Virtual reality

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HTC is gone

Gather around, campers, and hear a tale as old as time.

Remember the HTC Dream? The Evo 4G? The Google Nexus One? What about the Touch Diamond? All amazing devices. The HTC of 2018 is not the HTC that made these industry-leading devices. That company is gone.

It seems HTC is getting ready to lay off nearly a quarter of its workforce by cutting 1,500 jobs in its manufacturing unit in Taiwan. After the cuts, HTC’s employee count will be less than 5,000 people worldwide. Five years ago, in 2013, HTC employed 19,000 people.

HTC started as a white label device maker giving carriers an option to sell devices branded with their name. The company also had a line of HTC-branded connected PDAs that competed in the nascent smartphone market. BlackBerry, or Research in Motion as it was called until 2013, ruled this phone segment, but starting around 2007 HTC began making inroads thanks to innovated touch devices that ran Windows Mobile 6.0.

In 2008 HTC introduced the Touch line with the Touch Diamond, Touch Pro, Touch 3G and Touch HD. These were stunning devices for the time. They were fast, loaded with big, user swappable batteries and microSD card slots. The Touch Pro even had a front-facing camera for video calls.

HTC overlayed a custom skin onto Windows Mobile making it a bit more palatable for the general user. At that time, Windows Mobile was competing with BlackBerry’s operating system and Nokia’s Symbian. None was fantastic, but Windows Mobile was by far the most daunting for new users. HTC did the best thing it could do and developed a smart skin that gave the phone a lot of features that would still be considered modern.

In 2009 HTC released the first Android device with Google. Called the HTC Dream or G1, the device was far from perfect. But the same could be said about the iPhone. This first Android phone set the stage for future wins from HTC, too. The company quickly followed up with the Hero, Droid Incredible, Evo 4G and, in 2010, the amazing Google Nexus One.

After the G1, HTC started skinning Android in the same fashion as it did Windows Mobile. It cannot be overstated how important this was for the adoption of Android. HTC’s user interface made Android usable and attractive. HTC helped make Android a serious competitor to Apple’s iOS.

In 2010 and 2011, Google turned to Samsung to make the second and third flagship Nexus phones. It was around this time Samsung started cranking out Android phones, and HTC couldn’t keep up. That’s not to say HTC didn’t make a go for it. The company kept releasing top-tier phones: the One X in 2012, the One Max in 2013 and the One (M8) in 2014. But it didn’t matter. Samsung had taken up the Android standard and was charging forward, leaving HTC, Sony and LG to pick from the scraps.

At the end of 2010, HTC was the leading smartphone vendor in the United States. In 2014 it trailed Apple, Samsung and LG with around a 6 percent market share in the U.S. In 2017 HTC captured 2.3 percent of smartphone subscribers and now in 2018, some reports peg HTC with less than a half percent of the smartphone market.

Google purchased a large chunk of HTC’s smartphone design talent in 2017 for $1.1 billion. The deal transferred more than 2,000 employees under Google’s tutelage. They will likely be charged with working on Google’s line of Pixel devices. It’s a smart move. This HTC team was responsible for releasing amazing devices that no one bought. But that’s not entirely their fault. Outside forces are to blame. HTC never stopped making top-tier devices.

The HTC of today is primarily focused on the Vive product line. And that’s a smart play. The HTC Vive is one of the best virtual reality platforms available. But HTC has been here before. Hopefully, it learned something from its mistakes in smartphones.

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VR helps us remember

Researchers at the University of Maryland have found that people remember information better if it is presented in VR vs. on a two-dimensional personal computer. This means VR education could be an improvement on tablet or device-based learning.

“This data is exciting in that it suggests that immersive environments could offer new pathways for improved outcomes in education and high-proficiency training,” said Amitabh Varshney, dean of the College of Computer, Mathematical, and Natural Sciences at UMD.

The study was quite complex and looked at recall in forty subjects who were comfortable with computers and VR.

To test the system they created a “memory palace” where they placed various images. This sort of “spatial mnemonic encoding” is a common memory trick that allows for better recall.

“Humans have always used visual-based methods to help them remember information, whether it’s cave drawings, clay tablets, printed text and images, or video,” said lead researcher Eric Krokos. “We wanted to see if virtual reality might be the next logical step in this progression.”

From the study:

Both groups received printouts of well-known faces–including Abraham Lincoln, the Dalai Lama, Arnold Schwarzenegger and Marilyn Monroe–and familiarized themselves with the images. Next, the researchers showed the participants the faces using the memory palace format with two imaginary locations: an interior room of an ornate palace and an external view of a medieval town. Both of the study groups navigated each memory palace for five minutes. Desktop participants used a mouse to change their viewpoint, while VR users turned their heads from side to side and looked up and down.

Next, Krokos asked the users to memorize the location of each of the faces shown. Half the faces were positioned in different locations within the interior setting–Oprah Winfrey appeared at the top of a grand staircase; Stephen Hawking was a few steps down, followed by Shrek. On the ground floor, Napoleon Bonaparte’s face sat above majestic wooden table, while The Rev. Martin Luther King Jr. was positioned in the center of the room.

Similarly, for the medieval town setting, users viewed images that included Hillary Clinton’s face on the left side of a building, with Mickey Mouse and Batman placed at varying heights on nearby structures.

Then, the scene went blank, and after a two-minute break, each memory palace reappeared with numbered boxes where the faces had been. The research participants were then asked to recall which face had been in each location where a number was now displayed.

The key, say the researchers, was for participants to identify each face by its physical location and its relation to surrounding structures and faces–and also the location of the image relative to the user’s own body.

Desktop users could perform the feat but VR users performed it statistically better, a fascinating twist on the traditional role of VR in education. The researchers believe that VR adds a layer of reality to the experience that lets the brain build a true “memory palace” in 3D space.

“Many of the participants said the immersive ‘presence’ while using VR allowed them to focus better. This was reflected in the research results: 40 percent of the participants scored at least 10 percent higher in recall ability using VR over the desktop display,” wrote the researchers.

“This leads to the possibility that a spatial virtual memory palace–experienced in an immersive virtual environment–could enhance learning and recall by leveraging a person’s overall sense of body position, movement and acceleration,” said researcher Catherine Plaisant.

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Facebook animates photo-realistic avatars to mimic VR users’ faces

Facebook wants you to look and move like you in VR, even if you’ve got a headset strapped to your face in the real world. That’s why it’s building a new technology that uses a photo to map someone’s face into VR, and sensors to detect facial expressions and movements to animate that avatar so it looks like you without an Oculus on your head.

CTO Mike Schroepfer previewed the technology during his day 2 keynote at Facebook’s F8 conference. Eventually, this technology could let you bring your real-world identity into VR so you’re recognizable by friends. That’s critical to VR’s potential to let us eradicate the barriers of distance and spend time in the same “room” with someone on the other side of the world. These social VR experiences will fall flat without emotion that’s obscured by headsets or left out of static avatars. But if Facebook can port your facial expressions alongside your mug, VR could elicit similar emotions to being with someone in person.

Facebook has been making steady progress on the avatar front over the years. What began as a generic blue face eventually got personalized features, skin tones and life-like features, and became a polished and evocative digital representation of a real person. Still, they’re not quite photo-realistic.

Facebook is inching closer, though, by using hand-labeled characteristics on portraits of people’s faces to train its artificial intelligence how to turn a photo into an accurate avatar.

Meanwhile, Facebook has tried to come up with new ways to translate emotion into avatars. Back in late 2016, Facebook showed off its “VR emoji gestures,” which let users shake their fists to turn their avatar’s face mad, or shrug their shoulders to adopt a confused expression.

Still, the biggest problem with Facebook’s avatars is that they’re trapped in its worlds of Oculus and social VR. In October, I called on Facebook to build a competitor to Snapchat’s wildly popular Bitmoji avatars, and we’re still waiting.

VR headsets haven’t seen the explosive user adoption some expected, in large part because they lack enough compelling experiences inside. There are zombie shooters and puzzle rooms and shipwrecks to explore, but most tire of them quickly. Games and media lose their novelty in a way social networking doesn’t. Imagine what you were playing or watching 14 years ago, yet we’re still using Facebook.

That’s why the company needs to nail emotion within VR. It’s the key to making the medium impactful and addictive.

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betaworks VisionCamp introduces seven new AR/computer vision companies

More than ten years ago, betaworks launched to foster an ecosystem of startups focused on the intersection of media and consumer behavior. While the mission hasn’t changed, the structure has seen some tweaks. The company has introduced its own venture arm, led by Matt Hartman, as well as the more recent launch of betaworks Studios.

But nestled gently between the two are betaworks Camps program. Camps are a sort of hyper-specific accelerator program, within which a small cohort of early-stage startups build out their products within a certain theme, complete with the full resources of betaworks (marketing, legal, space, etc.) as well as a small investment.

Camps first launched with BotCamp, followed shortly by VoiceCamp, and today the graduates of VisionCamp are showing off their wares for the first time at Demo Day.

Camera IQ

Camera IQ calls itself a camera experience manager. The company works with brands and publishers to develop virtual worlds for customers, with partners including Spotify, Neiman Marcus and Viacom. The technology integrates AR toolkits and mobile OSes with brands native apps to offer different experiences for consumers. Camera IQ was founded by Allison Wood and Sonia Tsao. The founders say that the camera represents the next great consumption experience, as well as the next great transaction experience. The company hopes to sit at that intersection.

Facemoji

Livestreaming and FaceTime are now accessible to everyone, but not everyone wants to show their face on these platforms. Enter Facemoji. The startup offers 3D avatar webcams that streams your facial expressions via the avatar without ever showing your real likeness. The company was originally focused on gamers who stream on Twitch, with plans to expand to video chat. Facemoji was founded by Robin Raszka and Tom Krcha.

Leo

Originally called Surreal, Leo offers a vast marketplace of AR objects, stamps and artwork so that users can change the world around them. Leo has raised $1.5 million in seed and has relationships with upwards of 2,000 artists on the platform. The company, which was founded by Dana Loberg and Sahin Boydas, makes money by sharing revenue with artists who create objects for the platform.

Numina

Nearly half of land area in cities is made up of streets, sidewalks and parks, and cities have no data or insights on these spaces. Numina partners with cities to place computer vision sensors on light poles in these areas and offer anonymous flow data about pedestrians in these spaces. The company offers an API for streets, as well, to give developers access to real-time activity and a backlog of activity for their apps, whether it’s for mobility, insurance, real estate, or logistics. Numina was founded by Tara Pham.

Selerio

Selerio brings together the real world and the virtual world by using computer vision to map the layout and objects in a room and replace them with a virtual world. Imagine putting old-school Victorian furniture inside an existing space. The company uses deep learning and computer vision in its technology, which was spun out of Cambridge University. Selerio offers an SDK to developers and is currently being integrated with Apple’s ARKit. Selerio was founded by Ghislain Tasse.

Streem

Streem supports the professional home services industry by using computer vision, machine learning, and AR to capture vital information (like model, make and serial number) through a simply live video chat. Through Streem’s technology, service pros can capture information, take measurements and save notes without ever stepping foot in the client’s home, letting them offer quotes much faster and solve the problem in one try. Streem was founded by Ryan Fink and Sean Adkinson.

Trash TV

Despite the fact that capturing and editing video is more accessible than ever, video editing remains a time-consuming and tedious process. The Trash TV app uses computer vision and AI to edit consumer videos into something beautiful and usable. The company uses a stock video repository that includes proof of creation to fill in the gaps. Trash TV was founded by Hannah Donovan and Anton Marini.

This is the third of betaworks’ Camps. The next one, according to Camps General Manager Danika Laszuk, is focused on the intersection of live streaming and participatory audiences. Dubbed LiveCamp, betaworks hopes to find startups evolving the space as Twitch streaming and apps like HQ continue to pull in large viewerships and the lines between performer and audience are blurred.

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HTC had a terrible holiday quarter

Smartphone and VR headset maker HTC has published its consolidated results for Q4 2017 — and it makes for grim reading.

The topline figures are:

  • Flat quarterly revenue of NT$15.7 billion (~$540M) with gross margin of -30.8%
  • Quarterly operating loss of NT$9.6 billion (~$330M) with operating margin of -60.8%
  • Quarterly net loss after tax: NT$9.8 billion (~$337M), or -NT$11.93 (-$0.41) per share

HTC says this latest quarterly loss was due to “market competition, product mix, pricing, and recognized inventory write-downs”. So pretty much a full house of operational and business problems.

The one bright spot for HTC’s business is a deal worth $1.1BN, in which Google acquired a chunk of HTC’s hardware business — which was completed at the end of January.

That one-off cash injection is not reflected in the Q4 results but will rather give some passing uplift to HTC’s Q1 2018 results.

HTC says it will be using the Google windfall for “greater investment in emerging technologies”, writing that they will be “vital across all of our businesses and present significant long-term growth opportunities”.

There’s no doubt that any business revival would require hefty investment. But exactly what long-term growth opportunities HTC believes it can capture is questionable, given how fiercely competitive the smartphone market continues to be (with Chinese OEMs making what running there is in a shrinking global market); and how the VR market — which HTC bet big on in 2015, with Vive and Valve, to try to diversify beyond mobile — has hardly turned out to be the next major computing paradigm. Not yet anyway.

So the emphasis really is on the “long-term” earning potential of VR — say five or even ten years hence.

HTC flags the launch of its VIVE Focus standalone VR system in China — which it last week said it would also be bringing to the UK and other global markets later this year — and the launch of a VIVE Pro premium PC VR system in January, which it was showing off at CES, as examples of focused product innovation in the VR space.

Following a strategic business review aimed at optimizing its teams and processes — both for smartphones and VR — it also says it now has “a series of measures in place to enable stronger execution”, and is touting fresh innovations coming across its markets this year.

But HTC is going to need a whole lot more than squeezable gimmicks and shiny finishes to lift out of these doldrums.

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HTC debuts original Ready Player One content for the Vive

 While some don’t care for the hit novel Ready Player One, it’s hard to deny that the book captured the hearts and minds of millions as it climbed the NYT Bestseller’s list in 2011. At the end of this month, a film adaptation of the book, directed by Stephen Spielberg, will be released in theaters. And given the book’s heavy focus on VR, it makes sense that HTC wants to… Read More

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The dos and don’ts of crafting frontier-tech companies

 Powerful tools, amazing talent and endless dollars flowing from eager investors makes today an amazing time to start tomorrow’s technology companies. Curious and ambitious founding teams are putting their skills to work toward solving real-world problems. Here’s how to build hard value while avoiding common pitfalls in nine exciting startup categories that will brighten our future. Read More

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Facebook’s plan to unite AR, VR and News Feed with 3D posts

 What if you could digitally sculpt a 3D object and share it on Facebook, play with it in virtual reality or insert it into your world with augmented reality? Facebook is polishing up stages one and two today after debuting posts of interactive 3D models in News Feed in October that you can move and spin around. Read More

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