Palo Alto, CA–Feb 10, 2022–Award-winning STEAM brand, Osmo from BYJU’S, announces Kar-Han Tan’s appointment as Head of Computer Vision and Machine Learning, effective immediately. With three decades leading teams in robotics and AI research and development, Tan will further thedevelopment of a world-class computer vision and AI platform that aids in the creation of new products, games, and devices incorporating gains made in deep learning technology. In addition, he will lead a growing global team to research, develop, and optimize new algorithms for computer vision and AI-enabled features such as object detection, object recognition, hand tracking, pattern matching, and hand-drawing analysis, among others, all in an effort to create the best learning tools and outcomes.
“We were impressed by Kar-Han’s extensive experience leading R&D teams in robotics, AI, and deep learning,” says Mark Solomon, Senior Vice President of Products and Platform at BYJU’S. “His background will help Osmo expand the usage of computer vision technology across BYJU’S various products and platforms, further meeting the needs of learners of all ages everywhere.”
Tan, who was born and educated in Singapore, most recently founded Helpful Robotics LLC, which designed and built an AI-enabled autonomous assistive robot from the ground up, and fostered a collaboration between scientists and engineers located in the San Francisco Bay Area, including the University of California San Francisco, and at the University of Illinois at Urbana-Champaign.
“It’s an important moment for Osmo to capitalize on the explosive breakthroughs in computer vision technology driven by advances in deep learning in recent years,” says Tan, a father of two school-aged children who is passionate about kids’ at-home learning utilizing game-based play. “When combined with advances in neural engines and discoveries of new algorithms for devices, it offers a realm of new capabilities for all devices. Osmo is part of a new ‘space age,’ transforming what was previously imagined as sci-fi fantasy into a concrete reality within the realm of gamified learning and tools.”
Between 2017 and 2019, Tan was Head of Product Research and Development at Singapore Telecommunications in Singapore, where he built and led an end-to-end research and development organization and led a number of engineering teams. He helped form the Singtel Cognitive and Artificial Intelligence Lab for Enterprise (SCALE) including a collaboration between Nanyang Technological University, Singapore (NTU Singapore) and the Agency for Science, Technology and Research (A*STAR), which focused on resolving various challenges faced by cities in keeping their infrastructure facilities in top working condition, through the use of smart sensors embedded with AI. Tan was also involved in product launches for a cloud-based open robotic fleet management platform, an AI-powered IoT platform, a smart camera system using Edge intelligence, and an immersive 3D physical security management system.
Prior to this, Tan was Vice President of Engineering at NovuMind in Silicon Valley, where he formed and led the software and deep learning algorithms team, in addition to leading the development of a proprietary system for deep learning-based, real-time, unconstrained face recognition system that was installed in an office building in China, to monitor times of entries and exits.
Before NovuMind, he was Principal Engineer at Hewlett Packard Personal Systems and later promoted to Head of Advanced Development. He served as technical lead for the computer vision software team for Sprout by HP, the first consumer product to integrate a 3D camera and incorporate 3D scanning capability.
Tan’s research and development career also includes working for HP Labs, Epson, and Mitsubishi Electric Research Lab.
Tan earned a Ph.D. in Computer Science specializing in computer vision technology from University of Illinois at Urbana-Champaign, a M.S. in Computer Science specializing in robotics from UCLA, and a B.Sc. in Computer Science from National University of Singapore. Tan holds over 60 patents, and his research has been published and cited in numerous academic and trade journals.
About Osmo From BYJU’S
Osmo is an award-winning STEAM brand, wholly owned by BYJU’S, the leading global edtech company. Osmo and Osmo Education products are used in over 2.5 million homes and 50,000 classrooms, respectively. Osmo builds a universe of hands-on, curriculum-based learning experiences that nourish the minds of children by unleashing the power of imagination. The brand brings physical tools into the digital world through augmented reality and its proprietary reflective artificial intelligence. Learn more at PlayOsmo.com and Osmo Education.
Launched in 2011, BYJU’S is the world’s leading education technology company for students Pre K-12 and is beloved by 100 million students around the world. By making learning contextual and visual, not just theoretical, BYJU’S is paving the way for new-age, geography-agnostic learning tools that sit at the cross-section of mobile, interactive content and personalized learning methodologies. To learn more, go to: byjus.com/us.
- Association of Latino Administrators and Superintendents (ALAS) Partners with Scholastic to Create Latino-inspired Book Collection - March 21, 2023
- Equity and Access at the Core of Learning Without Tears’ Breakthrough Literacy Program, Phonics, Reading, and Me™ - March 20, 2023
- TeachingBooks, Sora and Pear Deck Announce Collaboration to Expand Student Engagement and Learning - March 17, 2023