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5 Challenges that Providers of Smart Glasses Must Overcome

In the near future, light, unobtrusive smart glasses will reliably support deskless work and make technicians more efficient in their tasks. The last few years have seen increased investment in smart glasses technology, with a number of high-profile acquisitions and direct investments by large companies in manufacturers and start-ups, but some challenges still remain.

As seen in this this article by Jay Kim of AREA member APX Labs, form factors, capabilities and price are all continually evolving for the better. This post highlights the five challenges that providers face before their smart glasses are widespread in enterprise. Various providers are solving these problems on their own as industry-wide best practices for how to address these challenges have yet to be developed.

Components Are Pushing the Boundaries

Processors for Augmented Reality-enabling tasks are steadily improving, but matching required capabilities for enterprise with optimal form factors is still a challenge. For example, graphics processors must be small, lightweight and highly power efficient in order to be placed within eyewear frames that remain comfortable to wear. Accelerating real world tracking and fluid rendering of virtual objects requires chips like NVIDIA Tegra X1 or Intel m7, which are just now showing up in the latest high-end smart glasses from companies like Atheer and DAQRI. Combined with eye-tracking capabilities, reliable voice and gesture recognition, these computational requirements add up, both in terms of battery consumption and heat production, which need to be properly and efficiently managed.

A high-resolution front-facing camera is necessary for creating Augmented Reality experiences but not all smart glasses have that functionality. Tilting and shaking also present challenges for both AR experience delivery and video conferencing.

Other areas of improvement remain to be made in battery life, similar to what is happening in the smartphone space. New models specifically designed to industrial specifications are coming to market this year but have yet to be extensively tested in real world settings.

Network Security and Bandwidth

Continuously providing Augmented Reality experiences based on cloud-hosted services and content requires uninterrupted bandwidth and coverage wherever employees with AR devices work. Ensuring reliable WiFi availability in cramped areas of a ship’s steel-plated hull, for example, is a daunting challenge, and we are starting to see more and more solutions adopting robust offline functionality and local storage to fill in the gap.

Both devices and networks may require high security standards in sensitive environments to ensure proprietary information is not misplaced. The shortcomings in security are the same as those faced by existing wearables and smart devices in the market today.

Content for Augmented Reality Experiences

As when content was being produced 25 years ago for the brand new World Wide Web, commonly accepted paradigms for the design of AR experiences to be delivered to smart glasses are non-existent. Authors of AR experiences must experiment and develop their own techniques for ensuring usability of user interfaces and safety.

As with the World Wide Web, standards for user interface design and content first require a greater proliferation of Augmented Reality usage on smart glasses, producing a chicken and egg phenomenon: with poor user experiences, usage remains low. With low demand, experimentation with new designs is slow.

Content for use in Augmented Reality experiences for smart glasses, such as images and 3D models, tends to be authored from scratch. Those companies that have made prior investments in CAD authoring tools have an advantage when they can access and convert existing, industrial CAD models into lightweight, polygonised versions for display in smart glasses. Successful authoring of AR content also requires heavily customized authoring toolchains and workflows and a uniform look and feel for displayed content that is emotive, highly relevant and takes into account safety requirements. 2015 saw a proliferation of providers creating smart-glasses-first content and applications to fully leverage the smart glasses platforms.

Some initiatives such as the OASIS Augmented Reality in Information Products technical committee and the IEEE AR Learning Experience Model (ARLEM) have been formed to address such challenges.

Overall User Experience

In addition to user experience for the human-machine interface, other UX factors for smart glasses are still improving. Cables are frequently required to connect a hands-free display to the networking or content processing hub, or to the battery pack. While these form factors solve many problems such as battery life and device weight, they still leave many yearning for an all-in-one device.

How to best interact naturally with the displayed content is something all manufacturers are trying to solve. The most sophisticated smart glasses are doing away with physical controls altogether in favor of voice, head motion, and gesture interaction. Bulkiness and limited field of view are other complaints that were prominent in the early days of smart glasses, but competition in this space has driven manufacturers to improve vastly on both of those. Narrow Field of View (FOV) limits the amount of information that can be displayed to the user, and the best smart glasses models are now delivering immersive display experiences that address those concerns.

Safety, Privacy and Regulations

Smart glasses present a number of new and unresolved safety challenges. Their sheer novelty also means that few regulations specifically targeting them have been developed.

As seen from this presentation by attorney Brian Wassom, although new regulatory regimes for smart glasses are required, none currently exist. Future conversations about the safety of head-mounted displays in environments such as the enterprise and industrial settings still need to take place.

Some challenges such as obstructed peripheral vision, for example, can pose a safety hazard when the wearer is in motion or in an industrial workspace. Adapting the amount and relevance of information displayed to the user is key to making the wearer safer on the job.

Conclusion

As with other types of wearables, smart glasses represent a novel technology whose development and usage are still evolving. Both business and technological challenges are in the process of being addressed so that smart glasses are generally accepted as routine work tools and become more recognized for their productivity-enhancing features.

Despite these challenges, several smart glasses deployments for enterprise use were announced in 2015 and some predict that 2016 will bring many more deployments as companies look to gain an edge on the competition.

What are your key challenges with smart glasses? Is your organization or smart glasses provider addressing any of these challenges already? Share with us your views in comments below.




Atheer – AR in the Transportation and Logistics Sector Part 5

A key point from the start of the article is that companies should consider where we currently are in the AR adoption curve to ensure they are adopting the right solution at the right time. It’s also important to look at the interaction model, since the underlying technology for an AR solution requires the correct interaction model to make it useful.

The four common ways to interact with AR tech are listed as follows:

  • Gestures = front-facing cameras on AR smart glasses allow for interpretation of a hand motion in front of them. Gestures are most useful for use in a loud or dirty environment. For optimal effectiveness, a precise and efficient hand-tracking algorithm is needed, providing a hands-free experience.
  • Voice = voice commands provide a safe alternative for interacting with smart glasses when a user’s hands may be occupied with tools. Therefore, voice commands should be added to the smart glass system actions and developers should define voice commands.
  • Head motion = in noisy situations, voice commands and / or gestures may be unsuitable, which is where head motion comes in handy. Workers will be able to switch between content with a simple head motion if the AR solution provides sphere view and multi-display technologies.
  • Touch = support for industry-standard touchscreen devices should be provided by the AR solution to enable workers to access some AR features when they don’t have to wear gloves or carry tools.

The article emphasises the importance of the insight derived from work completed by employees using the AR solution. Taskflows are trackable AR instructions delivered to smart glasses which Atheer’s AiR Enterprise solution enables. A list of ways in which real business insight can be gained is given:

  • Get real time info about which taskflows each worker has undertaken. Seeing demographics on usage of each taskflow can highlight problems in the workflow and avoid wasting time and energy in taskflows that aren’t being adopted.
  • See how far each user gets in executing taskflows. This gives understanding of how the taskflows are being adopted and whether they need to be refined, increasing effectiveness.
  • Identify how long it takes each user to execute a given task. Taskflow reporting reveals exactly when each step was started and any times the user had to pause the taskflow, which allows employers to see whether the taskflow is increasing efficiency of work or not.
  • Ensure that all users are working with the latest version of taskflows. The solution must offer taskflow synchronisation, therefore all updates must be immediately made available to users. Having updated taskflow guidance means the jobs can be performed in the safest, quickest, and most effective way possible.
  • Collect and store taskflow data locally. The solution should be designed to keep tracking the use and effectiveness of a given taskflow even when the smart glasses are offline.

Instructions for achieving the best success in the testing of your business’s AR system are as follows:

  • Make sure that AR devices are deployed to a small group of users in a pilot test first.
  • Be proactive about offering feedback to the AR hardware / software provider.
  • Pay close attention to reliability during trial period, and have high standards about this.
  • Don’t neglect the below process for deploying an AR solution to employees in a way that will deliver the maximum ROI.

The process for deploying an AR solution is listed as follows:

  1. Define the business problem you want to tackle using AR.
  2. Define your use case without limits.
  3. Identify the right problem – this is important.
  4. Detail your current state.
  5. Obtain data about how well things work (or don’t work).
  6. Recognise that one size does not fit all.
  7. Make your assessment of your current state as broad as possible.
  8. Try it and measure the results in the lab or the field.
  9. Learn and refine from your trials.
  10. Plan for success by involving users early.



AR Goggles for Enterprise Use: Business Interest and Product Range Increases

Augmented reality is the displaying of virtual elements onto a display which overlaps onto the real world. In practice this could be a map in front of you as you drive so your eyes don’t have to leave the road. It could be a technical tasks list or an expert watching what your worker does remotely.

A video within the article shows an example of how Renault is using the tech via Microsoft’s HoloLens on their factory floor.

The market for AR Smart glass devices is said to be heating up and with 5G coming and set to make connectivity hugely faster, Computer Business Review expects to see significantly wider use of AR in industry.  The article then goes on to review some of the products on the market to help you assess what might work best for your business.

In conclusion the article asks whether enterprises should be adopting AR and finds that large and small business across the world are adopting AR technology because they see the benefits and that it may soon prove a vital way to stay competitive.  Read the full article.

Explore The AREA’s case studies.




Saguna and GridRaster Partnership to bring VR/AR to a number of industries

Virtual reality and augmented reality (VR/AR) applications can improve productivity, reduce cost and increase revenues in aerospace, automotive, industrial design and retail. However, high quality VR/AR experience require heavy computing resources and immediate response times. Requirements, which current cloud-computing and network infrastructure are unable to effectively deliver.

To address this market-need and accelerate adoption of VR/AR applications for enterprises, GridRaster and Saguna have teamed up to create a joint solution. This solution features GridRaster VR/AR software platform operating on Saguna Open-RAN multi-access edge computing solution.

GridRaster provides the underlying compute and network stack to power high-end VR/AR experiences on mobile platforms by leveraging the edge cloud. The solution provides high-performance graphics at ultra-low latency, while improving the overall performance by 10x.

Saguna’s Multi-access Edge Cloud Computing (MEC)solution, Saguna Open-RAN, creates cloud-computing ‘cloudlets’ at the access network; close to end users and connected devices. It enables communication service providers (CSPs) to transform their networks into powerful cloud computing infrastructures, where new Edge Applications can be easily developed and deployed.

The full press release can be viewed here.




AR Market Global Forecast to 2023

Top competitors in the AR market mentioned in the report include:

  • Microsoft Corporation
  • PTC Inc (AREA member)
  • DAQRI LLC
  • Google Inc
  • Meta Company
  • Atheer Inc (AREA member)
  • Blippar
  • Osterhout Design Group
  • Samsung Electronics Co. Ltd.

Major Product Types of the AR market stated in the report are:

  • Marker-Less Augmented Reality
  • Marker-Based Augmented Reality

Major end-user applications of the AR market mentioned in the report include:

  • Aerospace & defense
  • Consumer
  • Medical
  • Enterprise
  • Commercial

Leading regions of the AR market listed in the report include:

  • Asia-Pacific
  • Europe (second after Asia-Pacific)
  • Latin America
  • The Middle East
  • North America
  • Africa

Information given in the AR market report includes:

  • Major issues in the AR industry
  • Constraining factors of AR
  • Production process of AR
  • Problem-fixing plans for the AR industry
  • Different marketing strategies for uplifting AR market growth
  • Upcoming attitudes, perspectives, and anticipations of the AR market
  • Raw materials for AR
  • End users, traders, dealers, distributors, and manufacturers of AR

Key points covered in the AR market report include:

  • List of companies that are searching for inorganic extension
  • Approaching relation and deep-rooted contracts between key AR manufacturers and raw material suppliers / distributors
  • Success and improvement factors of the AR industry
  • AR strengths, weaknesses, opportunities, and threats
  • Political, economic, social, technological, environmental, and legal analysis of AR
  • AR product capacity, import / export detail, supply-chain analysis, future plans / approaches, gross margin, and various technological developments of top leaders



Intel Cancels Smart Glasses Due to Lack of Investment

The smart wear consisted of a retinal laser projector in addition to other electronics and had a sleek appearance relative to other smart glasses on the market. The laser projector was low-powered and would beam a monochrome red pixel image into the lower corner of the wearer’s peripheral vision, excluding the need for a protruding display medium.

Intel confirmed their cancellation of Superlight in a statement to Endgadget. The company is quoted to have said that they are constantly developing new technology, but not all these products are taken to market. Difficult decisions are sometimes required when investment is not supported for certain products.

Earlier this year, Bloomberg claimed that Intel was considering selling a large stake in their AR division which was valued at approximately $350 million, and this news confirms that.

The article concludes by commenting that Intel’s withdrawal from the smart glasses market could be detrimental in the long term, however, a highly functional device may still be on the cards since big enterprises like Google, Apple, and Amazon are still invested in the tech.




The state of the AR industry, according to those in it

Early adoption in the enterprise

Samsung NEXT Ventures director Ajay Singh believes there’s “good energy” in the AR ecosystem, with lots of traction among developers — many of whom are playing around with the latest dev kits and are excited by the potential of the technology. But he notes that energy and early developer traction has yet to translate into much of a market for AR applications, particularly in the consumer market.

Where early adoption is taking hold is in the enterprise, as large businesses are testing out ways they can drive efficiencies by providing workers with real-time information. The return of Google Glass in a special Enterprise Edition, along with the rise of smart glasses and wearable AR more generally, has been a boon for AR adoption as a business tool.

For applications such as manufacturing, warehousing, and field service in particular, wearable-based AR solutions can translate into double digit percentage productivity gains, according to Upskill chief strategy officer Jay Kim.

Upskill’s Skylight AR technology offers tools for providing contextually relevant real-time data and supplemental information in the wearer’s field of view, while users continue their work in a factory, warehouse, out in the field, or wherever they might be.

Kim, who sits on the board for the Augmented Reality for Enterprise Alliance (AREA), adds that companies like Boeing and General Electric — both clients of Upskill — pour enormous resources into chasing operational efficiency improvements of just a few percentage points, but at scale those improvements can result in game-changing numbers for them.

Talespin CEO Kyle Jackson says his immersive technology company has also been getting AR development work related to efficiency improvements. For example, one telecom company contracted with them to build an AR tool to support and reinforce technical knowledge in field workers.

The case against consumer AR

While some businesses are finding interesting use cases for the technology, the consumer side of the equation is a different story.

Singh, for instance, thinks too many developers are conducting their experiments in the entertainment space. He argues this is ill-advised because there’s not yet a way to effectively monetize consumer AR apps that haven’t reached massive popularity.

“There is no monetization unless there is an advertising model that comes in, because no consumer at the end of the day wants to pay for anything,” he said. But for advertising to work, you need millions or tens of millions of users, which is a tall order for AR developers in these early stages.

That said, some use cases are finding a bit of traction outside of the enterprise. Pokémon Go is the most obvious example, although it’s essentially a location-based game with some light AR elements.

Exercise game Zombies, Run! offers a more concrete use of AR, albeit solely in audio form, to motivate its many users to keep running. Meanwhile, Ikea has found success with an AR app that helps users visualize how furniture will look in their homes. And Google Translate has a real-time visual translation tool that can be a great help in translating between languages with different character sets — like Chinese to English, for instance.

Samsung NEXT business development and product strategy manager Jacob Loewenstein thinks the first big emerging success in consumer AR is personal cosmetic augmentation, such as Instagram or Snapchat filters. Users are adopting these filters to make themselves look different, share a laugh with friends, or visualize how new makeup and hair stylings affect their appearance.

Still, there are some barriers to consumer adoption. Unlike VR, mobile AR requires no additional hardware for use, but there’s an inherent friction keeping some from trying the latest mobile AR applications — namely, that they must open an app in AR mode, raise their hand, and keep holding the phone in front of them while using the software.

“It looks a little goofy,” says Singh, and it takes extra effort to do, “so unless there’s real usability it won’t really stick.”

And if the end-user doesn’t feel that they’re getting a worthwhile return on investment — whether that’s effort, time, or money — then the developer won’t get a return on their investment either.

Design limitations in AR

Everyone consulted for this article agreed that the bulk of AR software development is still in the experimental stage. Most developers are exploring the possibilities of this new medium rather than making polished products.

“There are no guidelines out there,” says John Buzzell, president of immersive experience lab You Are Here. “There are no accepted practices yet.”

All these bespoke, experimental designs add yet another hurdle for AR users to overcome. And they also make it harder for both developers and the businesses that hire them to scope out projects.

To date, most AR applications have required the use of markers to act as reference points and hooks for virtual objects and visualizations, although that’s beginning to change. Now multiple AR platforms have built-in capabilities to display virtual objects on horizontal, vertical, and sometimes uneven planes without meeting any markers.

Loewenstein believes that change could be huge for the AR ecosystem, because it opens new doors for developers to try new things. It also reduces friction for users who might otherwise get frustrated by the limitations of static marker-based AR.

AR today is largely used for visualization in various forms, including data and analytics, furniture placement, cosmetics, toys, building models, training materials, and so on. These use cases are valuable, especially in the enterprise, but they barely scratch the surface of the technology’s potential. Currently there’s no support for persistence or shared experiences, as objects are stored locally on the user’s device.

Loewenstein sees persistence as a challenge many in the industry are working on. “The core AR SDKs don’t necessarily enable people to experience the same thing,” he explains. “They both produce these point clouds and the devices don’t know because they’re looking from different angles — the point clouds have produced actually the same thing from different angles.”

Nor do they have a common point of reference, he continues. “It’s not like when I see the room and I put the ball on the chair, that’s basically largely being stored locally. So it’s my room in my chair, not our room.”

Limited budgets limit possibilities

There are certain limitations inherent in the platforms currently in use by AR developers, but they are also being stymied by early adopters not thinking big enough or being afraid of investing too much in this developing sector.

Buzzell says some of the complexities and uncertainties around AR have led to cautious, unimaginative project briefs from many of his enterprise clients.

“I think a lot of people are making these investments based on curiosity or kind of fear of being left behind,” he suggests. “We’re starting to see signs of improvement, but for businesses I think they have trouble figuring out how much it costs, how much to pay, whose budget does it come out of?”

Usually the answer comes from marketing departments, as they have the money and the pressure to try new things that could attract and engage customers. But the budgets themselves tend to only be five or six figures, according to Buzzell.

That puts pressure on AR developers to work magic with small teams and short development cycles, which limiting their possibilities. Projects are further held back by a lack of imagination or knowledge from enterprise clients regarding what AR can do or what it might be useful for.

Everyone we spoke with stressed that the pace of AR’s growth will be dictated not just by the level of investment from big tech companies driving new hardware and dev toolkits, but from businesses hiring AR developers to build actual, real-world applications based on the technology.

A market in transition

The AR sector today is seen by insiders as being in transition, both due to the myriad problems still yet to be solved and new technologies on the horizon.

In that way, the market is similar to what mainframes, mini-computers, and DIY kit computers were in the 1960s and 70s: a revolution in the making that could change how we interact with the world.

Jackson thinks we’re a year or two from having headsets on the market that offer the fidelity necessary to begin transforming how people work, think, and entertain, while others put large-scale transformation further out.

Developers are excited about mixed-reality headsets like the Microsoft HoloLens, which can offer immersion and shared experiences without making people feel isolated or inhibited in crowded public spaces like trade shows and retail centers.

Meanwhile, new use cases continue to emerge. Kim gives the example of a stripped-back form of smart glasses that conform to the style and profile of regular corrective lenses and frames, at the expense of things like display acuity.

He believes these could find adoption in services and retail industries, as well as other public-facing jobs where representatives might benefit from the extra information they could have available while talking to customers.

Whatever comes next, much of the attention of insiders and outsiders alike will be on advancing the technology and searching for a killer app that makes AR take off in a big way. For Buzzell, that killer app might not be just one thing.

“When the smartphone came out Steve Jobs famously said it’s an internet communications device, it’s a personal messaging device, it’s a phone, it’s a camera,” he explains. By the same token, perhaps, AR’s killer app could ultimately be its versatility and utility as a veritable Swiss army knife of productivity, learning, and entertainment.

The original article from Samsung NEXT can be seen here.

Read the member profile of our member Upskill quoted in the article.

 




PTC Explores the Use of Augmented Reality Technology for Autism

PTC today announced its collaboration with Boston Children’s Hospital, the number one pediatric hospital in the United States, to explore the use of augmented reality (AR) to help children with autism and related disorders communicate and learn more effectively.

The intersection of healthcare and technology is only beginning, and we are excited that PTC, a global leader in IoT and AR technology, is working with us to explore different use cases. Augmented reality addresses two of the biggest challenges facing a child with autism: communication and attention,” said Dr. Howard Shane. “With AR, a child with autism could ‘see’ a cup become a spaceship and engage in pretend play, or ‘see’ the steps to brush their teeth right in the context of their own physical environment. Simple tasks that are challenging for those with ASD can be shown and communicated with AR in a way that is more meaningful to them.”

A team of PTC employees volunteered countless hours to research and understand autism and the requirements for an effective AR solution. Once the team understood how to best develop applications for an autistic child, they quickly reached a project milestone by completing a prototype solution. In the next phase, an app, created for children with autism and a developmental age of three to five years old, will be clinically tested and evaluated for continued improvement. Dr. Shane will discuss the project in more detail for media and analysts in a session at the upcoming LiveWorx conference held in Boston on June 17-20th.

The full press release can be read here.

PTC’s AREA member profile can be read here.

 




WaveOptics Collaborates with EV Group to Drive Augmented Reality (AR) Manufacturing at Scale

David Hayes, WaveOptics CEO commented:

“This partnership marks an AR industry inflexion point and is a critical step in the mass manufacture of high quality AR solutions – a capability that has not been possible to date.

“A combination of EVG’s expertise together with our scalable and versatile technology, will allow AR-end user products to be on the market for under $600 by the end of next year.

“This collaboration is key to unlocking the development of AR wearables; together we are well positioned to bring mass market innovation in AR, opening new paths to scalability at a lower cost than ever before.”

Markus Wimplinger, Corporate technology development and IP director at EVG added:

“We develop new technologies and processes to outperform the most complex challenges, helping our customers to successfully commercialise their new product ideas. For the proliferation of our leading edge Nanoimprint Lithography (NIL) technology, we have created our NILPhotonics Competence Center.

“Within this framework, which has strong policies to protect our customers’ IP, we support our customers on their product development and commercialisation journey from the feasibility to the production phase. This is exactly what we are doing today with WaveOptics, an established leader in AR, to provide a truly scalable solution to end customers.”

The collaborative development efforts within EVG’s NILPhotonics® Competence Center framework are aligned to support WaveOptics’ commitment to unlocking the mass market adoption of AR across all leading market segments – industrial, enterprise and consumer and follow the launch of the Company’s Module Program.

Through the pilot line manufacturing infrastructure offered by the Center, WaveOptics will exceed the projected demand it has seen from its customers for the next quarters, with a proven path to transferring high-volume production processes and equipment to designated facilities capable of producing waveguides at scale for top global OEM brands.

WaveOptics’ collaboration with EVG highlights its commitment to help customers bring AR displays to market by offering high performance, commercial waveguides at an attainable price point. Leveraging EVG’s expertise in equipment and process technology for volume manufacturing will allow AR-end user products to hit the market by 2019 for under $600 – the lowest price point in the industry today.

 




Upskill Honored As Finalist In Hannover Messe’s Prestigious Hermes Awards

In its 15th year, the Hermes Award is one of the world’s most prestigious industrial technology prizes, recognizing solutions that are showcased at Hannover Messe (Deutsche Messe) for the first time. Finalists were selected from a pool of nominations by an independent jury under the chairmanship of Dr. Wolfgang Wahlster, who heads the German Research Center for Artificial Intelligence (DFKI).

Released in the fall of 2017, Upskill’s newest version of Skylight is designed to enable faster and broader adoption of AR in the enterprise. It offers more out-of-the-box features that lower the complexity of building, supporting and scaling AR at the lowest total cost of ownership (TCO) in the market.

Brian Ballard, Upskill’s CEO and co-founder, said, “It is a true honor to be a finalist among other innovative, global technology companies at Hannover Messe. This recognition is a testament to Upskill’s commitment to accelerate wider enterprise AR adoption – by putting the power into the hands of our customers to create, test and deploy new AR solutions, our next-gen Skylight is proving to be a critical factor in enabling a more connected, productive industrial workforce.”

The next-gen Skylight’s most notable enhancements include Skylight Application Builder, Skylight Connect, Skylight Software Development Kit (SDK) and Skylight Live, which provides best-in-class “see what I see” remote, HD video collaboration capabilities. Together, these enhancements allow customers to build new AR use cases on a common platform, and quickly deliver real value while keeping deployment and maintenance cost to a minimum. Today, Skylight users report an average performance improvement of 32 percent, with efficiency and quality as the two key metrics.

Dr. Jochen Köckler, chairman of Deutsche Messe’s Managing Board and head of the award’s independent jury, commented, “The nominated entries reflect the trend towards self-learning and autonomous systems that leverage the full power of artificial intelligence and smart sensor technology. It’s solutions like that that are driving the second wave of digitization. At the same time, all five entries have remained faithful to a human-centric approach to development by employing cognitive or physical support systems, such as AR glasses and exoskeletons.”

Upskill’s recognition as a Hermes Award finalist builds on last month’s momentum – the company closed its latest funding round, raising $17.2M from return investors Boeing HorizonX, GE Ventures and New Enterprise Associates (NEA), and new investors Accenture and Cisco Investments, among others. Accenture, with whom Upskill formed a strategic partner alliance, is also a key Hannover Messe exhibitor. As a preferred systems integrator in Upskill’s partner program, Accenture will be one of several Upskill partners that will showcase Skylight in their Hannover Messe booth.

To see the new Skylight in action for the first time at Hannover Messe, visit Upskill in Hall 6, Stand F46/4 in the USA Digital Factory Joint Pavilion. As a Hermes Award finalist, Upskill and Skylight will also be exclusively showcased at the TechTransfer Gateway2Innovation display in Hall 2, Stand C02 on April 23.