Friday, April 25, 2014

CES On The Hill 2014


The Consumer Electronics Association (CEA) is an organization that unites 2,000 companies within the consumer technology industry. Led by its dynamic President and published author of several books, Gary Shapiro, the members of CEA tap into valuable and innovative members-only resources: “unparalleled market research, networking opportunities with business advocates and leaders, up-to-date educational programs and technical training, exposure in extensive promotional programs, and representation from the voice of the industry.”

CEA is the organizer of the most efficiently and effectively managed International CES (Consumer Electronic Conference) held every year in early January.  I attend as a credentialed member of the Press representing ASIAN JOURNAL USA.

It also runs the CE Week in New York that is held every summer, which I also attend regularly.

On April 30, 2014, I will be at the CES On The Hill – an invitation-only event that is also produced by the Consumer Electronics Association (CEA).

As stated in their announcement, CES On The Hill has been organized precisely “to provide policymakers the opportunity to interact with the technology companies and products that are changing the way we live, work and play. Members of Congress, key Hill staff and DC media will experience the innovative technologies at the center of today’s policy debates.”

The event will be held at the Rayburn House Office Building Cafeteria (Rm-B-357), which is located at the intersection of Independence Avenue and South Capitol Street in Washington, DC. 

I was just reminded of the fact that it was in this same place where our organization, Asian Pacific American Chamber of Commerce (APACC) hosted the late Philippine President Cory Aquino during her first Presidential State Visit in the middle 1980s.



Any group that seeks to initiate or change policies must go to the Hill.  Among the Public policy issues that CEA is interested in are the following:

1.         Increasing Spectrum and Mobile Broadband;

2.      Enabling Innovation by the Best and Brightest through Support for Immigration Reform;
·        
3.         Encouraging Industry-Led eCycling Policies;
·        
4.      Stopping Patent Litigation Abuse;

5.      Furthering Industry Sustainability and Green Initiatives;

6.      Ensuring Access to Innovative Technologies;

7.      Advancing Energy Efficiency Programs and Initiatives;

8.      Supporting Industry-Driven Solutions for Design, Labeling, and         Use Mandates;

9.      Promoting Safe In-Vehicle Technology; and

10.     Expanding Free Trade Agreements.


 Noted exhibitors at the CES on the Hill include but limited to the following:


Thursday, April 17, 2014

GAME of DRONES


 I wrote in this column earlier that in the 1990s I represented a company that manufactured Unmanned Aerial Vehicles (UAVs) or what are now called Drones. I said that aside from their military uses, Drones also had some civilian uses.

One of them was using them as low altitude satellites acting as transmitters for telecommunications and broadcasts.

Today, this Game of Drones became more exciting with the involvement of some Social Media giants.

These Drones are now intended to extend Internet to remote areas.  With Google’s acquisition of Titan Aerospace, it has correspondingly gained the capability as a developer of jet-sized drones intended to fly nonstop for years.



Titan says it could help people by “providing internet connections in remote areas or helping monitor environmental damage like oil spills and deforestation.”

According to the The Wall Street Journal  Google says the technology could also be used to collect images.

The WSJ says Titan would work closely with its Project Loon, “which is building large, high-altitude balloons that send Internet signals to areas of the world that are currently not online,” according to a Google statement. “Titan also may work with Makani, another early-stage Google project that is developing an airborne wind turbine that it hopes will generate electricity efficiently.”
In another development involving the Game of Drones for the Cyber Throne, Facebook has also agreed to buy the U.K.-based Ascenta.
In its announcement Ascenta declared, “Today we are delighted to announce that our team will be joining Facebook. This is a special partnership built on a shared vision. We are joining the team inside Facebook, which is focused on bringing Internet connectivity to the world’s developing countries through new technologies like high altitude long endurance vehicles. Facebook has demonstrated a serious commitment to this effort, and we are more excited than ever about the potential for our technology and our future impact in the world.”
Meanwhile, according to WIRED, DARPA is turning aging surveillance drones Into Wi-Fi hotspots. A fleet of surveillance drones once deployed in the skies over Iraq is being repurposed to provide aerial Wi-Fi in far-flung corners of the world. 
RQ-7 Shadow drones that the Army flew in Iraq for intelligence, surveillance and reconnaissance missions are now becoming wireless hubs for connectivity in remote conflict zones where challenging communication environments can mean the difference between being ambushed and getting reinforcements.
WIRED further reported that “Darpa’s Mobile Hotspots program retrofits retired Shadow drones with pods that will be able to transfer one gigabyte per second of data — the equivalent of 4G smartphone connectivity — so that soldiers in remote areas will have the same access to tactical operation centers and mission data that others in more central theaters have.”


Wednesday, April 16, 2014

Oculus Virtual Reality: From $2.5M to $2B in 18 Mos.

Here is another email that I received from Peter Diamandis who was recently chosen by FORBES Magazine as one of the 50 Greatest Global Leaders. I wrote his brief bio in my other column/blog “Take It From My Barber” in this week’s issue of the Asian Journal USA (San Diego).
Peter is in my Google+ Circle.

I am sharing his email in its entirety with our readers to appreciate the significance of its contents and the message it delivers.

Dear Benjamin -
As I'm sure you've already read, earlier this week Facebook acquired Oculus Virtual Reality for $2 billion.
This is a huge deal... and here's why:
Brief** Company Timeline:

    August 2012 - Oculus Rift raises $2.5M on Kickstarter
    June 2013 - Oculus Rift raises $16M in venture capital
    December 2013 - Oculus Rift raises another $75M, led by Marc Andreessen
    March 2014 - Facebook buys Oculus VR for $2B.

The CEO of Oculus went from:
"I've got an idea" -- to -- 
"I run a $2 Billion company" 
...in under 18 months. Ouch!
A few more impressive numbers:
The CEO (Palmer Luckey) is a 20-year-old college dropout 
The company had only 50 employees at the time of its $2B exit
This is one of the more striking examples of exponential growth as of late, and hits on many of the lessons we're learning about at the Abundance 360 Summit.
Let's break down why this is so incredible.
Crowdfunding - As we've discussed, crowdfunding can help you secure your seed investment (which for Oculus was $2.5M) by validating your market and fit. Then, with the momentum you build, you can raise venture capital. In this case, that meant $95M... This deal substantiates the claim that the value of crowdfunding is so much more than just the money raised during the campaign. Oculus VR received incredible market validation and curated a massive network of passionate developers to push the technology (and business) forward.
The User Interface Moment - As we discussed at Abundance 360, the key to monitoring exponential technologies is looking for User Interface moments, which herald something big. Very big... (If you are unfamiliar with the term "User interface moment," think back to the Mosaic Web Browser created by Marc Andreessen. It was the moment when "the web" became useful to the world).
Breakthroughs Coming from a Novice - There have been MANY attempts to bring virtual reality headsets to mainstream audiences, and hundreds of millions have been spent in the process. This breakthrough didn't come from an expert (who normally can tell you what can't be done) but from a passionate novice who didn't know what couldn't be done. So, it would only make sense that Marc Andreessen was the lead investor in Oculus VR - a veteran in spotting the true "user interface moment" and capitalizing on timing.
Exponential Organizations - The story of Oculus VR is another incredible validation of the power of Exponential Organizations. Like the examples of Exponential Organizations before it, Instagram, AirBnB and WhatsApp, this story has all the pieces of the exponential organization puzzle: A Massively Transformative Purpose (MTP), a small team, use of exponential technologies, use of the Crowd & Community, etc.
Passion Trumps All - How can a 20-year-old USC dropout succeed where experts of the past have failed? Passion. This story should inspire everyone to pursue his or her passions. Palmer Luckey, the founder and creator of Oculus VR, had but one goal: make video games even better than they already were. Once Palmer realized he could use virtual reality to fulfill his dream, he did everything in his power to make it come true. Luckey's approach to this was simple: "Use virtual reality to make me love something more than I already do." You need to build things with a purpose. Pursue things with a fiery passion that gets you out of bed in the morning. Don't just go build something for the sake of building something.
I hope you find this useful. I wanted to bring to life some of the critical lessons we studied together at the Abundance 360 Summit so you can remind yourself how to apply them in your own startup or business.
At the next Abundance 360 Summit, I plan on diving even further into virtual reality and the huge boom it could create across all industries. The potential impact it will have on the cost of business, travel, real estate, etc. is enormous. I hope to see you there.
Best wishes,
Peter


Friday, April 4, 2014

ARTRAGE FOR IPAD WINS 2014
PARENTS’ CHOICE GOLD AWARD

Wins for Digitally Imitating Professional Artist’s Tools & Paints
Creates 3 Dimensional Art Realism for Kids without the Mess

A Facebook friend who represents the company that developed Artrage for IPad sent this Press Release to me a few days ago.  I am sharing it with our readers who might find it useful not only for their kids but also for themselves.



March 29, 2014, San Francisco, CA – Ambient Design www.artrage.com, the leading award-winning creator of realistic art painting software for Mac, Windows, iPad and iPhone, announced today that ArtRage for iPad is the winner of the 2014 Parents’ Choice Gold Award for the Best Mobile Apps at: http://www.parentschoice.org/product.cfm?product_id=32397&StepNum=1&award=aw

Available immediately at the Apple iTunes Store, ArtRage for iPad is the most realistic art app and software helping kids become creative on the go without the mess. 

ArtRage was chosen for the Parents’ Choice Award because it does a “remarkable job of imitating not only the professional tools and paints of artists, but also the 3 dimensional way artistic mediums react and build on a canvas,” said Parents’ Choice.  “For example, a hunk of oil paint can be squeezed out of a tube of paint and it sits realistically on your canvas waiting to be spread and molded with great accuracy using a palette knife, brush, or any of the other tools.  Any tool that is chosen can be manipulated using a finger or a stylus,” they concluded.

ArtRage Exhibiting at National Art Educators Association – Previewing ArtRage for Android

ArtRage will be exhibiting at the NAEA 2014, the annual convention of the National Art Educators Association, March 29-31, 2014 in San Diego.  At booth #632, the latest versions of ArtRage will be shown for Windows, Mac, iPad and iPhone and the upcoming version of ArtRage for Android will also be previewed.  

Parents’ Choice Champions Importance of Quality Children’s Media 

The Parents’ Choice Awards is the nation’s oldest nonprofit program recognizing quality children’s media to help parents and caregivers of all achievements and backgrounds make informed decisions about which new products are right for their children.  For more than thirty-three years, the Parents’ Choice Awards have honored the best products for children:  books, toys, music, storytelling, magazines, software, videogames, television and websites.  With a panel of educators, scientists, performing artists, librarians, parents, and even kids themselves, the Parents’ Choice Awards identify the very best products for children of different ages, backgrounds, skills and interest levels. 

“We are honored to win the Parents’ Choice Award for the best mobile products that entertain and teach with flair, stimulate imagination and inspire creativity,” said Matthew Fox Wilson, Creative Director and Co-founder, Ambient Design.  “ArtRage is a great way to get kids, teens, and adults of all ages interested in art and developing their creativity.  ArtRage is used in thousands of schools and dozens of museums to teach art.”

Let Your Inner Van Gogh Out with ArtRage for iPad

ArtRage for iPad lets you become a mobile digital artist on your iPad, providing the experience of actually “painting” digitally on an iPad canvas with oil paints that smear and blend, and watercolors that flow together to create soft, wet gradations, just as they would in a traditional art studio.  “If you’ve always dreamed of putting paint to canvas and letting your inner Van Gogh out, then you should check out the ArtRage app for iPad,” said Parents’ Choice.  “Whether aged 4 or 12 or 50 years old, if you are feeling creative, then you can summon that urge using this great $5 natural media painting app. It models real-world paints, brushes, tools, and canvases to let you paint, draw, blend, and create on screen.”

ArtRage for iPad Features include:
   Realistic color blending.
   Paint Strokes:  High quality rendered strokes show the amount of paint on the canvas.
   Oil Brush and Airbrush:  With thickness and smearing.
   Palette Knife: For spreading and blending pigment.
   Optional Tap and Hold Color Sampling.
   Tools:  Paint Roller, Paint Tube, Eraser, Inking Pen with auto-smoothing and pressure simulation, Pencil & Marker Pen, Chalk & Crayon.  Watercolor tracking shows paper wetness as you paint.
   Settings:  For fine control of each tool and custom tool presets for storing favorites.
   Unlimited:  Unlimited Layers, Undo, Redo, and Color Samples.
   Reference & Tracing:  Images and digital camera support for referencing and tracing images and importing images to help you as you paint.
   Support for Bluetooth pressure-sensitive styluses.
   Largest canvas for realistic paint on a mobile device:  2048 x 2048 pixels.
   Recording: Paint stroke recordings can be played back in ArtRage 4 in Mac and Windows.
   Sharing:  Features file sharing, importing and exporting.
   Improved Airbrush Strokes.
   “Save” Speed Improvements.
   Updates for:  Import Popover Dismissal, Landscape Mode Drag, and Color Sampler.