Motorola, the name that kicked off the mobile revolution, arrives back in South Africa this week – with more than just a smartphone, writes ARTHUR GOLDSTUCK.
South Africans associate two brands with the dawn of the mobile revolution: Motorola, which started it all, and Nokia, which practically owned the phone world for a decade. It’s one of the serial ironies of the mobile industry that Nokia killed off Motorola in this market, only to be killed off in turn by BlackBerry, which was then all but destroyed by Apple and Samsung.
Meanwhile, Motorola stayed alive through various incarnations, including a resuscitation attempt by Google. Now, under the stewardship of Lenovo, it is taking another shot at redemption.
And what a shot it is. This week, it will announce the arrival in South Africa of the Moto Z smartphone, a handset that redefines what smartphones can do. At a time when it is conventional wisdom that we can only expect incremental advances in smartphone technology, this may seem absurd.
However, it is an absurdity four months in the making. The Moto Z was unveiled in San Francisco in June, along with four add-on devices called Mods. Short for modifications, they take the functionality of smartphones to a new level.
To start with, the Moto Z itself is a revelation. The 5.5-inch Quad HD AMOLED display puts it on a par with anything on the market: a resolution of 2560×1440 and a pixel density of 535 ppi makes for dazzling images and video. Despite these heavy specs, it lies a mere 5.19mm deep, earning the title of the thinnest flagship smartphone in the world. It harks back to the second generation Razr, which itself seemed impossibly thin, at 7.1mm, so many years ago back in 2011.
Some argue that mere mortals wouldn’t notice whether a handset is 5mm or 7mm thick. They’ll notice with this one. The real difference emerges when one attaches an additional device to the back of the handset, and it still fits into a pocket.
The rear of the phone is distinctive for two features: a protruding camera lens, and an array of metal connectors. Both combine to allow easy and instant clipping on of the Mods. A round hole in each of the add-ons aligns instantly with the protruding lens, and the connectors latch onto the magnetic rear of the Mods.
These, in turn, extend the phone’s functionality, in various directions.
Along with the Z’s slightly bulkier sibling, the Moto Z Play, Lenovo has released four Mods. The most exciting is called the Moto Insta-Share, a somewhat retro name for a device that points the way to the future. It is a mini-projector, which projects the phone interface onto any surface. It’s 11mm thick and weighs 125g, about the same as a light smartphone, and attaching the Moto Z seems like adding only a thin layer.
It projects a sharp image at up to 70 inches, which translates into a large TV display. In other words, one can use it to view ShowMax, Netflix or any other videos streamed or stored via the phone. With an adjustable fold-out kickstand, it also makes for a great presentation device. The one drawback is that it requires a fairly dark environment for optimal viewing, meaning it can’t replace TV sets in all conditions. Yet.
While it can use the phone’s power supply, the Insta-Share also houses an 1100 mAh battery, which allows for around an hour of additional viewing. The Moto Z’s own 2600 mAh battery provides the phone with up to 30 hours of mixed use.
The Insta-Share points to a future where a phone’s interface will be displayed or used on any surface, and will make the specs of the handset irrelevant, as the user will only interact with the display. The phone and its projector may as well be housed in a necklace or ring. But that is still a few generations away.
A Mod that generated similar levels of enthusiasm at the launch, the Hasselblad True Zoom, turns the phone into something closer to a DSLR camera.
The camera on the Moto Z itself is not too slack: at 13MP with f/1.8 aperture and dual LED flash, it compares well with the market-leading Samsung S7 edge. It captures video in full HD as well as 4K.
So far so great. Now add the Hasselblad. Photographers will appreciate the specs: a 1/2.3-inch BSI CMOS sensor, focal length of 4.5-45 mm, equivalent to 25-250mm on a 35mm camera, 10x optical and 4x digital zoom, with macro zoom of 5cm @1x to 1.5m @10x. A wheel next to the shutter button controls the zoom function, with the lens protruding or retracting accordingly.
The strategy is to adapt the phone for any number of special interests. The JBL Soundboost mod turns it into a boombox, while the Incipio Offgrid power pack is a 2200 mAh add-on battery, for another 22 hours of usage.
Lenovo has issued a challenge – with $1-million in funding – for the best prototypes of third party mods. If the challenge turns into a viable and sustainable build-out of a new ecosystem around the Moto Z, the Motorola brand will be propelled far beyond its nostalgia value.
Why your first self-driving car ride will be in a robotaxi
Autonomous driving will take longer than we expect, and involve less ownership than the industry would like, writes Intel’s AMNON SHASHUA
As we all watch automakers and autonomous tech companies team up in various alliances, it’s natural to wonder about their significance and what the future will bring. Are we realizing that autonomous driving technology and its acceptance by society could take longer than expected? Is the cost of investing in such technology proving more than any single organization can sustain? Are these alliances driven by a need for regulation that will be accepted by governments and the public or for developing standards on which manufacturers can agree?
The answers are likely a bit of each, which makes it a timely opportunity to review the big picture and share our view of where Intel and Mobileye stand in this landscape.
Three Aspects to Auto-Tech-AI
There are three aspects to automotive-technology-artificial intelligence (auto-tech-AI) that are unfolding:
- Advanced driver-assistance systems (ADAS)
- Robotaxi ride-hailing as the future of mobility-as-a-service (MaaS)
- Series-production passenger car autonomy
With ADAS technologies, the driver remains in control while the system intervenes when necessary to prevent accidents. This is especially important as distracted driving grows unabated. Known as Levels 0-2 as defined by the Society of Automotive Engineers (SAE), ADAS promises to reduce the probability of an accident to infinitesimal levels. This critical phase of auto-tech-AI is well underway, with today’s penetration around 22%, a number expected to climb sharply to 75% by 2025.1
Meanwhile, the autonomous driving aspect of auto-tech-AI is coming in two phases: robotaxi MaaS and series-production passenger car autonomy. What has changed in the mindset of many companies, including much of the auto industry, is the realization that those two phases cannot proceed in parallel.
Series-production passenger car autonomy (SAE Levels 4-5) must wait until the robotaxi industry deploys and matures. This is due to three factors: cost, regulation and geographic scale. Getting all factors optimized simultaneously has proven too difficult to achieve in a single leap, and it is why many in the industry are contemplating the best path to achieve volume production. Many industry leaders are realizing it is possible to stagger the challenges if the deployment of fully autonomous vehicles (AVs) aims first at the robotaxi opportunity.
Cost: The cost of a self-driving system (SDS) with its cameras, radars, lidars and high-performance computing is in the tens of thousands of dollars and will remain so for the foreseeable future. This cost level is acceptable for a driverless ride-hailing service, but is simply too expensive for series-production passenger cars. The cost of SDS should be no more than a few thousand dollars – an order of magnitude lower than today’s costs – before such capability can find its way to series-production passenger cars.
Regulation: Regulation is an area that receives too little attention. Companies deep in the making of SDSs know that it is the stickiest issue. Beside the fact that laws for granting a license to drive are geared toward human drivers, there is the serious issue of how to balance safety and usefulness in a manner that is acceptable to society.
It will be easier to develop laws and regulations governing a fleet of robotaxis than for privately-owned vehicles. A fleet operator will receive a limited license per use case and per geographic region and will be subject to extensive reporting and back-office remote operation. In contrast, licensing such cars to private citizens will require a complete overhaul of the complex laws and regulations that currently govern vehicles and drivers.
The auto industry is gradually realising that autonomy must wait until regulation and technology reach equilibrium, and the best place to get this done is through the robotaxi phase.
Scale: The third factor, geographic scale, is mostly a challenge of creating high-definition maps with great detail and accuracy, and of keeping those maps continuously updated. The geographic scale is crucial for series-production driverless cars because they must necessarily operate “everywhere” to fulfil the promise of the self-driving revolution. Robotaxis can be confined to geofenced areas, which makes it possible to postpone the issue of scale until the maturity of the robotaxi industry.
When the factors of cost, regulation and scale are taken together, it is understandable why series-production passenger cars will not become possible until after the robotaxi phase.
As is increasingly apparent, the auto industry is gravitating towards greater emphasis on their Level 2 offerings. Enhanced ADAS – with drivers still in charge of the vehicle at all times – helps achieve many of the expected safety benefits of AVs without bumping into the regulatory, cost and scale challenges.
At the same time, automakers are solving for the regulatory, cost and scale challenges by embracing the emerging robotaxi MaaS industry. Once MaaS via robotaxi achieves traction and maturity, automakers will be ready for the next (and most transformative) phase of passenger car autonomy.
The Strategy for Autonomy
With all of this in mind, Intel and Mobileye are focused on the most efficient path to reach passenger car autonomy. It requires long-term planning, and for those who can sustain the large investments ahead, the rewards will be great. Our path forward relies on four focus areas:
- Continue at the forefront of ADAS development. Beyond the fact that ADAS is the core of life-saving technology, it allows us to validate the technological building blocks of autonomous vehicles via tens of new production programs a year with automakers that submit our technology to the most stringent safety testing. Our ADAS programs – more than 34 million vehicles on roads today – provide the financial “fuel” to sustain autonomous development activity for the long run.
- Design an SDS with a backbone of a camera-centric configuration. Building a robust system that can drive solely based on cameras allows us to pinpoint the critical safety segments for which we truly need redundancy from radars and lidars. This effort to avoid unnecessary over-engineering or “sensor overload” is key to keeping the cost low.
- Build on our Road Experience Management (REM)™ crowdsourced automatic high-definition map-making to address the scale issue. Through existing contracts with automakers, we at Mobileye expect to have more than 25 million cars sending road data by 2022.
- Tackle the regulatory issue through our Responsibility-Sensitive Safety (RSS) formal model of safe driving, which balances the usefulness and agility of the robotic driver with a safety model that complies with societal norms of careful driving.
At Intel and Mobileye, we are all-in on the global robotaxi opportunity. We are developing technology for the entire robotaxi experience – from hailing the ride on your phone, through powering the vehicle and monitoring the fleet. Our hands-on approach with as much of the process as possible enables us to maximize learnings from the robotaxi phase and be ready with the right solutions for automakers when the time is right for series-production passenger cars.
On the way, we will help our partners deliver on the life-saving safety revolution of ADAS. We are convinced this will be a powerful and historic example of the greatest value being realized on the journey.
Professor Amnon Shashua is senior vice president at Intel Corporation and president and chief executive officer of Mobileye, an Intel company.
Sea of Solitude represents mental health issues through gaming
It’s a game that provides a tasteful visual representation of mental health issues. BRYAN TURNER dives into the Sea of Solitude.
Disclaimer: This review is based on four hours of gameplay.
Sea of Solitude, the latest adventure game by Jo-Mei Games and EA Games, takes a sobering look at loneliness. It represents this loneliness visually, using light and dark environmental changes, as well as creatures players must encounter. The main character, Kay, must make it through the sea without finding herself trapped in a sea of loneliness. She meets fantastical creatures along her journey, and she must help them solve their challenges while keeping herself in a sane environment.
The game is systematic in the way it represents its important aspects. It starts with a striking visual art style and a soft storyline, which gives characters a chance to absorb the beauty of the game. As one gets a hang of the controls and used to the art style, the story kicks it up a few notches to reveal the harrowing backstories of the creatures that reside in the sea Kay must travel.
In particular, it features a creature that keeps flying away from Kay. This was frustrating because the previous chapter of the game presents a backstory for the creature that was not only devastating to the main character, but also to the player. Once Kay meets this creature, players must be ready to cry. It’s a brilliantly crafted story and hats off to Jo-Mei Games for being great storytellers.
Cornelia Geppert, CEO of Jo-Mei Games, told EA: “Sea of Solitude centres on the essence of loneliness and tugs on the heartstrings of its players by mirroring their own reality. It’s by far the most artistic and personal project I’ve ever created, written during a very emotional time in my life. Designing characters based on emotions was a deeply personal achievement for our team and we’re so excited for players to soon experience Kay’s powerful story of self-discovery and healing.”
Generally, I steer clear of games that are metaphors about mental health issues because they tend to be crass in how they address mental health. Sea of Solitude is quite different because of its level of relatability. Other games about mental health tend to be about a specific disorder that not many people experience, while loneliness is something that so many of us experience. Additionally, the representation of how loneliness affects Kay in the real world is sharp but tasteful. The combination of relatability and respectful representation is what makes the game’s story so brilliant.
Another great aspect of this game is the music scoring. It uses sound and the absence of sound very carefully to invoke the right feelings expected from players. The game wouldn’t be as good with the sound off and subtitles on, so future players are recommended to turn up the volume or put on headphones.
The game is long for an indie game, at around three or four hours of gameplay until the end is reached. Several sources say there is a hidden ending, so players can look out for that in a second playthrough.
The game’s story isn’t perfect, though. The eventual sameness of creature encounters is a little disappointing. This may be down to the expectation of being extremely devastated by all the stories of the creatures, especially when one is less than devastated by the subsequent stories. One of the most affecting creature stories was also presented at the beginning of the game, which set the bar very high for the rest of the creatures.
One creature, in particular, tries very hard to have the greatest emotional impact, but this comes across as blunt and dampens the meaning of what it was supposed to represent.
While I didn’t mind sharp representation, the perception of themes like bullying, estrangement, and suicidal thoughts may vary in appropriateness from player to player. Prospective players with existing painful mental health issues should consult gameplay videos, like the one below, before purchasing the game, to gauge appropriateness.
Overall, the game is incredible at connecting with what it is to be human and what it means to be lonely. Dealing with issues as physical creatures is a great touch, as the main character tends to resolve the problems of the creature by understanding what the problems mean.