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Founded in 1993, Immersion Corporation
is a recognized leader in developing, licensing, and marketing haptic
(touch feedback) technology to help make products more compelling, safer,
or productive. Helping its partners develop and increase competitive advantage,
Immersion is making the use of touch feedback as critical a user experience
as sight and sound.
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Company Headquarters |
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Immersion Corporation
801 Fox Lane, San Jose, CA 95131 USA
T: +1 408.467.1900
F: +1 408.467.1901 |
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Founded |
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1993 |
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Employee Headcount
(as of 3/31/08) |
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approximately 164 |
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Business Leadership |
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Clent Richardson,
President, CEO, and Director
Stephen Ambler, CFO and VP, Finance
Mark Belinsky, VP and GM, Mobility
Chuck Joseph, SVP and GM, Touch Interface Products
Michael Levin, VP, IP Strategy
Leslie Mulligan, VP and GM, Gaming & Design Technology
Laura Peter, VP and General Counsel
Christophe Ramstein, SVP, Engineering
and Research
Gayle Schaeffer, VP, Corporate Marketing
Richard Vogel, SVP and GM, Immersion Medical, Inc.
Janice Passarello, VP, Human Resources |
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Markets & Solutions |
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Medical, automotive, mobility,
entertainment, industrial, government, and military |
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Patents |
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More than
700 issued or pending patents worldwide |
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Worldwide Locations
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Immersion Canada Montreal,
QC, Canada
Immersion Medical
Gaithersburg, MD
Immersion Korea
Seoul, Korea
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Immersion Markets and Solutions
Customers across a variety of markets benefit from Immersion’s
history of innovation. Our leadership in touch technology (haptics), along
with extensive expertise in simulation, training, and 3D design and interaction,
results in products that satisfy a wide range of customer needs. Immersion
sells its products into various markets including Medical, Automotive,
Mobility, Entertainment, Controls, and 3D interaction and measurement.
Medical
Immersion’s medical simulators create realistic training environments
in which clinicians learn difficult medical procedures without risking
the welfare of patients. When doctors train on medical simulators with
advanced 3D computer models and graphics, high-fidelity sound, and realistic
tactile feedback, it can lead to better quality healthcare. The realistic
simulation provided by Immersion helps to accelerate learning, objectively
measure skills, and reduce operating room time and medical costs. Over
2,000 medical simulators have been sold worldwide to hospitals and other
teaching institutions to train clinicians to perform minimally invasive
endovascular, endoscopy, laparoscopy, and vascular access procedures.
In addition, Immersion has partnered with leading medical device companies
such as Medtronic, Inc. and Terumo to develop certain of its simulators.
Automotive
Immersion’s haptics technology in programmable rotary dials, scroll
wheels, and touchscreens enables more intuitive driver and occupant
controls. Immersion’s programmable haptic devices provide the
driver with appropriate information and responses that can help improve
user satisfaction and safety. Touchscreens and multifunction controllers
can help an automaker achieve space savings, a sleek look, a consistent
feel, and lower wiring and other costs. In the automotive industry,
Immersion's licensees include ALPS Electric, BMW, Methode, Siemens VDO
Automotive, SMK, and Volkswagen.
Mobility
Immersion’s new haptic solution brings the powerful sensation
and realism of touch to the mobile phone market, dramatically enhancing
the quality of the user communication experience. The VibeTonz®
System combines a complete authoring and composition tool with a mobile
phone player to fuel new content and services such as enhanced ringtones,
games, messaging, alerts, dialing cues, and user interface features,
including mechanical-like response to touchscreen presses. Immersion
has announced business relationships with OEM handset manufacturers
LG Electronics, Nokia, and Samsung; a Korean operator, SK Telecom,
and GeoTel, a content aggregator for Korea Telecom Freetel; several
content providers such as Indiagames, I-play, PlayerOne, Pulse Interactive,
Punch Entertainment, SkyZone, Sonic Branding Solutions, and Superscape;
as well as technology relationships with QUALCOMM and Symbian. Mobile
phones with VibeTonz technology have been offered by Verizon, Sprint-Nextel,
Alltel, and MetroPCS in the U.S., Orange and T-Mobile in Europe; and
SK Telecom, KTF, and China Unicom in Asia.
Entertainment
Immersion TouchSense® force feedback technology enlivens PC, Mac,
console, and arcade games, as well as theme park attractions. TouchSense
technology allows users to feel the crash of a space ship, the bumps
in the road, or the vibration of a light saber. Immersion licenses its
technology to Microsoft for the Xbox and Xbox 360 systems, to Sony for
PlayStation consoles, and to Logitech, Performance Designed Products
(formerly Electro Source), Saitek, MadCatz, ThrustMaster and many other
gaming peripheral companies to add realistic touch sensations to the
gaming experience.
Controls
Immersion technology can be used to provide tactile feedback in touchscreens
for automobiles, machine controls, office automation equipment, consumer
devices, such as personal navigation systems and remote controls, and
other products for many more markets. Touchscreens that “touch
back” restore the rich, tactile information conveyed through mechanical
controls, such as when typing on a keyboard or pressing a switch. Under
an agreement with Immersion, 3M Touch Systems can manufacture and distribute
its MicroTouch touch screens incorporating Immersion TouchSense technology
to the casino gaming and bar-top amusement markets. Immersion’s
programmable haptic-based rotary technology can be used for controls
for test and measurement, audio/visual, music, lighting, medical, and
other types of capital equipment.
3D
MicroScribe® portable CMMs and digitizers provide fast and affordable
solutions for digitizing 3D objects, reverse engineering, measurement,
and inspection. Animators can achieve realistic hand and finger movement
using the CyberGlove® family of motion capture devices. These interaction
products offer corporate, university, and government research groups
a virtual environment for interactive design and prototyping.
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NASDAQ Symbol |
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IMMR |
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Initial Public
Offering |
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4.9 million
shares at $12 per share - November 12, 1999 |
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Common Shares Outstanding
(as of 3/31/08) |
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30.5 million |
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Period Ending |
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Q1 Revenue |
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Q2 Revenue |
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Q3 Revenue |
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Q4 Revenue |
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Total Revenue |
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1999 |
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$2.7M |
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$2.5M |
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$2.7M |
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$3.0M |
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$10.9M |
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2000 |
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$3.3M |
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$3.0M |
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$3.8M |
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$5.2M |
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$15.3M |
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2001 |
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$5.3M |
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$4.2M |
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$4.5M |
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$5.2M |
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$19.2M |
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2002 |
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$4.8M |
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$5.4M |
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$4.5M |
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$5.5M |
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$20.2M |
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2003 |
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$3.7M |
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$4.1M |
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$4.1M |
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$8.3M |
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$20.2M |
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2004 |
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$5.4M |
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$5.5M |
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$5.5M |
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$7.4M |
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$23.8M |
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2005 |
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$5.8M |
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$6.2M |
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$5.4M |
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$6.9M |
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$24.3M |
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2006 |
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$6.0M |
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$6.7M |
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$6.6M |
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$8.6M |
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$27.9M |
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2007 |
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$6.4M |
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$8.6M |
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$9.8M |
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$9.9M
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$34.7M
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2008 |
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$.8.2M |
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