John Legend – musician and philanthropist

John Legend – musician and philanthropist

September, CTIA – The last day of CTIA 2016 conference brought a very special guest as keynote speaker – Academy Award winner, Golden Globe winner and 10-time Grammy Award winner, singer and songwriter – John Legend. His fireside chat discussion with Chris Hercik, senior vice president of Creative + Content, The Foundry@ Time Inc. the musician talked about how he and his wife Chrissy Teigen are for the technology and how they fully embrace it. He loves to be connected. He gave insightful overview on a topic how mobile technology continues to impact music industry.

Hercik also brought the information that not many know about the musician. John Legend is also a philanthropist. He volunteered to help the survivors after the Hurricane Katrina and Haiti. Recently he was ranked number 6 on the “World’s Greatest Leaders” list for the most influential figures from around the world in business, philanthropy and arts. On that list are people like Bono and Pope Francis. Legend was awarded for his effort to reform United States school and prison systems. Musician established the Show Me Campaign, a non-profit organization, to break the poverty trough education. He is also involved in some other charity organizations such millennium Promise Alliance to help African villages.

He spoke about his personal life with wife Chrissy and shared what makes him up. My daughter Luna –answered Legend with laugh. Luna is just few month old. I love music, I love doing what I am doing, and hopefully it makes the world more interesting and more beautiful place – stated Legend – I am lucky that I can do it every day.

 

 

 

 

 

5G Americas advocates 5G & LTE at CTIA

5G Americas advocates 5G & LTE at CTIA

September, CTIA – Chris Pearson, President of 5G Americas, told us in 1:1 interview during the CTIA conference that the focus on 5G is good because we need to be looking at the future and the things we need to do to stay connected. This includes providing more mobile broadband, more massive LTE, less latency and finally reliable communication. For the foundation of mobile broadband, 4G and 5G will be integrated together as well the incorporation, with a big role, of LTE Advance and LTE Advanced Pro. But there is some economic reality behind the adoption of the technology in that, if you are an operator, and you want to deploy 5G, you have to have a business case to spend hundreds of millions or billions to pay it back.

5G Americas advocate for more innovations and investments from the private sector to look at the best interests of the end customers. The customer can be consumer, enterprise or verticals inside IOT.

5G Americas is the voice of 5G and LTE for all the Americas.  They work by supporting the ecosystem of mobile operators and vendors, working with government agencies, regulatory and standards bodies, as well as other global wireless organizations to promote the 5G & LTE technologies. They work in three (3) different areas:

First – Technical recommendations and facilitations. They don’t typically create standards but they are part of the process of education on the direction of the technology that they want. They also contribute their white papers with the associations around the world and governments around the world with focus on Americas region.

Second – They work on regulatory policy, that as Pearson admitted – become more and more important because of what 5G is going to be doing.  5G is getting to the other verticals and other areas such as: education, transportation and health care. He believes that 5G ecosystem should include and will include a regulatory aspect as it enters market already subject to regulatory control.

Third – Education.  They provide outreach with all wireless headquarters including industry media, industry analysts and a lot of influencers and government processes.

Workstations are the tool of choice at SIGGRAPH

Workstations are the tool of choice at SIGGRAPH

Siggraph, July 2016 – The annual SIGGRAPH event is the meeting place for the academics, innovators, industry and professional media producers to meet and share their experiences.  The commonality is the blending of the technology and engineering with the artistic vision that drive cinema, TV and advertising.  To help realize these visions on a release schedule, the computers used had to change and became workstations.

Dell’s Precision Workstations had a lot of visibility at the SIGGRAPH 2016 show even though Dell did not have a booth on the show floor and the company did not introduce any new products. We living on providing solutions – said Molly Connolly, WW Industry Strategist, Media & Entertainment – We are looking for symbiotic microcosms. She confirmed that the company understands the balance with software professional community and also their customers. Her focus is on how we can engage with the community and listen what their needs are to make their workstations even better.

Dell’s workstation is a solution for the SIGGRAPH community.

The facts are that you don’t need the workstation if you are just running office and email but everyone who is creating visual and digital content, and those who are using the professional applications for creating the digital content;  those professionals need system commonality, multi-processors with multiple cores, ECC memory, professional graphics compute capability, fast storage, fast IO & networking. All that workstation provides.

Workstation are for time critical applications and they are designed not to fail and require the user re-crate the content. If you running a 3 day rendering task, and you know that your film has to be in theaters in 8 weeks, the workstation is the solution for you. The same for broadcasting space. Broadcast cannot let the screen go dark or have the content interrupted.

Dell’s workstations for M&E Tech space enables the magic to happen – said Molly. Dell’s workstation has been used by the last five winner of Academy Awards for Visual Effects. Molly went on to state that – “We’ve been very fortunate. Dell precision workstation has been recognized as leader in performance.”  This recognition has been for both the desktop and portable workstations.

This capability is what is driving Dell as one of the dominant platforms for the creation of VR content.  The workstations are designed to support all the pieces needed for this new stereoscopic and 360 degree content marketplace, and are being quickly adopted as the computer of choice for the VR creators.

Looking at the process. Artists create the content – mostly at the workstation, they manage the content – typically on server, then they deliver the content and you enjoy it (or consume it).  The workstations, with their fault tolerant design, construction for long hours of continuous operation and capacity for high performance computing allow this process to happen on a predictable schedule, freeing the artists to create their vision, rather than worry about the computing.

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.

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.

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.