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Focused on empowering users to easily create, share, and collaborate in virtual or augmented computer worlds, allowing folks to "walk in each others shoes, see from their differing views" and to commoditize "software-behaviors", selling/trading the "what-it-actually-does" part of artificial intelligence so that it can be added to your personal software as simple as cut'n'paste text and traded as easily as other market goods.
Mindaptiv
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Chief ScientistMindaptiv Apr 2011 - PresentSouthington, Connecticut, United States• Designed 'wantware' which creates 'software' Apps, in realtime, from spoken or typed natural language dialog. Cloned & enhanced some classic apps & a modern MacStore App in < 100s of lines & < 60min.• Built image upsampler tech, called "Illumin8" or 'i8' to zoom in, enhance details and eliminate stairstep 'jaggies'.• Used i8 for camera recognition of identical-shaped surgical instruments at different sizes and fast training w/ ~100 frames to achieve 98% accuracy.• Used i8 for reconstructing poor bandwidth video for Lockheed Martin and successfully outperformed Skype in calls from Texas to Italy in quality and consistency.• Built an 'Object of Interest' system to extract & compress objects in video streams at different resolutions/quality-settings for high-resolution broadcasts.
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Chief ScientistInvism Inc. Sep 2009 - Mar 2011Built the Sensor Signal Lab visualization product, wrote a geolocation/rendering/physics engine for GeoStorm, and worked on mobile demos for Army 360. -
CtoXeolux Llc Sep 2008 - Sep 2009Designed, coded, and tested a signal-location engine for use in a high profile training game. Designed and developed an energy propagation simulator for a gov’t research project. Consulted on various video game / simulation related inquiries and provided support to various “Serious Games” projects.
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Ceo/CtoWhatif Productions Llc Mar 1997 - Sep 2008Belmont, MaFounded Whatif Productions to build consumer-focused world building and creature authoring tools. Created a wide range of PlayStation and PC products including entertainment ( GermWarfare, Bion5, NERBS, Sen, Gobbler, Rest in Peace, & Karv: Temple of Evil), communications ( LiveEye which was live video phone using 2G 2005 era cell phones, & specialized Cell Phone Projects for Penn State's Advanced Research Labs) and military ( Strike'n'Retrive NTE: Naval Training Exercises for the U.S. Navy and Campbell-Ewald and GeoCommander product won Best Serious Game of 2008 (Government Games Category) at the Serious Games Showcase and Challenge ). In addition to coding, design and management, I spent considerable time fundraising ( $5mil raised over 8 years ) and presenting. -
Visualization ConsultantManning & Napier Information Systems Feb 1996 - Feb 1997Rochester, NySuccessfully completed three visualization projects: InfoLenses for U.S. Airforce Intelligence, MAPIT Visualizer for U.S. Patent Office, and DR-VIEW Visualization Suite for AIPASG.
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Game Engine DeveloperDeep River Publishing Jun 1995 - Feb 1996Portland, MePorted my 3d Dos Engine to Win 95 using Vis C++/Masm/Direct X. Wrote all code (user interface, renderer, physics, sound, etc.) for the game "Ashes to Ashes", published by Corel. Runs at 23 fps in 640x480 on a Pentium 100Mhz. Multiple design rewrites, two editors, and extensive testing/optimization of Pentium ASM pairing. Built height-grid, terrain-tesselator engine for robot-arena-combat game known as “Aries”, published by Corel
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Game Engine ProgrammerSpacetec Imc May 1994 - Jun 1995Lowell MaRise of the Triad & Blake Stone, Id's DOOM II, DreamForge/SSI's Menzoberranzan, TriSoft's Depth Dwellers, and LucasArt's Xwing. Developed real & protected mode Spaceball integration libraries/SDK for Convoluted, Splined function mapping for rotation/translation 3d vectors. Created several TSR/Spawned processes for Spaceball to emulate other input devices with existing software. Managed three developers creating graphical training software from idea phase to beta-testing. Developed Real-time 3d textured & gouraud Polygonal Mesh environment with 3d navigation and 3d View rotation. Created 3 degree of freedom trainer for Spaceball. Created Suite of 3d space arcade games for Spaceball, including Tagging Flying Heads, Dodging Spiked Globes, Avoiding Spontaneous Flame Chasers, and Staying on Twisting Ramps.
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Virtual Reality DeveloperMit/Lincoln Labs Mar 1992 - Dec 1993M.I.T. Space Lab At Lincoln Labs, Cambridge, MaWorked under Ted Carpenter and Charles Oman. Responsible for computer-run imaging experiments to learn about the vestibular system and 3d orientation in disoriented computer-generated environments.
Jake Kolb Skills
Jake Kolb Education Details
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Bristol Central High School -
Frontiers In Science
Frequently Asked Questions about Jake Kolb
What company does Jake Kolb work for?
Jake Kolb works for Mindaptiv
What is Jake Kolb's role at the current company?
Jake Kolb's current role is Chief Scientist at Mindaptiv.
What is Jake Kolb's email address?
Jake Kolb's email address is ma****@****ail.com
What is Jake Kolb's direct phone number?
Jake Kolb's direct phone number is +130395*****
What schools did Jake Kolb attend?
Jake Kolb attended Tufts University, Bristol Central High School, Yale University.
What are some of Jake Kolb's interests?
Jake Kolb has interest in New Technology, Cooking, Rpgs/miniature Wargames, Boxing, Cat Taming, Laughing W/ My Daughter, Violin, Video Games.
What skills is Jake Kolb known for?
Jake Kolb has skills like Video Games, User Interface, Game Development, Game Design, Opengl, Mobile Devices, Gameplay, Artificial Intelligence, Management, Mobile Games, Leadership, Game Programming.
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Jake Kolb
Brand Growth | Brand Strategy | Brand Tracking | Marketing | Advertising | Digital Media | Social Media | Contemporary Insights SolutionsNew York City Metropolitan Area5kantar.com, optonline.net, millwardbrown.com, tnsglobal.com, metrixlab.com3 +120330XXXXX
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