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Jack McCauley understands the interplay between video game hardware and human interaction like few others in the industry. He designed the guitar and drums for Red Octane’s (later Activision’s) Guitar Hero video game series. As co-founder and chief engineer of Oculus VR, he designed the Oculus DK1 and DK2 virtual reality (VR) headsets and helped guide the company through its acquisition by Facebook in 2014. Now active in automotive technology, he builds cars at Black Lab, his private R D facility and hardware incubator in Livermore, California. And, in no small feat, he thinks he’s solved the head-tracking problems in augmented reality (AR)/VR headsets – which he’ll demonstrate during his keynote presentation, MEMS Applications in Augmented Reality, October 6 at MSEC 2020. SEMI’s first virtual MEMS Sensors Executive Congress. The event is October 6-8 and 13-15, 2020, and registration is open. I interviewed McCauley to preview his presentation. Register now for MSEC 2020.SEMI: What inspired you to become the first person to use a MEMS sensor in a gaming device?McCauley: When I started designing the Guitar Hero peripherals, I had intermittent problems with the motion tracking. I switched to a Freescale single-axis accelerometer, developed some IP around it, and that fixed the problem. That’s how I became an early customer of MEMS. SEMI: When you pioneered immersive VR gaming experiences at Oculus VR, tech industry analysts predicted widespread adoption of VR for gaming. What do you think happened?McCauley: There are a lot of reasons why VR hasn’t become the standard bearer for gaming. Gaming used to be a solitary activity, but as companies like Microsoft and Sony got behind multiplayer gaming, we realized many gamers found the social aspect more important than the visual aspect. Many gamers are content to play on a 2D screen or on multiple monitors because they’re playing against many people. The proliferation of internet connections worldwide has also promoted the kinship and social aspect of gaming.SEMI: Do you think VR has a place in other applications?McCauley: I think it has a lot of potential in real estate, VR movies, and engineering and design, among other areas. The automotive designer Henrik Fisker, for example, created whole vehicles in a game-engine model. If you wanted to buy one of his cars, let’s say, you could change the color and upholstery, for example, and then view it in a VR environment. SEMI: One of the biggest obstacles to VR adoption is the motion sickness some people experience during game play. What would you do to fix that?McCauley: The vestibular system in the brain, which uses the inner ear, is crucial to helping you balance. If there’s a mismatch between what your eyes see and your brain is perceiving, you’re likely to feel dizzy. I’ve built a VR headset that uses a MEMS pico projector with micromirrors and a small laser for position tracking as well as for facial tracking and modeling. But the platform’s not for sale.Still, many of the technical advances that we’ve made in VR are helping us with AR development. The increasing power of mobile chipsets and GPUs, the decreasing geometry for individual transistors and the way specific chips are processed, screen interfaces that will drive a 4K panel at a high frame rate, plus MEMS devices inside the eyewear for rotations and tracking are all helpful innovations.SEMI: When designing cars in your own lab, you’re doing a lot of work with AR. What do you think of AR’s commercial viability?McCauley: I know there are well-funded AR programs in place at major companies. That’s because mobile-device companies want an omnipresent phone in front of your face. I thought Google Glass, for example, was brilliant, but it was way too early for that product, and there was too much hype behind it.McCauley's latest R D project is a vehicle that incorporates augmented features and a computerized display. The vehicle is a custom built, environmentally friendly super-car with enhanced driver safety and high vehicle performance. AR is appealing because it lets people see through a screen – and have objects appear on that screen – while they are moving through space. My son actually came up with one of the ideas I’m implementing in a car I’m designing. We were driving in Spain, and he suggested that instead of using Google Maps to show me driving directions – which would force me to look down at an infotainment display – a sign could appear on AR glasses that would instruct me how to drive to Italy. That’s just an example of how we’ll use AR. SEMI: After you sold Oculus VR to Facebook, you began investing time and resources into engineering education. Why did you make that choice?McCauley: I’m originally from a blue-collar family, and then I got an education at Berkeley. That made a major difference in my life. When I sold Oculus, I donated to education-focused charities primarily, because an education can lift an entire family out of poverty. Let’s say your family are farm workers, but you get a degree in engineering and land a job at Apple. That could produce a ripple effect. As other members of your family and people in your community see the benefits of your education, they’re more likely to get an education, too. SEMI: What would you like MSEC attendees to take away from your presentation?McCauley: I appreciate what the MEMS industry has done for VR because if Oculus didn’t have a nine degrees of freedom (9DoF) IMU, no one would have bought our company. A new application will come along sooner or later that will require a different type of MEMS technology, and I have total confidence that the MEMS industry will deliver what’s needed. For more information on McCauley’s R D projects or on his position as Innovator in Residence at UC Berkeley’s Jacobs Institute for Design Innovation, visit his website. MEMS Sensors Industry Group® (MSIG), a SEMI technology community that connects the MEMS and sensors supply network in established and emerging markets, enables members to grow and prosper. Visit us today.Jack McCauley is an Innovator in Residence at the Jacobs Institute for Design Innovation, where he mentors students, lectures in courses focused on product design and design for manufacturing, and leads research and development projects focused on applications of augmented, virtual, and mixed reality for design professionals and students.McCauley graduated from Berkeley Engineering with a B.S. in Electrical Engineering and Computer Science in 1986, and credits the time he spent at Berkeley as an undergraduate with helping to ignite his career. Maria Vetrano is a public relations consultant at SEMI.
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Companies around the world are increasingly turning to mergers and acquisitions, research and development, and corporate venture capital (CVC) investment to sustain growth. For many years, global semiconductor companies including Intel, Qualcomm and Samsung have been active CVC investors. However, the economic fallout from the COVID-19 pandemic has forced many venture capital (VC) and CVC investors to rethink their investment strategies as they look to an uncertain future. To help provide SEMI members with the latest market trend information, SEMI Taiwan held the webinar Challenges and Opportunities in Corporate Venturing during the Global Pandemic Crisis on April 28th. Featured speaker James Mawson, founder and editor in chief of Global Corporate Venturing, provided an analysis of the pandemic’s impact on deal flow, capital movement, sentiment and strategies among CVCs. CVC takes larger role in past decadeCorporations have been increasingly active direct and indirect venture investors over the past decade. From 2011-2019, more than US$1.3 trillion of venture capital was invested globally, with corporations accounting for more than half that total, according to data from Pitchbook/GCV Analytics.Semiconductor companies that have been active in corporate venturing include Intel, Samsung, Nvidia, ARM, AMD, SK Hynix, Broadcom and Qualcomm. Pure-play semiconductor and chip companies tend to make few investments in their start-up counterparts because sector saturation of powerful incumbents leaves little opportunity for growth, James said. “While it is hard to find entrepreneurs wanting to be engaged in pure play S C, once they do, they can be very valuable and often be able to bring disruptive forces to the whole ecosystem,” James said.S C corporate investors focus on chip applicationsSemiconductor companies looking beyond pure-play S C start-ups for investment opportunities often target applications or developers that require the additional data, processing power, and memory their chips provide. “There is lots of interest by the big chip companies such as Intel, Qualcomm, and Samsung in developing some of those chip applications, getting them used more and creating a whole ecosystem,” James said.For example, Intel Capital, based on its data-centric theme, has focused on areas like autonomous vehicles, data centers and artificial intelligence (AI) because of the sheer amount of data and processing power they require. In another notable trend, non-traditional S C players such as Apple and Alibaba are leveraging investments in start-ups to develop their own chips for competitive advantage, James said.March deal flow down 20% With COVID-19 slowing the global economy, James expects semiconductor and chip companies to scale back direct investments this year due to rising pressure on their balance sheets. Deal flow in March was down roughly 20% from February.James is hopeful corporates will focus on investing in innovation over the long term rather than target share buybacks to boost near-term earnings. James pointed out that investors can uncover opportunities by identifying future problems to be solved in areas such as quantum computing, biotech, energy, healthcare, communications and ICT. Still, in the near term, where there is a crisis, there is opportunity. While the pandemic hit some sectors hard, it benefits start-ups in industries including gaming, education and telemedicine. This time is different?James said corporates need to rethink the investment model they want to follow. One option is the approach taken by General Electric, which divested its investment team and sold all its portfolio companies last year. Another is to focus on the long term. For example, Intel Capital has been dedicated to investments in innovation for nearly 30 years and continues to invest during downturns.Compared with the internet bubble and global financial crisis, today there are more experienced and mature CVCs that better know how to negotiate a crisis. James also pointed out investors are interested in backing CVCs with sector investing experience. There are now more than 600 CVCs with a 10-year-plus track record.James expects a variety of funding models to emerge over the next decade as pressure on corporate balance sheets encourages corporate investors to consider models that allow third-party capital to effectively leverage their CVC units. Corporate investors are also open to other ways to efficiently deliver financial returns.For more information about the SEMI Taiwan Corporate Growth and Innovation Community, please contact Irene Lin at [email protected]. For GCV’s latest news and event, visit its website.Jo-Ann Su is senior director of the Corporate Growth and Innovation Community at SEMI Taiwan.
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Francois Jeanneau, president and CEO of Novasentis, has spent the last two decades building strategic relationships, increasing revenues and catapulting growth at leading consumer OEMs and ODMs. Jeanneau will present the world’s thinnest haptic actuator technology at the upcoming FLEX and MEMS Sensors Technical Congress 2019, February 18-21 in Monterey, Calif. SEMI’s Maria Vetrano interviewed Jeanneau to give FLEX and MSTC attendees a preview of this new technology that will enable rich, customizable haptic experiences with virtual reality (VR), hand-held game controllers and flexible wearable devices such as wristbands.SEMI: What do consumers want from haptic feedback? How can the technology industry improve the user experience with haptics?JEANNEAU: In many applications such as VR and gaming, our visual and auditory senses are satisfied by high-resolution displays and good-quality speakers, but they lack the sensation of realistic touch. That’s because haptic technology has lagged the technological advancements that we have made in displays, microphones and speakers. It’s also fallen far behind what is possible on the software side. At the same time, consumers are demanding more from their VR and gaming experiences.Through improvements in haptics, prospective home-buyers touring a home via VR headset will be able to “feel” those granite countertops in the kitchen, assess whether their couch will fit in the living room and check out the view from the back porch, all from the comfort of their own home. Virtual travelers will be able to touch the marble walls of the Taj Mahal, and sports enthusiasts will feel the impact of a tennis ball when they use their haptics 2.0-enabled controller.Haptics will dramatically improve what’s possible in wearable devices as well. From their smartwatches, consumers will discern hundreds of different sensations, from a mild heartbeat to a sharp reminder that they are steering a car through an intersection. This is all possible through new haptic actuator technologies that can accept hundreds of inputs to generate an entire haptic language of outputs.SEMI: What are some major obstacles to realizing improvements in haptics for flexible devices such as wrist-worn devices?JEANNEAU: The best wrist-worn devices today offer a rudimentary haptic output that merely says, “hey, pay attention to me.” To comprehend the alert, the user must look at the display, press a few buttons and then interact with the device. This distracts the user while riding/driving, creating potentially dangerous situations. It’s also frowned upon, particularly in the middle of a meeting!The legacy haptic technologies – eccentric rotating mass (ERM) motors and linear resonant actuators (LRAs) – that are currently used in today’s devices are problematic on multiple levels. They are bulky, sometimes occupying a third of the real estate in a smartwatch. As they are generally made of metal, they are also heavy and too thick for many devices. Their output tends to be slow, lagging the output in the display, making the whole experience clunky. They tend to be power-hungry as well.SEMI: How is Novasentis approaching these technical challenges?JEANNEAU: Novasentis has created an extremely thin (150 um), flexible and low-power polymer film actuator that is small enough to be easily embedded into the next generation of smarter wearable devices and garments; the actuator can provide hundreds of different types of vibrating feedback to the wearer for improved notification and/or suggested actions. The film actuator (that can replace a mechanical motor vibrator found in smartphones and smartwatches) is made by stacking layers of electroactive polymer and metal to create the piezoelectric structure. Upon power-up via a modulated waveform, the molecules move to align themselves in response, which elongates and relaxes the polymer. This causes the attached substrate (wristband in a watch, for example) to bend and relax, thus, causing the vibration effect, or haptic and audio feedback (which is unique to our material).SEMI: How will you demonstrate your technical approach at FLEX 2019?JEANNEAU: We will bring examples of designs incorporating our technology as we share live demos of wearables, game controllers and other applications. We will also bring actual haptic actuator materials for show and tell.Francois Jeanneau will present Flexible Actuators for Sensational Haptics at Flex and MSTC on Wednesday, February 20 at 8:00 am. Register today to connect with him at the event. To learn more, click here. MSTC Flex 2019 is organized by the MEMS Sensors Industry Group (MSIG) and FlexTech. Maria Vetrano is a public relations consultant at SEMI.
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