Sony CSL, which conducts fundamental research across a wide range of disciplines, pursues research and development projects with an eye to commercialization. Below are several examples of technologies incubated by Sony CSL.

SynecO, Inc.

SynecO, Inc. was founded in April 1, 2021, with the support of Sony Innovation Fund: Environment, a corporate venture capital company established in September 2020 as an initiative by Sony to foster new environmental technologies. SynecO’s main initiatives comprise supports for the dissemination of “Synecoculture” and more generally the implementation of “augmented ecosystems.” It aims to contribute to sustainable food production, urban green infrastructure, next-generation education platform on ecological literacy, and health and welfare services in the aging society.

Senior Researcher Masatoshi Funabashi has been conducting research on “Synecoculture” and “Augmented Ecosystems” since he joined Sony CSL in 2010. He is promoting food production and other ecosystem services based on the self-organization of ecosystems as open complex systems. This led to a propose paradigm shift, from the physiological optimum focused on individual plants to the ecological optimum for the ecosystem as a whole.

Sony CSL Synecoculture™ and Augmented Ecosystems Project
SynecO, Inc. WEBSITE

Related news
Development Bank of Japan Investment in SynecO, Inc.
– Aiming for sustainability of civilization through augmented ecosystems –
(Press release, 27 June 2024)
https://www.syneco.inc/en/news/20240627.html


GHELIA

Ghelia logo image

GHELIA is a company that aims to create a shared environment for people and AI. It was established in June 2017 as a joint venture between three companies: Sony CSL, UEI Corporation, and WiL, LLC.

The basis of GHELIA is technology developed by the Delta Project, a joint initiative by Sony CSL and UEI that began in 2014. This technology includes AI applications for processing handwriting, for a wide range of image recognition tools, for searching technical documents, and more. Sharing this technology with leading companies in their respective industries, GHELIA is offering revolutionary, industry-changing AI solutions.

And in order to create a world where AI is used more widely, GHELIA is going beyond industry – it is working on an AI platform that average consumers can use to easily develop their own AI systems, and freely distribute them across the globe.

GHELIA, Inc. WEBSITE


Sony Global Education, Inc.

Sony Global Education (SGED) was established in 2015.4.1 with the mission to use innovative technology to help create solutions for the diverse educational needs of people of all ages right across the globe.

Sony Global Education, Inc. will take over the operation of the applications that have been developed at Sony CSL, including “MathNative,” the first math quiz presented in the form of a picture book (available in multiple languages) and “Global Math Challenge,” a worldwide online math competition.

MathNative, Global Math Challenge and other applications run on a common platform, developed independently by Sony CSL, that represents the core of Sony Global Education Inc.’s business. The platform is designed to be used for math and various other applications, covering all the STEM fields (Science, Technology, Engineering, Mathematics), which are essential in education and human resource development across the world. The platform will be easy to use for all interested corporations or individuals, and the new enterprise will seek open partnerships with a wide variety of businesses and organizations, both in Japan and in other countries.

Sony Global Education, Inc. WEBSITE


Koozyt, Inc.

Koozyt was founded in July 2007 by members of Sony Computer Science Laboratories who developed PlaceEngine. They plan, develop, and operate a wide variety of applications, services, and technology solutions ranging from business to entertainment purposes by taking advantage of interaction technologies that incorporate various sensing technologies such as indoor positioning, augmented reality, smile recognition, and activity recognition. Their mission is to “add more excitement to people, things and stories told in a city-wide community.”

Koozyt develops and provides interactive events and technology solutions associated with urban development, tourism, and sports promotion. They strive to tackle social challenges faced in a city-wide community in business domains such as tourism, urban development, health improvement and to find ways to enrich the mind.

Services and Products

1 Sensing and interactive technology solutions using smartphones, digital signage, Internet of Things (IoT) devices, wearable devices, etc., including: PlaceEngine Indoor Positioning Solution, Smile Recognition Solution, Activity Recognition Solution, “Q.board” Sports Sensor Board.

2 Custom development of applications that enhance and amplify the value of real-world space

3 Proof of Concept (PoC) development, experimental field testing, joint research and development with private enterprises and academic organizations.

Koozyt, Inc. WEBSITE