Vicon Advances MoCap at SIGGRAPH 2016

Vicon Advances MoCap at SIGGRAPH 2016

Siggraph, July 2016 – In an interview with Jeffrey Ovadya, Director of Sales and Marketing for Vicon Motion Systems, we got a chance to hear about their latest mocap camera and also Project Katana which was being demonstrated on the conference expo floor at SIGGRAPH 2016.

Motion Capture, or MoCap has moved to the mainstream for VFX production in movies, TV, advertising and most content creation.  It has even expanded to support automated PTZ camera movement for live TV production using virtual studios.  The primary product from the company is high speed cameras for motion capture that are mounted to a scaffolding system or framing to define a 3D space where the movement is captured.  The new cameras and software are designed to be smarter and easier to use, as mocap moves from the professional space to the prosumer market.

For simplicity in the use of mocap, Jeff said that Vicon has started a program called “Project Katana”.  The idea behind it is to have a system that in real time will create a mocap skeleton model ad bring the data into systems like Final Cut.  The goal is to have final quality, fully rigged and articulated skeletons of the mocap session at the end of each shot.  This will provide full skeletons of all characters in the 3D capture space, at the end of each day, along with the production dailies.  In order to perform this analysis, the studio setup and network has to be self-healing.  The data environment for motion and the rigging connections in the project are being done using a Matlab mathematical modeling core.

The booth at the SIGGRAPH expo was showing the system however there is not release date or a “product name” for when Project Katana will be released.

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To address this shift towards simplicity, Vicon has introduced the Vero camera.  It is available in two models the v1.3 which is a 1.3MP camera and the v2.2 which is a 2.2MP camera.  Designed specifically for mocap applications, the cameras are an 850nm IR greyscale camera that operates at either 250FPS for the v1.3 or 330FPS for v2.2.  The high frame rates on the cameras allow for real time and full range live motion capture.

The cameras have a variable focus lens from 6mm-12mm for use in low angle and high angle applications.  A major design simplification for the user is the single cable connection.  The cameras have standard RJ45/Cat5e Ethernet connector that serves to be the interface for the camera control, data connection from the units and power the units using the POE specification.  For this single cable connection system, the cameras have been designed to only require 12W to operate.  Like the prior generation and larger camera the Vantage, the Vero has on-board sensors that monitor camera position and temperature to ensure optimal performance.

Production details of Captain America: Civil War reveal at Siggraph

Production details of Captain America: Civil War reveal at Siggraph

Siggraph, July 2016 – Due to the complexities of scheduling a large cast of actors and crew it is difficult to move the production to locations around the world. Due to tax rebates and incentives many movies are often shot in just a few locations. What is the solution for a production that is supposed to span the world? That was the situation that was presented to the production of Captain America Civil War which was primarily shot in Atlanta Georgia.

At the Siggraph this year the lead production session was dedicated to “The Making of Marvel’s Captain America: Civil War” movie. Victoria Alonso, Executive Vice President of Physical Production from Marvel Studios, Dan Delleeuw, VFX Supervisor and Swen Gillberg, Associate VFX Supervisor from Marvel Studios, Jean Lapointe, Compositing Supervisor from ILM, and Greg Steele, VFX Supervisor from Method Studios were discussing the production process of the movie.

As we already know the film was primarily shot in Atlanta Georgia and filmmakers utilize VFX to bring locations from around the world to Atlanta digitally. The presenters were detailing the stats for this film. The numbers for the 135 minutes film Captain America: Civil War were as follow: 2,782 finals were created; 2,745 finals were used in the movie, 415 shared shots between multiple VFX teams, 194,608 frames. The production team created description of total 12 characters that play in the movie including: Captain America, Falcon, Scarlet Witch, Winter Soldier, Hawkeye, Ant Man, Iron Man, Black Widow, War Machine, Vision, Black Panther and Spider Man. Every character was evaluated under the criteria such as: Fighting, Agility, Strength, Endurance, Intuition or Psyche. For example the Winter Soldier: Fighting – Incredible, Agility, Strength and Endurance – Remarkable, Intuition – Excellent, Psyche – Typical.

For those who think that the developing story of the film like Captain America is a linear process: Script > Look Development > Story Boards > Previs, they are mistaken. The panelists showed that is more like a matrix of those elements and multiple teams working and a lot of material needed to be shot. Many times short post schedules sometimes required that they started on the assets before the foreground was shot or the sequence was fully realized. They don’t always stick to what was originally planned with pre-vis or story board. As a result a lot additional material was shot to cover all options such as time of day, weather, and any camera angle.

The production of Captain America Civil War was collaborating work of 18 teams worldwide working on a single project.

 

SMPTE ETCA highlights creation and distribution

SMPTE ETCA highlights creation and distribution

ETCA, June 2016 – This year SMPTE had a new venue for their Entertainment Technology in the Connected Age (ETCA) conference, relocating to Campbell CA in the center of Silicon Valley from their prior location at Stanford University.  The event was opened by SMPTE President Robert Seidel, who is also the CTO of CBS.  He started by emphasizing that for the past 100 years the group has focused not only on the global standards and methods for content creation, but also on the technologies behind getting that content to the people who can enjoy it.  This includes the identification and use of new devices and methods as well as the definition to be able to share content among them.

Robert was followed by Pat Griffis who is the VP of Education for SMPTE who is from Dolby Labs.  He gave a quick overview of the SMPTE Advanced Technology Conference (ATC) that is being held in October.  The 100th anniversary event will be at the Ray Dolby Theater in Hollywood, CA and will feature an opening night Red Carpet event.

The two day event discussed traditional broadcast over the air as well as the addition of Internet based streaming connections to mobile devices and computers.  A number of the discussions focused on the change from linear television where the programs are available on a set schedule to the on-demand capability of the viewers as well “binge” watching of shows.  It also discussed the place and method of getting user created content up to the cloud, and how to then get that content out to the global viewers.

The lunch time keynote was from AMD announcing their new consumer graphics card for VR applications.  The card that was introduced by Roy Taylor retails for $199 and is called the Radeon RX 480.  It has been qualified on all VR platforms – Occulus, Valve, and HTC.  The price point also makes the card viable for industries that are rapidly adopting AR for their workflows and IT departments.  The goal is to make the product available at a price that is not only acceptable by a large range of consumers, but also for both public and private schools.

Pepcom presents mobile focus

Pepcom presents mobile focus

Pepcom event, June 2016 – There is nothing not to like about Pepcom’s press only events. They are always well organized and have so many innovative products to see.  The event happened on the evening of Thursday, May 19th, at the Metreon in San Francisco and focused on mobile products.  21 companies showcased their automotive, mobile and lifestyle innovations at the venue.

Here are take some of the products that I was most excited about:

Moshi, a designer of fashion bags, presented the Helios Lite and Helios backpacks that can carry laptops up to 13”(Helios Lite) and 15” (Helios). Made from ultra-lightweight and durable materials with water-repellent coating that protects in different weather conditions. All Moshi bags are very practical with enough pockets to put your valuables and accessories such as pens, chargers, smartphones and cables, as well as being fashionable for a generation of professionals that lead a busy and demanding lifestyle.

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Looking over their other products at the Moshi’s table, I found another nice surprise that was on display. They presented the Avanti; Moshi’s flagship on-ear headphones. This stylish product has good sound and featured a nice ergonomic design. The curved stainless steel headband with soft adjustable ear cups made of soft leatherette lets us solely enjoy the music, which is being isolated from noise and with minimal pressure on the ears. Avanti headphones features high-efficiency 40 mm drivers with high dynamic range.

At the Kingston booth, along with their flagship products, the company division HyperX showcased their latest gaming headset; the HyperX Cloud Revolver, which is now shipping on Amazon, Best Buy and Newegg. The HyperX Cloud Revolver is made with a steel frame suspension design, memory foam and premium leatherette ear cups and headband. It is compatible with PC, console and mobile devices. Their latest version continues to bring high performance products from Kingston Technology using the Cloud.

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Escort Inc. and Cobra Electronics, held by Cedar Electronics, showcased an array of dash cams: DriveHD Dash Cams and Drive HD CDR895D, which provide help capture against unexpected accidents on the road. The newest addition, CDR 895D is a dual channel dash cam that simultaneously captures the road ahead and road behind in HD video, offering front view resolution of full 1080P HD and rear view of 720P HD. The CDR 895D will be in Q2 with a MSRP of $229.95.

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As we live in the mobile era we can’t forget that every device needs to be charged.

Ventev at its booth offered an array of charging hubs and power solutions. Along with new USB charging hub rq600, there were desktop charging hub s500, USB charging hub 400, global charging hub 300 and wall charging hub 200.  On the portable power site, Ventev showcased power cells 10000+, 6000+, 6000c, 6000 and power dash r900. The company is also well known as a producer of cables that are strong, tangle-resistant and optimized.

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At the end of my list, I would like to mention TripIt, a mobile application that allow you stress-free travel. The program allows to create a master itinerary for your trips and store your travel plans along with maps and directions in one place. It’s a great addition to your busy lives.

Fatal1ty, Headphones for gamers by Monster

Fatal1ty, Headphones for gamers by Monster

E3, June 2016 – Noel Lee, the founder of Monster Cable, is an entrepreneurial icon in the audio & music industries. He personally designs and tunes every headphones that the company manufactures. Since early 2000s he is active in gaming industry and he presented his products at E3 show this year.

In the new presence at the show, Monster was showing off their high performance wireless products, their high power portable devices, automotive audio and the flagship for the show, their Fatal1ty by Monster gaming headsets.  These were announced at CES 2016 and are the joint creation of Monster and video gamer Johnathan “Fatal1ty” Wendel, who set the world standard for competitive video gaming by capturing 12 World Championship e-Sports titles.

Creativity, Innovation and Music Matter is Noel’s favorite statement.

He started his company 37 years ago. Monster Cable & Monster Power was born in Noel’s garage.  Today he holds 567 patents and has made milestones in design, comfort & performance.  With successes like Beats by Dr. Dre he has now moved beyond the status quo, trailblazing with higher-performance headphones/speakers with Pure Monster Sound that Noel personally designs and tunes himself.

Here is Noel’ story.

In 1968 Noel Lee graduated from Cal Poly, San Louis Obispo and joined Lawrence Livermore National Labs’ engineering team. Six years later he left Lawrence Livermore Labs to go on a world tour with his band, Asian Wood. But he did not quit his engineering talents to create a better way to listen to music than through a zip cord. On June 26th, 1978 he registered his new company name “Monster Cable” and began production in his garage in San Francisco. Year later Lee created the first Monster cable and showcased it during summer CES in Chicago. In 1980 his company moved out of the garage to first office 101 Townsend Street in San Francisco. Lee hired his first employees, Tai Min and Shang Yu Chang, who are still with the company today. In 1998 the company moved again to the new headquarters in Brisbane, California.

Of the 567 patents that Noel holds, the first U.S. patent was for the Xterminator electrical connector (1983). He introduced to the market many products: The MacSpeaker, the first computer speaker (1985), Music Logo (1986), Monster XP, the first new high-performance cable since the original Monster cable was born (1991), M Series, with the introduction of a new line of high-end speaker cable (1992). There were also many awards such as three innovation awards for Monsterous product in 2001.

In 2008 he was awarded with the title of “Enterpreneur of the Year” by Ernst & Young after he introduced Monster Game, a new product line for PS2, XBOX and Gamecube. In 2009 he launched Monster iSport headphones and made his appearance in gaming industry. The Fatality headset is his newest premium product that targeting the gaming space, and it was the basis of Monster’s first appearance at the E3 expo.    Monster has held a long tradition of having a major presence in consumer, professional and technical trade events and expos, and now the gaming industry has them in their fold.

Virtual Reality at E3

Virtual Reality at E3

E3, June 2016 – It is a season for Virtual Reality. At E3, the gaming world show that took place in June at the Convention Center in Los Angeles, the VR was presented everywhere. So far, virtual reality is associated with gaming industry sector mostly because the hard-core gaming community is willing to spend large amount of money for special purpose hardware such as VR glasses and games consoles.

VR hardware was the big draw this year.  The major platforms that were at the show took the spotlight since there was no major console release.  Dominating the major exhibits were the Sony Playstation VR units, Occulus, and Samsung Gear.  Dominating the software showcases was dominated by the HTC Vive.  Not counting the companies in the private rooms for demos, there were16 companies on the two expo floors with VR hardware or software.  These included: Sony, Occulus, Samsung, HTC, Pop up Gaming, Time of VR, Naughty America, CAPCOM, Carl Zeiss, Alienware, Bethesda, Warner Bros, Ubisoft, Cubicle Ninjas, Razer and Nyko.

The computer-simulated reality dates back 77 years. Here are the key moments in VR history. It started in 1939 at the trade show in New York City where introduced View-Master, a stereoscopic alternative to panoramic postcard. After that 30 years passed while Ivan Sutherland came up with first head-mounted display called “The Sword of Diamocles”. It passed another 30 years when the computer games company Sega introduced wrap-around VR glasses at CES in 1993. Two years later Nintendo produced the gaming console and named it Virtual Boy.

The real gold rush for virtual reality started in 2010. The market research analysts from Deloitte, CCS Insight, Barclays and Digi-Capital accordingly forecast that $24 million of VR devices will be sold by 2018, and revenue from virtual and augmented reality products and content will reach to the $150 billion mark by 2020.

ESA releases essential facts about gamers

ESA releases essential facts about gamers

E3, June 2016 – Every year at E3, the Entertainment Software Association (ESA), that owns and operates the show, issues essential facts about the gaming sector. The ESA conducts business and consumer research, and provides analysis and advocacy on issues like global content protection, intellectual property, technology and e-commerce, is the valuable source for information such as players demographics and games statistics. Below what ESA’s report shows for this year.

Who is playing and what is the players’ demographics?

63% of U.S. households are home to at least one person who plays video games regularly, which is defined as 3 hours or more per week. There are an average of 1.7 gamers in each game-playing U.S. household. 65% of U.S. household own a device that is used to play video games and 48% of U.S. household own a dedicated game console.

According to the ESA the gamer demographics are as followed: the average game player is 35 years old: 27% under 18 years, 29% age is 18-35 years, 18% is 36-49 and 26% is 50 plus. 59% gamers are male and 41% female. The most frequent female game player is on average 44 years old and the average male game player is 35 years old. Women age 18 or older represent a significant greater portion of the game-playing population (31%) than boys age 18 or younger (17%). There is an equal distribution of female video gamers in age. 50% are 35 and under and 50% older than 35. The average number of years gamers have been playing video games is 13.

We know who is playing but who is buying?

The most frequent game purchaser is 38 years old. 60% of them are male and 40% are female. 52% of them feel that video games provide more value for their money that DVDs (23%), music (14%) or going to the movies (10%). Of the most frequent game purchasers: 41% purchase them without having tried them, 31% download the full game off the company’s website and 30% purchase after downloading the trial version or demo. There is no surprise that 95% of gamers who own dedicated game consoles purchase video games for them.

What and how the gamers play?

48% of the most frequent gamers play social games. The top devices the gamers use are PC (56%), dedicated game console (53%), smartphone (36%), wireless devices (31%) and dedicated handheld system (17%). Top three types of video games played on wireless or mobile devices are: puzzle/board game/card game or game show @ 38%; action games @ 6% and strategy games @ 6% as well. The gamers who play multiplayer and online games spend an average of 6.5 hours per week playing with other gamers online, and 4.6 hours per week playing in-person. 51% of gamers play a multiplayer mode at least weekly.

Why gamers play?

53% of gamers feel that video games help them to connect with friends and 42% believe that games help them spend time with family. 75% of gamers believe that playing games provide mental stimulation or education.

Impressive VR demos at GTC 2016

Impressive VR demos at GTC 2016

GTC, May 2016 – Jen-Hsun Huang, the founder and CEO of Nvidia, one of the largest American manufacture of graphics accelerator chips, at the GPU conference, in May 2016 in California, announced that VR is going to change the way we design and experience the products. Such as shopping for cars. It is like being in virtual showroom where we can walk around our custom design car, open its door and check out the car’s interior.

At that conference took place two amazing virtual reality demos – Everest VR and Mars 2030.

For the “Everest VR” demo, Nvidia, partnered with Solfar, a Nordic VR games company, and RVX, a Nordic visual effects studio for the motion picture industry. RVX worked on movies, such as “Gravity”, which won the Oscar for Visual Effects. Using advanced stereo photogrammetry, pixel by pixel, a CGI (Computer Generated Image) model of Mount Everest was created.

For “Mars 2030” Nvidia worked with the scientists and engineers at NASA, along with Fusin VR, taking images from dozens of satellite flybys of Mars. They reconstructed 8 square kilometers of the surface of the planet. Even the rocks were hand sculptured, with millions of them being carefully placed, based on the satellite images.

Steve Wozniak, a co-founder of Apple, was invited to experience the Mars 2030 demo. As soon he slipped on his headset he was transported to a rover to drive around the planet.

Here are the key moments in VR history.

It started in 1939 at the trade show in New York City where introduced View-Master, a stereoscopic alternative to panoramic postcard. After that 30 years passed while Ivan Sutherland came up with first head-mounted display called “The Sword of Diamocles”. It passed another 30 years when the computer games company Sega introduced wrap-around VR glasses at CES in 1993. Two years later Nintendo produced the gaming console and named it Virtual Boy.

The real gold rush for virtual reality started in 2010.

That year Google came out with 360 degree version of Street View on Google Maps. In 2012 small company Oculus collected $2.4 million for a production of VR glasses. Two years after, Oculus was purchased by Mark Zuckerberg, the founder of Facebook, for $2 billion! The market research analysts from Deloitte, CCS Insight, Barclays and Digi-Capital accordingly forecast that $24 million of VR devices will be sold by 2018, and revenue from virtual and augmented reality products and content will reach to the $150 billion mark.

So far, virtual reality is associated with gaming industry sector mostly because the hard-core gaming community is willing to spend large amount of money for special purpose hardware such as VR glasses and games consoles. But that is changing. VR is appearing in different sectors of business and entertainment.

Yes, it is known that VR may cause motion sickness for some viewers and there are still a number of obstacles to work on but the technology is unstoppable now.

 

Enable Autonomous Land, Sea, Air and Space Vehicles

Enable Autonomous Land, Sea, Air and Space Vehicles

Embedded Vision Summit, May, 2016 – The original title of Larry Matthies, Senior Scientist from NASA Jet Propulsion Lab, was “Using Vision to Enable Autonomous Land, Sea and Air Vehicles”. Matthies added “the space” to emphasize the surroundings of these vehicles. “How I could forget about space”, he noted. When we think about autonomous vehicles, what comes to our minds are the vehicles on the roads but the scientists are continuing to develop the driverless vehicles for sea, air and space.

Matthies mentioned that the primary application domains and main JPL themes for autonomous vehicles are now as follows: 1. Land – all-terrain autonomous mobility; mobile manipulation 2. Sea: USV escort teams: UUVs for subsurface oceanography 3. Space: assembling large structures in Earth orbit 4. Air: Mars precision landing; rotorcraft for Mars and Titan; drone autonomy on Earth.

Then he described some of the capabilities and challenges that the scientists are facing. One important capability is absolute and relative localization.  The key challenges in this domain are: appearance variability, lighting, weather, seasonality, moving objects, and fail-safe performance. Localization has been tested on wheeled, tracked, and legged vehicles in both indoor and outdoor settings, as well as with drones, and Mars rovers and landers.

Another capability the speaker discussed is obstacle detection. This capability includes stationary or moving objects, obstacle type identification and classification, and the ability to determine the capacity and feasibility of terrain traffic. Complementing the detection functions are the understanding of other scene semantics as such landmarks signs, destinations, etc., perceiving people and their activities, and perception for grasping.

The challenges facing the observability sensors are non-trivial. Some of the difficult image characteristics include fast motion, variable lighting conditions such as low light, no light, and very wide dynamic range. The environment can have atmospheric conditions such as haze, fog, smoke or precipitation, and can have many difficult object parameters like featureless, specular, and transparent and terrain types such as obstacles in grass, water, snow, ice, mud. Finally, the last challenge that developers must address is the tradeoff between computational costs versus processor power.

Computer Vision in Cars

Computer Vision in Cars

Embedded Vision Summit, May, 2016 – Marco Jacobs from Videantis talked about the status, challenges and trends in computer vision for cars. Videantis, which has over 10 years in business, is the number 1 supplier of vision processors. In 2008 company moved into the automotive space.

What is a future of transportation?

Definitely we will be travelling less than today. Typically less than 100 miles in a day. The only autonomous people mover today is an elevator. So, when can we expect autonomous cars on our roads? At CES 2016 the CEO of Bosch answered – “Next decade maybe”. For now we have low speed and parking assistance but highway, exit to exit… around 2020.

The autonomous vehicle development is described in levels that range from L0 to L5. Today in production are levels L0, L1 and L2. L0 is where driver fully operates a vehicle, L1 is where the driver holds wheel or controls the pedals and vehicle steers or controls speed.  Finally L2 is where the drivers monitor, at all times, and vehicle drives itself but not 100% safely. Level 3 needs R&D and L4 and L5 is when the paradigm changes.

How does the market look in numbers?

There is 1.2B vehicles on the road, 20 OEMs produce over 1M each year, 100M cars sold each year, 100 Tier 1s creates over $1B revenue ($800B combined), and less than $1T business excluding infrastructure, fuel, and insurance, around 25% of the cost is electronics.

Today, new cars also carry 0.4 cameras.  There is an opportunity to increase that number to 10 cameras per car to extend visibility. In L0 vehicles there are rear, surround and mirror cameras. In L2 and L3 there will be rear, surround, mirror and front cameras.

Rear camera functions typically included: wide angle lens, lens dewarp, graphics for guidelines, H.264 compression for transmission over the automotive in-car Ethernet.  Vision technology allows for real-time camera calibration, dirty lens detection, parking assistance, cross traffic alert, backover protection and trailer steering assistance.

The surround view typical functions include: image stitching and re-projection. Vision technology in this application offers: structure from motion, automated parking assistance such as marker detection, free parking space detection and obstacle detection, including everything that rear camera vision functions include.

Mirror replacement to cameras on vehicles will reduce drag and expand the driver’s view. Its typical function include: image stitching and lens dewarping, blind spot detection and rear collision warning. Vision technology offers: object detection, optical flow and structure from motion, as well as the basic features found in rear cameras.

Typical function of a front camera that provides control of speed and the steering wheel are: emergency braking, auto cruise control, pedestrian and vehicle detection, lane detection and keeping, traffic sign recognition, headlight control, bicycle recognition (2018) and intersections (2020). Drive monitoring that is in L0 has features as such: driver drowsiness detection, driver distraction detection, airbag deployment, seatbelt adjustment and driver authentication. Vision technology offers: face detect and analysis, as well as driver’s posture detection.

Here is the image processing pipeline:

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The speaker mentioned and discussed the challenges like work under all conditions: cold & hot: low power; dark & light: HDR, noise; dirty lens; detect angles; operating over a speed range of 0-120mph: the need to select different algorithms; car loaded/dinged: calibration. Challenge is also working under severe power constraints such as: power source 100W, small form factors limits heat dissipation or complete smart camera less 1W. Another challenge is: what is the better option: centralized or distributed processing, as both have pros and cons. Pros for central processing is that single processing platform eases software development but the cons are: entry-level car also needs high-end head unit; it is not scalable and not modular; adding cameras causes system overload. Distributed processing seems to have more pros such as: low-end head unit, options become plug-and-play, and every camera adds processing capabilities. But the cost is: the system is more complex. The reality today is that some cars have 250 ECUs.

Jacobs’s final conclusions were: the business opportunity is huge (>$1T), self-driving car tech causes paradigm shift (new players can grab market share), automotive is not like consumer electronics, next 10 years no self-driving cars (change will be gradual, lots of driver assist functions with vision technologies; efficient computer vision systems are the key enabler for making our cars safer.

Dr. Martin Cooper at IMS

Dr. Martin Cooper at IMS

IMS, May 2016 –At the International Microwave Symposium this year a legendary inventor, a father of the cellphone, Dr. Martin Cooper, was speaking at the plenary session on Monday, May 23.  In 1973 Dr. Cooper worked for Motorola when he presented the first handheld cellular phone to the world.  In a short 10 years later, the “DynaTAC 8000x” the model was released to the market. Today it is hard to believe that first cellphone weighed almost 2 pounds and looked and felt like a brick. The first model that retailed for $3,995 and with its 30 minute of battery charge, it was far away from the functionality and beauty of today’s standards.  But since that time, cellular phones have been becoming less expensive and with upgrades and vast technology improvements, the mobile phone was becoming accepted as part of the mainstream life on its way to conquering the world.   In the last 20 years, the number of cellular phones rose from 12 million to 5 billion. Dr. Cooper maintains that, although the phone contains amazing semiconductor and other advance technologies, the phone itself is still in its infancy. Personal wireless connectivity has the potential to change our approach to health care and education sectors.

Unfortunately Dr Martin speech was disrupted twice by fire alarms and some time passed by because of the clearance procedures but having this accomplished inventor at IMS was a real treat for the attendees.