Computer Vision News - January 2019

In the Numbers game, children add, count, and multiply tiles to match bubbles and free the fish. The kids practice math without even realizing it . “ We always try to put these kinds of tricks, so they can learn ” says Brejeon. Osmo also has its Hot Wheels MindRacers game, a competition between two players in which kids send toy cars racing down the ramp into all kinds of digital worlds. Meanwhile, the Monster game teaches kids to draw and create animated activities. Osmo targets children between the ages of 5 and 12. They sell their games for personal use at home and to schools throughout the United States and Europe that use the interactive games in their curriculums. As Brejeon puts it, “ We believe that by playing with tangible, real objects using digital, you can learn a lot from playing games. ” At first, Osmo games worked solely on iPads , but today, the product also supports the iPhone and Amazon Fire . The games work in a number of different languages including English and most European languages. During the early stages of development, the gaming technology did not use machine learning at all. Brejeon and his team began adding machine learning little by little. Although they would like their games to use mostly machine learning in the future, currently the product uses what Brejeon calls “ a mix of legacy computer vision and machine learning ”. Brejeon would like to incorporate the new ideas they have come up over the years to their games developed several years back. They can rework some of these games to make them even better. For example, they can consider ways to build on the Words game by using the same digital objects. Looking ahead, Osmo has an SDK in case anyone wants to contact them to assist in the development of future games. They are always looking for talented people, and Brejeon invites anyone interested in joining their team remotely to get in touch. Pauline Luc 29 Computer Vision News OSMO - Digital Gaming Application

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