AR

Chris Pfaff delivers keynote at TV Technology’s tvtech summit – ‘Why You Should Care About the Metaverse’

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Tom Butts (left) and Chris Pfaff (right) at the virtual tvtech Summit – March 29, 2023

Chris Pfaff was the keynote speaker at TV Technology’s tvtech Summit, a virtual half-day event on March 29, 2023 that featured leaders in the production technology industry, in a conversation with TV Technology editor-in-chief Tom Butts. Titled ‘Why You Should Care About the Metaverse,’ the March 29th conversation dove into topics regarding persistent computing, VR and AR, and some definitional discussion over the course of 30 minutes.

You can watch the entire discussion at:

https://www.youtube.com/watch?v=lzk61rqUEhc&t=3s

Tom Butts wrote this preview (see below) in TV Technology, which was published on March 23, 2023.

 

Summit Preview: Explore the Metaverse with Chris Pfaff

Summit

On Wednesday, March 29, TV Tech will be holding its Spring TV Tech Summit, a series of keynote conversations, panel discussions and case studies covering the latest advances in Media and Entertainment tech.

Opening the summit, TV Tech Editor in Chief Tom Butts will talk with Chris Pfaff, founder of Chris Pfaff Tech/Media LLC, and a leading new media and technology producer and strategist on “Why You Should Care about the Metaverse.”

Chris’s 30+ year background in the industry makes him uniquely qualified to speak about this technology which (some would characterize) as “emerging” for more than a decade.

For those of us who think the metaverse is just another name for virtual reality, Chris is ready to debunk that trope.

“The metaverse is a shared decentralized digital space where you can meet, create and share a personalized experience,” he said. “But you can do that in  virtual reality and in other technologies as well. And I think that someday soon, perhaps not that many years from now we will have more projectable holograms that will reflect how people currently view the future of the metaverse.

“What makes the metaverse different from virtual reality is that it has to be immersive and it has to be persistent,” Chris added. “It has to have some community which may have some connections to what you experience in the physical world. It doesn’t have to be a simulacrum of what you do in the physical world where you are just ‘layering on.’”

Making the metaverse more immersive is key, not just to entertain us but to educate us as well, Chris says

“For example, if you were studying meteorology or cosmology and somebody was teaching you about the stratosphere and the ionosphere, using the metaverse to provide a more fully immersive kind of experience could really revolutionize the way we communicate and teach,” he added.

 

Chris Pfaff moderates ‘Virtual Theatre: The Metaverse Smashes the Four Walls’ in-person at Immerse Global Summit Miami

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Chris Pfaff moderated the ‘Virtual Theatre: The Metaverse Smashes the Four Walls’ session, which opened Day 2 of the Immerse Global Summit Miami, produced by the VR AR Association, on Tuesday, December 6, 2022, with an all-star panel, featuring:

  • Alyssa Landry, Doubleeye Studios
  • Brandon Powers, BP Projects
  • Kiira Benzing, Doubleeye Studios
  • Sylvana Levy, Sylvana Levy & Co.

The session opened with a salsa entrance – to Marc Anthony’s ‘Valió la Pena’ – that got the crowd up and dancing.

Chris Pfaff produces/moderates the ‘Building Infrastructure for a Better Metaverse: How to Ensure Seamless VR and AR Experiences’ panel – at the VR AR Association Metaverse event – December 17, 2021

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Chris Pfaff produced and moderated the ‘Building Infrastructure for a Better Metaverse: How to Ensure Seamless VR and AR Experiences’ panel at the VR AR Association’s Metaverse Platforms & Avatars event, on December 17, 2021, with panelists including:

  • Cindy Mallory, emerging tech strategist, American Tech Services/chairman, New York Chapter, VR AR Association
  • Aaron Pulkka, producer, Pulkka Creative/co-chairman, Location-Based Entertainment Committee, VR AR Association
  • Marcin Klimek, CEO/co-founder, ExplodedView/chapter president, Poland, VR AR Association
  • Luis Bravo Martins, CMO, Kit-AR/former co-chapter president, Portugal, VR AR Association
  • Chris Pfaff, CEO, Chris Pfaff Tech Media LLC/co-chairman, Storytelling Committee, VR AR Association (moderator)

This session discussed the tools and methodologies necessary for more adaptive and readily integrated VR and AR experiences, across the enterprise, consumer, and industrial domains. Breakthrough design, including UX/UI and UE, as well as accessible WebXR and AR, were also discussed, as pathways to a more inclusive and seamless immersive future.

Cindy Mallory (upper row, left); Aaron Pulkka (upper row, right); Luis Bravo Martins (middle row, left); Chris Pfaff (middle row, right), and Marcin Klimek (bottom row)

Aaron Pulkka shows off recent work, Cryptostream

Aaron Pulkka discusses his work with Amber Labs

Marcin Klimek shows off a cat avatar

Luis Martins shows off some AR for industrial use

 

 

Chris Pfaff produces and moderates ‘Virtual Theatre: The Metaverse Smashes the Four Walls’ panel at VR AR Global Summit Online, Europe – October 1, 2021

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Chris Pfaff produced and moderated the ‘Virtual Theatre: The Metaverse Smashes the Four Walls’ panel at the VR AR Global Summit Online, Europe, on Friday, October 1, 2021, with some of the leading producers of virtual theatre and dance:

 Lorne Svarc, CEO/artistic director, Technodramatists

– Kiira Benzing, director/producer, Double Eye Studios

– Brandon Powers, creative director/choreographer, Brandon Powers Projects

– Blair Russell, theatre producer, Blair Russell Productions/producer, Crux

This panel discussed the emergence of XR theatre production, including VR and AR integration with narrative original and adaptive works, as well as how to blend XR technologies with live and virtual audiences. The theatre world has developed communities for live, virtual productions that will continue to evolve as the COVID-19 pandemic rages.

The full panel can be viewed at: https://youtu.be/VctoD3e-qAc

Kiira Benzing (upper left); Brandon Powers (upper middle); Blair Russell (upper right); Lorne Svarc (lower left), Chris Pfaff (lower right)

Brandon Powers shows off virtual choreography

Kiira Benzing discusses her Virtual Repertory Theatre

Blair Russell shows off recent work

Lorne Svarc discusses Technodramatists’ work

Lorne Svarc shows off some of Technodramatists’ landmark ‘AliBi’ production

Chris Pfaff produces and moderates ‘Producing in XR: How to Navigate Challenges’ panel at VR AR Global Summit Online, Europe – September 29, 2021

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Chris Pfaff produced and moderated the ‘Producing in XR: How to Navigate Challenges’ panel at the VR AR Global Summit Online, Europe, on Wednesday, September 29, 2021, with some of the leading global producers of VR and AR content:

– Tupac Martir, founder, Satore Studio

– Michael Owen, co-founder/principal, MediaCombo

– Rafael Pavon, creative director, The Mill

The group discussed their experiences in overcoming production and distribution challenges in various VR and AR projects, including a recent NFT project by Tupac Martir.

You can view the entire panel at:

https://youtu.be/4Tg4S6ZA6Ak

Michael Owen shows some of his 360-degree documentary production of Lake Baikal

Rafael Pavon shows some of his amazing work on ‘Memoria,’ inside the La Garma cave in Spain

Tupac Martir shows off a VR NFT sculpture

Tupac Martir in action

Tupac Martir shows off ‘Dr. Crumb and the School of Disobedient Pets’

Michael Owen shows off recent work

VR Theatre and VR Collaboration: Chris Pfaff moderates expert sessions at the 2nd VR AR Global Summit Online – October 1, 2020

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The second VR AR Global Summit Online swapped what would have been Vancouver as a destination for a truly global audience, this time mastering the Hopin platform to greater effect than its June inaugural online effort.

Chris Pfaff moderated two panels at the 2nd VR AR Global Summit Online. The first, ‘Producing in XR: How to Create Unique Stories for Immersive Audiences’ panel, featured Maciej Wisniewski, founder of 99 Cent Opera, Espii Proctor, principal/creative & technical director, Espii Studios, and Michael Owen, CEO of MediaCombo. Maciej showed off more features of his forthcoming Edelweiss, VR, Act 1 (EVR-1), the first blockchain music-driven game of its kind, while Espii discussed her wide range of multimedia performances and story worlds, including spatial sound design. Michael showed off some of his recent work, including a VR installation at the Pollock-Krasner House on Long Island, where he and his team recreated the artistic works and experience of the great artists Jackson Pollock and Lee Krasner.

 

‘Producing in XR’ originally streamed at 10:30 am EST on Thursday, October 1, 2020. You can view it at:

 

The second panel that Chris Pfaff moderated, Collaboration Tools in VR: Developing Virtual Creativity in the Age of Social Distancing,’ featured Kiira Benzing, producer/director of Double Eye Studios, and Jussi Havu, CEO of Glue. Kiira demonstrated her recent ‘Finding Pandora X’ Greek tragedy adapation, which had just been awarded ‘Best Immersive VR Experience’ at the Venice Film Festival 2020. Jussi showed off a new version of what is now the leading collaborative enterprise platform for VR meetings, and discussed Glue’s expansion of its virtual meeting and creativity technology.

 

‘Collaboration Tools in VR’ originally streamed at 11:15 am EST on Thursday, October 1, 2020. You can view it at:

 

Michael Owen shows off some of the impressive XR work that MediaCombo has produced for museums and cultural institutions

Maciej Wisniewski demonstrates the music-driven narrative structure of his VR blockchain game, ‘Edelweiss, VR 1’

Espii Proctor discusses virtual theatre production

Kiira Benzing demonstrates her ‘Finding Pandora X’ work

Jussi Havu demonstrates new features for the Glue collaborative VR platform

VR AR Global Summit Online – June, 2020: Chris Pfaff moderates panels on collaborative VR tools and producing in XR

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Chris Pfaff moderated two sessions during the first VR AR Global Summit Online, produced by the VR AR Association, on June 2nd and 3rd, 2020. The first session, ‘Collaboration Tools in VR: Developing Virtual Creativity in the Age of Social Distance’ was held on June 2nd and featured two of the leading platforms for VR collaboration – Glue, represented by Jani Leskinen, head of sales, and MeetinVR, represented by founder/CEO, Cristian-Emanuel Anton – and one of the leading virtual theater producers, Keira Benzing. The session was voted in the Top 5 of the more than 200 sessions held during the summit.

Jani Leskinen (top left), head of sales for Glue; Chris Pfaff (top right), moderator; Cristian-Emanuel Anton (lower left), founder/CEO of MeetinVR, and Keira Benzing (lower right), from DoubleEye Studios, discuss collaborative VR experiences

The second session, ‘Producing in XR: How to Create Unique Stories for Immersive Audiences’ was held on June 3rd, and featured

* Chloé Jarry, CEO/executive producer, Lucid Realities Studio

* Maciej Wisniewski, founder/producer, 99 Cent Opera

* Rafael Pavon, director/creative producer for VR/AR

* Pouria Kay, CEO, Grib

The session included a look at 99 Cent Opera’s EVR-1 blockchain VR game, as well as Chloé Jarry’s immersive experiences, Rafael Pavon’s leading VR work, and Pouria Kay’s AR platform, Grib. The stimulating conversation on how producers are developing new stories for XR platforms can be viewed at:

Maciej Wisniewski (upper left), from 99 Cent Opera; Rafael Pavon (upper center); Chloé Jarry (upper right), from Lucid Realities Studio; Pouria Kay (lower left), from Grib, and Chris Pfaff, moderator (lower center), as Rafael Pavon demonstrates some of his work

Pouria Kay (lower left) presents the Grib platform for immersive and AR production 

Chloé Jarry presents some of her work 

Maciej Wisniewski presents a preview of EVR-1, from 99 Cent Opera

Discussion with the full panel: Rafael Pavon (upper left); Chris Pfaff (upper right); Chloé Jarry (middle left); Maciej Wisniewski (middle right), and Pouria Kay (lower center)

Chris Pfaff and (VR/AR) Friends at Wharton Club New York – ‘Producing the Future’ – March 26, 2019

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Thanks to the inimitable Ben Weintraub, from Merit Software, I produced events on VR and AR producing at Temple Emanu-el and the Wharton Club in New York in December, 2018, and March, 2019, respectively. Both sessions were sponsored by the VR/AR Association’s New York chapter, of which I am an advisor, and current co-chair of the Storytelling Committee.

Michael Owen, CEO of MediaCombo, and Dex Smither, director of Verizon envrmnt, presented at Temple Emanu-el on December 16, 2018, and joined me again, along with Cortney Harding, CEO of Friends with Hologram, at Wharton Club New York, on March 26, 2019. The events, ‘Virtual Reality and Augmented Reality: Producing the Future,’ discussed various use cases regarding immersive experiences for brands, public institutions, and for the emerging 5G ecosystem, which Dex Smither explained flawlessly.

Many thanks to Richard Abeeku Mills-Robertson, from Greenberg Traurig, for hosting the Wharton Club New York event.

Ben Weintraub (seated) gets virtualized while (left to right) Chris Pfaff, Dex Yee, Michael Owen, and Dex Smither watch, after the ‘Producing the Future’ event at Temple Emanu-El

Chris Pfaff welcomes the audience at Temple Emanu-El, for the ‘Producing the Future’ event, 12.16.18

Chris Pfaff, Dex Smither, and Michael Owen, setting up for the ‘Producing the Future’ event at Temple Emanu-El, 12.16.18

Michael Owen demonstrates MediaCombo’s AR installation at the Morgan Library, at the ‘Producing the Future’ event at Temple Emanu-El, 12.16.18

Dex Smither discusses 5G, and its significance in the streaming AR and VR ecosystem, at the ‘Producing the Future’ event at Temple Emanu-El, 12.16.18

Dex Smither answers a question from the audience at the ‘Producing the Future’ event at Temple Emanu-El, 12.16.18

Dex Smither discusses Verizon envrmnt’s work at the ‘Producing the Future’ event at Wharton Club NY, at Greenberg Traurig, 03.26.19

Michael Owen, Dex Smither, Richard Abeeku Mills-Robertson, Chris Pfaff, and Cortney Harding, after the ‘Producing the Future’ event at the Wharton Club NY, at Greenberg Traurig, 03.26.19

Chris Pfaff, Ben Weintraub, and a guest at the Wharton Club NY event, ‘Producing the Future,’ at Greenberg Traurig, 03.26.19

 

VR/AR Association Brings ‘AR for Producers’ to The Alley in Manhattan

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Some of New York’s leading AR technology developers attracted a crowd at The Alley, Verizon’s 5G collaborative lab and work space in Chelsea last Tuesday, May 8th, at an event sponsored by the VR/AR Association’s New York chapter. ‘AR for Producers: How to Engage Audiences on Multiple Platforms’ was well-titled, as most of the audience was comprised of new media and television producers who are looking at AR for a wide range of production elements, including fan engagement, 2nd-screen extensions, and location-based entertainment.

 

JR Dawkins welcomes the crowd to The Alley     Michael and Serge Doudy provide an overview of the VR/AR Association

Eric Schwertzel, head of business development for eyecandylab’s US presence, demonstrated the AugmenTV concept, in which TV content triggers experiences on mobile using an AR app. This is a long sought-after play, and should have traction in sports as well as episodic TV.

Eric Schwertzel discusses AugmentTV

Gordon Meyer, head of marketing for Lampix, demonstrated the company’s projector-based AR solution, which is ideal for retail and public venue experiences.

Gordon Meyer presents the Lampix innovation

JR Dawkins, head of business development for Envrmnt by Verizon, showcased the Envrmnt AR Designer tool, the industry’s first true drag-and-drop AR tool. The simplicity of the tool enables anyone – with no coding experience – to create AR triggers on physical objects, and more.

JR Dawkins presents AR Designer      Ryan Hilla assists with AR Designer demo

Far beyond what previous generations of AR solutions have provided, the presenters discussed the value that 5G will bring to AR, enabling seamless, low-latency experiences with greater connectivity levels.

JR Dawkins, Gordon Meyer, and Eric Schwertzel discuss the AR industry

Chris Pfaff, JR Dawkins, Gordon Meyer, and Eric Schwertzel during the panel discussion at ‘AR for Producers’

For many in the audience, it was their first time in The Alley, which opened last spring, and has gained a following among the technorati of the city.

Lampix demo at ‘AR for Producers’

Chris Pfaff and Ally Perez, event coordinator for The Alley, powered by Verizon

CES 2018 Is AI Unleashed: Laying the Foundation for the The Next Big Thing

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The CES 2018 that has come and gone will be remembered less for the things that we build and think that we can control – namely, AI systems, robots, and high-resolution displays – than for yet another instance of Mother Nature interfering with our well-laid plans, in the form of more than one inch of rain on Day 1 of the great CES show (Las Vegas receives around 4 inches of rain in an average year, so the Great CES 2018 Deluge was almost one-third of the annual intake. Many Las Vegans were quick to pridefully point out that “we just had 170 consecutive days without rainfall!”). And, oh yes, we will remember CES 2018 for the lights going out on Day 2 of the show (I was giving an executive VIP tour in the Intel booth when the power hit occurred). This produced a 2-hour shutdown of the Central and North Halls of the Las Vegas Convention Center. Somehow, we were given an indication of the things that we will soon be better prepared for – if only humans would listen.

But the humans were listening intently to the messages all over town during CES 2018: more autonomy; more AI; more machine learning. This may have been the year that it was clear how companies with well-developed, simply-focused point solutions could break through and show the way to not just new behaviors, but new industries. The big players – from Samsung to LG to Sony to Intel – were either moving in step to the trend, or were completely in thrall to the tune. CES acknowledged that the IoT and Smart Cities sectors were not just another way to bring in new crowds of well-funded companies, but a recognition of how the CE industry is now part of a larger industrial revolution, in which the device is – as we used to define it in telco speak – the “endpoint” on the greater network.

AR and VR were somewhat subdued at the show, even though HTC introduced its latest Vive headset with Wi-Gig, the Vive Pro, a nod to the emerging short-throw high-speed wireless transfer protocol as a way to untether headset wearers (getting the damn headset off their heads is the next step, but we’ll save that for another chat). But the likes of Vive and Oculus were not on the show floor, leaving more room for 3Drudder and others to show off new gear. CES Unveiled had its share of interesting start-ups, including Sniffy, a French platform for delivering fragrance on demand with touchscreens (see the demo at: https://www.youtube.com/watch?v=5dNPov0nsiA) and Bellus3D showed off its 3D face scanning camera for mobile devices.

Bellud3D shows off some face masks made with its 3D face scanning camera for mobile devices

Autostereoscopic 3D displays made a big move forward with streamTV Networks, which showed off a 65-inch 8 million pixel display that comfortably rendered 3D images from a safe distance.

streamTV Networks demonstrated an impressive 65-inch 3D auto stereoscopic display

When it came to AR and VR at the show, Intel made the most impressive statement, demonstrating its TrueVR to great effect, showcasing 360 real-time processing for sports venues as well as real-time streaming Web VR for the upcoming Winter Olympic Games. Intel announced that it was making yet another foray into Hollywood with the launch of an LA-based studio that will manage the back-end processing of the live streams. Intel also created a full VR replica of its CES booth, available for consumers to download as a full Unity experience for Vive. This was an amazing use of the venue and the technology, as viewers could even interact with Intel experts from Intel technology centers around the globe. Intel also showcased its work in the 5G arena, setting up a 5G network in its booth, courtesy of an Ericsson base station and Nokia repeaters. 5G was not as dominant a theme at the show this year, even though the year started with great optimism from carriers, notably Verizon, regarding their 5G trials in 2018.

Intel showed off more of its drone family, including the new Shooting Star drone, which is optimized for synchronized flights, such as the one that accompanied the Bellagio’s dancing water experience after Intel CEO Brian Krzanich’s keynote address on Monday night. The Intel experience also included one of the coolest demos at the show, a real-time 3D facial effects demo from its Intel China lab, originally used to create effects for a popular Chinese singer’s performance. The demo, using a standard Logitech web camera with algorithmically derived real-time processing, produced vivid, engaging facial effects. Intel was one of many companies highlighting its AI efforts, with an “AI Tower” comprised of code-based images that triggered an AR demo, shown on a Surface Pro tablet, which detailed Intel AI projects, including a “snotbot” for tracking whales. Intel also surely won the “Great CES Blackout Entertainment Award,” when a violinist, Häana, who was part of a synchronized music and images performance strolled out to the stage and played a solo, proving that analog still rules (at least, in some instances).

Intel’s Mobileye demo of smart sensors for vehicles

The Intel Shooting Star drone, optimized for synchronized flying

Häana, violinist who played a solo in the dark during the Great CES Blackout, and her trio mates, at the Intel booth. See video of her solo here: https://www.youtube.com/watch?v=R8JsMfnPOfc

The Intel “AI Tower,” with Aditi demonstrating the AR-driven experience showcasing different Intel AI projects

Intel’s real-time 3D facial effects demo. See video of the demo here: https://www.youtube.com/watch?v=R8JsMfnPOfc

AI at CES was mostly seen, in its most progressive form, in the North Hall – dubbed by some wags as “The Las Vegas International Auto Show” – but there were a number of leading AI companies conducting demos off the show floor, including Valossa (showing in the Sprockit Suite at the Cosmopolitan Hotel), which added new video insight features to what many in the industry consider to be the leading video AI platform.

Samsung’s CES presence was a radical departure from past years, for several reasons. For one, Samsung seems to have given up its annual tit-for-tat with its Korean arch-rival, LG and instead focused less on individual product lines and more on the underlying technology and platforms necessary to effect the smart home, or smart society. Samsung even highlighted some of its work in telematics, featuring an impressive OLED screen as a dashboard that could show video feeds from your Samsung refrigerator to indicate what food you need to buy on the way home. Samsung played up the number of partners now working with its SmartThings platform, and focused on its messaging capabilities for the SmartHub – even sending messages to the front screen on its latest refrigerator. The most impressive demos were saved for its display area, which did not showcase QLED TV products, but rather highlighted concepts, including a 146-inch 4K display, ‘The Wall,’ which is the world’s first modular screen. This was an amazing conceptual demonstration: tiled screens that can be modularized, and even display different resolutions. This could be a revolutionary way to deliver on-demand viewing experiences. Imagine if you wanted to see the news in a lower resolution than your favorite TV drama, or wanted to see a film letter-boxed. Screens could be modularized to accommodate larger viewing audiences, or to satisfy particular content resolutions.

‘The Wall’ at Samsung’s booth – a 146-inch display, the world’s first modular display

Samsung had a Video AI demo that showed some of the concepts on which it is working that hint at just these kinds of future product directions. Samsung, by the way, did not even try to outshine LG in the content display war. LG, which seemingly has won this battle for several years running now, continued to show incredible images in massive displays at the front of their booth.

LG wins the high-res display wall war, again, at CES 2018

One of the other major news stories at CES this year had more to do with something that did not happen than something that did. I am referring to Huawei’s thwarted press conference with AT&T to introduce the Mate 10 smartphone, which AT&T was planning to sell in the US, marking Huawei’s official US market introduction. The day before the scheduled event, AT&T announced that it was pulling out of the deal, no doubt receiving heavy pressure from Washington. This put the brakes on the Huawei keynote address by Richard Yu, CEO of Huawei’s consumer products group, which saw him stumbling and mumbling his way through a lengthy sales pitch for the Mate 10. The phone itself is worth looking at (this was the “AI phone” that Huawei said it was working on last year), and breaks new ground in displaying relevant contextual content for users.

Set-up at the Huawei booth, which featured the ‘WOW WAY’ tagline

The Huawei booth at CES 2018. See demo of the Huawei Mate 10 smartphone here: https://www.youtube.com/watch?v=KGulQdjQwqw

The North Hall was all about enhanced features for autonomous vehicles (AVs), and aside from General Motors (who did not show, given that the Detroit International Auto Show was too close to CES this year), all the major auto manufacturers were on the floor. Delphi was back on the floor this year, after a foolish move at CES 2017 to draw traffic to a parking lot near the convention center. New faces, including Austin Electric Vehicles, were there as well.

Ford did not shine this year, even though their Smart City moving video wall was an impressive work of art. Mercedes-Benz outperformed. Their MBUX (Mercedes-Benz User Experience) platform showcased personalization as the hallmark of every car they will sell going forward. One cool feature was from a London start-up, What Three Words, which delivers a new kind of navigation system based on three-meter blocks being crushed into three-word addresses (like “dog.banana.fish”). This is, according to Mercedes-Benz, a more accurate way to deliver directions and locations than GPS addresses. Mercedes-Benz also showcased the Project 1, a 1000 horsepower engine futuristic vehicle that will sell in limited quantities for $3,000,000.

The Mercedes-Benz Project 1: a 1000-horse power engine and a $3 million price tag

Nissan showcased its b2v (brain-to-vehicle) system, which reads brain waves through headrest detectors to help deliver better predictive moves. Nvidia showed off its new AV processor, which is capable of 320 trillion operations per second.

The biggest splash on the CES car show floor was made by Chinese firm Byton, whose S.I.V. – Smart Intuitive Vehicle – was introduced at the show, marking only the second time that a car has been introduced at the show (two years ago, troubled Chinese firm Le Eco’s subsidiary Faraday Future introduced a car, which may never see a street, but – oh, what a buzz it was!). Byton’s vehicle will sell, according to its press release, in the US in 2020. Priced at $45,000, in the Tesla ballpark, the Byton vehicle has biometric sensors, AI, and a single screen dashboard, along with a tablet in the steering wheel.

Byton, a Chinese car company, introduced its S.I.V. – Smart Intuitive Vehicle, at CES 2018

Kia Motors showed off a personal assistant, and also touted what it calls the first in-vehicle 5G connection, showing a content stream from Seoul to Las Vegas, using the HECAS low-latency mobile video platform. Honda showed off its robotics, and no cars, further emphasizing their focus on CES as an opportunity to sign up OEM partners. Toyota won the cool concept car award this year, with the e-Palette, an autonomous delivery van with smart screens for digital signage. The boxy vehicle was an interesting design play, and was somewhat reminiscent of the Accessible Olli vehicle – the world’s most autonomous accessibility bus – that was on display in the Central Hall concourse of the Las Vegas Convention Center. Accessible Olli is already on the road, and is a joint venture between the CTA Foundation, IBM Watson and Knoxville, Tennessee-based Local Motors, which 3D-printed the vehicle. Accessible Olli fits up to 12 people, has smart screens, can determine if a passenger is blind, and has an ultrahaptic air button for signaling stops.

Accessible Olli – a smart, AI-powered autonomous accessibility bus

The e-Palette autonomous delivery van, a concept from Toyota

Nvidia introduced the first chip designed for AV use, capable of 320 trillion operations per second

Nissan unveiled its brain-to-vehicle (b2v) platform at CES 2018

Eureka Park this year was another strong showing by La French Tech, with about 350 French start-ups, almost half of all the start-ups in the area. There were many more clever IoT and mobile start-ups, as well as a smart musical ring, using MIDI, from Enhancia. My favorite Normandy start-up, Event Bots, was at the show, demonstrating their hospitality robots.

    

La French Tech was dominant at Eureka Park. Normandy start-up Event Bots was part of the massive French presence

The South Hall featured some new players, including Alibaba, which took over the South Hall Lower front booth. Alibaba’s presence reminded visitors of the strength of China’s companies at CES 2018. From TCL to Huawei to Baidu and Alibaba, Chinese technology was on display in great force. As a further example, Hi-Sense, which took over the Microsoft booth in the Central Hall, opposite Intel, a few years ago, showed a stunning laser TV product, which uses a short-throw laser projection system for high-resolution, large-screen displays. This is an astonishing change from just 8 years ago, when the only Chinese companies at CES were tucked away in a lackluster “China Pavilion” in the then-Las Vegas Hilton ballroom area. Now, they are a dominant presence.

Alibaba took over the South Hall lower level front booth this year

Other South Hall stops of note included gaming PC company Razer, who had their gaming tournament large keyboard on display. Speaking of gaming, Atari had a pong exhibit on the floor, creating great pangs of nostalgia for all.

Retro time meets Big Time: Atari Pong (left) and the Razer tournament gaming keyboard for e-sports

Last year’s CES was the “Alexa Show,” with Amazon’s intelligent assistant being shown in dozens of booths. This year, Google tried to step up to the plate, branding the Las Vegas Monorail with “Hey Google” and setting up numerous “Hey Google” signs in partner booths. A large Google Assistant pavilion in the Central Hall parking lot made its presence felt. They need it, of course; Amazon has about 70% of the smart speaker market to Google’s 23%, but many people would have argued that Amazon actually won this year’s battle, given that Alexa was still so prevalent. Cortana, Microsoft’s assistant, was virtually nowhere to be heard.

The Google Assistant pavilion in the Central Hall parking lot

What we have learned from CES 2018 is that more consumer choices will be made based on AI-powered devices or platforms and more products will highlight their AI or on-demand capabilities more than ever. It will be interesting to see how this trend translates into next year’s show, but it augurs a shift into the cloud in greater measures for the CE industry at large.