How was the world of technology in 2016?

How was the world of technology in 2016?

January 2017 – How was the world of technology in 2016? – talk with the experts from San Francisco Bay area: Kevin Krewell, Principal Analyst of Tirias Research, Rodney Thayer, Cybersecurity Consultant and Pallab Chatterjee, Editor in Chief Media & Entertainment Technologies.

Autonomous vehicles made a lot of progress this year, more than anticipated – stated Kevin Krewell. The amount of effort and engineering going into driverless cars was remarkable. Typically, cars are a slow moving industry, taking 5+ years to qualify an equipment part going into a vehicle. But now things have changed and car manufactures are being blamed for not moving fast enough. Companies, such as, Qualcomm, Nvidia, Intel, NXP and others have been investing heavily to bring autonomous vehicles to the market in the next few years.  Elon Musk and Tesla have done the most to promote this change. Musk broke the barrier by having pre-installed software built into the Tesla vehicles, like he knew it was going to get better over time. Car manufacturers are not just making cars any more, but rather building a software platform – Rodney Thayer.

“All our knowledge begins with the senses”- declared 18th century philosopher Immanuel Kant.

The challenge with autonomous cars is that they are cameras based – added Pallab Chatterjee. Radar, lidar, sonar or real cameras are like senses of a vehicle. They are figuring things out but they create a huge amount of data. The flood of data is here and more is coming. By 2020, the average internet user will create 1.5GB of traffic per day, smart hospital – 3.000 GB per day, autonomous vehicle – 4.000 GB each per day, airplane – 40.000 GB per day and smart factory – 1.000.000 per day.

The biggest surprise that came up in 2016?

That VR came back again was a surprise to Pallab Chatterjee. It is like 3D, every 10-15 years people forget that it is not technology, it is what content is available and how the companies plan to monetize it. That was one of the problems with 3D.  It was rushed to the market because the technology was available but people said – there was nothing to watch because the content was made in a rush and it was of poor quality and stories. We see that scenario right now. The only good content for VR is in games on very expensive platforms but it is not mass market. The VR devices for mass market are not professionally created and a content is poor and people get dizzy and nauseous.

For Kevin Krewell, the biggest surprise in 2016 was how many big money acquisitions were taking place. It is not that big companies are buying small companies but big companies are buying big companies. Intel buying Altera last year was a starting point. NXP bought Freescale and now Qualcomm is buying NXP that just bought Freescale, and Samsung buying Harman Group.

The overriding challenge in 2016 was security and privacy.  A number of high level intrusions and data breaches took place, and as the year ends, more will come to light.  The risks are at all levels, individuals, companies, organizations, even standard internet providers and countries – the cybersecurity threats are guiding the way business was done in 2016 and the new ways it will be done in 2017 according to Rodney.

Here is the full episode that was aired at Bay area Comcast tv in December:

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.

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.

 

Electronic Entertainment Expo (E3) in two weeks

Electronic Entertainment Expo (E3) in two weeks

Just two more weeks until the Electronic Entertainment Expo (E3), the world’s premiere trade show for computer and video games, that is being held at the LA Convention Center. More than 20,000 attendees are expected, many new products and announcements but also for the first time the fans and enthusiasts of the electronic entertainment can be a part of that exciting event. E3 Live will be situated at Downtown Los Angeles’ sports and entertainment district of the city and will be open to the ticketed public.

E3 and E3 Live will be taking place from Tuesday, June 14 till Thursday, June 16. Before the doors open for the show let get a glimpse at the state of the industry.

Games industry is the fastest growing sector of the modern entertainment industry and is part of modern culture. Today game enthusiasts expect a richer, fuller and more involving game experience. Under such demanding clientele, more dynamic and multidirectional developments of games have been created, and the pallets of emotions both in the game and experienced by the player, have been greatly increased. Production studios strive for authenticity and put meticulous attention to detail, bringing players into a new level of realism, which may include 3D technology that changes flat images to three-dimensional images and cinematic quality photo-realistic events. Today’s game has a story line, utilizes state of the art visual graphics and utilizes new, advanced form of interaction with the player. In addition there is also increased proliferation of artists in the games industry, who get to express themselves creatively and individually. The impact of the games on mass culture is unquestionable and its value is growing at a dynamic pace.

The big attraction this year is the realization of the hype created by the Virtual Reality (VR) products.  Not only is VR in a number of new platforms from companies like Oculus, Sony, Samsung, Razer, HTC and others, but the show will feature a full VR ecosystem.  Accessories for controlling the game, walking around and being fully physically immersed in the game, new sensors, games from major publishers and companies as well new experiences from independent developers.

The other major attraction at the show is the availability of accessories and peripherals for the new consoles and high performance PCs released in the past couple of years.  The accessories – charging devices, extension cables, headphones, and controllers, performance accessories such as CPU & memory coolers, and skins /decorative items take a little bit to develop after the platforms are released, as they require the software titles to make their market entry before the user community makes the commitment to adopt the large variety of branded items.

The industry topped $131B USD in sales covering the hardware, software and accessories marketplace.

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More info at http://www.e3expo.com/url_takeover