Connect with us

Tech

MLOps startup Iterative.ai nabs $20M

Published

on

Iterative.ai

Elevate your enterprise data technology and strategy at Transform 2021.


Iterative.ai, an MLOps company developing data science and AI engineering workflows, today announced that it raised $20 million. The company says it’ll support the launch of its first commercial product, Data Version Control (DVC) DVC Studio, a dashboard aimed at simplifying machine learning model development based on data and metrics.

MLOps, a compound of “machine learning” and “information technology operations,” is a newer discipline involving collaboration between data scientists and IT professionals with the aim of productizing machine learning algorithms. The market for such solutions could grow from a nascent $350 million to $4 billion by 2025, according to Cognilytica. But certain nuances can make implementing MLOps a challenge. A survey by NewVantage Partners found that only 15% of leading enterprises have deployed AI capabilities into production at any scale.

Iterative, which was founded by ex-Microsoft data scientist Dmitry Petrov and entrepreneur Ivan Shcheklein, maintains a number of products designed to solve MLOps challenges including Continuous Machine Learning (CML), DVC, and the aforementioned Studio.

Above: A screenshot of Iterative.ai’s Studio product.

Image Credit: Iterative.ai

CML enables data scientists to manage machine learning experiments and track who trained models or modified data and when. They can codify data and models instead of pushing them to a Git repo and set CML to auto-generate reports with metrics and plots, building machine learning workflows using services like Amazon Web Services (AWS), Microsoft Azure, and Google Cloud Platform.

DVC is an open source version control system for machine learning projects that’s designed to make models shareable and reproducible by handling large files, datasets, models, and metrics as well as code. DVC connects these components via language-agnostic pipelines and leverages cloud storage, network-attached storage, or disks to store file contents. Full code and data provenance help track the metrics of every model, while push-pull commands move bundles of models, data, and code into production or remote machines.

As for Studio, which combines DVC and CML into a fully managed suite, it lets data scientists organize and navigate through multiple machine learning projects while creating teams, adding team members, and inviting them to experiment. Studio helps to visualize data and metrics through plots, trend charts, and tabular presentations and compare experiments. Studio also keeps code, data, and experiments connected, so that every change generates insights into how models can be improved.

Growing MLOps market

According to Iterative CEO Petrov, the advantage of MLOps is that it puts operations teams at the forefront of best practices within an organization. The bottleneck that results from machine learning algorithms eases with a smarter division of expertise and collaboration from operations and data teams — and MLOps tightens that loop.

“AI platforms and solutions are built outside of the software development technology stack. It creates a wall between ML researchers and software engineers. It prevents machine learning folks from using best practices and tools from software development. Our goal is to break this wall and create the best collaboration environment for both machine learning folks and software engineers,” Petrov told VentureBeat via email. “[As a result of the pandemic,] companies are paying more attention to automation. MLOps is becoming a more mature area and attracting more interest from companies.”

Iterative competes with Molecula, which is developing a cloud-based feature store for AI and machine learning workloads. Another leading rival is Domino Data Lab, a startup developing a platform focused on enterprises with large data science teams.

Iterative.ai

But Florian Leibert, a general partner at Iterative investor 468 Capital who also invested in the company, has confidence in Iterative’s go-to-market approach. Leibert is the founder of Mesosphere, an infrastructure startup based on the open source software Apache Mesos, which abstracts compute resources like CPUs away from machines.

Iterative claims that over 1,000 companies are using its tools and that its open source projects have a combined total of more than 200 contributors and 4,000 community members.

“Data, machine learning, and AI are becoming an essential part of the industry and IT infrastructure. Companies with great open source adoption and bottom-up market strategy, like Iterative, are going to define the standards for AI tools and processes around building machine learning models,” Leibert said in a press release.

468 Capital and Leibert led 15-employee San Francisco, California-based Iterative’s latest funding round, a series A, with participation from investors True Ventures and Afore Capital. It brings the company’s total funding to more than $25 million to date.

VentureBeat

VentureBeat’s mission is to be a digital town square for technical decision-makers to gain knowledge about transformative technology and transact.

Our site delivers essential information on data technologies and strategies to guide you as you lead your organizations. We invite you to become a member of our community, to access:

  • up-to-date information on the subjects of interest to you
  • our newsletters
  • gated thought-leader content and discounted access to our prized events, such as Transform 2021: Learn More
  • networking features, and more

Become a member

Continue Reading
Advertisement
Click to comment

Leave a Reply

Your email address will not be published. Required fields are marked *

Tech

Varjo Reality Cloud lets you virtually experience a real place via ‘teleportation’

Published

on

Varjo is unveiling its way to teleport to virtual spaces today.

Where does your enterprise stand on the AI adoption curve? Take our AI survey to find out.


Varjo is unveiling its Reality Cloud platform for virtual teleportation. That means one person can capture the reality of a space in a particular location and share that reality in extreme detail for a remote person to experience, virtually.

The Varjo Reality Cloud shares the details of a room in photorealistic detail, showing someone remotely located a view of the room in real time. Yes, you heard that. Varjo lets one person scan a 3D space and another person experience it virtually at almost the same time, as it can transfer the necessary data in compact streams of 10 megabits to 30 megabits per second with almost no time delays, the company said.

It’s a pretty amazing technology that comes from the pioneering work that Varjo has done in creating high-end virtual reality and mixed reality headsets for enterprises such Volvo, which uses it to design cars in virtual environments. The caveat, of course, is if the tech really works as envisioned.

“We are introducing Varjo Reality Cloud, and this is something very different from what you’ve seen from Varjo before,” said Timo Toikkanen, CEO of Varjo, said in an interview with GamesBeat. “We have been working on a software platform that is the first in the world that enables virtual teleportation.”

The earlier VR and mixed reality tech that Varjo introduced in the past couple of years now uses cameras on a Varjo VR-3 virtual reality headset to capture the environment around a person. Then it transmits that slice of reality to someone else who uses a headset to experience the exact same physical reality, but in a virtual way. If Varjo can deliver the Varjo Reality Platform with the same quality it shows in its videos, then it will feel like you’re “teleporting” from your real location to a virtual location.

“You can you can be anywhere in the world,” Toikkanen said. “You can scan your surroundings, not just a 3D object or something like that. You can digitize the world around you if you like. And do that in super high fidelity, through Varjo Reality Cloud, so anybody anywhere in the world can join you in that location and see it exactly the way you see it, in perfect color, with lights and reflections, and so forth.”

It’s no joke, as Varjo has been working on this for years and it has raised $100 million to date from investors including Volvo (via the Volvo Cars Tech Fund), Atomico, NordicNinja, EQT Ventures, Lifeline Ventures, Tesi, and Swisscanto Invest by Zürcher Kantonalbank.

“It’s a sci fi dream come true. But we are fully grounded in reality. So we have been looking at the at the experience. How can we enable people to have similar interpersonal experience as you do in real life, and do that remotely,” Toikkanen said. “What really accelerated for us during last year was the realization how world will never be returning to the same after COVID and travel will forever be changed. And we saw that this is one of those moments when world is more ready than ever for the transformation of this nature in the way the communication and interaction is done. This is the right time to begin that change.”

A realistic metaverse

Above: Varjo is unveiling its way to teleport to virtual spaces today.

Image Credit: Varjo

Toikkanen said that this capturing and sharing of reality is like a true-to-life metaverse, the universe of virtual worlds that are all interconnected, like in novels such as Snow Crash and Ready Player One.

He said that you will be able to see in real-time what your friend is seeing in another place through the cloud-based platform. One person can map their reality by looking around in a room, and that view is transported to the cloud and rebuilt as a room. The person that you share this reality with can view it and feel like they’re there, Toikkanen said.

“It’s a metaverse grounded in reality,” he said. “It really is like the science fiction, beaming yourself to the other end of the world and back. And we think we think this is a really big deal. If you think of the economical and ecological drivers in the world today, something like this makes travel unnecessary.”

He said it could pave the way for a new form of human interaction and universal collaboration.

“You can engage on a completely different level than you have ever been in the history of communications,” Toikkanen said. “It really does change things in a big way. Both for businesses as well as for private individuals. You can teleport to other people, to your family,  or you can teleport to a work project.”

The system lets anybody scan their surroundings, turning them into 3D imagery using a Varjo XR-3 headset and then transport that 3D space to another person. That person gets to see the exact physical reality, completely bridging the real and the virtual in true-to-life visual fidelity, said Urho Konttori, chief technology officer at Varjo in Helsinki, Finland.

“It’s super important that the latency is kept low enough so that you have you feel that the interaction is logical, and that you don’t have like motion-related latency,” said Konttori. “We have put immense amount of effort into making it so that human-eye resolution, fully immersive stream, from the cloud, can be sent in 10 to 30 megabits per second speeds.”

This real-time reality sharing will usher in a new era in universal collaboration and pave the way for a metaverse of the future, transforming the way people work, interact, and play, Konttori said.

For the past five years, Varjo has been building and perfecting the foundational technologies needed to bring its Varjo Reality Cloud platform to market such as human-eye resolution, low-latency video pass-through, integrated eye tracking and the Lidar ability of the company’s mixed reality headset.

The company has already delivered these building block technologies in market-ready VR products that enterprises use to design their products. And now Varjo is uniquely positioned to combine them with Varjo Reality Cloud to empower users to enjoy the scale and flexibility of virtual computing in the cloud without compromising performance or quality.

Using Varjo’s proprietary foveated transport algorithm, users will be able to stream the real-time human-eye resolution, wide-field-of-view 3D video feed in single megabytes per second to any device. This ability to share, collaborate in and edit one’s environment with other people makes human connection more real and efficient than ever before, eliminating the restrictions of time and place completely.

Dimension10 acquisition

Varjo has been working on the Varjo Reality Cloud for years.

Above: Varjo has been working on the Varjo Reality Cloud for years.

Image Credit: Varjo

To further accelerate bringing the vision for Varjo Reality Cloud to life, Varjo today also announced the acquisition of Dimension10, a Norwegian software company that pioneers industrial 3D collaboration.

“We’re big fans of the company and have been for a long time,” Toikkanen said. “They have been pioneering collaboration, 3D models. And we think collaboration is at the heart Varjo Reality Cloud and us joining forces with them expedites progress.”

The Dimension10 virtual meeting suite is designed for architecture, engineering and construction teams and will become a critical component to making virtual collaboration possible within Varjo Reality Cloud. Dimension10 adds 14 people to Varjo’s team.

Additionally, Varjo added Lincoln Wallen to the company’s board of directors. Wallen currently serves as the CTO at Improbable, and he is a recognized scholar in computing and AI.

Previously, Wallen has worked as CTO of Dreamworks where he transitioned global movie production to the cloud, including the development of a cloud-native toolset for asset management, rendering, lighting, and animation.

Varjo Reality Cloud will first be available to existing customers and partners in alpha access starting later this year. For more information about Varjo’s new cloud platform and its vision for the metaverse, tune into a live, virtual event today, June 24, 2021, at 9 a.m. Pacific time via varjo.com.

Tech demos

varjo Press Image for Varjo Reality Cloud 4

Above: Varjo lets one person scan a 3D space and another person experience it virtually.

Image Credit: Varjo

In a video tech demo, Varjo showed a simplification to show how the world can be captured and streamed in real time as a 3D representation. It shows a time-lapse capture of a scene captured in real-time from a Varjo XR-3 headset. The video is converted into a 3D space that someone with a viewer and access to the Varjo Reality Cloud can use to see that room from any 3D angle.

In the beginning of the video, the user scans the room and then stops to watch Konttori give a talk. While Konttori is speaking, you see the naturalness of the movement, captured with just a Varjo XR-3 headset in the room, no additional cameras or recording devices. The camera is able to move freely as it’s all in 3D and not a flat video.

In a second video, Varjo teleports Konttori to the company’s Varjo HQ in Helsinki in mixed reality. A user wearing the headset sees the teleported Konttori mixed into a physical space at the headquarters. Later they mix the teleported surroundings together with the physical space in the headquarters.

Cool technology

Volvo is using Varjo headsets to design cars.

Above: Kia is using Varjo headsets to design cars.

Image Credit: Varjo

Varjo was founded in 2016, when other headsets like the Oculus Rift and the HTC Vive first appeared. But instead of targeting entertainment, Varjo went after enterprises with no-compromise technology.

It debuted its first VR headset, the XR-1, in early 2019 with human-eye resolution, or 1,920 pixels x 1,080 pixels per eye and an 87-degree field of view. That headset cost $10,000, but the company followed it up December 2020 with its XR-3 and VR-3 headsets that combined VR and augmented reality in the same headset.

That generation had twice the performance of the previous generation, with “human-eye resolution” of 1,920 pixels x 1,920 pixels per eye and a 115-degree field of view. It was also cheaper, ranging from $3,195 to $5,495 and it was available for cheaper enterprise subscriptions.

Now these headsets can be the jumping off point for the Varjo Reality Cloud, as they can connect to the datacenter and upload the scanned environment that someone can see via the cameras that are on the headset. The quality of the headset capture enables high-quality imagery in the cloud, Konttori said.

“We have innovated for the last five years on making that high fidelity possible,” Toikkanen said. “It links directly to the investment we have made on the headset side into gaze tracking, eye tracking, if you like, because that enables innovation. We have also invested in transporting the data between the locations, to the cloud and back, so that we can do this ensure high quality or super low latency. So that’s essentially what we are. We think of it as nothing less than the next form of human interaction.”

The hard part

Varjo is targeting professionals such as product designers with its XR/VR headsets.

Above: Varjo is targeting professionals such as product designers with its XR/VR headsets.

Image Credit: Varjo

“Nobody else is at the place that they have the hardware even near the quality that we have, let alone the software stack that allows us to actually pull this off,” Toikkanen said. “And we have of course be developing this simultaneously. And now is the culmination of all that work.”

Gaze tracking is important because if you can track where someone’s eyes are moving, then you know what they’re looking at and you can transport that view with low latency. That allows the company to create foveated transport algorithms, which means it only sends the data that you can see and that you are looking at, rather than other data that isn’t needed in real time at that moment.

“It’s a huge undertaking, and so we developed a year and a half ago a new way of doing that transport,” Konttori said. “The video stream focuses at the place that you’re looking at. That’s where we have the full resolution in the video stream. And then the degrades gradually from that towards the edges of the screen. And does that very quickly. It means that we can send the data that we send at the moment on cables from the computer to the headset, which is running at like 20 gigabits per second, and we can send that with our new compression technology at 10 megabits to 30 megabits per second.”

That means it works that you can share imagery with someone 2,000 miles away, Toikkanen said.

Enterprise applications

Varjo's XR-3 and VR-3 headsets.

Above: Varjo’s new XR-3 and VR-3 headsets.

Image Credit: Varjo

It’s a level of quality that is 10 times the resolution difference of other headsets out there, Konttori said.

“You get real-time presence because when we’re scanning, we’re just not just making a 3D model of the surroundings that you’re in and make that a teleport location,” Konttori said. “We’re actually updating that in real time.”

You could have a manager on a factory floor put on a headset. They can create a teleport node, and people from other countries can join and see what the manager sees. It’s all updated in real time and people get a sense they are truly at that location. They can fix the things that the manager is looking at, and then take off a headset and be at home.

“If you want to visit your family, it’s the same thing,” Konttori said. “You can share that physical location and people can instantly perceive the world as if they were actually there themselves.”

Once you scan a place, you don’t have to scan it again, Toikkanen said. And you can use any headset to teleport to a location, or use a phone and still have the freedom of movement to look around. But the Varjo XR-3 is the only device that can be the teleportation node that broadcasts and streams the 3D space to someone else.

Toikkanen said it’s like moving from the telephone to a video conference, and moving from that to something that is even more transformative.

“We think there are going to be a billion people using this kind of service over the next 10 years or 20 years,” he said. “We are in the alpha phase with real customers and partners this year.”

A cousin of the Omniverse

BMW Group is using Omniverse to build a digital factory that will mirror a real-world place.

Above: BMW Group is using Nvidia’s Omniverse to build a digital factory that will mirror a real-world place.

Image Credit: Nvidia

I asked if this would be a way to scan the world into Nvidia’s Ominverse, the metaverse for engineers that lets them simulate photorealistic details in a virtual world to test how they will work in reality. BMW is using the Omniverse for creating a “digital twin,” or a car factory it can design in a virtual space before it builds an exact copy in the physical world.

Toikkanen said that both tools are useful for the metaverse and they are complimentary.

“They’re both part of the like, movement towards metaverse, and this teleport functionality is adding a completely new node into the sphere of discussion of a metaverse, which is that one part of that can be the real world itself,” Toikkanen said. “And we make it so that you get the benefits of a metaverse also in real world setting. And we think that’s at least equally transformative as the metaverse which is typically seen only in virtual reality.”

GamesBeat

GamesBeat’s creed when covering the game industry is “where passion meets business.” What does this mean? We want to tell you how the news matters to you — not just as a decision-maker at a game studio, but also as a fan of games. Whether you read our articles, listen to our podcasts, or watch our videos, GamesBeat will help you learn about the industry and enjoy engaging with it.

How will you do that? Membership includes access to:

  • Newsletters, such as DeanBeat
  • The wonderful, educational, and fun speakers at our events
  • Networking opportunities
  • Special members-only interviews, chats, and “open office” events with GamesBeat staff
  • Chatting with community members, GamesBeat staff, and other guests in our Discord
  • And maybe even a fun prize or two
  • Introductions to like-minded parties

Become a member

Continue Reading

Tech

Immutable will launch Ethereum token for Gods Unchained

Published

on

Immutable will launch Ethereum token for Gods Unchained

Where does your enterprise stand on the AI adoption curve? Take our AI survey to find out.


The gods are evidently fond of tokens. Immutable said today that the Gods Unchained blockchain card game will launch a new Ethereum token dubbed $GODS in partnership with Nine Realms.

Sydney, Australia-based Immutable will launch the $GODS token to scale its trading market and play-to-earn systems in the game. That means that players will be able to buy and sell the tokens in the game and gain a voice on how the blockchain game is run.

Immutable said this helps give players a stake in the game and its economy, shifting power from the developers to the players by providing in-game assets that players can actually own.

The $GODS token will sit at the heart of the game’s ecosystem, providing both in-game and external utility. At launch, $GODS will operate as a utility and governance token, giving holders a voice in the digital space, as well as active staking opportunities that allow players to earn rewards through gameplay campaigns. Over time, functionality will expand to embed the token within Gods Unchained’s play-to-earn game loops, allowing players to earn $GODS tokens by simply playing the game. I call this the Leisure Economy, where we get paid to play games.

$GODS will then directly interact with Gods Unchained’s nonfungible token (NFT) assets, which are new NFTs that players can wield in-game and trade or sell on the marketplace. That means that those games will have uniquely identifiable digital items that players can earn or buy or sell, allowing the players to own the items permanently.

Immutable X

Above: The $GODS Unchained token.

Image Credit: Immutable

Immutable X has created a marketplace for players in games such as Gods Unchained to buy and sell the items they have collected. Immutable X is the brainchild of Immutable, an Australian game team that runs the NFT trading card game Gods Unchained. Gods Unchained is an important NFT game, as it is built by a development team headed by Chris Clay, the former director of Magic the Gathering: Arena. Gods Unchained is a “play to earn” game, where players can earn collectibles over time, Immutable founder Robbie Ferguson said in a recent interview with GamesBeat. And they can make money by trading those collectibles, including the unique NFTs that can be proven by the blockchain, the secure digital ledger technology, to not be copies.

In the past few months, NFTs have exploded in other applications such as art, sports collectibles, and music. NBA Top Shot (a digital take on collectible basketball cards) is one example. Published by Animoca Brands and built by Dapper Labs, NBA Top Shot has surpassed $540 million in sales, five months after going public to a worldwide audience. And an NFT digital collage by the artist Beeple sold at Christie’s for $69.3 million. Investors are pouring money into NFTs, and some of those investors are game fans. The prices for NFTs have fallen, but many of those fans are undeterred.

As one of the highest-grossing blockchain games of 2020, Gods Unchained has logged millions of matches during its ongoing beta and boasts over 4 million assets. The token launch comes off the back of Gods Unchained’s latest expansion set, Trial of the Gods. That set completely sold out, and a new expansion is on the horizon.

$GODS is being created, issued and distributed by Nine Realms for use within the Gods Unchained ecosystem.

gods unchained

Above: Gods Unchained

Image Credit: Immutable

$GODS is an ERC-20 token that will interact natively with Immutable X, the layer 2 scaling solution for Ethereum trading. The Immutable X platform allows for peer-to-peer trading without the hindrance of gas fees, and will be expanding to include ERC-20 tokens once the $GODS token drops.

In 2020, Immutable partnered with StarkWare, a company that taps the benefit of using the Ethereum cryptocurrency and its security without incurring huge fees. Immutable X is built on top of StarkWare’s layer 2 scaling technology. Essentially, users don’t have to trust in Immutable lasting permanently in order to keep owning their NFTs — they can just trust in Ethereum. Immutable X’s mainnet is now available as the first layer 2 solution for NFTs on Ethereum, the company said.

Other solutions to Ethereum are creating alternative, faster cryptocurrencies with different methods of reaching a consensus. But these alternatives aren’t as popular as Ethereum. Another solution is to create a side chain, with a different kind of processing for transactions. But Immutable believes those solutions can fail because their security isn’t still as strong as Ethereum’s. If the security fails, then so does the authenticity of the NFT, and that would be disastrous, Immutable said.

For more information on $GODS, keep an eye on this link for updates around eligibility, distribution methods, and ways to claim and earn tokens. Immutable has about 100 employees, with 40 of them working on Gods Unchained.

GamesBeat

GamesBeat’s creed when covering the game industry is “where passion meets business.” What does this mean? We want to tell you how the news matters to you — not just as a decision-maker at a game studio, but also as a fan of games. Whether you read our articles, listen to our podcasts, or watch our videos, GamesBeat will help you learn about the industry and enjoy engaging with it.

How will you do that? Membership includes access to:

  • Newsletters, such as DeanBeat
  • The wonderful, educational, and fun speakers at our events
  • Networking opportunities
  • Special members-only interviews, chats, and “open office” events with GamesBeat staff
  • Chatting with community members, GamesBeat staff, and other guests in our Discord
  • And maybe even a fun prize or two
  • Introductions to like-minded parties

Become a member

Continue Reading

Tech

Survey-style measurement of IT isn’t effective, a ‘rigged lottery’

Published

on

Survey-style measurement of IT isn’t effective, a ‘rigged lottery’

Survey-style measurement of IT is a rigged lottery as it falls far short of providing a true measure of Digital Employee Experience (DEX).Read MoreK3d9ZEjzwis

Continue Reading

Trending