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Part of learning to be an engineer is understanding the tools you’ll have to work with — voltmeters, spectrum analyzers, things like that. But why use two, or eight for that matter, where one will do? The Moku:Go combines several commonly used tools into one compact package, saving room on your workbench or classroom while also providing a modern, software-configurable interface. Creator Liquid Instruments has just raised $13.7 million to bring this gadget to students and engineers everywhere.
The idea behind Moku:Go is largely the same as the company’s previous product, the Moku:Lab. Using a standard input port, a set of FPGA-based tools perform the same kind of breakdowns and analyses of electrical signals as you would get in a larger or analog device. But being digital saves a lot of space that would normally go toward bulky analog components.
The Go takes this miniaturization further than the Lab, doing many of the same tasks at half the weight and with a few useful extra features. It’s intended for use in education or smaller engineering shops where space is at a premium. Combining eight tools into one is a major coup when your bench is also your desk and your file cabinet.
Those eight tools, by the way, are: waveform generator, arbitrary waveform generator, frequency response analyzer, logic analyzer/pattern generator, oscilloscope/voltmeter, PID controller, spectrum analyzer and data logger. It’s hard to say whether that really adds up to more or less than eight, but it’s definitely a lot to have in a package the size of a hardback book.
You access and configure them using a software interface rather than a bunch of knobs and dials — though let’s be clear, there are good arguments for both. When you’re teaching a bunch of young digital natives, however, a clean point-and-click interface is probably a plus. The UI is actually very attractive; you can see several examples by clicking the instruments on this page, but here’s an example of the waveform generator:
Love those pastels.
The Moku:Go currently works with Macs and Windows but doesn’t have a mobile app yet. It integrates with Python, MATLAB and LabVIEW. Data goes over Wi-Fi.
Compared with the Moku:Lab, it has a few perks. A USB-C port instead of a mini, a magnetic power port, a 16-channel digital I/O, optional power supply of up to four channels and of course it’s half the size and weight. It compromises on a few things — no SD card slot and less bandwidth for its outputs, but if you need the range and precision of the more expensive tool, you probably need a lot of other stuff too.
Since the smaller option also costs $500 to start (“a price comparable to a textbook”… yikes) compared with the big one’s $3,500, there’s major savings involved. And it’s definitely cheaper than buying all those instruments individually.
The Moku:Go is “targeted squarely at university education,” said Liquid Instruments VP of marketing Doug Phillips. “Professors are able to employ the device in the classroom and individuals, such as students and electronic engineering hobbyists, can experiment with it on their own time. Since its launch in March, the most common customer profile has been students purchasing the device at the direction of their university.”
About a hundred professors have signed on to use the device as part of their fall classes, and the company is working with other partners in universities around the world. “There is a real demand for portable, flexible systems that can handle the breadth of four years of curriculum,” Phillips said.
Production starts in June (samples are out to testers), the rigors and costs of which likely prompted the recent round of funding. The $13.7 million comes from existing investors Anzu Partners and ANU Connect Ventures, and new investors F1 Solutions and Moelis Australia’s Growth Capital Fund. It’s a convertible note “in advance of an anticipated Series B round in 2022,” Phillips said. It’s a larger amount than they intended to raise at first, and the note nature of the round is also not standard, but given the difficulties faced by hardware companies over the last year, some irregularities are probably to be expected.
No doubt the expected B round will depend considerably on the success of the Moku:Go’s launch and adoption. But this promising product looks as if it might be a commonplace item in thousands of classrooms a couple years from now.
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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.
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!
Subhed says it all (but read more here). Up from 2 billion in 2017.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.)
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.
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 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.
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After skipping a year, Google is holding a keynote for its developer conference Google I/O. While it’s going to be an all-virtual event, there should be plenty of announcements, new products and new features for Google’s ecosystem.
The conference starts at 10 AM Pacific Time (1 PM on the East Cost, 6 PM in London, 7 PM in Paris) and you can watch the livestream right here on this page.
Rumor has it that Google should give us a comprehensive preview of Android 12, the next major release of Google’s operating system. There could also be some news when it comes to Google Assistant, Home/Nest devices, Wear OS and more.
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Orbital imagery is in demand, and if you think having daily images of everywhere on Earth is going to be enough in a few years, you need a lesson in ambition. Alba Orbital is here to provide it with its intention to provide Earth observation at intervals of 15 minutes rather than hours or days — and it just raised $3.4 million to get its next set of satellites into orbit.
Alba attracted our attention at Y Combinator’s latest demo day; I was impressed with the startup’s accomplishment of already having six satellites in orbit, which is more than most companies with space ambition ever get. But it’s only the start for the company, which will need hundreds more to begin to offer its planned high-frequency imagery.
The Scottish company has spent the last few years in prep and R&D, pursuing the goal, which some must have thought laughable, of creating a solar-powered Earth observation satellite that weighs in at less than one kilogram. The joke’s on the skeptics, however — Alba has launched a proof of concept and is ready to send the real thing up as well.
Little more than a flying camera with a minimum of storage, communication, power and movement, the sub-kilogram Unicorn-2 is about the size of a soda can, with paperback-size solar panel wings, and costs in the neighborhood of $10,000. It should be able to capture up to 10-meter resolution, good enough to see things like buildings, ships, crops, even planes.
“People thought we were idiots. Now they’re taking it seriously,” said Tom Walkinshaw, founder and CEO of Alba. “They can see it for what it is: a unique platform for capturing data sets.”
Indeed, although the idea of daily orbital imagery like Planet’s once seemed excessive, in some situations it’s quite clearly not enough.
“The California case is probably wildfires,” said Walkinshaw (and it always helps to have a California case). “Having an image once a day of a wildfire is a bit like having a chocolate teapot… not very useful. And natural disasters like hurricanes, flooding is a big one, transportation as well.”
Walkinshaw noted that they company was bootstrapped and profitable before taking on the task of launching dozens more satellites, something the seed round will enable.
“It gets these birds in the air, gets them finished and shipped out,” he said. “Then we just need to crank up the production rate.”
When I talked to Walkinshaw via video call, 10 or so completed satellites in their launch shells were sitting on a rack behind him in the clean room, and more are in the process of assembly. Aiding in the scaling effort is new investor James Park, founder and CEO of Fitbit — definitely someone who knows a little bit about bringing hardware to market.
Interestingly, the next batch to go to orbit (perhaps as soon as in a month or two, depending on the machinations of the launch provider) will be focusing on nighttime imagery, an area Walkinshaw suggested was undervalued. But as orbital thermal imaging startup Satellite Vu has shown, there’s immense appetite for things like energy and activity monitoring, and nighttime observation is a big part of that.
The seed round will get the next few rounds of satellites into space, and after that Alba will be working on scaling manufacturing to produce hundreds more. Once those start going up it can demonstrate the high-cadence imaging it is aiming to produce — for now it’s impossible to do so, though Alba already has customers lined up to buy the imagery it does get.
The round was led by Metaplanet Holdings, with participation by Y Combinator, Liquid2, Soma, Uncommon Denominator, Zillionize and numerous angels.
As for competition, Walkinshaw welcomes it, but feels secure that he and his company have more time and work invested in this class of satellite than anyone in the world — a major obstacle for anyone who wants to do battle. It’s more likely companies will, as Alba has done, pursue a distinct product complementary to those already or in the process of being offered.
“Space is a good place to be right now,” he concluded.
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The tabletop gaming industry has exploded over the last few years as millions discovered or rediscovered its joys, but it too is evolving — and The Last Gameboard hopes to be the venue for that evolution. The digital tabletop platform has progressed from crowdfunding to $4 million seed round, and having partnered with some of the biggest names in the industry, plans to ship by the end of the year.
As the company’s CEO and co-founder Shail Mehta explained in a TC Early Stage pitch-off earlier this year, The Last Gameboard is a 16-inch square touchscreen device with a custom OS and a sophisticated method of tracking game pieces and hand movements. The idea is to provide a digital alternative to physical games where that’s practical, and do so with the maximum benefit and minimum compromise.
If the pitch sounds familiar… it’s been attempted once or twice before. I distinctly remember being impressed by the possibilities of D&D on an original Microsoft Surface… back in 2009. And I played with another at PAX many years ago. Mehta said that until very recently there simply wasn’t the technology and the market wasn’t ready.
“People tried this before, but it was either way too expensive or they didn’t have the audience. And the tech just wasn’t there; they were missing that interaction piece,” she explained, and certainly any player will recognize that the, say, iPad version of a game definitely lacks physicality. The advance her company has achieved is in making the touchscreen able to detect not just taps and drags, but game pieces, gestures and movements above the screen, and more.
“What Gameboard does, no other existing touchscreen or tablet on the market can do — it’s not even close,” Mehta said. “We have unlimited touch, game pieces, passive and active… you can use your chess set at home, lift up and put down the pieces, we track it the whole time. We can do unique identifiers with tags and custom shapes. It’s the next step in how interactive surfaces can be.”
It’s accomplished via a not particularly exotic method, which saves the Gameboard from the fate of the Surface and its successors, which cost several thousand dollars due to their unique and expensive makeups. Mehta explained that they work strictly with ordinary capacitive touch data, albeit at a higher framerate than is commonly used, and then use machine learning to characterize and track object outlines. “We haven’t created a completely new mechanism, we’re just optimizing what’s available today,” she said.
At $699 for the Gameboard it’s not exactly an impulse buy, either, but the fact of the matter is people spend a lot of money on gaming, with some titles running into multiple hundreds of dollars for all the expansions and pieces. Tabletop is now a more than $20 billion industry. If the experience is as good as they hope to make it, this is an investment many a player will not hesitate (much, anyway) to make.
Of course, the most robust set of gestures and features won’t matter if all they had on the platform were bargain-bin titles and grandpa’s-parlor favorites like “Parcheesi.” Fortunately, The Last Gameboard has managed to stack up some of the most popular tabletop companies out there, and aims to have the definitive digital edition for their games.
Asmodee Digital is probably the biggest catch, having adapted many of today’s biggest hits, from modern classics “Catan” and “Carcassonne” to crowdfunded breakout hit “Scythe” and immense dungeon-crawler “Gloomhaven.” The full list of partners right now includes Dire Wolf Digital, Nomad Games, Auroch Digital, Restoration Games, Steve Jackson Games, Knights of Unity, Skyship Studios, EncounterPlus, PlannarAlly and Sugar Gamers, as well as individual creators and developers.
These games may be best played in person, but have successfully transitioned to digital versions, and one imagines that a larger screen and inclusion of real pieces could make for an improved hybrid experience. There will be options both to purchase games individually, like you might on mobile or Steam, or to subscribe to an unlimited access model (pricing to be determined on both).
It would also be something that the many gaming shops and playing venues might want to have a couple of on hand. Testing out a game in-store and then buying a few to stock, or convincing consumers to do the same, could be a great sales tactic for all involved.
In addition to providing a unique and superior digital version of a game, the device can connect with others to trade moves, send game invites and all that sort of thing. The whole OS, Mehta said, “is alive and real. If we didn’t own it and create it, this wouldn’t work.” This is more than a skin on top of Android with a built-in store, but there’s enough shared that Android-based ports will be able to be brought over with little fuss.
Head of content Lee Allentuck suggested that the last couple years (including the pandemic) have started to change game developers’ and publishers’ minds about the readiness of the industry for what’s next. “They see the digital crossover is going to happen — people are playing online board games now. If you can be part of that new trend at the very beginning, it gives you a big opportunity,” he said.
CEO Shail Mehta (center) plays Stop Thief on the Gameboard with others on the team. Image Credits: The Last Gameboard
Allentuck, who previously worked at Hasbro, said there’s widespread interest in the toy and tabletop industry to be more tech-forward, but there’s been a “chicken and egg scenario,” where there’s no market because no one innovates, and no one innovates because there’s no market. Fortunately things have progressed to the point where a company like The Last Gameboard can raise $4 million to help cover the cost of creating that market.
The round was led by TheVentureCity, with participation from SOSV, Riot Games, Conscience VC, Corner3 VC and others. While the company didn’t go to HAX’s Shenzhen program as planned, they are still HAX-affiliated. SOSV partner Garrett Winther gave a glowing recommendation of its approach: “They are the first to effectively tie collaborative physical and digital gameplay together while not losing the community, storytelling or competitive foundations that we all look for in gaming.”
Mehta noted that the pandemic nearly cooked the company by derailing their funding, which was originally supposed to come through around this time last year when everything went pear-shaped. “We had our functioning prototype, we had filed for a patent, we got the traction, we were gonna raise, everything was great… and then COVID hit,” she recalled. “But we got a lot of time to do R&D, which was actually kind of a blessing. Our team was super small so we didn’t have to lay anyone off — we just went into survival mode for like six months and optimized, developed the platform. 2020 was rough for everyone, but we were able to focus on the core product.”
Now the company is poised to start its beta program over the summer and (following feedback from that) ship its first production units before the holiday season when purchases like this one seem to make a lot of sense.
(This article originally referred to this raise as The Last Gameboard’s round A — it’s actually the seed. This has been updated.)
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Sweden’s Exeger, which for over a decade has been developing flexible solar cell technology (called Powerfoyle) that it touts as efficient enough to power gadgets solely with light, has taken in another tranche of funding to expand its manufacturing capabilities by opening a second factory in the country.
The $38 million raise is comprised of $20M in debt financing from Swedbank and Swedish Export Credit Corporation (SEK), with a loan amounting to $12M from Swedbank (partly underwritten by the Swedish Export Credit Agency (EKN) under the guarantee of investment credits for companies with innovations) and SEK issuing a loan amounting to $8M (partly underwritten by the pan-EU European Investment Fund (EIF)); along with $18M through a directed share issue to Ilija Batljan Invest AB.
The share issue of 937,500 shares has a transaction share price of $19.2 — which corresponds to a pre-money valuation of $860M for the solar cell maker.
Back in 2019 SoftBank also put $20M into Exeger, in two investments of $10M — entering a strategic partnership to accelerate the global rollout of its tech and further extending its various investments in solar energy.
The Swedish company has also previously received a loan from the Swedish Energy Agency, in 2014, to develop its solar cell tech. But this latest debt financing round is its first on commercial terms (albeit partly underwritten by EKN and EIF).
Exeger says its solar cell tech is the only one that can be printed in free-form and different colors, meaning it can “seamlessly enhance any product with endless power”, as its PR puts it.
So far two devices have integrated the Powerfoyle tech: A bike helmet with an integrated safety taillight (by POC), and a pair of wireless headphones (by Urbanista). Although neither has yet been commercially launched — but both are slated to go on sale next month.
Exeger says its planned second factory in Stockholm will allow it to increase its manufacturing capacity tenfold by 2023, helping it target a broader array of markets sooner and accelerating its goal of mass adoption of its tech.
Its main target markets for the novel solar cell technology currently include consumer electronics, smart home, smart workplace, and IoT.
More device partnerships are slated as coming this year.
Exeger’s Powerfoyle solar cell tell integrated into a pair of Urbanista headphones (Image Credits: Exeger/Urbanista)
“We don’t label our rounds but take a more pragmatic view on fundraising,” said Giovanni Fili, founder and CEO. “Developing a new technology, a new energy source, as well as laying the foundation for a new industry takes time. Thus, a company like ours requires long-term strategic investors that all buy into the vision as well as the overall strategy. We have spent a lot of time and energy on this, and it has paid off. It has given the company the resources required, both time and money, to bring an invention to a commercial launch, which is where we are today.”
Fili added that it’s chosen to raise debt financing now “because we can”.
“The same answer as when asked why we build a new factory in Stockholm, Sweden, rather than abroad. We have always said that once commercial, we will start leveraging the balance sheet when securing funds for the next factory. Thanks to our long-standing relationship with Swedbank and SEK, as well as the great support of the Swedish government through EKN underwriting part of the loans, we were able to move this forward,” he said.
Discussing the forthcoming two debut gizmos, the POC Omne Eternal helmet and the Urbanista Los Angeles headphones — which will both go sale in June — Fili says interest in the self-powered products has “surpassed all our expectations”.
“Any product which integrates Powerfoyle is able to charge under all forms of light, whether from indoor lamps or natural outdoor light. The stronger the light, the faster it charges. The POC helmet, for example, doesn’t have a USB port to power the safety light because the ambient light will keep it charging, cycling or not,” he tells TechCrunch.
“The Urbanista Los Angeles wireless headphones have already garnered tremendous interest online. Users can spend one hour outdoors with the headphones and gain three hours of battery time. This means most users will never need to worry about charging. As long as you have our product in light, any light, it will constantly charge. That’s one of the key aspects of our technology, we have designed and engineered the solar cell to work wherever people need it to work.”
“This is the year of our commercial breakthrough,” he added in a statement. “The phenomenal response from the product releases with POC and Urbanista are clear indicators this is the perfect time to introduce self-powered products to
the world. We need mass scale production to realize our vision which is to touch the lives of a billion people by 2030, and that’s why the factory is being built now.”
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Of the many frustrations of having a severe motor impairment, the difficulty of communicating must surely be among the worst. The tech world has not offered much succor to those affected by things like locked-in syndrome, ALS and severe strokes, but startup Cognixion aims to with a novel form of brain monitoring that, combined with a modern interface, could make speaking and interaction far simpler and faster.
The company’s One headset tracks brain activity closely in such a way that the wearer can direct a cursor — reflected on a visor like a heads-up display — in multiple directions, or select from various menus and options. No physical movement is needed, and with the help of modern voice interfaces like Alexa, the user can not only communicate efficiently but freely access all kinds of information and content most people take for granted.
But it’s not a miracle machine, and it isn’t a silver bullet. Here’s how it got started.
Everyone with a motor impairment has different needs and capabilities, and there are a variety of assistive technologies that cater to many of these needs. But many of these techs and interfaces are years or decades old — medical equipment that hasn’t been updated for an era of smartphones and high-speed mobile connections.
Some of the most dated interfaces, unfortunately, are those used by people with the most serious limitations: those whose movements are limited to their heads, faces, eyes — or even a single eyelid, like Jean-Dominique Bauby, the famous author of “The Diving Bell and the Butterfly.”
One of the tools in the toolbox is the electroencephalogram, or EEG, which involves detecting activity in the brain via patches on the scalp that record electrical signals. But while they’re useful in medicine and research in many ways, EEGs are noisy and imprecise — more for finding which areas of the brain are active than, say, which sub-region of the sensory cortex or the like. And of course you have to wear a shower cap wired with electrodes (often greasy with conductive gel) — it’s not the kind of thing anyone wants to do for more than an hour, let alone all day every day.
Yet even among those with the most profound physical disabilities, cognition is often unimpaired — as indeed EEG studies have helped demonstrate. It made Andreas Forsland, co-founder and CEO of Cognixion, curious about further possibilities for the venerable technology: “Could a brain-computer interface using EEG be a viable communication system?”
He first used EEG for assistive purposes in a research study some five years ago. They were looking into alternative methods of letting a person control an on-screen cursor, among them an accelerometer for detecting head movements, and tried integrating EEG readings as another signal. But it was far from a breakthrough.
A modern lab with an EEG cap wired to a receiver and laptop — this is an example of how EEG is commonly used. Image Credits: BSIP/Universal Images Group via Getty Images
He ran down the difficulties: “With a read-only system, the way EEG is used today is no good; other headsets have slow sample rates and they’re not accurate enough for a real-time interface. The best BCIs are in a lab, connected to wet electrodes — it’s messy, it’s really a non-starter. So how do we replicate that with dry, passive electrodes? We’re trying to solve some very hard engineering problems here.”
The limitations, Forsland and his colleagues found, were not so much with the EEG itself as with the way it was carried out. This type of brain monitoring is meant for diagnosis and study, not real-time feedback. It would be like taking a tractor to a drag race. Not only do EEGs often work with a slow, thorough check of multiple regions of the brain that may last several seconds, but the signal it produces is analyzed by dated statistical methods. So Cognixion started by questioning both practices.
Improving the speed of the scan is more complicated than overclocking the sensors or something. Activity in the brain must be inferred by collecting a certain amount of data. But that data is collected passively, so Forsland tried bringing an active element into it: a rhythmic electric stimulation that is in a way reflected by the brain region, but changed slightly depending on its state — almost like echolocation.
They detect these signals with a custom set of six EEG channels in the visual cortex area (up and around the back of your head), and use a machine learning model to interpret the incoming data. Running a convolutional neural network locally on an iPhone — something that wasn’t really possible a couple years ago — the system can not only tease out a signal in short order but make accurate predictions, making for faster and smoother interactions.
The result is sub-second latency with 95-100% accuracy in a wireless headset powered by a mobile phone. “The speed, accuracy and reliability are getting to commercial levels — we can match the best in class of the current paradigm of EEGs,” said Forsland.
Dr. William Goldie, a clinical neurologist who has used and studied EEGs and other brain monitoring techniques for decades (and who has been voluntarily helping Cognixion develop and test the headset), offered a positive evaluation of the technology.
“There’s absolutely evidence that brainwave activity responds to thinking patterns in predictable ways,” he noted. This type of stimulation and response was studied years ago. “It was fascinating, but back then it was sort of in the mystery magic world. Now it’s resurfacing with these special techniques and the computerization we have these days. To me it’s an area that’s opening up in a manner that I think clinically could be dramatically effective.”
The first thing Forsland told me was “We’re a UI company.” And indeed even such a step forward in neural interfaces as he later described means little if it can’t be applied to the problem at hand: helping people with severe motor impairment to express themselves quickly and easily.
Sad to say, it’s not hard to imagine improving on the “competition,” things like puff-and-blow tubes and switches that let users laboriously move a cursor right, right a little more, up, up a little more, then click: a letter! Gaze detection is of course a big improvement over this, but it’s not always an option (eyes don’t always work as well as one would like) and the best eye-tracking solutions (like a Tobii Dynavox tablet) aren’t portable.
Why shouldn’t these interfaces be as modern and fluid as any other? The team set about making a UI with this and the capabilities of their next-generation EEG in mind.
Their solution takes bits from the old paradigm and combines them with modern virtual assistants and a radial design that prioritizes quick responses and common needs. It all runs in an app on an iPhone, the display of which is reflected in a visor, acting as a HUD and outward-facing display.
In easy reach of, not to say a single thought but at least a moment’s concentration or a tilt of the head, are everyday questions and responses — yes, no, thank you, etc. Then there are slots to put prepared speech into — names, menu orders and so on. And then there’s a keyboard with word- and sentence-level prediction that allows common words to be popped in without spelling them out.
“We’ve tested the system with people who rely on switches, who might take 30 minutes to make 2 selections. We put the headset on a person with cerebral palsy, and she typed our her name and hit play in 2 minutes,” Forsland said. “It was ridiculous, everyone was crying.”
Goldie noted that there’s something of a learning curve. “When I put it on, I found that it would recognize patterns and follow through on them, but it also sort of taught patterns to me. You’re training the system, and it’s training you — it’s a feedback loop.”
One person who has found it extremely useful is Chris Benedict, a DJ, public speaker and disability advocate who himself has Dyskinetic Cerebral Palsy. It limits his movements and ability to speak, but doesn’t stop him from spinning (digital) records at various engagements, however, or from explaining his experience with Cognixion’s One headset over email. (And you can see him demonstrating it in person in the video above.)
“Even though it’s not a tool that I’d need all the time it’s definitely helpful in aiding my communication,” he told me. “Especially when I need to respond quickly or am somewhere that is noisy, which happens often when you are a DJ. If I wear it with a Bluetooth speaker I can be the loudest person in the room.” (He always has a speaker on hand, since “you never know when you might need some music.”)
The benefits offered by the headset give some idea of what is lacking from existing assistive technology (and what many people take for granted).
“I can use it to communicate, but at the same time I can make eye contact with the person I’m talking to, because of the visor. I don’t have to stare at a screen between me and someone else. This really helps me connect with people,” Benedict explained.
“Because it’s a headset I don’t have to worry about getting in and out of places, there is no extra bulk added to my chair that I have to worry about getting damaged in a doorway. The headset is balanced too, so it doesn’t make my head lean back or forward or weigh my neck down,” he continued. “When I set it up to use the first time it had me calibrate, and it measured my personal range of motion so the keyboard and choices fit on the screen specifically for me. It can also be recalibrated at any time, which is important because not every day is my range of motion the same.”
Alexa, which has been extremely helpful to people with a variety of disabilities due to its low cost and wide range of compatible devices, is also part of the Cognixion interface, something Benedict appreciates, having himself adopted the system for smart home and other purposes. “With other systems this isn’t something you can do, or if it is an option, it’s really complicated,” he said.
As Benedict demonstrates, there are people for whom a device like Cognixion’s makes a lot of sense, and the hope is it will be embraced as part of the necessarily diverse ecosystem of assistive technology.
Forsland said that the company is working closely with the community, from users to clinical advisors like Goldie and other specialists, like speech therapists, to make the One headset as good as it can be. But the hurdle, as with so many devices in this class, is how to actually put it on people’s heads — financially and logistically speaking.
Cognixion is applying for FDA clearance to get the cost of the headset — which, being powered by a phone, is not as high as it would be with an integrated screen and processor — covered by insurance. But in the meantime the company is working with clinical and corporate labs that are doing neurological and psychological research. Places where you might find an ordinary, cumbersome EEG setup, in other words.
The company has raised funding and is looking for more (hardware development and medical pursuits don’t come cheap), and has also collected a number of grants.
The One headset may still be some years away from wider use (the FDA is never in a hurry), but that allows the company time to refine the device and include new advances. Unlike many other assistive devices, for example a switch or joystick, this one is largely software-limited, meaning better algorithms and UI work will significantly improve it. While many wait for companies like Neuralink to create a brain-computer interface for the modern era, Cognixion has already done so for a group of people who have much more to gain from it.
You can learn more about the Cognixion One headset and sign up to receive the latest at its site here.
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Sony and Discord have announced a partnership that will integrate the latter’s popular gaming-focused chat app with PlayStation’s own built-in social tools. It’s a big move and a fairly surprising one given how recently acquisition talks were in the air — Sony appears to have offered a better deal than Microsoft, taking an undisclosed minority stake in the company ahead of a rumored IPO.
The exact nature of the partnership is not expressed in the brief announcement post. The closest we come to hearing what will actually happen is that the two companies plan to “bring the Discord and PlayStation experiences closer together on console and mobile starting early next year,” which at least is easy enough to imagine.
Discord has partnered with console platforms before, though its deal with Microsoft was not a particularly deep integration. This is almost certainly more than a “friends can see what you’re playing on PS5” and more of a “this is an alternative chat infrastructure for anyone on a Sony system.” Chances are it’ll be a deep, system-wide but clearly Discord-branded option — such as “Start a voice chat with Discord” option when you invite a friend to your game or join theirs.
The timeline of early 2022 also suggests that this is a major product change, probably coinciding with a big platform update on Sony’s long-term PS5 roadmap.
While the new PlayStation is better than the old one when it comes to voice chat, the old one wasn’t great to begin with, and Discord is not just easier to use but something millions of gamers already do use daily. And these days, if a game isn’t an exclusive, being robustly cross-platform is the next best option — so PS5 players being able to seamlessly join and chat with PC players will reduce a pain point there.
Of course Microsoft has its own advantages, running both the Xbox and Windows ecosystems, but it has repeatedly fumbled this opportunity and the acquisition of Discord might have been the missing piece that tied it all together. That bird has flown, of course, and while Microsoft’s acquisition talks reportedly valued Discord at some $10 billion, it seems the growing chat app decided it would rather fly free with an IPO and attempt to become the dominant voice platform everywhere rather than become a prized pet.
Sony has done its part, financially speaking, by taking part in Discord’s recent $100 million H round. The amount they contributed is unknown, but perforce it can’t be more than a small minority stake, given how much the company has taken on and its total valuation.
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Smartphones will be included in the scope of a planned “security by design” U.K. law aimed at beefing up the security of consumer devices, the government said today.
It made the announcement in its response to a consultation on legislative plans aimed at tackling some of the most lax security practices long-associated with the Internet of Things (IoT).
The government introduced a security code of practice for IoT device manufacturers back in 2018 — but the forthcoming legislation is intended to build on that with a set of legally binding requirements.
A draft law was aired by ministers in 2019 — with the government focused on IoT devices, such as webcams and baby monitors, which have often been associated with the most egregious device security practices.
Its plan now is for virtually all smart devices to be covered by legally binding security requirements, with the government pointing to research from consumer group “Which?” that found that a third of people kept their last phone for four years, while some brands only offer security updates for just over two years.
The forthcoming legislation will require smartphone and device makers like Apple and Samsung to inform customers of the duration of time for which a device will receive software updates at the point of sale.
It will also ban manufacturers from using universal default passwords (such as “password” or “admin”), which are often preset in a device’s factory settings and easily guessable — making them meaningless in security terms.
California already passed legislation banning such passwords in 2018 with the law coming into force last year.
Under the incoming U.K. law, manufacturers will additionally be required to provide a public point of contact to make it simpler for anyone to report a vulnerability.
The government said it will introduce legislation as soon as parliamentary time allows.
Commenting in a statement, digital infrastructure minister Matt Warman added: “Our phones and smart devices can be a gold mine for hackers looking to steal data, yet a great number still run older software with holes in their security systems.
“We are changing the law to ensure shoppers know how long products are supported with vital security updates before they buy and are making devices harder to break into by banning easily guessable default passwords.
“The reforms, backed by tech associations around the world, will torpedo the efforts of online criminals and boost our mission to build back safer from the pandemic.”
A DCMS spokesman confirmed that laptops, PCs and tablets with no cellular connection will not be covered by the law, nor will secondhand products. Although he added that the intention is for the scope to be adaptive, to ensure the law can keep pace with new threats that may emerge around devices.
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Today, Apple is holding a (virtual) keynote at 10 AM PT (1 PM in New York, 6 PM in London, 7 PM in Paris). And you’ll be able to watch the event right here as the company is streaming it live.
Rumor has it that Apple plans to unveil a brand new iPad Pro. In particular, Apple’s tablet could get a big display update as the company could switch to mini-LED displays. You can expect some better specifications as well.
But that’s not all, we expect to see a refreshed iPad mini. Apple could also be ready to release AirTags after many months of rumors and leaks. As always, the only way to find out is by watching the event.
You can watch the live stream directly on this page, as Apple is streaming its conference on YouTube.
If you have an Apple TV, you don’t need to download a new app. You can open the Apple TV app and find the Apple Events section. It lets you stream today’s event and rewatch old ones.
And if you don’t have an Apple TV and don’t want to use YouTube, the company also lets you live stream the event from the Apple Events section on its website. This video feed now works in all major browsers — Safari, Firefox, Microsoft Edge and Google Chrome.
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