Daily Archives: July 5, 2017

Player 2 Celebrates Video Games, Virtual Reality…and Beer – Westword

Posted: July 5, 2017 at 9:15 am

Wednesday, July 5, 2017 at 6:25 a.m.

Denver Comic Con is over for 2017,but the opportunity to geek out with other nerds over virtual reality, gaming and cosplay is just beginning. Player 2, a Denver startup, has been putting on events at bars around the city since January, giving people places where they can gather over beers to play board and video games.

"We want to bring interpersonal experience back to this stuff," says Player 2 owner Shadoe Konicek, recalling the community gaming fostered when he was young. These days, he notes, much of the gaming culture has "lost connections."

To help reinvigorate the social aspect of gaming, Konicek started Player 2, which brings a library of board games, a VR station with a full HTC Vive setup, and plenty of video games to participating bars. There, in the classic arcade spirit, you can buy tokens to use toward games or VR.

By September, Konicek hopes that Player 2 will be able to open its own private space, which will be run as a sort of clubhouse; customers will bring their own refreshments to enjoy while they game and experience a full VR station. He's confident the concept will fill a niche, and thinks it could expand to other locations, too; to help get the first one off the ground, Player 2 will run a small crowdsourcing campaign in August, offering early memberships.

In the meantime,Player 2 will be holding a "Nerd's Night Out" on Monday, July 10, at Platt Park Brewing Company, where it has held previous events. Anyone who shows up in cosplay gets their first beer for free, and players can compete in various challenges to win more beer or gift cards: Defeat the fabled samurai in the VR game Death Dojo, for example, and you couldget a$25 gift certificate to Platt Park.

"We do this so people can feel comfortable," concludes Konicek. "The point is it's okay to be adult and still like these things."

See original here:

Player 2 Celebrates Video Games, Virtual Reality...and Beer - Westword

Posted in Virtual Reality | Comments Off on Player 2 Celebrates Video Games, Virtual Reality…and Beer – Westword

Researchers use virtual reality to unpack causes of common diseases – Medical Xpress

Posted: at 9:15 am

July 5, 2017 Credit: University of Oxford

Researchers from the University of Oxford are using a unique blend of virtual reality and innovative genetic techniques to understand the causes of diseases such as diabetes and anaemia.

The team, working in collaboration with physicists from Universita' di Napoli and software developers and artists at Goldsmiths, University of London, are using the state-of-the-art technology to investigate the 3-D structure of DNA. The way in which DNA is arranged in 3-D space has huge consequences for human health and disease. Subtle changes in DNA folding impact on whether genes can be switched on or off at particular times dictating what a cell can do. It is this process that the team are trying to get to the bottom of in the hunt for the causes of disease, and potential new treatments.

The scientists are presenting their research at the Royal Society's annual Summer Science Exhibition.

Prof Jim Hughes, Associate Professor of Genome Biology, University of Oxford, said: "It's becoming increasingly apparent that the way that a cell fits two metres of DNA into a structure more than ten times smaller than a human hair, is more than just a random process. We are dissecting this intricate folding to understand which parts of our immense genome are interacting at any one time, helping us understand whether changes in this process can cause disease."

The video will load shortly

CSynth the software on show at the Royal Society's Summer Science Exhibition is designed to provide an engaging way to explore and understand the complex structure of the genome in 3-D, by integrating data from genome sequencing, computer modelling and high powered microscopy. Scientists are now hoping to use virtual reality to visualise the huge amounts of data they can generate in the laboratory.

Speaking about the software, Stephen Taylor, Head of the Computational Biology Research Group at the MRC Weatherall Institute of Molecular Medicine, University of Oxford, said: "With advances in genetic techniques, we can now harness more information than ever before from biological data provided by patients and volunteers. With the CSynth software we can integrate data from different experiments into something more tangible to help researchers understand how DNA folds. In addition, using the Virtual Reality mode in CSynth is helping us visualise these complex 3-D structures in a more intuitive way."

Prof William Latham from the Department of Computing, Goldsmiths, University of London, said: "I'm fascinated by the way we can use art to better understand and envision scientific concepts. In CSynth we've created something that not only accelerates research progress, but also allows the public to share in unravelling some of the mesmerising and intricate structures inside our body."

Prof Frederic Fol Leymarie from Goldsmiths, said: "By combining maths and physics together with computer games technologies, we can program realistic molecular interactions, and immerse people in the dynamic world of DNA. CSynth takes you on a close encounter with the very fabric of life."

Please sign in to add a comment. Registration is free, and takes less than a minute. Read more

Read the original here:

Researchers use virtual reality to unpack causes of common diseases - Medical Xpress

Posted in Virtual Reality | Comments Off on Researchers use virtual reality to unpack causes of common diseases – Medical Xpress

Volkswagen Group is backing virtual reality solutions for interactive collaboration in production & logistics – Automotive World (press release)

Posted: at 9:15 am

Diving into the deceptively real world of virtual reality (VR), for example exchanging ideas with Group colleagues at a logistics hall in the Czech Republic from Wolfsburg the latest VR technology makes that possible for the first time. Experts from the Volkswagen Group have developed virtual reality applications for production & logistics that enable several participants to meet in a VR room. Following a test phase, the Volkswagen Group is now the first car manufacturer to roll out VR technology with the HTC VIVE-VR system. The Volkswagen Digital Reality Hub developed for this purpose together with the Innoactive startup bundles all existing VR applications, users and tools in the Group on a single platform. This platform is making its public debut at the Digility conference and exhibition in Cologne.

Virtual reality creates the ideal conditions for cross-brand and cross-site collaboration, Jasmin Mller from Audi Brand Logistics explains. Together with colleagues from the Group, she develops VR solutions for production & logistics as part of the cross-brand Digital Realities Team. They have already designed virtual reality logistics trainings, created virtual environments for workshops, or exchanged best practice examples in VR.

Dennis Abmeier from Group IT is also a member of the Digital Realities Team. As he explains, exchanging knowledge is just as important as bundling knowledge. Thats why we came up with the Volkswagen Digital Reality Hub central platform in collaboration with Innoactive. All employees have access to all existing VR elements as well as existing knowledge via the platform. That way, we enable individual units to implement new use cases quickly and jointly move in VR applications so they can plan new workflows interactively.

Mathias Synowski, a VR user from Group Logistics, describes the added value of virtual reality solutions: Going forward, we can be virtual participants in workshops taking place at other sites or we can access virtual support from experts at another brand if we are working on an optimization. That will make our daily teamwork much easier and save a great deal of time. Rolling out VR technologies is therefore an important step towards the digital, networked and efficient production of the future.

The testing and rollout of virtual reality applications is an example of cross-brand cooperation in the Group: under the umbrella of Group Logistics and the Digital Factory, the Digital Realities Team is currently developing further virtual reality applications for production & logistics at the Audi, SEAT, KODA and Volkswagen brands. The applications will be accessible throughout the Group via the Volkswagen Digital Reality Hub common platform. As far as the technology is concerned, the VR end user device is the HTC VIVE Business Edition, a special VR headset developed specifically for businesses. The Volkswagen Group is therefore the first car manufacturer to roll out virtual reality (VR) technology throughout the Group with the HTC VIVE headset.

The Volkswagen Group, Innoactive and HTC VIVE are presenting the new VR applications for production & logistics as well as the Volkswagen Digital Reality Hub to the public for the first time at the Digility conference and exhibition in Cologne on July 5 and 6, 2017. There will be a live demonstration of the latest VR applications at the trade fair for AR and VR technologies.

See the article here:

Volkswagen Group is backing virtual reality solutions for interactive collaboration in production & logistics - Automotive World (press release)

Posted in Virtual Reality | Comments Off on Volkswagen Group is backing virtual reality solutions for interactive collaboration in production & logistics – Automotive World (press release)

How Virtual Reality Sex Tech Just Might Change Women’s Lives – Glamour

Posted: at 9:15 am

A year ago, while Bryony Cole was researching technological developments in entertainment, she stumbled across virtual reality sex, which essentially lets people interact through a screen as if they were in the same bedroom. The fact that people could have rich, varied sex lives without ever leaving their couches both fascinated and frightened her. How would that affect their real-life relationships? Was it considered cheating?

Those questions made her curious enough to start the Future of Sex podcast. In each episode, Cole investigates a new issue at the intersection of sexuality and technology, from the etiquette of dick pics to the ethics of sex robots. But to hear her tell it, the most significant changes she's seen in sex tech aren't about the mechanics of how we have sex, but how our attitudes are shfitingparticularly where gender is concerned.

Cole talked to Glamour about how technology is altering our relationships and ultimately our society, for better and for worse (but mostly, she believes, for the better).

Glamour: What are the most exciting sex tech inventions you've seen lately?

Bryony Cole: OMG Yes, a sex ed platform for women, which includes touchable videos that allow you to learn and practice 12 different techniques that lead women to orgasm. The touch screens are enabled with feedback technology that essentially tell you if you're doing it correctly or not. This sort of interactivity is far more engaging than any book or screen has been previously.

That interactivity extends to virtual reality. Theres a couple of interesting VR sex ed examples going on at the moment. One is from Emory University in partnership with Georgia Tech. The execution is still pretty basic at the moment, but what theyve attempted to do is walk women through a nightclub and practice saying "no," practice consent in that environment, where you meet someone and it may feel awkward but you're not sure how to say "no." If you keep going through this environment, hopefully, when it gets to the stage of real life, you have the skills and knowledge to be able to say "I don't feel comfortable in this situation."

The other interesting application in VR for sex education is a program called Virtual Sexology II, designed by BaDoinkVR. There's a program for men and one for women, designed by sex therapists to enable you to become better lovers: for men to work through premature ejaculation by getting in contact with your body, and for women, getting in touch with your body and exploring different types of touch. You're touching yourself, but you're in this virtual, immersed environment having this safe place where you can still learn.

Glamour: That sounds like an opportunity we don't really get now, since a lot of people wouldn't feel comfortable masturbating in front of a sex therapist.

BC: Not in the therapy world, but in the coaching world, theres people who do that. Kenneth Play, for example, travels the world and watches couples have sex and teaches them how to be better. [VR sex ed] is probably going be a lot cheaper than having someone stand in your room and a lot more comfortable than having someone watch you have sex. In real life, if theres someone in your room, you can't deny that. With this, you can just take off the headset.

Glamour: What technologies would you like to see more of?

BC: The problem thats going to make the most impact on our lives is helping people communicate. For a lot of tech, thats not the case. Were spending more time communicating via streams versus in person. I [would like to see] technology that can solve the problem of how we can communicate better to our children, our lovers, our friends, and other people. How do we increase our emotional and social intelligence? Theres definitely arguments against that, if we look at the proliferation of dating apps and the way we can swipe through 200 people on the toilet, and the idea that thats made us view people as more disposable. If we look at young people and how they learn to communicate via Instagram and Snapchat, that's a different kind of interaction. True emotional intelligence and being able to read people and body language? That's a super power. Any technology that can enhance education around communication is going to improve our lives.

PHOTO: Bryony Cole

Glamour: Are there any other technologies you're concerned about?

BC: Im more concerned about the way people will take it rather than the technology that's being invented. Dolls and robots are currently being used as companion dolls in the field of therapy, as sexual surrogates for healing people who have been through severe sexual trauma or have some disability so that they cant have sex with another person. Theres totally the potential for these dolls to be used in other ways. Theres concern around the dolls you can makechild sex dolls entered the market in the U.K. That idea of how our brains are changing, and were becoming attached to objects and seeing them as something that can potentially replace us, is definitely concerning. They have a lot of protests about this. Theres nobody regulating the sex tech industry in terms of whats being developed. The reason I started the podcast is to ask the ethical questions around "What are we designing?" and "How are we going to navigate love, sex, and dating in the future?"

Glamour: What are the biggest changes you've seen in sex tech since you started your podcast a year ago?

BC: The biggest marker for me was in the sex tech world. We saw sex tech companies like Unbound raising money, which has previously been a big problem because of reputational risk and morality causes. In 2017, JWTs global intelligence report hailed 2017 as the year of "vagina-nomics." Vaginas and economics are coming together like never before. Body image and female sexual pleasure, which have previously remained on the fringes of discourse, are rapidly being embraced in mainstream media. And in turn, we are in a year where there are more womens sex tech products on the market than ever before: period underwear, pee-proof underwear, tampon subscription services, vulvar skin cream.

The fact we can put an ad on a subway that simply says ["Underwear for women with periods,"](http://www.glamour.com/story/glamour-staffers-try-out-thinx-period-underwear-the-verdict-theyre-awesome) unapologetic about a womans bodily functionssignifies society's attitudes are changing. The sex toy industry in particular has had to make a major shift from being a male-dominated industry that primarily used cheap, dodgy materials to one where many of the best brands are either founded by women or have women on their design teams, and they are using the latest advancements in technology.

Some of my favorite examples include Dame Products, co-founded by Janet Lieberman, an MIT graduateoften the first female engineer in the company she worked forwho created a vibrator company out of frustration with the lack of quality, high-end design. The Eva became the highest-funded adult product in the history of crowdfunding. It raised seven times its goal and is now sold globally. Stephanie Alys, co-founder of MysteryVibe, designed a six-motor vibrator that bends to any shape you like. User-focused design and deep research with their target market is a hallmark of this sex tech aimed at women.

Sex tech is not only changing the experience of sex for women. It's shifting views and opening up public conversation. Its changing the language and giving us words to talk about these things that were previously in the dark.

This article is part of Summer of Sex, our 12-week long exploration of how women are having sex in 2017.

More Summer of Sex:

How Tumblr Porn Got Its Woman-Friendly Footing Everything You've Ever Wanted to Know About Sex in Space Meet 6 Sex-Positive Instagrammers Changing the Internet

Here is the original post:

How Virtual Reality Sex Tech Just Might Change Women's Lives - Glamour

Posted in Virtual Reality | Comments Off on How Virtual Reality Sex Tech Just Might Change Women’s Lives – Glamour

What does the closure of Oculus Story Studio mean for VR filmmaking? – TNW

Posted: at 9:15 am

With Oculuss place at the forefront of virtual reality technology becoming shakier with the departure of its CEO Palmer Luckey, the news that the company was shutting its filmmaking division, Story Studio, was a surprise. Some have accused Facebook the company which owns Oculus of being behind the move, as a way of prioritizing the social functionality of VR.

Whatever the motive, what was hailed at its inception as the Pixar of virtual reality is no longer a going concern. But will the former Oculus Story Studio staff who counted former Pixar employees amongst their number simply take their talents elsewhere? Or is this a flare sent up to the industry that VR film isnt worth making to begin with?

Firstly, it is worth noting that when people talk about virtual reality film, what they are really talking about are movies shot with a 360 camera. This has led those in the industry to take pains to note that 360 film isnt really true VR, as it lacks the interactive element virtual reality is, by definition, entirely computer-generated, after all. Last year, UploadVR convincingly argued the case for True VR being reclassified as responsive VR, in the hope that both 360 cinema and VR experiences could coexist peacefully in the eyes of the industry.

Speaking at the Cannes festival in 2016, Stephen Spielberg told journalists of his scepticism towards VR filmmaking. It gives the viewer a lot of latitude not to take direction from the storytellers but make their own choices of where to look. This may seem like futurephobia from the director of some of the most beloved films of all time, but its a view shared by those in the VR industry as well.

Virtual reality production company REWIND have noted that, as a film medium, VR can be technically dazzling, but lacking in story: there is no certainty that anyone watching a film in VR will even notice the plot points of the narrative going on around them. However, with most virtual reality films clocking in at under ten minutes apiece, the best virtual reality film content will arguably strive to strike the ideal balance between story and spectacle. This is where the pros come in.

As far back as 2015, commentators were claiming that VR film would favor creative experimenters, which may explain why so many Hollywood luminaries are eager to work in the medium. Aprils Tribeca Film Festival may have premiered The Handmaids Tale and the new documentary from Werner Herzog, but some of the festivals biggest-names were there to promote their VR work. Kathryn Bigelows eight-minute documentary The Protectors about the ivory poaching industry was widely praised, and Emily Mortimers appearance in Broken Night was hailed as a breakthrough in tailoring the medium of VR film to accommodate narrative filmmaking.

Last years festival saw the first screening of Invasion!, the debut VR film by Baobab Studios, a then-new VR production company helmed by the director of the Madagascar films. One year on, and the festival premiered the first episode of Rainbow Crow, Baobabs latest series, which also featured the voice talent of John Legend and Constance Wu. The Tribeca Film Festivals VR programmer told the BBC that he believes the richer the content is, and the more compelling, the more it warrants being paid for. Thats when we have an industry and a legitimate visual medium. Whether that new industry sees a sustained spirit of collaboration between Silicon Valley and Tinseltown that has so far eluded traditional filmmakers remains to be seen.

The first celluloid films were even shorter than their VR counterparts, limited in length to under a minute by the bulky cameras and nonexistent editing technology. By comparison, VR films are generally only 10 minutes long (though Miyubi, a 40-minute feature, has been garnering some of the mediums best reviews yet).

The forms brevity could be down to the health risks some have associated with spending too long in VR worlds, though the bitesize nature of virtual reality film has given some studios alternative ideas about how it could be used. RSA Ridley Scotts production company launched a dedicated virtual reality division a month prior to the Tribeca festival, with its inaugural VR experience being released to accompany Alien: Covenant. Its first projects independent of existing Ridley Scott films are two new VR series (one fiction, one documentary), though it seems telling that the head of its division neglects to mention narrative filmmaking in the companys launch statement.

I think VR is one of the most exciting areas in the industry today, said RSA VRs head of department, with potential to influence how we consume content for generations to come. Whereas Spielberg was worried about storytelling, RSA are simply content with creating content.

But this isnt necessarily the final direction down which VR film could travel; indeed, perhaps Baobab Studios will end up supplanting Oculus Story Studio as the mediums Pixar. Invasion! is set to be adapted into a feature-length 2D movie, with a follow-up VR short also in the works. At the very least, this surely shows that, regardless of how they choose to use it, VR film is fertile ground for some of the most imaginative minds in cinema.

Read next: Photobucket's 'ransom demand' is a masterclass in how not to treat your users

Read more from the original source:

What does the closure of Oculus Story Studio mean for VR filmmaking? - TNW

Posted in Virtual Reality | Comments Off on What does the closure of Oculus Story Studio mean for VR filmmaking? – TNW

How Does Lytro Capture Light Fields for Virtual Reality? – ENGINEERING.com

Posted: at 9:15 am

Segment the human experience of light apart from the objective behavior of light unseen from our universe, and try to imagine seeing light in both its particle and wave form at the same time. In case you are struggling, here is a snapshot of the behavioral duality exhibited by light, captured as both a waveform and a stream of particles.

Over the past 200 years, cameras have evolved just as rapidly from analog to digital as they did from large to miniaturized. Now the worlds virtual reality and augmented reality enthusiasts are attempting to create more immersive experiences by altering and improving the way a physical environment is captured digitally. Capturing a physical environment digitally requires a 3D scanning system. The specific considerations needed for creating a digital version of an as-built model for virtual reality depend on the current technological limits of photorealistic reality capture.

A San Franciscobased company called Lytro has designed and constructed a light-field camera and developed an array system it calls Immerge to capture, compute and create an immersive virtual reality experience of a musical performance at St. Ignatius Church.

A light-field camera is designed to capture light from different angles to make images with depth and color, calculated from intersections of different angular directions of rays. Using an array of cameras set up in a predesigned capture matrix, each can be programmed to see different perspectivesexposure, shutter timing, focal length and position all carefully measured and quantized sequentially.

The creation of a multi-camera, array-based system requires the expenditure of considerable time and capital. But Lytro has developed an individual camera called Illum apart from Immerge. This array-based system of light-field technologies allows Lytro to capture a light field, calculate ray angles and then manifest a virtual representation for interactive immersion.

This incredible array of 475 cameras called Immerge captured and processed a huge amount of visual data using Googles cloud platform and custom rendering techniques designed by Lytro. (Image courtesy of Lytro.)

To learn more about this technology and the virtual reality capture at St. Ignatius Church, visit the Lytro blog.

View original post here:

How Does Lytro Capture Light Fields for Virtual Reality? - ENGINEERING.com

Posted in Virtual Reality | Comments Off on How Does Lytro Capture Light Fields for Virtual Reality? – ENGINEERING.com

Nokia and Xiaomi sign patent deal and agree to ‘explore’ areas like VR and AI – CNBC

Posted: at 9:14 am

VCG | Getty Images

Xiaomi CEO Lei Jun introduces Surge S1 chipset, Mi 5C smartphone and Redmi 4X smartphone during a press conference on February 28, 2017 in Beijing, China

Finland's Nokia and Chinese smartphone maker Xiaomi announced an agreement on Wednesday to cross-license patents from each other, which will help both companies develop new products.

The deal will see both companies license so-called standard essential patents patents which are essential to allow products to comply with an industry standard from each other.

Nokia will provide network infrastructure equipment to deliver high capacity, low power requirements that are needed by companies that are processing and delivering lots of data. The two firms will also work together on technologies focused on the data center.

Both companies have agreed to "explore opportunities for further cooperation" in areas such as the internet of things, augmented and virtual reality, and artificial intelligence, according to a press release.

Nokia has been a key player in developing many of the standards used by the mobile industry even today and makes money from licensing the patents it has built up over the years. As such, its patents can be key for companies looking to expand globally in the mobile market without running into legal problems.

Originally posted here:

Nokia and Xiaomi sign patent deal and agree to 'explore' areas like VR and AI - CNBC

Posted in Ai | Comments Off on Nokia and Xiaomi sign patent deal and agree to ‘explore’ areas like VR and AI – CNBC

Alibaba launches low-cost voice assistant amid AI drive – Reuters

Posted: at 9:14 am

BEIJING China's Alibaba Group Holding Ltd launched on Wednesday a cut-price voice assistant speaker, similar to Amazon.com Inc's "Echo", its first foray into artificially intelligent home devices.

The "Tmall Genie", named after the company's e-commerce platform Tmall, costs 499 yuan ($73.42), significantly less than western counterparts by Amazon and Alphabet Inc's Google, which range from $120 to $180.

These devices are activated by voice commands to perform tasks, such as checking calendars, searching for weather reports, changing music or control smart-home devices, using internet connectivity and artificial intelligence.

China's top tech firms have ambitions to become world leaders in artificial intelligence as companies, including Alibaba and Amazon, increasingly compete for the same markets.

Baidu, China's top search engine, which has invested in an artificial intelligence lab with the Chinese government, recently launched a device based on its own siri-like "Duer OS" system.

The Tmall Genie is currently programmed to use Mandarin as its language and will only be available in China. It is activated when a recognised user says "Tmall Genie" in Chinese.

In a streamed demonstration on Wednesday, engineers ordered the device to buy and deliver some Coca Cola, play music, add credit to a phone and activate a smart humidifier and TV.

The device, which comes in black and white, can also be tasked with purchasing goods from the company's Tmall platform, a function similar to Amazon's Echo device.

Alibaba has invested heavily in offline stores and big data capabilities in an effort to capitalise on the entire supply chain as part of its retail strategy, increasingly drawing comparisons with similar strategies adopted by Amazon.

It recently began rolling out unstaffed brick-and-motor grocery and coffee shops, using QR codes that users can scan to complete payment on its Alipay app, which has over 450 million users. Amazon launched a similar concept of stores in December. ($1=6.7962 yuan)

(Reporting by Cate Cadell; Editing by Neil Fullick)

GENEVA Singapore has a near-perfect approach to cybersecurity, but many other rich countries have holes in their defenses and some poorer countries are showing them how it should be done, a U.N. survey showed on Wednesday.

KIEV The Ukrainian software firm at the center of a cyber attack that spread around the world last week said on Wednesday that computers which use its accounting software are compromised by a so-called "backdoor" installed by hackers during the attack.

The rest is here:

Alibaba launches low-cost voice assistant amid AI drive - Reuters

Posted in Ai | Comments Off on Alibaba launches low-cost voice assistant amid AI drive – Reuters

Intel: HPC And AI Are New Catalysts – Seeking Alpha

Posted: at 9:14 am

Intel (NASDAQ:INTC) is not just a chipmaker anymore. Rather, it is fast becoming one of the world's most sophisticated companies that deal with modern computing technologies. With a new era of computing unfolding rapidly, Intel is changing itself to lead the industry from the front. HPC (high-performance computing) and AI (artificial intelligence) are the future of computing, and Intel is a pioneer in these areas. However, the stock price doesn't reflect this. Instead, it continues to languish in a range.

Investment Thesis

I strongly believe the investing community should look at Intel stock from a new perspective. However, that doesn't mean I am suggesting to ignore the fundamentals like revenue and earnings growth. Fundamentals will certainly catch up, albeit not immediately. Intel recently demonstrated how it is preparing itself to stand up against its chief competitor Nvidia (NASDAQ:NVDA) amid the changed industry dynamics. Let's delve deeper into the subject.

Intel vs. Nvidia

Intel is facing the toughest competition from Nvidia, a company that revolutionized the world of HPC and AI by continuing to improve a single product called GPU. Recently, the company launched Volta, "the world's most powerful GPU computing architecture, created to drive the next wave of advancement in artificial intelligence and high performance computing," according to the company.

The basic difference between the approaches of Intel and Nvidia is that while the former seeks to thrive based on a range of products, the latter is betting on just one product. This could be Nvidia's only weakness in the stock market as of now. However, the company is making an ecosystem around its GPUs with its proprietary CUDA parallel computing platform so perfectly that it would be impossible for Intel to beat Nvidia in the near term, say twelve to eighteen months, even with its array of products. In the long run, though, I expect Intel to emerge as the winner.

The of role HPC in future in terms of applications will not be what it was in the last twenty years, i.e., complex scientific research and analysis, and national missions of governments around the world. New areas like smart economics, autonomous driving, smart factories driven by IoT (Internet of Things) and, of course, predictive analytics will benefit from HPC and AI.

According to a report:

The High Performance Computing (HPC) market is estimated to grow from USD 28.08 Billion in 2015 and projected to be of USD 36.62 Billion by 2020, at a high Compound Annual Growth Rate (CAGR) of 5.45% during the forecast period. The HPC market is growing as it interests all kinds of businesses with most common end users of these systems being researchers, scientists, engineers, educational institutes, government and military and others who rely of HPC for complex applications. However, HPC is not only limited to these verticals or departments, but is also seen gaining tractions among the enterprises.

So what's the challenge Intel is facing from Nvidia?

Now let's evaluate how Intel is addressing the issues.

#1. Outpacing Nvidia's parallel processing platform by the introduction of FPGAs (field-programmable gate arrays) won't happen overnight. It will take time. Meanwhile, Intel is making sure to outpace GPUs via FPGAs, and the associated software platform for developers. One of the competitive advantages of FPGAs over GPUs is that since FPGAs can support more internal memory bandwidth, analyzing data and then inferring decisions post analysis can be done very quickly with minimal latency. For putting AI in real-world applications, this is absolutely necessary.

According to Bill Jenkins, senior AI product specialist with Intel's Programmable Systems Group:

We're different. When you write software, it's for a fixed architecture. In doing so, you write code in a certain way and people get good at optimizing code for a given architecture.

With FPGAs, you create an architecture for the problem; you control the data path. Rather than having data move through a CPU, then offloaded to memory, it can come right into the FPGA from wherever. It's then processed inline with the lowest latency and in a deterministic fashion.

#2. In an HPC environment, parallel processing needs to be efficiently supported by sequential processing with the help of highly advanced CPUs. While parallel processing can efficiently do the job of imparting training to machines via neural networks, sequential processing is the best option for making decisions when the trained machines, say an autonomous car, apply the training into the decision making process. However, since AI can be, and will be, put to use in a variety of areas, as mentioned above, from small-scale factories to large-scale banking and financial networks, the CPUs should be highly scalable.

Intel's upcoming Xeon Scalable processors will be able to address this issue. These processors, coupled with Intel AVX-512 software platform (AVX is the acronym of Advanced Vector Extensions), will be able to help the company surpass Nvidia's CUDA parallel computing platform in the long run.

But how? AVX-512 already supports Intel's Xeon Phi Knights Landing coprocessors, and it will start supporting the Xeon Scalable processors once they are available. Xeon Phi coprocessors are already throwing modest competition to Nvidia's GPUs with its parallel processing capabilities. Since GPUs are largely vector processors, in order to compete with Nvidia's parallel processing platform Intel's top priority was to develop a highly efficient software platform that supports complex vector operations.

Intel's earlier versions of AVX platform used to allow developers a modest degree of vector operations. The primary focus of the earlier versions was dealing with scalar operations at lower latency. However, the latest version, AVX-512, has been made to support 512-bit SIMD (Single Instruction, Multiple Data) instructions with significantly higher degree of vector operations. To learn more about AVX-512, click here. SIMD allows developers to build AI-driven apps based on instruction-level parallelism.

#3. As far as making its OPA compatible with parallel and sequential processing, Intel has done well. OPA is actually a high-bandwidth and low-latency fabric that offers modern datacenters PCIe adapters, switches, cables and management software which is highly scalable. Offering this degree of scalability isn't possible for Nvidia with just its GPUs and CUDA platform. OPA already supports Xeon Phi coprocessors, and the upcoming Knights Mill version will be made for AI-driven workloads. Now, by integrating its upcoming Xeon Scalable processors with OPA, Intel is further strengthening its long-term competitive advantage against Nvidia.

Investors' Angle: Is It The Right Time To Buy Intel?

INTC Revenue (TTM) data by YCharts

As I said, Intel is a different company altogether than it was couple of years ago. It is far more diversified than Nvidia. While it's true that Nvidia has made remarkable progress in terms of revenue growth since the beginning of 2016, sustaining such progress is almost impossible by depending on only a single product. In contrast, Intel's slow but steady progress is far more convincing.

INTC PS Ratio (TTM) data by YCharts

As far as valuation is concerned, Intel is enjoying a P/S multiple of merely 2.7x, compared to Nvidia's mammoth 12.5x. Clearly, there is huge upside left for Intel stock. Let's now focus on the extent of upside in the next 12-18 months. Assuming the HPC market will witness a CAGR growth rate of 5.45% until 2020, as mentioned in the report presented above, Intel's growth rate should also coincide with the CAGR figure of 5.45%. I believe the report is correct and reliable as far as the growth rate is concerned, because that is the consensus growth rate. However, looking at the market size it projected, it seems the report didn't take into account the 360 degree view of the hardware and software parts of the market.

Intel's overall HPC revenue consists of revenue from the traditional datacenter group, plus revenues from the IoT, PSG (programmable solutions group) and NVM (non-volatile memory) groups. As far as Nvidia is concerned, for being successful in high-performance computing in the long run, laying more emphasis on making high-performance storage including the latest kind of non-volatile memory is required. Unfortunately, we haven't seen any such initiative from Nvidia yet. Intel has made significant progress in this area with its 3D XPoint memory. Being a diversified player in the HPC space, it won't be difficult for Intel to achieve the 5.45% CAGR growth rate. During 2016, the company's HPC revenue was $24 billion, which should be around $28 billion in 2020. The IoT, PSG and NVM groups will be the new growth drivers.

Image Source: Author

At the same time, Nvidia's growth rate should also moderate and coincide with the industry's growth rate. If Mr. Market offers Nvidia a P/S multiple of 12.5x, why would Intel stock continue to languish in a narrow range? I expect Mr. Market will soon understand this and offer Intel a P/S multiple of at least 4x on a forward 12-month basis in the next 12-18 months. With the client computing group revenue remaining flat to slightly positive, the company's 2018 revenue should be around $63 billion and revenue per share should be around $13.40. At a P/S multiple of 4x, the stock should be well above $50.

In terms of technical analysis, Intel stock took nice support around the current level during the past 12 months. I strongly believe this is the right time for long-term investors to buy the stock.

INTC data by YCharts

Conclusion

To summarize, Intel is a diversified player in the HPC and AI market. However, investors are continuing to consider it as a traditional computing company. As this is no longer the case, I expect investors will gradually start to look at the company from a different angle. I am bullish on Intel around the current price.

Disclosure: I/we have no positions in any stocks mentioned, and no plans to initiate any positions within the next 72 hours.

I wrote this article myself, and it expresses my own opinions. I am not receiving compensation for it (other than from Seeking Alpha). I have no business relationship with any company whose stock is mentioned in this article.

Read more here:

Intel: HPC And AI Are New Catalysts - Seeking Alpha

Posted in Ai | Comments Off on Intel: HPC And AI Are New Catalysts – Seeking Alpha

AI is not yet a slam dunk with sentiment analytics – ZDNet

Posted: at 9:14 am

When we look at how big data analytics has enhanced Customer 360, one of the first disciplines that comes to mind is sentiment analytics. It provided the means for expanding the traditional CRM interaction view of the customer with statements and behaviors voiced on social networks.

And with advancements in natural language processing (NLP) and artificial intelligence (AI)/machine learning, one would think that this field is pretty mature: marketers should be able to decipher with ease what their customers are thinking by turning on their Facebook or Twitter feeds.

One would be wrong.

While sentiment analytics is one of the most established forms of big data analytics, there's still a fair share of art to it. Our take from this year's Sentiment Analytics Symposium held last week in New York is that there are still plenty of myths about how well AI and big data are adding clarity to analyzing what consumers think and feel.

Sentiment analytics descended from text analytics, which was all about pinning down the incidence of keywords to give an indicator of mood. That spawned the word clouds that at one time were quite ubiquitous across the web.

However, with languages like English, where words have double and sometimes triple meanings, keywords alone weren't adequate for the task. The myth emerged that if we assemble enough data, that we should be able to get a better handle on what people are thinking or feeling. By that rationale, advances in NLP and AI should've proven icing on the cake.

Not so fast, said Troy Janisch, who leads the social insights team at US Bank. NLP won't necessarily differentiate whether iPhone mentions represent buzz or customers looking for repairs. You'd think that AI could ferret out the context, yet none of the speakers indicated that it was yet up to the task. Janisch stated you'll still need human intuition to parse context by formulating the right Boolean queries.

The contribution of big data is that it frees analysts of the constraints of having to sample data, and so we take for granted that you can sample the entire Twitter firehose, if you need it. But for many marketers, big data is still intimidating.

Tom H.C. Anderson, founder of text analytics firm OdinText observed that many firms were blindly collecting data and throwing queries at it without a clear objective for making the results actionable. He pointed to the shortcomings of social media analytic technologies and methodologies providing reliable feedback loops with actual events or occurrences.

For that reason, said Anderson, social media analytics have fallen short in predicting future behavior. There's still plenty of human intuition rather than AI involved in connecting the dots and making reliable predictions.

Many firms are still overwhelmed by big data and being overly "reactive" to it, according to Kirsten Zapiec, co-founder of market research consulting firm bbb Mavens. Admittedly, big data has largely made sampling and reliance on focus groups or detailed surveys obsolete. But, warned Zapiec, as data sets get bigger, it becomes all too easy to lose the human context and story behind the data. That surprised us, as it has run counter to the party line of data science.

Zapiec made several calls to action that sounded all too familiar. First, validate the source, and then cross validate it with additional sources. For instance, a Twitter feed alone won't necessarily tell the full story. Then you need to pinpoint the roles of actors with social graphs to determine whether the voice is thought leader, follower, or bot.

Zapiec then made a pitch for data quality: companies should shift from data collection to data integration mode. We could have heard the same line of advice coming out of data warehousing conferences of the 1990s. Some things never change.

Of course, there is concern over whether social marketers are totally missing the signals from their customers where they live. For instance, the "camera company" Snapchat only provides APIs for advertising, not for listening. So could other sources or data elements make up the difference? Keisuke Inoue, VP of data science at Emogi, made the case that emojis are often far more expressive about sentiment than words.

But that depends on whether you can understand them in the first place.

Excerpt from:

AI is not yet a slam dunk with sentiment analytics - ZDNet

Posted in Ai | Comments Off on AI is not yet a slam dunk with sentiment analytics – ZDNet