Glyph “Personal Theater” Goggles Beat $250K Kickstarter Goal In Four Hours

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It only took four hours for the Glyph, a head-mounted “personal theater” from Avegant, to reach its $250,000 funding goal on Kickstarter.

Unlike the Oculus Rift’s focus on virtual reality, or Google Glass which forces a heads-up display into every facet of life, the Glyph is a media-centric device. For now, it offers a nice pair of high-end headphones with a headband that can transform into an immersive display.

The $499 wearable headset, complete with over-the-ear headphones, uses a new display technology the company called “Virtual Retina Display”. The Virtual Retina Display involves no screen at all, instead projecting images directly onto the retina with a complex array of LEDs and mirrors.

According to co-founder Ed Tang, this is meant to mimic the way our eyes work in real life, when they aren’t focused in on a computer or TV or smartphone screen, providing a much sharper, more realistic viewing experience.

The Glyph isn’t supposed to be a virtual reality device that cuts you off. Instead, it’s meant to be a headphone replacement with an optional display.

The Glyph can work natively with any audio or video source (including Xbox, smartphones, Netflix, etc.) through an HDMI/HML cord, and Avegant ensures that users can get to whatever content they want from anywhere in the world through a single cable.

But what about head-tracking?

The Glyph is packed with a 3-axis Gyro, accelerometer, and a digital magnetometer to allow for head-tracking when content is compatible. Tang claims that the team is working on mapping the headtracker to a mouse, with the goal of making most PC-based first person games will work right out of the box.

Later on, they’ll release some developer tools to give coders the option to build out mobile-based content.

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  4. Glyph Beta Video Mode

  5. Glyph Beta Color Choices

We caught up with co-founder Ed Tang to discuss the instant success on Kickstarter and future plans for the Glyph.

TechCrunch: Can you give me a little background on Avegant as a company?

Ed Tang: My co-founder, Allan Evans, was getting his PhD at U of Michigan and doing advanced research on various medical devices and microsystems. He was working on projects for the U.S. government’s national research lab while he was out there, and was encouraged by people in the military to look into building new display technology. For things like night vision and other military uses, the performance has always been really bad on these displays, which causes a lot of eye strain after more than an hour, and users become actively tired.

So he approached things from an engineering standpoint as well as a physiological standpoint, thinking about how we, as humans, see. Our eyes get tired if we stare at displays, but when I look out the window or around the room, things are comfortable and realistic. So we chose to replicate the kind of light we see in real life, which is reflective light. Emissive light doesn’t have the same properties that make it less exhausting and more realistic.

The system he built is a virtual retina display, and it’s a display with no screen. Instead the image is being projected onto the retina, the way we see things in normal life, with a very low-power LED. Kind of like the flashlight on the end of a keychain.

The cool thing is that anything you put into this technology, from a movie to a game or whatever, looks so much more crisp and vivid and comfortable, than any other display we have ever seen.

So once we realized what it could do, we had to make it smaller. At the beginning of last year, the prototypes were the size of a coffee table, and it felt like going to an eye doctor exam. You sat down in this huge machine, and adjusted various objects around you, with tons of cords. Still, we proved the concept, which let us raise a little funding from friends and family, which let us repackage it into the size of a big pair of glasses.

We had some great reviews on that product, and after talking to consumers and looking at test cases, seeing how people wanted to use this, we realized that people are engaging more and more with mobile devices, and less and less with TVs at home. Most of what people do with their smartphones and tablets is watching videos, playing games and listening to music.

The device that really wins is the one that fits what people want to do today, which meant building a very premium set of headphones into this revolutionary display tech. That way, when you want video content, you can flip down the headband and turn headphones into a display.

When we looked at other head-mounted display tech out there, there was never a good audio solution paired with it. We knew we had to change that. But one of the challenges is that if we’re going to replace someone’s high-end headphones, our product has to be really good. People are picky about headphones.

TC: So how did you go about doing that? Do you have people on your team focused solely on the audio experience?

ET: We have a couple of audio engineers on our team. One worked on projects for TI, Amazon, and Google, and they were both trained by the top audio engineers in the world. They helped us a lot on our current design.

We benchmarked our headphones against all of the competing high-end headphones out there, from Sennheiser to Audio Technica to Bose or anything else we could find over $300, and we feel we match up against the best of them. We want the user to start out with a really accurate, super precise sound and then slightly tune it to be more pleasing.

I’d gladly put our headphones up against any audio product over $300.

TC: In your Kickstarter video, you had some great endorsements from Second Life and High Fidelity founder Philip Rosedale and Netflix VP of IT Operations Mike Kail. Why are other people so excited about the Glyph?

ET: These endorsements are well deserved. When it comes to the Glyph and partners, it’s more about helping the entire industry, not about us.

Many people we talk to believe that video won’t stay the same as it is today, where it’s a passive experience around your TV. We’re going to see a massive change in how consumers consume media and what we’re doing here with Glyph is something that excites people in the industry.

For Philip, a realistic looking head-mounted display is the key to virtual reality. It’s what’s always been missing, to let you look around and hear audio change as you turn your head. So that the experience is truly immersive and convincing.

Netflix, on the other hand, is an interesting company that has changed its business model a number of times, from DVD rental to streaming to content creation. This company has seen a huge decline in traditional media delivery first hand, and is being proactive about the future of the mobile market. As bandwidth has gotten cheaper and faster, people can use Netflix on their phone, but the device that delivers the best experience hasn’t reached market yet.

TC: Aside from similar devices we’ve seen from Sony and other large players, the Oculus Rift seems to be one of your competitors in the head-mounted, virtual reality display space. How do you differentiate?

ET: We actually don’t consider ourselves direct competitors with Oculus. They’re solely focused on virtual reality, and growing interest and excitement in the virtual reality space again.

This is fantastic for us, because the more familiar people get with head-mounted displays, the better it is for all of us. That includes Oculus and Google Glass and anything else. But while Oculus is focused on virtual reality, we’re focused on more general audience use.

We want the business professional, or even my mother to use the Glyph. These are people that really want to engage in media and play games and watch movies and listen to music. The Glyph is a multimedia device for every day use, and people listen to more music than they watch video.

So we built something that let them switch from one to the other easily, when they want it.

Another big differentiator between what we do and straight virtual reality is how cut off from the rest of the world you are. You can’t hear or see anything around you. We don’t want to do that.

If you’re going to use our product in the airport or on the train, you need to feel comfortable, so we tried to maximize peripheral vision around the user. That way, when the drink cart comes by on a plane or the passenger next to you wants to go to the bathroom, you know what’s going on.

TC: One of the biggest issues with wearable tech has been that mainstream audiences have trouble wearing their technology. Google Glass and Oculus Rift target geekier, more tech-savvy audiences who are more willing to adopt. How do you plan to tackle the mainstream audience who seems to be resistant to wearables?

ET: When you look at wearable technology, everybody is focused on the technology and not the wearable part. If people aren’t willing to wear it, it doesn’t matter how cool the technology is. I have Google Glass but I feel really uncomfortable wearing it. People stare at you and look at you funny. When I’m just hanging out and talking to my buddy, there’s this thing in between us all the time.

That’s why we went after the headphone form factor. You can wear the Glyph just as you do any other headphones. Since people engage in audio way more than video most of the time, they can replace the headphones they already own and feel totally normal wearing the product. No one around you will think you’re doing something weird by wearing them.

But when you want to tune out the rest of the world and watch a movie, you can flip down the visor and watch movies. We look at it as one small step toward wearable technology, because we’ve given the user something they’re already comfortable with wearing and added an extra feature to it.

That’s why I think the smartwatch will be so successful. Because people already wear watches, so it doesn’t look weird or out of place.

TC: You’ve raised your $250k goal in less than four hours, and it doesn’t look like demand is slowing down. We’ve seen many Kickstarter projects blow past their goal and later run into manufacturing or shipping issues. Are you prepared to supply this sort of demand?

ET: We’ve prepped all of our manufacturing for low quantity and high quantity demand.

For the foreseeable future, we’ll be just fine with this demand. On our Kickstarter pages, we’re claiming a December delivery date, but we expect to have units ready to ship a few months before that. We’ve manufactured a lot of these components already in lower quantities as a test run, to explore and answer all of these questions. And we feel very confident.

Now, it’s just about taking current prototypes we have and improving fit and finish. The prototypes look great and image quality is fantastic, but we want a premium quality product that isn’t even a little bit bulky or heavy. We’re not worried about manufacturing because having more units actually makes it easier for us to scale our model.

Building 1,000 units is easier than building 100.

TC: Companies have been trying this sort of technology for years. What has changed over time that makes this a viable product with lots of demand?

ET: People have been trying to do this for ten or twenty years, but there are a number of reasons why it hasn’t picked up at all.

First, the visual experience has to be there. There hasn’t been a head-mounted display that has a good enough visual experience. The Glyph experience isn’t just decent, it’s better than a TV or a movie theater. In fact, it’s ruined going to the movies for me.

The second thing is form factor. It has to fit in your life. It can’t be something extra you have to carry or something cumbersome that isn’t comfortable to wear. By replacing headphones, the Glyph takes up the same spot in your bag, and even if you don’t watch a lot of video you still have fantastic headphones.

The third factor is that it has to work with people’s existing content. People want to watch their own stuff, portably, and they want to be able to watch it on all the devices they have today. It has to be battery-powered with a single cable. The Glyph runs all the content you already own.

I never wanted to build something that required developers to create content for it. I would hate selling something to someone on Kickstarter and having to tell them that they won’t see good content for it for another six months.

The last part is audio. If you don’t combine audio with it than you only offer part of the experience. It’s the key to letting the general consumer adopt this technology.

Petnet Raises $1.125M To Make A Smart Food Dispenser For Your Furry Friends

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Los Angeles-based startup Petnet announced today that it has landed a $1.125 million seed round from Grishin Robotics, Kima Ventures, SparkLabs Global Ventures, and Launch Capital. Petnet (a different company from the Australian pet supply seller of the same name) will use the investment to commercialize its first product, the Smartfeeder, which is scheduled to ship to customers in the middle of this year.

Over the last few years, the pet care industry has proven to be relatively recession-proof. According to statistics from the American Pet Products Association, spending on pet products has continued to grow steadily, even after the global financial crisis in 2008. In 2013, spending in the U.S. hit an estimated $55.53 billion, with most of that amount, or $21.26 billion, going toward food.

The pet care market is also growing around the world and was expected to hit $96 billion in sales by the end of 2013, according to analysis firm Euromonitor.

Pet owners are willing to pamper their fur babies even if it means making financial cuts in other areas. In fact, some animals might be getting a little bit too much pampering. The Association for Pet Obesity Prevention says that an estimated 54 percent of dogs and cats in the U.S. are overweight or obese, due in large part to overfeeding.

Roly-poly animals are cute, but the extra weight can lead to long-term health problems, like diabetes, heart or kidney disease, joint conditions, and cancer. These conditions not only cause vet bills to mount up, but also reduce a pet’s quality of life and can ultimately shorten its lifespan.

Pet food dispensers already for sale that seek to address overfeeding include the Petmate Le Bistro Portion-Control Automatic Pet Feeder, which uses a timer, as well as the Gatefeeder, a dispenser that uses a Smart ID attached to collars to figure out when to release cat food.

Petnet appPetnet wants to differentiate by creating a pet feeder that taps into the Internet of Things. The $199 SmartFeeder features “intelligent sensor technology, learning algorithms, and processing power that assesses the dietary requirements of a pet, creates a custom feeding schedule to meet those requirements, alerts pet owners when their pet has been fed and even reminds owners to purchase more food when they run low,” says the company. Demand appears to be strong so far. Petnet has already received over 10,000 pre-orders for the SmartFeeder.

The SmartFeeder joins a growing roster of pet care supplies and accessories, including Bluetooth LE-enabled pet tracker Puppy, and toys like Petcube and Egg that are all controlled by an online app.

Petnet received initial funding while participating in Bolt, a seed-stage fund and incubator in Boston for hardware startups. In addition to commercializing SmartFeeder, the company says it will use its seed round to enhance the product’s technology, hire more people, and develop other projects. Petnet CEO Carlos Hererra, who grew up in L.A., also wants Petnet to mentor high school students in the Los Angeles Unified School District.

In a statement, Dmitry Grishin, founder of Grishin Robotics, an investment company, said “Even the simplest things around us are quickly becoming robots these days. Through unique combinations of powerful hardware, smart software, and internet-connectivity, Petnet is a perfect example of this trend. I am confident in the company’s ability to successfully tackle the worldwide pet health challenge and disrupt the multi-billion dollar industry.”

Fly Or Die: 3D Systems Sense Scanner

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If you followed along with this year’s CES coverage, you know that one trend that emerged over the past couple years is here to stay. If you haven’t made your peace with the 3D printing revolution, you should.

One company that’s taking the 3D-printed bull by the horns is 3D Systems, an incumbent in the space. The company revealed the Sense, a hand-held 3D scanner in November that is meant to compete with Makerbot’s Digitizer and Occipital’s Mobile Structure Sensor.

The Sense, which is about as big as a staple gun, can scan objects with your help. Unlike other scanners, the Sense is meant to be held and circle the object its scanning. This means that it can be difficult to get a perfectly accurate reading, since human error becomes more of a factor.

However, the price point ($399) is pretty amazing for what it does, and when used properly, it’s incredibly accurate.

John’s impressed. I’m impressed. What do you guys think?

This Week On The TC Gadgets Podcast: Lockitron, Nintendo, Google’s Smart Contacts, And Nest

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It’s been a big week for smart things.

Coming off the heels of CES, this week we learned that Lockitron hasn’t been shipping the majority of their smart lock pre-orders, Nintendo hasn’t been selling many Wii Us, that Google has been building smart contact lenses and buying smart thermostat companies, and that our dear Chris Velazco is leaving us.

It may not be the happiest Gadgets Podcast you’ve ever heard, but at least it’s honest.

We discuss all this and more on this week’s episode of the TC Gadgets Podcast, featuring John Biggs, Matt Burns, Jordan Crook, and Darrell Etherington.

Enjoy!

We invite you to enjoy our weekly podcasts every Friday at 3 p.m. Eastern and noon Pacific. And feel free to check out the TechCrunch Gadgets Flipboard magazine right here.

Click here to download an MP3 of this show.
You can subscribe to the show via RSS.
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Intro Music by Rick Barr.

Riide Is An Electric Bike For Cool Kids

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2014 may very well be the year of electric bikes. There were quite a few personal e-vehicles showing their stuff at CES, but one e-bike was missing.

Meet Riide, an electric bike built specifically for the young, hip commuter.

According to co-founder Jeff Stefanis, most e-bikes today are bulky and conspicuous, whereas the Riide looks like a super-slick, matte black bike. The controller and lithium ion battery are housed inside the frame of the bike, as opposed to sticking out behind the seat.

The Riide achieves a maximum speed of 20 mph and can last for 25 miles on a single charge, not to mention the Tesla-like regenerative charging that recycles braking energy back into the battery. Plus, you can always use the pedals.

It takes about 2 to 3 hours to charge.

I had the chance to ride the Riide around this week, and found that transitioning from pedaling to motor is super smooth and simple.

And that’s how it was intended.

Stefanis explained that one differentiator for the Riide is that it’s single speed. “A lot of e-bikes have a really tough learning curve because there are so many speeds and settings, so we chose to make the bike a single speed bike with a straightforward motor,” said Stefanis. “It’s natural.”

Another differentiator? Weight. Riide is about 40 percent lighter than most e-bikes, and actually weighs about the same as a Citi Bike in New York.

The Riide, which was assembled in the U.S., also comes with a phone mount to let you get directions to your destination.

The Riide costs $1,799 on Kickstarter.

Kickstarter Needs A Sexual Awakening

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Making hardware is easy. Making sex toys and selling them on Kickstarter is, sadly, hard. Though sex toy makers have long been lumped in with pornographers and and other businesses of ill repute, there is a new crop of sex toy makers looking to get real and hit the mainstream. And we must remember that the sex toy industry isn’t some furtive little market. The industry is worth over $15 billion per year and, whether Kickstarter likes it or not, millions of toys are sold per year to millions of happy customers.

It’s time for Kickstarter to experience a sexual awakening. Here’s why.

These toys are far more interesting than some secret massager hidden deep in your dresser. Modern sex toy makers are enabling cloud features, adding powerful silent motors, and expanding their selection from the traditional to the downright exotic. But Kickstarter as a company still can’t figure out its relationship with these devices, despite the fact that many of them clearly fall within the stated guidelines of the crowdfunding platform.

A Brief History

In the past, Kickstarter has ejected a number of projects that went on to blow way past their funding goals on other crowdfunding sites. Yet other products, most notably this MUA sex toy storage box, are accepted on the platform.

For example, Kickstarter rejected Crave Innovations, a company started by serial entrepreneur Michael Topolovac who had previously raised over $35 million for his software startup. In September, some six months after Kickstarter rejected Crave, the company raised $2.4 million from more than 60 prominent angels and entrepreneurs. For the record, that was $400,000 more than Topolovac had asked for to fund his first batch of toys.

In fact, after launching the Duet (Crave’s first pleasure product) on an alternative crowdfunding site CKIE, Crave blew past its $15,000 goal in the first two days, landing $100,000 in six weeks.

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Meanwhile, Kickstarter also rejected LovePalz, a Wifi-powered set of devices that mimic sexual behavior remotely AKA teledildonics. In other words, one partner could feel the movements of their partner with a boy version (Zeus) and a girl version (Hera). The company claims to have sold 10,000 pieces since February, when the product officially launched. Each sells for $189, which accounts for a little under $2 million in sales.

Vibease, a company that created app-controlled vibrators in 2012, first tried to go the Kickstarter route before being rejected and instead used Indiegogo. With a goal of $30,000, Vibease went on to raise $130k during the summer campaign with shipments heading out in January.

Vibease is currently raising a seed round.

It would be OK if Kickstarter were consistent with its no-sex stance. But even though sex toys are out, misogynistic pick-up artist guides are fine.

This summer, for example, Kickstarter allowed a seduction guide with ethically questionable advice for men. Kickstarter grappled with removing the book before letting it live on, deciding that the 2 hours left on the campaign wasn’t enough time to investigate.

It all started after a comedian named Casey Malone wrote a blog post about the seduction guide, posting offensive excerpts from it. The author, Ken Hoinsky, argues that these quotes were taken out of context and were meant to inspire confidence, not violence.
Kickstarter later apologized for letting that kind of content live on the site and banned seduction guides.

But it seems the cold winter of sexual squeamishness is thawing. A designer named Lidia Bonilla launched the MUA box. That product lived on Kickstarter and eventually reached its funding goal. In Bonilla’s defense, however, she paid careful attention to Kickstarter’s guidelines to ensure that the project would be accepted on the end-all, be-all crowdfunding platform.

So with all this back and forth and outright banning, what exactly do Kickstarter’s guidelines say about sex-related products?

Well, nothing actually.

Confused?

Privately, the company has told rejected parties that they don’t accept vibrators at all, but this isn’t stated anywhere in the guidelines. I spoke to Kickstarter representatives repeatedly about this and they refused to go on the record but suggested that they haven’t figured out the rules internally.

Kickstarter starts out by giving two overarching guidelines: First, everything must be a project, which means that it has a clear end, a completion date of some sort, and that something will be produced as a result of the project’s completion. The second is that every project must fit into one of the following categories: Art, Comics, Dance, Design, Fashion, Film, Food, Games, Music, Photography, Publishing, Technology, and Theater.

Like any other hardware project on Kickstarter, the above sex toys would definitely be considered “projects”. They would also clearly pass muster of being either a technology or design project. Even both in some cases, as they evolve the original design of sex toys and include features never-before-seen in sex toys thanks to Wifi, various sensors, Bluetooth, and other improvements.

“We don’t curate projects based on taste. Instead, we do a quick check to make sure they meet these guidelines,” reads the website.

Then, the company moves beyond these main guidelines into more specific rules. None of them relate to sex toys at all, except for one:

No offensive material (hate speech, etc.); pornographic material; or projects endorsing or opposing a political candidate.

The pornographic material bit is unclear. One can assume that any Kickstarter video that shows sex or feigns sex of any kind is considered pornographic, but is a sex toy (independent from people or a sexual scenario) considered pornographic? And more importantly, should it be?

The MUA box, for example, shows various sex toys within the promotional video. They aren’t being used, but rather are stored in a pleasure product organizer. So what is the difference between the MUA video and, say, this video, submitted by Crave?

Both are informational, focused on the product, its design, and its viability as a business.

The LovePalz video is admittedly more racy than the other two, but does that mean that two people, fully dressed, in a bed together is pornographic?

Am I splitting hairs? Perhaps. But is Kickstarter’s policy on sex toys important? Absolutely.

Sex Toy Makers Are Makers, Too

It’s 2014, people.

There was a time when a woman’s sexuality was seen as a disruption to man’s harmonious relationship with God or the State. As recently as the fifties, Freud argued that women should only achieve vaginal orgasms. If they couldn’t, they were a failure. If they could achieve clitoral orgasm, on the other hand, they were considered masculine or immature. That is wrong.

Before vibrators were a key function of our smartphones or our sex toys, they were first invented to help male doctors treat female hysteria. Instead of wearing out their wrists masturbating women (yes, this happened), they just built a steam-powered vibrator.

And yet look how far we’ve come. In the U.S., we’re more sexually liberated than we’ve ever been. Sex toys are fun, flashy, and no longer objects of derision. Sex has driven almost every major breakthrough in technology in the past few decades. The internet speaks for itself — sex is everywhere. The invention of chat gave us cyber sex. The ubiquity of video on the internet started with the desire to digitize porn. Even new technology like Vine and Instagram and Snapchat left us with Vineporn and Nastygrams and Snap Spam.

So why should participants in the hardware revolution miss out?

Despite multiple requests to discuss the line between pornographic and not, Kickstarter offered no clarification. But that’s their right.

If they worry that a teenager might see a sex toy on the site, the company has every right to avoid that scenario, no matter how ridiculous the concern might be. (Most sex toy sites don’t have an 18+ gate. If a teenager wants to find sex on the internet, Kickstarter is the last place they’d go.) Still, if Kickstarter is concerned about sexual or adult content, the crowdfunding site can simply exclude sex toy makers from the service.

What’s not so cool is the fact that Kickstarter can’t give more insight into the line between too sexy and suitable. Why does a box that stores sex toys make it on the site but a discreet vibrator gets rejected?

Entrepreneurs for hardware companies have to be as frugal as possible because they’re building something physical that costs money to make and to distribute. Kickstarter has made that journey easier for many of them, who can afford to make a few prototypes, a nice video, and send in an application. But not for those who make sex toys. They are forced to go to other crowdfunding sites (and still succeed wildly) after wasting time and resources on Kickstarter.

Maybe Kickstarter isn’t the home for makers?

What Next?

The sex toy industry is worth $15 billion annually. Breakthrough technologies like the smartphone, various sensors, and the ubiquity of connectivity have paved the way for a true era of disruption in the sex toy industry, transforming what has long been a store full of awkward, dick-shaped vibrators into shelves full of connected, intuitive, design-centric pleasure products.

Kickstarter has the opportunity to be a part of this just as much as it has the right to avoid this sexually charged hardware revolution. That decision is entirely up to the company. Where Kickstarter shouldn’t have a choice is in the guidelines regarding what is accepted and what isn’t.

The Kickstarter business is entirely dependent on entrepreneurs. By alienating certain entrepreneurs, or being unclear about the guidelines of the platform, Kickstarter is ultimately damaging the key to its own success, as well as the success of these sex toy makers.

People want to get off. Why won’t Kickstarter let them?

For More Than War: Airware Demos Its Drone Platform By Protecting Rhinos From Poachers

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Airware wants to prove drones have plenty of uses beyond killing people. Today the unmanned aerial vehicle hardware/software/firmware startup detailed how it’s built and deployed special drones to thwart animal poachers in Kenya, Africa. The demo could build interest for the launch of Airware’s commercial drone platform later this year.

Airware was founded in 2010 and graduated from Y Combinator in March 2013 with the goal of bringing the drone revolution to a wide variety of businesses and other areas such as precision agriculture, land management, infrastructure inspection of powerlines or oil derricks, and search and rescue.

Airware builds drone hardware, software and firmware operating systems that control them, as well as their user interfaces. Businesses and organizations can then build apps and other functionality on top of Airware’s drone platform to perform their own specific purpose without having to create an end-to-end UAV system by themselves.

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In May 2013, Airware raised a big $10.7 million Series A led by Andreessen Horowitz and joined by Google VenturesRRE VenturesLemnos LabsPromus VenturesShasta Ventures, and Felicis Ventures – the biggest post-Demo Day round in Y Combinator history. It’s been using the money to bridge the gap between hardcore military UAV development, and the do-it-yourself drones and toy quadcopters that have recently become popular.

Later this year, Airware’s commercial drone platform will expand beyond beta testser and become broadly available. But first it needs to help change the world’s perception of what drones are for. “We want to educate  people on the very positive uses for drones”, Airware founder and CEO Jonathan Downey tells me.

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Jeff Bezos’ Amazon Air Prime certainly helped, but commercial drone use in heavily populated area is a still a ways off and will require strict regulation. Airware wants to show how drones can be used for good right now.

So in December, Airware sent a team to Kenya to work at Ol Pejeta, East Africa’s biggest black rhino sanctuary. There the worked the Ol Pejeta Conservancy to deploy a drone built specifically to monitor the sanctuary for intrusions by poachers using the drone’s on-board cameras. Airware writes that “The drone, equipped with Airware’s autopilot platform and control software, acts as both a deterrent and a surveillance tool, sending real-time digital video and thermal imaging feeds of animals – and poachers – to rangers on the ground using both fixed and gimbal-mounted cameras.” You can see the drones in action in the video clip below.

Covering so much ground on foot or even by car would be cumbersome, while using full sized planes or helicopters would be prohibitively expensive. But with Airware’s drones, Ol Pejeta rangers can use a simple interface to fly drones around the sanctuary and spot poachers day and night.

Downey says “I think the more people that see these [non-military uses for drones], the more comfortable they’ll be with someone coming to their house and doing a rooftop inspection using a small drone.” While it’s easy to imagine all the scary things that drones can do, it’s important to remember that few technologies are inherently bad. It’s about what we do with them. Sure, some inventors become masters of war.  But Airware wants to democratize drones to benefit mankind, not blow it up.

Who Gets Rich From Google Buying Nest? Kleiner Returns 20X On $20M, Shasta Nets ~$200M

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Google just bought Nest for $3.2 billion cash, and that means the startup’s early investors Kleiner Perkins Caufield Byers and Shasta Ventures have struck it rich. Multiple sources say Kleiner invested $20 million in Nest and got a 20X return to pull in $400 million. [Update: Meanwhile, the deal returned “almost all” of Shasta’s second $250M fund.]

Nest didn’t disclose the size of its Series A and B rounds or who invested how much. That makes it’s hard to pinpoint who earned what on the sale of the home automation startup that sells smart thermostats and smoke detectors.

Shasta and KPCB funded all of Nest’s Series A round back in September 2010, just a few months after the connected device startup was founded. Then in August 2011, they both participated in Nest’s Series B, which also included Google Ventures, Lightspeed Venture Partners, Intertrust, and Generation Investment Management.

10998v8-max-250x250Multiple sources say Kleiner Perkins was Nest’s biggest investor, and was able to invest $20 million in Nest across the A and B rounds. Our sources say the $3.2 billion cash price Google paid for Nest will generate a 20X return for KPCB — which matches the 20X multiple Fortune’s Dan Primack heard from a source. The money came from 2010′s $650 million KPCB XIV fund, which means Kleiner returned over 60% of the fund with just its Nest investment. The treasure should also boost the status of KPCB partner Randy Komisar, who sourced the investments and sat on Nest’s board.

The win for Kleiner Perkins Caufield Byers is reminiscent of its early home runs on investments in Google, Amazon, AOL, and Intuit in the 1990s. Recently, it’s gotten a piece of huge exits like Facebook and Twitter as well as rising stars like Square and Spotify, but not until later rounds when potential returns are much lower. But with Nest, KPCB got in on the ground floor and will reap the benefits when the acquisition by Google officially closes.

Shasta Ventures' Managing Director Rob Coneybeer, who led its Nest investment

Shasta Ventures’ Managing Director Rob Coneybeer, who led its Nest investment

As for Shasta Ventures, today is a massive win for the firm and its managing director Rob Coneybeer, who we hear fought relentlessly to get the $250 million Shasta II fund into Nest’s Series A and B rounds.

[Update: A source familiar with Google’s deal to acquire Nest tells us Shasta’s investment will bring it enough money to return “almost all” of the $250 million Shasta II fund. That means Shasta pulled in $200 million or more from the Nest acquisition.]

The Nest deal almost surely trumps other Shasta hits like Zenprise which was bought by Citrix, and Mint which was bought by Intuit. The returns could bolster confidence in limited partners and help Shasta raise its next fund.

Google Ventures also pulled in big money today, as it led Nest’s Series B and C rounds. Oh, and so did Nest’s founders Tony Fadell and Matt Rogers.

For the venture capital industry as a whole, the Nest acquisition may contribute to a frothy market for hardware entrepreneurs. If companies like Google are out there paying billions in cash for young startups that build devices instead of software, it may become easier for hardware tinkers to raise serious capital and move from their garage to a real laboratory.

[Additional reporting by Kim-Mai Cutler]

Click below to read the full story on Google buying Nest:

Meet Urb-E, The World’s Most Compact Electric Scooter

One of the more interesting discoveries at this year’s CES was the Urb-E e-vehicle, a super compact electric scooter that folds right up in a jiffy.

We interviewed co-founder Grant Delgatti and learned that the little guy is meant for commuters who need a little extra push for the last leg of their journey, whether it be the mile from the train station to the house or from the cheap parking lot down the street to the office.

The Urb-E can go twenty miles on a single charge, and has a max speed of 15 mph. I rode one around for a bit after the interview and while it takes some getting used to, it’s a whole lot of fun once you get the hang of it.

Even better, the Urb-E folds up to be about the size of a small suitcase, and can be rolled around like one, too.

In the final version, Urb-E will have a dock for you to charge your smartphone, as well as an app that can plug into the scooter and give back information on how much battery is left.

Delgatti hasn’t made final decisions on price point, but that will be announced soon when the company launches its Kickstarter campaign. He estimates it will go for about $1,500.

Martha Stewart Goes 3D Printer Shopping At CES 2014

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Interested in 3D printing and smartphone-controlled aerial drones? So is Martha Stewart.

She and I had the pleasure of touring CES 2014′s South Hall, where we checked out Parrot, Form Labs, and MakerBot, among a few other companies.

Martha Stewart, who is a judge in our brand new CES Hardware Battlefield, explained that she’s always curious about innovation and loves learning about how new technology can apply to the lives of everyday people. But more importantly, she’s interested in finding a 3D printer to help prototype new products.

Before visiting the 3D printing section, she and I had a blast checking out Parrot’s latest toys, the Mini Drone wheel-equipped aerial drone and the Sumo camera-equipped Rover.

Stewart already owns an AR.Drone 2.0, using them to aerially film her various properties as well as monitor her grandchildren when they are swimming in the ocean. The smaller, newer products are more toys than utility products, but they’re fun nonetheless.

But what really caught Martha’s eye was 3D printers, as she’s currently on the market to buy a 3D printer for prototyping her own products.

We visited Formlabs and Makerbot, which recently released three new 3D printers, and it seems that Stewart is most interested in the mamma jamma Z18 industrial printer from MakerBot.

But that’s not the only thing she had to talk about. Apparently she and Bre Pettis are forging deals left and right, working to make a Martha Stewart collection of 3D printable products, as well as a magazine spread of 3D printed Easter gear.

To close out the interview, Martha and I checked out the most entry level 3D printing product I’ve ever come across, the 3Doodler. It’s a glue gun-like pen that let’s you draw out super hot plastic onto paper that forms a 3D doodle. It’s only $99, but Martha wasn’t all that impressed with its accuracy.

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