iSee on the right side of history

Innovative software developer iSeeVC Pty Ltd is developing the building blocks for the next generation of social media to take advantage of the next evolution in consumer electronics.


  1. iSeeVC Pty Ltd is creating a new era of relationship building software that blends synchronous video, 3D gaming environments and asynchronous social media technologies. It brings new functionality to forming and maintaining relationships in the world of 2D screens, while being ideally placed to expand into the next generation of immersive virtual and augmented reality enabled mobile devices.
  2. Products such as the Intel RealSense, Samsung Gear VR, Google Glass and the Pelican Imaging array camera are now available off the shelf, with the much anticipated consumer version of the Oculus Rift slated for release in 2015. Importantly, 2014 has also seen the prototyping of the first thin form virtual/augmented reality glasses using micro-lens arrays by researchers at nVIDIA. This technology promises a future of thin lens VR glasses that can be styled like sunglasses and be more compatible with everyday use. The heavy investment by companies such as Samsung, Google, nVIDIA and Facebook in the 3D technology base points to the personal immersive 3D experience as one of the next big technology leaps for mobile devices.
  3. Pelican Imaging Array Camera Captures 3D Video
  4. NVIDIA's Light-field Glasses Prototype demo @ Siggraph 2013
  5. There has been a long co-evolution of consumer electronics and social media platforms. Facebook and twitter emerged at a period where PC’s were still the main game and smartphones were in their infancy. Mobile wireless networks lacked the bandwidth to support image intensive applications while cameras and graphics intensive processors weren’t yet part of the smartphone arsenal.
  6. The integration of smart phone cameras, graphics intensive processors, high resolution screens, wearables and 4G wireless networks has enabled the evolution of social media platforms to take advantage of new media types. This relationship has been two way, with the desire for multi-media enabled devices being stoked by the increasing use of social media and the desire for user generated multimedia content.
  7. While older social media platforms have evolved to take advantage of the uptake of mobile devices, entirely new social media platforms have emerged that are specifically designed to operate on smartphones. Instagram and Snapchat are examples of new social media platforms based squarely around the emergence of camera enabled, high band width connected smart phones.
  8. The Samsung Gear VR represents a significant signpost for the direction of consumer electronics development. The Gear VR is a headset mount for the Galaxy Note 4 smartphone. It uses the quad HD screen, graphics processor and wireless connectivity of the smartphone as the electronic heart of a wireless virtual reality headset. This means the ability to connect with immersive 3D worlds has now reached the leading edge of consumer mobile devices.
  9. All indicators are then that the iSee immersive social media technology is on the right side of history in targeting software IP development for virtual and augmented reality devices. iSeeVC Pty Ltd is developing key building blocks of the immersive social media platform which includes methods for dramatically reducing the bandwidth and improving saliency for users in many to many immersive video environments. iSee has also developed a range of approaches that intuitively blend synchronous and asynchronous use of immersive social media.
  10. iSee products start with education
  11. The first consumer product developed using the iSee IP uses the popular Unity gaming engine to provide the immersive 3D environment. This product requires the user to have only a standard 2D screen and is designed to operate just like current video games. The product is targeted at education and business markets and focuses on improving productivity by turbo charging the formation of trusted and collaborative relationships.
  12. The low bandwidth requirements of iSee and the multi-talk functionality lends itself to peer to peer education scenarios where larger online video gatherings of students can spontaneously break into smaller groups and reform as they discuss, debate and evaluate concepts. Share boards within the environment allow students to upload and view images, pdf’s and office files, as well as desktop sharing.
  13. The immersive worlds of iSee can be available for only short periods of time, similar to traditional video conferencing, or can be persistent and accessed asynchronously in similar ways to many text based social media platforms. A critical point for education providers is that the persistent worlds are a co-owned space where students can feel at home and meet new people naturally rather than having to send or receive friend or follow requests. These co-owned spaces can be branded with the institutions insignia, custom architecture and social media presence to build relationships with the institution in addition to student peers and academic staff.