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3D Interface
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Team Members: Steve Schkolne (Caltech), Juan Felipe Vallejo
(USC),
Bede Broome (Caltech), and Drew Batshaw (USC)
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November 30 TOP
There wasn’t much activity amongst the group over the past week due
to thanksgiving break. We did have a chance to get together before the
break to refine our presentation and hammer out some of the weak spots.
We felt pretty good about our previous elevator pitch presentation, so
it wasn’t hard expanding the slides. Now that we can use more slides,
it makes it easier to clarify our points.
The group interview during class last Tuesday proved
to be quite insightful. It was nice to hear what everyone felt about the
group dynamics and the direction we are heading in. No one seemed to have
held any punches during the interview, which provided tremendous feedback
for the rest of us. Our group has never had any problem with beating around
the bush when discussing various problems or expressing opinions, so it’s
good to know we are always on the same page.
Steven has had a chance to fine-tune the presentation
over the past couple days. Hopefully we’ll get a chance to rehearse
it in the next couple days so we’ll be ready for the VCs.
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November 23 TOP
After practicing our elevator pitch over the weekend,
we presented to our class on Tuesday. Our whole group was very happy with
how the presentation went. We felt that we related our idea in a very
clear concise way. This felt great compared to our previous experiences
being in front of the class and not being able to communicate effectively
to the class what we were going to use our technology to accomplish. After
several heated debates among the group over whether we thought we would
make it to the next round, we were very excited to hear that we had. We
have set up another meeting time next week to just work on the next presentation.
We're now almost completely finished our final draft
of the feasibility study. This weekend we all worked to fill in some of
the holes we had in the market and industry sections. This mostly had
to do with our competitors and other third party developers in the industry.
In addition, we have been tweaking the financials to make them more realistic.
We have had some setbacks in accomplishing this since many of our industry
contacts have been unreachable in the past week. Nevertheless, we are
pushing forward.
It was also rewarding to hear this week that Steven (the
inventor of our technology) is serious about going forward with this idea.
It is still unclear who from the group may join him, but he is very excited
about spending time further developing this business.
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November 16 TOP
After finally deciding on a direction for feasibility
(or at least for the purposes of this study for the time being), we put
together a presentation for the elevator pitch during our meeting this
week. Things finally seem to be more focused and on track. Since our new
path is not too far away from our old ones, re-writing the feasibility
has proven to be less daunting than we thought. We basically covered all
the key areas in the previous draft, so we only need to make minor tweaks
here and there to the content.
Our latest meetings have found that Japan is where the
market lies for our product. All aspects of the feasibility seem good,
but a major problem we have is the difference in cultures. Perhaps our
feasibility would go over well her in America, but we could possibly be
perceiving business the completely wrong way in Japan. This is definitely
a section that needs to be looked into more.
The most unfortunate news for the week is that our contact
in Sega is no longer available, which leaves many of our burning questions
unanswered. Some whitepaper was acquired by our group on the video game
industry, which can hopefully fill the holes, but more research is still
necessary for our final draft.
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November 10 TOP
We met with professors Allan and Pickard this week to
discuss the rough draft of our feasibility study. We were all very anxious
about the meeting because of the rough nature of our draft due to the
large amount of time we spent finding the right product and market for
our technology. As compared to other groups, we felt we had a less mature
draft because they had a product with a clear market from day one. To
our surprise, the meeting was very positive. Both professors were very
supportive of our process, and said that if anything we had a more realistic
experience than some other groups.
We left the meeting feeling very charged and excited
for the next steps. We further refined our business model as producing
a playable game demo utilizing our proprietary technology and selling
this game concept to a large Japanese arcade manufacturer such as Capcom
or Sega and collecting royalties. We're all enjoying finally having a
clear focus that we can all get behind. In addition, we're very excited
that one of our team members was able to get an introduction to the president
of Sega entertainment in the U.S. We believe that we will be able to tap
him for significant information and resources to further our study.
This coming week will be a light work load for most of
the group since three members will be out-of-town for a significant part
of the week. Due to these individuals’ travel, we will not be able
to meet during our usual meeting time and will have to once again meet
late Wednesday night.
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November 2 TOP
We discovered this week that 3d stereo shutterglasses
do not work well with LCD displays. We then decided to go after the console
market, and to do so, we will initially develop an arcade game. The arcades
have been the testing arenas for new games and technologies. A game’s
success in the arcades determines its success in the console industry.
Our idea is to introduce an arcade game in Japan, where the industry is
mature and readily accepts innovations. If the arcade game and the use
of the interfaces are proven to be successful in Japan, we will then go
into developing a console application.
Since our IP is in the interfaces, we will develop the
arcade game around them. Our target product is a console game, but the
arcade application will help to prove the concept and reduce the risk of
the venture.
We will look for established arcade developers and distributors,
and will partner with them in the development of the game. Interestingly
enough, right after our meeting and decision on the new business model,
one of our team members coincidentally met a player in the arcade industry
that will probably be very useful in developing our new technology feasibility
draft.
We tried using conference calling to meet this week.
In our first attempt, Steven called from New York while we met at USC.
The conference went better than we expected, as we were able to focus
on the issues and use our time efficiently. We tried a second conference
call, using the Caltech phone system where everybody was supposed to call
from home, but we were not successful. We will try it again next week.
We plan to meet with Professor Allen on Tuesday to discuss
our original feasibility draft, and we hope that she will understand our
special set of conditions. Most of our research has focused in finding
an industry and an application for our technology. The process has been
infinitely valuable, but because of it, we have not being able to develop
a specific draft. The results of our research have forced us to constantly
change the product and the industry. However, we now believe that the
development of an arcade game followed by a console game will be the perfect
match for our technology.
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October 26 TOP
This week we worked in putting together the first draft
of the feasibility analysis and despite the time constraints, the results
were surprisingly positive. We realized that our data was incomplete,
and at a given point we had to decide between continue researching or
completing the best feasibility study with the information on hand. The
development of the draft forced us to focus on areas that we had not touched
deeply before, which immensely clarified our business proposition. The
financial analysis proved to be a challenge, as many assumptions had to
be made. Some of the assumptions appeared straightforward, but we realized
that wide ranges of data and uncertainty of time frames produce a variety
of results with very different financial consequences.
The dynamics of the group was not that great. We believe
that we need to focus on a greater effort to improve communication between
meetings. We are considering setting up conference calls during the week,
as we all have different schedules, live far away from each other, and
find it difficult to meet more than once during the week.
Now that we have a specific product defined, we expect
to accelerate the development of our feasibility analysis. We plan to
focus on acquiring specific information regarding
the demand and cost for the development and the production
of the interface devices. We will also explore the constraints and benefits
of using different 3D displays methodologies. But most importantly, we
need to continue our search for a knowledgeable contact in the video game
industry.
We plan to meet with Professors Allen in the beginning
of November, review the draft, and have a discussion about gaps and improvements
to the project. After that, we will meet with our mentor, Mr. Glanville.
On a personal note, Steven submitted his Ph.D. thesis
and is now Dr. Schkolne!
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October 19 TOP
After a week of research on the video game industry,
we have decided to make it the focus of our feasibility study. A video
game using a less expensive screen based on Anaglyph or Parallax stereo
technology could be feasible.
The idea is to share the expenses and revenue from the
development and sale of a game with an existing video game company. The
new game would signal other developers who would then want to acquire the
technology and create their own games. We would then sell a development
kit or Application Programming Interface, including input devices, to these
companies and license the right to use it.
The main concern is the fact that only a small percentage
of games developed becomes a success, and most of the creative control
during development would be in the hands of the partner video company.
3D interface would be responsible for the development and production of
the input devices, since we own their patents.
We realize that with only a few days left for our feasibility
study draft, we will not be able to provide a top quality one. But we
believe that the exercise would pinpoint the areas in which we need to
concentrate. Steven is defending his thesis at Caltech this week and three
other members of the team are in the middle of midterms at USC… perfect
timing. This week promises to be a challenge.
We believe our main focus for the next weeks would be
to identify and contact successful video game companies. The success of
the project is intimately dependent on the selection of a company with
experience, not only in development, but also in marketing and distribution.
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October 12 TOP
Once again we found ourselves switching our target industry.
After some initial feedback from players in the CAD industry, and after
realizing that by replacing the interface’s screen by one based
on auto stereo or by using anaglyph glasses, we could find valuable application
in the video game industry, we decided to change our focus once more.
We face the dilemma of continuing the research on multiple
industries or making a choice, based on incomplete information, that would
allow us to deliver a quality feasibility study on time. Differences of
opinions about the path to follow had created some tension in the group.
Even though all members of the group agree that the continuous task-switching
is forcing us to lose momentum, some want to continue exploring different
industries while others want to focus only on one industry.
We compromised and decided to dedicate 80% of our time
this week to research the video game industry, and 20% of the time on
other industries.
It is clearer now for the group that the use of the technology
as an experience is more
valuable than the use of the technology as the means
to generate a product. That understanding is what led the group on the
path of the video game industry. An advantage of this situation is that
motivation and enthusiasm may increase since two of our group members really
enjoy these games and have been dedicated players all their lives.
The highlight of the week was our meeting with John Glanville
form the Athenaeum Fund (Investors). John will be acting as one of our
mentors and guiding us during the development of the feasibility analysis.
Mr. Glanville sees 3D Interface as a platform technology
that could be broken down in different applications depending of the industry.
He suggested doing a feasibility study that would show pros and cons of
the application in each industry; a very interesting approach but one which
differs from the guidelines of our class. He also came up with a new possible
application on visual training where workers of a manufacturing industry
with low education level and maybe a language constrain could use the interface
to learn and practice the manufacturing process of a specific product.
We really value John’s input and look forward to working with him.
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October 5 TOP
This week we concluded that our target should be the
industrial design market. Secondary research showed us that the arcade
business is not as attractive as we initially thought Interviews with
gamers in local arcades gave us a sense of the amount of money they would
be willing to spend in one game. Our solution seems to be too expensive
for an arcade application and it would be difficult to compete with other
already available cheaper games.
During our demo to Alvaro Villa, President, of AVG Inc,
we received some valuable feedback:
- The cost of the system would have to be reduced for an arcade application.
- The level of excitement while playing the game is low compared to
existing games.
- It would be difficult to reach the necessary throughput (players/minute).
He believes there is potential for an application that
could educate and motivate kids with learning difficulties.
He also believes that he could use the technology in
an upcoming dark ride that he is currently designing.
After narrowing our focus, we were able to design a plan
including primary and secondary research that will improve our knowledge
of the market. Our intention is to identify exactly the form of the product
that would be most useful to the users of industrial design software.
We will initially interview users of AutoCad, CATIA, Solid Works, Maya
and Alias. We set up interviews with Mark Lefitz, a user of CATIA, that
worked on the special effects of the movie “The Matrix,” Gary
Fitzgerald, an auto designer for the firm Design Works, and Greg Norman,
a CATIA consultant.
For the second stage of our research, we plan to directly
contact software design companies as well as manufacturers of 3D screens.
The team feels that since we now have a target industry
identified, we are able to advance in the development of our feasibility
study. Valuable time was spent on our initial research and we now need
to concentrate on our feasibility draft.
Maintaining a fixed schedule for our meetings continues
to be a challenge. Flexibility and adaptability seem to be the most valuable
qualities of our team members, but we believe it is necessary to maintain
a fixed meeting schedule.
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September
28 TOP
We have now a new member on the team, Opas Lopansri.
Opas was one of two undergraduate students that were interested enough
in the project to show up to our open house at Caltech. Opas is a student
of business and administration, focusing in entrepreneurship at the University
of Southern California.
This week we conducted primary and secondary research
in some of the industries that we defined as possible targets during our
first meeting.
We had one-on-one interviews with representatives of
the amusement park, animation and design industries.
We visited AVG Inc, a leader in the design of amusement
parks. Three main points came out of our interview;
There is definitely value in an attraction involving
manipulation in space of virtual three-dimensional objects.
The cost of the game would have to be drastically reduced
if we want to compete in the arcade market.
The game would have to be reliable and be able to overcome
the stress of continuous use.
We made an appointment for a demo at Caltech where we
would present the technology to the president of AVG, and continue our
discussion around a possible product.
We also contacted and interviewed members of Pixar, a
well know digital animation company, and IDEO a renowned industrial design
company. The animator felt very comfortable with the process he follows
now, and did not see a significant value in the use of the proposed tool.
At the same time, the designer expressed that the tool would have to drastically
add functionality to the software that he uses now for him to feel the
need to change to a new way of doing things.
We performed secondary research using the Internet in
the areas of science museums and arcade games. We realized that museums
like elaborated and unique systems, so we would have to customize our
product for each application, and that the market has limited growth.
In the area of arcade games, we found that prices of most arcade games
vary between $2,000 to $7,000 dollars.
We ordered a game survey with information regarding the
arcade industry from the International Association of Amusement Parks and
Attractions.
One of the difficulties that we experienced as a group
was the conflict of schedules. We are now five members, and flexibility
becomes important when deciding the time for our meetings. Cantor’s,
on Fairfax was our place of reunion this week, and even though the relaxed
atmosphere goes with our personality styles, we found the noise distracting.
We had a very exciting meeting, and in general we felt that we met what
we had set to accomplish for the week.
We narrowed our research to the Arcade/Game and the Design
industries, where we believe using the technology as a plug-in to exciting
software could be our niche.
We identified Maya and Catia as the design solution that
we could target, and planned to interview users of theses software packages
during the next week. At the same time, we will continue our research in
the arcade industry and present a demo to the president of A.V.G (Amusement
parks
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September
21 TOP
The 3D Interface team was formed with the purpose of
developing a feasibility analysis for a technology that allows the creation,
editing, and manipulation of three-dimensional shapes on a semi-immersive
virtual environment. This technology is the result of the research conducted
by Steven Schkolne as part of his doctoral thesis at Caltech.
The 3D Interface system allows the user to create surfaces
in space using the hand. These shapes can then be manipulated, edited
and scaled by a number of tools. Objects created by other 3D system can
also be brought to the user space for manipulation. The system facilitates
conceptual exploration and a better spatial understanding of the objects
being manipulated.
During this week, the group officially met for the first
time. We have four members in the group at this point; two Caltech students
and two USC Marshall MBA students:
Steven Schkolne is the inventor and developer of the
3D interface. He is currently writing his PhD thesis in 3D interfaces
at Caltech. Steven received his B.S degree with highest honors in Computer
Sciences from Carnegie Mellon and has also informally studied fine art
at the Art Center College of Design in Pasadena. He has worked for Silicon
Graphics and Microsoft, consulted for Designworks/USA, taught at Caltech
and CalArts, and published
his work in international journals.
Juan Felipe Vallejo is a second year MBA PM student at
the USC Marshall School of Business, focusing in finance and marketing.
Juan Felipe also has an M.S. degree with honors, in Electrical Engineering,
a professional certificate in international trade, and ten years working
experience, including five years in the automated test equipment industry
in the developing marketing and technical support of new products worldwide.
Bede Broome is a medical school candidate at UCLA and
a doctoral candidate at Caltech, where his focus has been in systems neuroscience.
Bede has a B.A. degree from
Princeton University with a Major in Chemistry and a
Minor in Computer Science.
Drew Batshaw is currently a second year MBA student at
the USC Marshall School of business and is the recipient of the Citigroup
endowed fellowship. After receiving his B.A. in Computer Science from
Vassar College, Drew worked as a software consultant to the telecom industry
for 3 years. Following his work as a software consultant, Drew became
the CEO and Co-founder of Completemind (an on-line psychotherapy company)
The first item discussed during our lunch meeting in
Little Tokyo was the possibility of including some other members in the
group. We decided to have two open houses at Caltech, where the tech scholars
and Art Center of Design’s students attending our 552 Technology
Feasibility class could appreciate first-hand the 3D Interface technology.
We analyzed the pros and cons of increasing the number
of members in the group.
The dynamic we experienced in the group and our impressions
of each other were positive, but we were reluctant to add more personalities
to the mix. We believe an industrial designer could be helpful with the
understanding of what it takes to develop a more robust prototype.
As a group, we analyzed the different industries in which
the technology could have an application and we came up we three specific
areas: 3D packaging, Edu-tainment, and CAD plug-in.
3D packaging explores the advantages of the system for
the arrangement of objects in space. The system could be used in Industrial
Design, Biotech and CAD.
In the area of Edu-tainment, a combination of education
and entertainment, the semi-immersive experience would be the main aspect
of the system to be exploited. The gaming industry (amusement parks) and
education (science museums) would be the niches for the product.
CAD plug-in refers to the use of the system tools as
interfaces with existing 3D design systems.
We divided the task of doing some initial research in
each of these industries that would allow us to define the industry to
use as the focus of our feasibility analysis.
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