Wearables, disrupting an industry and helping you to “feel sound like never before”

Wearables, Technology, Tech News, Technology News, News, Music, Gaming, VR, AR, XR, Music, Music Tools, Virtual Reality, Augmented Reality, Mixed Reality, Experience, User Experience, Sensory, Digital Gadgetry, Audiophile, Business, Investments, Sensory, Gamification, Woojer, MusicProduction, CCS Insight, Markets and Market, Market and Markets, Kickstarter, Startup

Previously Published on tEQ.life

In a world where we thrive off of live experiences, it’s a wonder that most of us are still living in stereo. Sure, we attend live events. We might even know the soft spot at the movie theatre. But, on a daily basis, we are literally just getting by on “right, left, center” technologies, and so far — no one has done anything about it!

In a world where we thrive off of live experiences, it’s a wonder that most of us are still living in stereo. Sure, we attend live events. We might even know the soft spot at the movie theatre. But, on a daily basis, we are literally just getting by on “right, left, center” technologies, and so far — no one has done anything about it!

Today, we watch movies in surround sound. We play games using our headsets. We live the virtual experience, but our audio keeps us grounded. The good news is… that’s all about to change — and, it’s thanks to Kickstarter, wearable technologies and a team of lifelong audiophiles.

Meet Woojer.

Woojer, Born to Feel. Courtesy of Woojer on YouTube, 2019.

Woojer, a company based in Tel Aviv, has been dedicated to bringing biotechnologies to the world of consumer audio design. Their mission is to introduce consumers to immersive experiences and allow them to feel the sound just as they would in real-time. They do this by tapping into the acoustics and frequencies that we feel, but naturally, we cannot hear.

Founded in 2008, Woojer has been working diligently to study, design and perfect those technologies in which are soon to become acknowledged as a standard for the “new norm.”

With three separate Kickstarter campaigns, starting in 2013, the company has been introducing their product in phases, aimed at perfecting their line, their designs and in creating a more 360 experience. Introducing and reintroducing each product, based on the feedback of research and development and the patents they received, they are now ready to launch their new high-fidelity products into global markets, worldwide.

An introduction to innovation.

In the Streets. Courtesy of Woojer on YouTube, 2019.

Since the beginning of the year, Woojer began teasing their products at festivals and conferences all over the world, including E3 and the Consumer Electronics Show (CES) in 2019. Disruptive to an entire industry, thousands have lined up to experience the power of stimulating gameplay, haptic transducers and polyphonic experiences first-hand. They now await mass production, which should wrap up by the end of November and deliver to more than 900 early adopters by the end of December.

With 55 days still left to their campaign, Woojer has already surpassed its initial goal of $20K by more than 904%!

Reproducing dynamic sound systems on a more personal level, the new Woojer products allow consumers to feel the “oomph of bass and the pulse of energy” with frictionless motion and dynamics falling outside of the standard 20Hz to 20kHz range. Soon, they will be able to experience frequencies as low as a 1Hz tone with adjustable sensations and volume control.

Strap Edge Vs. Vest Edge Technologies.

Strap vs. Vest Edge Technologies. Courtesy of Woojer on YouTube, 2019.

Strap Edge and Vest Edge technologies include patented OSCI transducers, haptic feedback and sensors that guarantee full immersion, precise harmonic reproduction and durability for everyday use. Consumers will be able to feel the sound through waves of pressure and the caustic movement of air. With the patented oscillating frame, movements are accurately reproduced, as frequencies are played at up to 500Hz, including the subsonic frequencies, undetectable by the human ear.

Both devices are ultra-silent, have low-latency and can get up to eight hours of battery power per charge. Equipped with Bluetooth 5.0 and analog headphone amplification, The Vest Edge targets sensory points in key areas of the human body that allows the wearer to “feel sound like never before.” The Vest Edge was created for use with virtual reality, gaming and music production. In fact, Woojer’s Kickstarter pagegoes on to state:

“The Vest Edge gives you 360 degrees of immersion, delivering accurate and detailed sensations that’ll raise your pulse. It’s got out-of-the-box stereo haptics and is the perfect companion for at-home gaming and VR. If you’re a music pro- this’ll pump the low-frequencies through your body as it engages you in a unique and mesmerizing audio experience.”

The Strap Edge, on the other hand, was created to be worn on the hip, chest or across one’s body, providing a polyphonic, stereo experience. It was created for everyday gamers and music enthusiasts, on-the-go. Basically, no matter which device you choose, you will be able to feel the music as if it was flowing through your veins, giving every performance an additional boost of reality.

Both devices can be paired with the Woojer Haptic Metronome App, helping you to live life to a new beat. When synched, the metronome works with the rhythm and tempo of the music, providing additional training and sophistication to the audio pro or music producer.

The rapid growth of wearable technologies.

Lee Shupp — “The Future of Wearables.” Courtesy of TEDx on YouTube, 2015.

In 2014, CCS Insight predicted that within five years, the Wearables Industry would only be worth $25B by 2019. Instead, it hit $21.7B in 2016 and according to MarketsandMarkets™, the Wearables Market is set to grow at a rapid CAGR of 15.5% and expected to reach $51.6B by 2022 — more than double what we had expected to see in previous years. Whether you’re a music producer, avid gamer or simply an investor, Woojer is definitely worth checking out.

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Augmented Reality | Bringing interactive reading & learning tools to young explorers in real-time

Augmented Reality | Bringing interactive reading & learning tools to young explorers in real-time Early-Learning Development. Interactive Lesson Plans. Augmented Reality. Teaching young explorers to read, handle social situations and embrace the world around them. Wonderscope | Within #technology #news #Wonderscope #Clio #Reading #Children #kids #earlylearningdevelopment #education #app #ios #experience #AR #XR #VR #SpaceX #EdTech

Previously Published to tEQ.life

If you grew up watching Nick Jr., you already know how much of an impact interactive television shows, such as Blue’s Clues, can have on a young mind. Our children feel as if the characters on the show are actually their friends, and they quickly embrace the second-person experience, as a means for early-learning education. They become like sponges — easily engaged and encouraged by conversation. Intrigued by curiosity, they thirst for exploration. And while they quickly absorb the material and storylines presented before them, there is a huge divide between reality and storytelling that continues to leave a void out in the open.

Augmented reality is changing all of that, allowing our children to thrive at levels we have never seen before.Our children learn in different ways, and yet reading is a major part of who we become as students, educators, and professionals in our fields. We learn visually, we learn through auditorial experiences and we learn through pure immersion, completely saturated in the overall experience.

One company making a difference.

Within, a Los Angeles-based tech company, has been taking advantage of this ideal, creating exciting new platforms and highly interactive experiences in augmented, mixed and virtual reality since about 2014. Last year, they introduced a wide spectrum of learning tools that would bring interactive reading experiences into the forefront of early childhood development.

Yesterday, they announced an “Intergalactic, AR Reading Adventure Sends Kids into Space.

As it releases its fourth augmented reality storybook, Clio’s Cosmic Quest, Within continues to embrace augmented reality when telling “extraordinary stories” to an audience of young readers. In fact, the launch of the early-learning reading app, Wonderscope, has been nothing short of a welcoming experience, as these young readers are met with a lovable character, who stops at nothing to engage their young minds while leaving a lasting impression sure to last a lifetime.

Meet Clio.

Meet Clio — a tiny particle of purple stardust — as she literally enters into our world and immediately greets your child with meaningful dialogue and an overall sense of inclusion. She includes them into the narrative and invites them to join her on a mission through our solar system. They are, then, presented with a combination of “read-out-loud” experiences, that include interactive diagrams, maps and fun facts to help them through their journey.

Students can choose to interact one-on-one or they can bring their classmates along for the journey. As a team, they join Clio in challenging reading bullies, meeting the Sun and bringing an entire nebula back together — just in the nick of time!

Real-time lessons on life.

“We’ve written lines for kids that teach them how to handle bullies, stick up for what they believe in, and be there for those that need help,” states Within’s Director of Development, Jonny Ahdout, about this rewarding new game.

The story about Clio becomes just one more addition to Wonderscope’s growing library of augmented titles, including A Brief History of Stunts by Astounding People, Little Red the Inventor and Wonder’s Land Ringmaster Wanted — with even more stories and adventures to be released in upcoming months.

According to a recent press release, “Wonderscope’s voice recognition system is built to understand and nurture confidence in new readers at a wide range of levels, and with different dialects and accents. The app provides visual and aural feedback by highlighting words, and having characters make eye contact and react expressively back to the user.

Clio’s Cosmic Quest ends with a fully interactive bonus scene where users explore and learn more about space, planets and solar systems, developing a playful appreciation for STEM (science, technology, engineering and mathematics).”

Wonderscope is geared towards kids, aged 6 and older and currently holds a solid 4-star rating from Common Sense Media, a non-profit organization that provides education and advocacy to families, through the promotion of safe technologies and media for children.

The app is currently free and available on all AR-enabled iOS devices, although stories themselves can run as high as $4.99 a piece.

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IoT Connectivity Markets set to reach $8.9B by 2024

Solution (Real time streaming analytics, security, data management, remote monitoring, network bandwidth management), Platform (device management, application management, network) Application (Building and Home Automation, Smart energy, Smart Manufacturing, Connected Logistics, Smart Retail. Connected Health, Smart Mobility and Transportation ), Google Inc. (US), Hewlett Packard Enterprise (US), Amazon Web Services (US), Bosch Software Innovation GMBH (Germany), General Electronics (US), Intel Corporation (US), SAP SE (Germany), Cisco Systems Inc. (US), Microsoft Corporation (US), Oracle Corporation (US), International Business Machine (IBM) Corporation (US), and PTC Inc. (US) among others, onnectivity Technology (Wi-Fi, Bluetooth Classic, Bluetooth Smart, NFC, ZigBee, Z-Wave, GNSS, LTE Cat-M1, NB-IoT, LoRa, Sigfox), Type (WLAN, WPAN, LPWAN), and Geography, AT&T (US), Cisco (US), Verizon (US), Vodafone (UK), Ericsson (Sweden), Sierra Wireless (Canada), Orange (France), Telefónica (Spain), Huawei (China), Telit (Italy), Hologram (US), Particle (US), Aeris (US), Sigfox (France), EMnify (Germany), and Moeco (US)

Previously Published to tEQ.life

According to recent market research by MarketsandMarkets, IoT Connectivity Markets are set to reach more than $8.9B by the year 2024. Currently valued at an estimated $3.8B in 2019, the company has forecasted an 18.7% compound rate of annual growth (CAGR) with major factors set to increase the demand for connected devices over time.

North American markets will take the reins, accounting for a majority of growth through 2024.

North America is said to account for the largest market size during the forecasted period of growth. This comes, as the United States continues to be the leader in innovation and digital transformation, placing a high priority on large-scale implementation and enterprise services. Artificial Intelligence (AT) and cloud computing are additional factors, attributing such growth, as they are intimately powered by “The Internet of Things.”

The demand for wireless sensor networks, necessary in creating smart infrastructure, has so-far been a major player in the demand for low-power, wide-area (LPWA) networks in IoT applications. People like to control things in their home. Even more so, they like controlling things at home, while not at home, and find convenience in doing so through the fast-action swipe of their smart phones. The rise in IoT adoption and the advancements, taking place across telecommunications industry, will single-handedly drive sales, as more people learn to trust their personal hand-held device for nearly every aspect of their waking lives.

The World slowly catches up, as new technologies are adopted, connectivity is improved and networks are secured.

As we see more stable and reliable high-speed networks appearing in rural areas across the globe and an overall increase in heightened information security, there will be a dramatic shift in IoT adoption, as it emerges alongside the integration of standalone and non-standalone components, therein. In fact, the Wireless Connectivity markets are expected to reach $95.7B by 2023, alone.

The World is quickly adopting 5G, and major cities have already been implementing plans for faster internet speeds through product integration. Enabling these products with a host of IoT capabilities, we can expect IoT-based services to rise as an immediate factor in the concurrent growth of service-related markets, around the globe.

Additional factors that are said to contribute to the growth of IoT Markets, include:

  • Platform & Service Components
  • The Size of Each Organization
  • Trends in Smart Retail Production
  • Trends in Transportation
  • Connected Health & Devices
  • Smart Manufacturing Processes
  • Smart Energy & Utility Practices
  • Business & Home Automation
  • Additional Factors, Based on Region

All industry verticals are undergoing a huge transformation in a bid to provide affordable, accessible, and quality services to their customers.

Addressing the continued shift in IoT Markets and in meeting the demands of the everyday working-class, we see something similar happening to our modern technologies that we have seen happen throughout the history of electronics. Once upon a time, a 4GB desktop computer went for more than $2K at full market value, and now we see 1TB laptops going for less than $300 during regular sales and/or promotions.

The increasing number of connected devices sold, in addition to the growth of smartphone ownership has significantly, contributed to the demand for IoT-based technologies, as used by early adopters and tech enthusiasts alike. Large multinational corporations have learned ways they can capitalize off of such technologies, whether through location-based incentives or by providing customers with in-store messaging, trading off valuable data in exchange for a rewards or in-store promotion.

More information about the growing IoT Market and 2024 predictions can be found here.

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