all by interacting with the website’s normal reset interface. It’s only going to work on Twitter and a handful of other sites via Chrome for now, but hey, if it happens to you a lot, maybe it’ll save you some trouble.

Enter the Shopping Graph

Image Credits: Google I/O 2021

The aged among our readers may remember Froogle, Google’s ill-fated shopping interface. Well, it’s back… kind of. The plan is to include lots of product information, from price to star rating, availability and other info, right in the Google interface when you search for something. It sucks up this information from retail sites, including whether you have something in your cart there. How all this benefits anyone more than Google is hard to imagine, but naturally they’re positioning it as wins all around. Especially for new partner Shopify. (Me, I use DuckDuckGo.)

Flutter cross-platform devkit gets an update

A lot of developers have embraced Google’s Flutter cross-platform UI toolkit. The latest version, announced today, adds some safety settings, performance improvements, and workflow updates. There’s lots more coming, too.

Firebase gets an update too

Popular developer platform Firebase got a bunch of new and updated features as well. Remote Config gets a nice update allowing developers to customize the app experience to individual user types, and App Check provides a basic level of security against external threats. There’s plenty here for devs to chew on.

The next version of Android Studio is Arctic Fox

Image Credits: Google

The beta for the next version of Google’s Android Studio environment is coming soon, and it’s called Arctic Fox. It’s got a brand new UI building toolkit called Jetpack Compose, and a bunch of accessibility testing built in to help developers make their apps more accessible to people with disabilities. Connecting to devices to test on them should be way easier now too. Oh, and there’s going to be a version of Android Studio for Apple Silicon.

Powered by WPeMatico

Artificial raises $21M led by Microsoft’s M12 for a lab automation platform aimed at life sciences R&D

Automation is extending into every aspect of how organizations get work done, and today comes news of a startup that is building tools for one industry in particular: life sciences. Artificial, which has built a software platform for laboratories to assist with, or in some cases fully automate, research and development work, has raised $21.5 million.

It plans to use the funding to continue building out its software and its capabilities, to hire more people, and for business development, according to Artificial’s CEO and co-founder David Fuller. The company already has a number of customers including Thermo Fisher and Beam Therapeutics using its software directly and in partnership for their own customers. Sold as aLab Suite, Artificial’s technology can both orchestrate and manage robotic machines that labs might be using to handle some work; and help assist scientists when they are carrying out the work themselves.

“The basic premise of what we’re trying to do is accelerate the rate of discovery in labs,” Fuller said in an interview. He believes the process of bringing in more AI into labs to improve how they work is long overdue. “We need to have a digital revolution to change the way that labs have been operating for the last 20 years.”

The Series A is being led by Microsoft’s venture fund M12 — a financial and strategic investor — with Playground Global and AME Cloud Ventures also participating. Playground Global, the VC firm co-founded by ex-Google exec and Android co-creator Andy Rubin (who is no longer with the firm), has been focusing on robotics and life sciences and it led Artificial’s first and only other round. Artificial is not disclosing its valuation with this round.

Fuller hails from a background in robotics, specifically industrial robots and automation. Before founding Artificial in 2019, he was at Kuka, the German robotics maker, for a number of years, culminating in the role of CTO; prior to that, Fuller spent 20 years at National Instruments, the instrumentation, test equipment and industrial software giant. Meanwhile, Artificial’s co-founder, Nikhita Singh, has insight into how to bring the advances of robotics into environments that are quite analogue in culture. She previously worked on human-robot interaction research at the MIT Media Lab, and before that spent years at Palantir and working on robotics at Berkeley.

As Fuller describes it, he saw an interesting gap (and opportunity) in the market to apply automation, which he had seen help advance work in industrial settings, to the world of life sciences, both to help scientists track what they are doing better, and help them carry out some of the more repetitive work that they have to do day in, day out.

This gap is perhaps more in the spotlight today than ever before, given the fact that we are in the middle of a global health pandemic. This has hindered a lot of labs from being able to operate full in-person teams, and increased the reliance on systems that can crunch numbers and carry out work without as many people present. And, of course, the need for that work (whether it’s related directly to Covid-19 or not) has perhaps never appeared as urgent as it does right now.

There have been a lot of advances in robotics — specifically around hardware like robotic arms — to manage some of the precision needed to carry out some work, but up to now no real efforts made at building platforms to bring all of the work done by that hardware together (or in the words of automation specialists, “orchestrate” that work and data); nor link up the data from those robot-led efforts, with the work that human scientists still carry out. Artificial estimates that some $10 billion is spent annually on lab informatics and automation software, yet data models to unify that work, and platforms to reach across it all, remain absent. That has, in effect, served as a barrier to labs modernising as much as they could.

A lab, as he describes it, is essentially composed of high-end instrumentation for analytics, alongside then robotic systems for liquid handling. “You can really think of a lab, frankly, as a kitchen,” he said, “and the primary operation in that lab is mixing liquids.”

But it is also not unlike a factory, too. As those liquids are mixed, a robotic system typically moves around pipettes, liquids, in and out of plates and mixes. “There’s a key aspect of material flow through the lab, and the material flow part of it is much more like classic robotics,” he said. In other words, there is, as he says, “a combination of bespoke scientific equipment that includes automation, and then classic material flow, which is much more standard robotics,” and is what makes the lab ripe as an applied environment for automation software.

To note: the idea is not to remove humans altogether, but to provide assistance so that they can do their jobs better. He points out that even the automotive industry, which has been automated for 50 years, still has about 6% of all work done by humans. If that is a watermark, it sounds like there is a lot of movement left in labs: Fuller estimates that some 60% of all work in the lab is done by humans. And part of the reason for that is simply because it’s just too complex to replace scientists — who he described as “artists” — altogether (for now at least).

“Our solution augments the human activity and automates the standard activity,” he said. “We view that as a central thesis that differentiates us from classic automation.”

There have been a number of other startups emerging that are applying some of the learnings of artificial intelligence and big data analytics for enterprises to the world of science. They include the likes of Turing, which is applying this to helping automate lab work for CPG companies; and Paige, which is focusing on AI to help better understand cancer and other pathology.

The Microsoft connection is one that could well play out in how Artificial’s platform develops going forward, not just in how data is perhaps handled in the cloud, but also on the ground, specifically with augmented reality.

“We see massive technical synergy,” Fuller said. “When you are in a lab you already have to wear glasses… and we think this has the earmarks of a long-term use case.”

Fuller mentioned that one area it’s looking at would involve equipping scientists and other technicians with Microsoft’s HoloLens to help direct them around the labs, and to make sure people are carrying out work consistently by comparing what is happening in the physical world to a “digital twin” of a lab containing data about supplies, where they are located, and what needs to happen next.

It’s this and all of the other areas that have yet to be brought into our very AI-led enterprise future that interested Microsoft.

“Biology labs today are light- to semi-automated—the same state they were in when I started my academic research and biopharmaceutical career over 20 years ago. Most labs operate more like test kitchens rather than factories,” said Dr. Kouki Harasaki, an investor at M12, in a statement. “Artificial’s aLab Suite is especially exciting to us because it is uniquely positioned to automate the masses: it’s accessible, low code, easy to use, highly configurable, and interoperable with common lab hardware and software. Most importantly, it enables Biopharma and SynBio labs to achieve the crowning glory of workflow automation: flexibility at scale.”

Harasaki is joining Peter Barratt, a founder and general partner at Playground Global, on Artificial’s board with this round.

“It’s become even more clear as we continue to battle the pandemic that we need to take a scalable, reproducible approach to running our labs, rather than the artisanal, error-prone methods we employ today,” Barrett said in a statement. “The aLab Suite that Artificial has pioneered will allow us to accelerate the breakthrough treatments of tomorrow and ensure our best and brightest scientists are working on challenging problems, not manual labor.”

Powered by WPeMatico

1 2 3 29