Author name: DJ Henderson

jackson-public-schools-implement-virtual-reality-in-the-classroom

Jackson Public Schools Implement Virtual Reality in the Classroom

Virtual reality in the classroom is one of the many uses of immersive technologies. And, wherever it is in use, it has proven to be a great success. The latest educational organization to adopt it is Jackson Public Schools in Mississippi.

The second-largest school district in the Magnolia State, comprising seven high schools, 10 middle schools, 31 elementary schools, and four special program schools, has recently announced that its students will now be able to learn using VR.

VR Learning Made Available to a Large Number of Students

Currently, Jackson Public Schools enrolls 80% of the children in the capital city of Mississippi. Thanks to the partnership with a local company specializing in developing VR solutions for the educational field, Lobaki, the school district’s 19,000 students will soon have access to virtual reality in the classroom.

This partnership resulted in the full equipment of the entire school system with the necessary hardware and applications. They will allow the students to enjoy an immersive and hands-on learning experience in every class – from history to biology.

Teachers Are Happy to Use Virtual Reality in the Classroom

Not only students, but teachers are also excited to use the modern tools made available through the multiyear partnership with Lobaki. During the COVID-19 lockdown, they had the opportunity to learn how to use remote learning solutions.

And virtual reality in the classroom is a way of bringing together the best of both worlds; real and virtual.

“We have been interested in using virtual reality in our schools for quite some time now, as we are always looking to improve the educational experience,” said Dr. Rajeeni Scott, the Executive Director of School Support for Jackson Public School District, in a press release shared with ARPost. “With the additional challenge of learning loss created by the COVID-19 pandemic, we knew it was time to implement this solution within our schools.”

The New Project Showcases the Practical Role of VR in Our Lives

Virtual reality is no longer just for fun, entertainment, and hi-tech industries. It is becoming a part of our lives, from the simplest to the most advanced levels. For Lobaki, virtual reality in the classroom is proof of the huge potential of this technology.

“As one of the oldest and largest school systems in the state of Mississippi, Jackson Public School District’s decision to implement virtual reality technology stands out as one of the largest implementations in the United States to date,” said the CEO of Lobaki, Amber Coeur.

Using VR headsets and immersive experiences created by Lobaki, students will be able to interact with for example Civil Rights leaders or explore the structures of the smallest cells in the animal and vegetal world.

As a local company based in Mississippi, Lobaki is the ideal partner for this type of long-term partnership with Jackson Public Schools.

“As Mississippi’s only owned and operated virtual reality content creation company, the level of support from installation to training is unmatched,” explained Scott “We know they aren’t going to drop off hardware and leave …they are our next-door neighbors and fellow Mississippians.”

Jackson Public Schools Implement Virtual Reality in the Classroom Read More »

meta-re-lowers-quest-2-price-&-drops-quest-pro-to-$1,000

Meta Re-lowers Quest 2 Price & Drops Quest Pro to $1,000

Meta today announced it’s lowering the price of the 256GB version of Quest 2 as well as its more recent enthusiast-grade standalone, Meta Quest Pro.

Meta initially launched a 64GB and 256GB variants of Quest 2 in late 2020 for $300 and $400 respectively. A 128GB version was introduced in 2021, which replaced the 64GB version. To stave off rising costs, the company announced in July 2022 that it was raising the price of Quest 2 128GB and 256GB variants to $400 and $500 respectively.

Starting March 5th, Meta is now again restructuring its Quest 2 pricing by bringing the 256GB Meta Quest 2 from its current price of $500 to $430. Notably, the 128GB version of Quest 2 is staying at the same $400 price point.

Quest 2 (left), Quest Pro (right) | Photo by Road to VR

Meta Quest Pro is also seeing a price reduction on March 5th, bringing it from its $1,500 launch price to $1,000.

Meta says in a blogpost that pricing changes to Meta Quest 2 (256GB) will also update across Australia, Austria, Belgium, Canada, Denmark, Finland, France, Germany, Iceland, Italy, Japan, Netherlands, Norway, South Korea, Spain, Sweden, Switzerland, Taiwan, and the UK.

Quest Pro’s price will take effect US and Canada on March 5th, and March 15th in all of the other countries mentioned above.

The news of the Quest 2 and Quest Pro price change comes days after a report dropped from The Verge citing an internal memo on the company’s future roadmap.

Meta is said to have several headsets slated to release in the coming years, including a Quest 3 priced slightly above the current model, set for release in 2023, and a cheaper headset targeted at consumers in 2024, codenamed ‘Ventura’.

A Quest Pro successor is also planned, but may come “way out in the future” after Ventura is released in 2024, the report maintained. Meanwhile, the company has sold 20 million Quest 2 headsets, however user retention has been a battle.

Provided the report is true, it seems the company is shaking up its pricing tiers to better entice Quest 2-owning enthusiasts into Quest Pro before it drops the more powerful Quest 3 later this year. Making the Quest 2 more accessible now will also make the “slightly more expensive” Quest 3 appear more attractive to users looking to upgrade then, and not now to the Quest Pro.


What are your thoughts on the new pricing strategy? Let us know in the comments below!

Meta Re-lowers Quest 2 Price & Drops Quest Pro to $1,000 Read More »

e7.5m-eu-scheme-aims-to-help-ukrainian-smes-benefit-from-the-single-market

€7.5M EU scheme aims to help Ukrainian SMEs benefit from the single market

€7.5M EU scheme aims to help Ukrainian SMEs benefit from the single market

Ioanna Lykiardopoulou

Story by

Ioanna Lykiardopoulou

Ioanna is a writer at SHIFT. She likes the transition from old to modern, and she’s all about shifting perspectives. Ioanna is a writer at SHIFT. She likes the transition from old to modern, and she’s all about shifting perspectives.

The European Commission has launched a new €7.5 million grant scheme to help Ukrainian SMEs integrate and benefit from the single market.

The so-called ReadyForEU scheme comprises two calls for proposals directed to Ukraine-based businesses and entrepreneurs: the Business Bridge and the Erasmus for Young Entrepreneurs — Ukraine. The calls follow the country’s recent entrance into the singlemarket programme, which is also providing the funding.

“ We’re offering tangible financial support for small Ukrainian businesses and entrepreneurs.

The Business Bridge

With a budget of €4.5 million, this action offers financial support to SMEs affected by the war, in the form of vouchers. These will enable the companies to access services and take part in trade fairs in the EU.

A dedicated consortium of business organisations will select up to 1,500 growth- and sustainability-oriented Ukrainian SMEs, which will receive up to €2,500. The grant’s purpose is to cover costs related to business support services, such as legal, financial, or organisational advice.

According to the Commission, the call will not only support companies involved as well as boost the reconstruction of the Ukrainian economy, but also provide alternative markets to EU businesses, following the loss of the Russian and Belarusian markets.

The Erasmus for Young Entrepreneurs — Ukraine

With a budget of €3 million, the second call aims to enable new Ukrainian entrepreneurs to gain business experience in other European countries.

It will select organisations in the Ukraine and the EU to recruit up to 430 entrepreneurs and match them with host entrepreneurs based in the bloc. It will also provide them with financial support and contribute to their living and travel expenses.

This action will be implemented as part of the already existing Erasmus for Young Entrepreneurs programme.

“Europe is committed to supporting Ukraine’s successful integration in the single market,” Thierry Breton, Commissioner for Internal Market, said in a statement. “With today’s calls for proposals, we are offering tangible financial support for small Ukrainian businesses and entrepreneurs to build new partnerships with other European companies and expand into the EU.”

Ukrainian SMEs and entrepreneurs will be able to apply in the final quarter of this year.

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sunak-branded-‘unspeakably-idiotic’-for-impeding-plans-to-rejoin-horizon

Sunak branded ‘unspeakably idiotic’ for impeding plans to rejoin Horizon

Rishi Sunak has enraged British scientists after dimming hopes of rejoining the EU’s Horizon programme.

Prospects of reentering the €96 billion research scheme had grown after a new Brexit deal for Northern Ireland was struck on Monday. European Commission president Ursula von der Leyen described the agreement as “good news” for scientists and researchers. She said work to associate the UK with Horizon could start “immediately” after implementing the terms.

Scientists had overwhelmingly welcomed the breakthrough. Sir Adrian Smith, President of the Royal Society, the UK’s foremost collective of scientific voices, called for access to Horizon to be swiftly secured.

“These schemes support outstanding international collaboration, and the sooner we join them, the better for everyone,” Smith said in a statement. “The government has stated that the UK is more committed than ever to strong research collaboration with our European partners.”

This optimism quickly faded. According to a new report in Financial Times, Prime Minister Sunak is “sceptical” about the benefits and cost of Horizon. Officials said Sunak will review other options, including a new global research collaboration.

The news sparked fury among scientists.

“This is unspeakably idiotic.

As the world’s biggest research programme, Horizon has been praised for enhancing collaboration, research standards, and supply chains for businesses — all of which are now at risk for the UK. Scientists fear that a continued absence from the scheme will lead British R&D to fall behind globally. 

Dr Mike Galsworthy, a researcher and campaigner described Sunak’s plan as “unspeakably idiotic.”

“To be a science superpower or anything close to it, we need to rejoin Horizon enthusiastically… and *theninvest in conferences, meetings, and new mechanisms to rapidly re-establish the UK as a European team leader,” Galsworth said in a tweet. “So WHAT is Rishi Sunak playing at?”

Opposition politicians have also slammed the intervention. Chi Onwurah, a shadow science minister and former engineer, noted that the ruling Conservative party previously promised to associate with Horizon.

“No Plan B can match Horizon Europe for funding, influence or range,” she said. “Breaking this promise would be a massive Sunak failure.”

Britains science and business know association w Horizon Europe is in the country’s best interests. Tory 2019 manifesto promised to achieve it. No Plan B can match Horizon Europe for funding, influence or range. Breaking this promise would be a massive Sunak failure. https://t.co/guc7TTfkNL

— Chi Onwurah 💙 (@ChiOnwurah) March 2, 2023

Debate is raging about Sunak’s motivations. Some observers suspect he wants to do genome research that the EU would find unethical, while others argue that his stalling is merely a negotiating ploy.

Regardless of his tactics, researchers want a quick return to Horizon — before the UK’s international standing is further damaged

Sunak branded ‘unspeakably idiotic’ for impeding plans to rejoin Horizon Read More »

onboarding-in-the-boardroom:-starting-the-conversation-on-enterprise-vr

Onboarding in the Boardroom: Starting the Conversation on Enterprise VR

Gaming and social experiences are great uses for virtual reality. However, enterprise VR is also making huge strides to solve big problems in the world of work. Companies that do things like manufacturing, retail management, advertising, and just about anything else have a lot to gain from enterprise VR. But, they don’t always know where to start.

Everyone who runs a business making enterprise VR solutions has to have a decent pitch on why companies should sign on, but there are also some organizations that make onboarding their companies part of the experience.

Finding Direction With Endava

Endava is a tech services provider that helps companies use new technologies to solve problems, increase efficiency, and grow their business models. They aren’t exclusively interested in emerging technologies like extended reality and the metaverse, but they’re seeing a lot of client interest in those fields. And that’s a good thing.

“Don’t wait until the need or the use case is defined because by then you’re just chasing everyone else,” said Scott Harkey, the Executive Vice President of Financial Services and Payments at Endava.

Where to Begin

This often means that companies that do actively want to develop an enterprise VR strategy can be stuck in the awkward position of feeling that they should do something without knowing where to begin. That’s the point where working with a consultancy can help.

“Figuring out where to start is often one of the biggest parts of it,” said Harkey. “That, of course, is different for each organization. But, generally, thinking from a consumer experience perspective helps you focus on what is the problem that you’re actually trying to solve.”

Working with the entire company can help to keep the enterprise VR project on track. Uncertain executives might want to put everything in the hands of their builders, but that can lead to an over-developed and underperforming solution. Putting too much on the executives instead of the builders might hobble the project before it’s begun.

“Individual engineers often get really excited about new tech,” said Harkey. “As you get more senior in the organization, I think they tend to have a more pragmatic view of the technology… they tend to be more conservative with new technologies and want something that is more proven.”

Before proving something, it needs to work. From there, the learning can really begin.

“First it needs to work… It needs to solve the problem. If it’s cool, that’s great. But, does it work?” explained Harkey. “There’s definitely a desire to be experimenting with new tech.”

Gauging Success

Determining whether or not an emerging technology project is successful is a challenging task in enterprise VR. Some in the XR space have even suggested new metrics for XR experiences on the grounds that the way that we track engagement with more conventional media doesn’t do XR justice.

“Definitely experiment. Definitely play with things. There’s no better way to understand how this can impact your business than to play with it,” said Harkey. “But, set the expectations upfront if that’s what you’re doing… If you’re misaligned on the objectives, that’s when you can have a failed experience.”

Those expectations might be things like “engagement” – how many people are accessing the experience, and how long are they using it? However, it can be just as important to understand what they’re doing while they’re in the enterprise VR experience. According to Harkey, some companies use “investigation” as their only metric.

“If I’m doing anything in VR right now and I’m anyone other than Meta, and this is probably true for them too, I don’t really know what I’m doing in VR and I want to see what people engage with,” said Harkey. Harkey added that sometimes experimenting leads to an idea for a more practical or goal-driven solution. “A lot of the time, you’ll see those use cases start to emerge.”

Putting on the Headset With Morpheus

Morpheus is an enterprise VR engagement platform. It started off as a VR events coordinator using AltspaceVR, but has developed into a full-service solution provider with its own virtual world platform and headset distribution arm. And headset distribution is still a big deal.

“We looked at the market and were like, ‘no one has headsets’ so that’s one – that’s the first thing we need to tackle,” CEO Jeffrey Chernick told me during an in-world interview. “We actually send teams headsets and teach them how to use VR. We do one-on-one onboarding with everyone on a team.”

Upon entering the world, before the interview started, COO Jennifer Regan led a “grounding exercise,” acclimating to being in VR. “We are really focused on the least common denominator, which is the first-time user but we also want to make sure that we’re creating enriching spaces for advanced users,” said Regan.

Morpheus enterprise VR platform

Chernick believes that in the next couple of years, as headset adoption picks up, things like hardware distribution will shrink as a part of their business model. Morpheus also works on desktop and mobile devices, and they’re planning on expanding the availability of their enterprise VR application, which is currently only in Quest’s App Lab.

“A huge piece for a lot of corporate HR teams is the employee benefit of giving a headset,” commented Regan. “A Quest 2 gives them access to Supernatural, other fitness apps – there’s other programming that they can at least conceive of using.”

Exploring a Morpheus World

Users can bring their own enterprise VR content into Morpheus, or work with the team to create bespoke worlds. However, the available worlds in Morpheus have a lot to offer already. Some of the settings speak to their earlier days as a “one-off experience” platform but different areas can be built onto one another via a portal system to create vast multi-venue virtual worlds.

“Space is the most valuable tool and we try to maximize its power,” explained president Mikhail Krymov. Krymov is the “chief architect” behind the Morpheus worlds which include sunny knolls, rock gardens, firefly caves, lounges, lecture halls, and ethereal forests.

Interactions and assets come alive in the worlds as well. A hands-in interaction triggers fireworks. “Unofficially the best drinks in VR” slosh in the cup and clink during a toast. A minigame initiates between two avatars wearing boxing gloves. Speakers have their choice between holding a microphone or using a floating microphone that follows them as they move.

“Once you’re in the world, what do you do that’s not just a novelty?” asked Chernick. “No one’s coming in here for a four-person board meeting that they could just do on Zoom.”

These interactions aren’t just fun – they’re exercises in embodiment that help users get comfortable with the feeling of being in virtual spaces. As Regan pointed out, there’s still an “intimidation factor for newer users.” It’s easy to imagine familiar objects, whether fun or practical, helping users feel at home.

Enterprise VR Beyond “The Officeverse”

Enterprise VR solutions that do little more than add depth to a video call have been dubbed “the officeverse.” While those kinds of experiences are a natural way for enterprise companies to dip their toes into the immersive waters, they’re by no means the end of what companies are exploring or what builders are creating.

Onboarding in the Boardroom: Starting the Conversation on Enterprise VR Read More »

top-10-psvr-2-games-to-download-first

Top 10 PSVR 2 Games to Download First

It’s been over a week since PSVR 2 made its big launch, bringing with it 40+ games that let you dive head-first into virtual worlds aplenty. Here we take a look at our top titles you should think about nabbing first.

There’s a good smattering of games here to get you started which span a number of genres, including shooter, horror, adventure, platforming, and more. Here’s our selection of top PSVR 2 games at the moment, listed in alphabetical order.

Demeo

Demo isn’t DnD in VR like some would have you think, but the team-based tactical dungeon crawler certainly takes a bunch of cues from the storied role-playing game with its turn-based fantasy madness. Sit down to the game board with three other players and take on dungeon after dungeon, culminating in module bosses that will truly test your abilities. In the end, Demeo is basically PSVR 2’s premium board game experience truly worthy of an oragnized game night for both your VR headset-owning and flatscreen pals thanks to integrated cross-play.

Store Link

Gran Turismo 7

You don’t need to own a dedicated steering wheel peripheral to play Gran Turismo 7 in its optional VR mode, but you would be highly suggested to do so, as this real-world driving sim lets you go head-to-head online and in an engaging campaign that simply blows Gran Turismo Sport out of the water.

Store Link

Horizon Call of the Mountain

Come for the graphics, stay for the VR native gameplay in this single player adventure as Horizon Call of the Mountain takes players on a fun trek throughout a breathtaking world, showcasing some of the best graphics you’ll find anywhere in VR. Beyond the epic vistas, the game’s smaller details—like rich foliage, an array of climbing gadgets, and interactive props—make Call of the Mountain a very immersive game. There’s also a free demo.

Store Link

The Last Clockwinder

Studio Ghibli doesn’t make VR games, although you’d swear Hayao Miyazaki had a hand in designing this incredibly infectious puzzle game, which arms you with a fleet of your own mechanical clones to compete complex tasks. Save the tree, which holds biodiversity of the whole universe, and stock up on tissue as this narrative-based puzzler may jerk a tear or two.

Store Link

Les Mills Bodycombat

PSVR 2 is so much better geared for room-scale gaming than the original PSVR, which is why you should definitely start thinking of your headset as a piece of workout equipment since you can dive, duck, dodge, and punch your way to the new, fitter you. Coaches take you through 50+ heart-pumping workouts, all set to tracks from artist like Noam Dee, Fas Fash, & more.

Store Link

Moss & Moss: Book II Bundle

You could pick up either, but you really should consider plonking down for the Moss & Moss Book II bundle. The main character is Quill, a young mouse with dreams of greatness beyond the confines of her forest settlement, although you actually play as ‘The Reader’, who not only controls little Quill as she platforms throughout the lush fantasy world, but physically helps her by interacting with environmental puzzle pieces. Between bashing baddies, make sure to look around a bit and take in the universe’s charming and detailed visuals.

Store Link

Pavlov

“Isn’t ‘X shooter’ game in VR yet?” you may ask yourself. Well, Pavlov is a great alternative if you’re looking for competitive Counter Strike-esque gameplay, replete with immersive gun physics and bomb-defusing action. There’s a ton of modes that will give you a good helping of sqaud-based gameplay with modern weaponry, but also vehicle-based WWII battles and zombie horde-shooting modes to keep things fresh.

Store Link

Resident Evil Village

Resident Evil Village may be a VR-optional game, but this single player horror game truly feels at home on PSVR 2, as the world’s blood-chilling enemies and atmospheric world take hold of you. In our hands-on, Road to VR’s Ben Lang called it “about the best graphics in VR I’d argue the top title is certainly Half-Life: Alyx.” Thankfully, if you already own the game on PS5, you not only get a free PSVR 2 upgrade, but also a PSVR 2-accessible demo.

Store Link

Song in the Smoke Rekindled

Song in the Smoke is an unforgiving survival adventure which challenges the player to get through each day in the face of hunger, cold, fatigue, and plenty of beasts that lurk in the shadows. Visuals get a big upgrade on PSVR 2 version, making it rival the PC VR version, bringing a finer touch to the game’s large and complex levels. Keep your map open, make sure to scrounge basic supplies and craft (re: everything), survive the night, and tango with some pretty epic primeval bosses.

Store Link

Star Wars: Tales from The Galaxy’s Edge

Initially born on Quest as a trilogy, Star Wars: Tales from the Galaxy’s Edge Enhanced Edition casts you as a Droid Repair Technician who crash landed on Batuu, where you face off against the Guavian Death Gang, infiltrate a First Order facility and travel to other eras in the galaxy. Sure, you’re not a Jedi, but there’s no bigger slice of Star Wars VR action on PSVR 2. Yes, we’re still waiting on Vader Immortal and Squadrons, but at least Galaxy’s Edge has a free demo!

Store Link

Also Consider…

There’s more than 30 VR games (and counting) on the store right now, although here’s a list of 10 mentionable games that may also pique your interest:

Top 10 PSVR 2 Games to Download First Read More »

to-compete-with-silicon-valley,-european-startups-need-their-own-nasdaq

To compete with Silicon Valley, European startups need their own Nasdaq

Why can’t European tech companies compete with Silicon Valley giants? It’s a perennial conundrum for the continent’s IT leaders — and one that Phill Robinson is trying to solve.

After a globetrotting career as a tech executive, Robinson returned home to the UK and founded Boardwave, a networking platform that wants to make Europe a software superpower.

The concept emerged from Robinson’s diverse background in the sector. The entrepreneur spent decades traversing Europe and Silicon Valley, in roles ranging from CMO of Salesforce.com during its IPO to CEO of Dutch software giant Exact. 

These experiences exposed several advantages for tech firms in the US. Robinson zeroed in on one: the breeding ground for success created by Silicon Valley’s tight-knit community. The small area of land interconnects a multitude of tech whizzes, entrepreneurs, investors, and advisers. In Europe, meanwhile, the business environment is highly fragmented.

To emulate the valley’s network effects, Robinson founded Boardwave. At TNW Valencia on 30 March, he promises to share further insights on building tech giants.

Ahead of the talk, Robinson unveiled one of his most ambitious proposals: creating a pan-European version of Nasdaq.

Robinson founded Boardwave to create the connections that European software companies need to thrive.
Robinson wants Boardwave’s online platform and in-person events to create new connections for European software firms. Credit: Boardwave

Nasdaq is the world’s premier marketplace for tech stocks. Google, Amazon, Apple, Facebook, and Microsoft all went public on the exchange. In Europe, there’s no comparable trading venue, which restricts the growth of startups.

“There isn’t a single tech market here in Europe,” Robinson tells TNW. “Nor is there the knowledge, experience, and understanding of software from investors in public markets. They don’t know how to value software companies, they don’t understand how they operate, and they don’t understand the intrinsic value of them.”

These circumstances contribute to a vast “exit gap” between European and US firms. In Europe, tech founders often sell their businesses while they’re still private — and miss the chance to maximise their valuations on the public market.

Those that do pursue an IPO typically list in the US.

“Either they go on the NYSE or on the NASDAQ,” says Robinson. “At that point, you’re not a European software company anymore — you suddenly become a US software company.”

Arm’s hammer blow

Arm’s flotation plans provide a painful example of the impacts. The British chip giant is set to snub pleas from the UK government to list in London and instead float in New York. Even offers to bend stork market rules have failed to convince the company to go public in its home country.

Analysts attribute the decision to the US investment landscape’s bigger equity markets, focus on growth, and history of generating higher valuations. European investors, by contrast, have a reputation for being risk-averse and short-termist.

A Nasdaq listing also increases confidence that a company will be around for the long haul.

“It’s a step towards being a global leader, which we don’t have in Europe,” says Robinson.

It’s a market for technology businesses to go public in Europe.

Proposals have been floated for a localised equivalent of Nasdaq in Paris or London. But Robinson insists that only a pan-European exchange would have the necessary scale.

Founding such a market will be immensely challenging. It requires the will of politicians, new legislation, and deeper market expertise. Once those are in place, European tech firms will need to be persuaded to list on the market.

It won’t be an easy process, but Robinson is convinced it would be worth the effort.

“If you have a European version of Nasdaq… it’s a market for technology businesses to go public and list their companies in Europe — and not sell out to become an American software company by virtue of the fact there’s nowhere else to go.”

Phill Robinson will be speaking at TNW València, which takes place at the end of March. If you want to experience the event, we’ve got something special for our loyal readers. Use the promo code TNWVAL30 and get a 30% discount on your conference business pass for TNW València.

To compete with Silicon Valley, European startups need their own Nasdaq Read More »

can-ai-make-better-art-than-humans?-we-asked-ibm’s-seth-dobrin

Can AI make better art than humans? We asked IBM’s Seth Dobrin

Ioanna Lykiardopoulou

Story by

Ioanna Lykiardopoulou

Ioanna is a writer at SHIFT. She likes the transition from old to modern, and she’s all about shifting perspectives. Ioanna is a writer at SHIFT. She likes the transition from old to modern, and she’s all about shifting perspectives.

Artificial intelligence has been infiltrating every industry and the world of arts and culture is no exception. In other words, AI art is poised to explode.

AI text-to-image generators such as DALL-E or Midjourney have been creating remarkable visual artworks. ChatGPT has taken the world by the storm with its ability to answer questions, write essays, and summarize texts, among other things. AI-generated art is even being displayed at world-renowned museums.

These examples show just how powerful generative AI can be and bid this pressing question: is AI about to replace human artists?

Seth Dobrin, IBM’s first-ever Global Chief AI Officer, has an answer. We caught up with him at TNW Conference 2022 and talked about the potential of computer-created art.

If you’d like to get his predictions in full, check out the video embedded at the top of this article. Alternatively, you can watch it right here.

AI-generated visual art already exists in various forms. There are examples of artists — such as Refik Anadol — who are the actual creators, but use artificial intelligence to augment their artworks. There are also tools like DALL-E which “are getting there,” although it’s difficult to say whether their works are truly indistinguishable from humans’.

Dobrin has a similar view on news articles, noting that financial news is already being automatically generated to an extent. And while he doesn’t believe that AI-generated text is as engaging as a writer’s would be, he explained that GPT-3 and Large Language Models (LLMs) can generate stories that journalists can use as a starting point.

But when it comes to movies and novels, AI has a longer way to go. That’s because “AI needs to truly learn emotion, really be able to simulate it, and invoke empathy — better than it can today,” Dobrin said. He expects five more years for novel creation, and between five to 10 years for movie production.

But what’s Dobrin’s prediction on classical music? And does he believe that AI will merely augment humans in the creative process — or eventually replace them?

Watch the full interview to find out.

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bad-news,-junior-developers:-you-will-be-judged-by-your-documentation

Bad news, junior developers: You will be judged by your documentation

Developers become developers because they like to code. Many have taken up coding as teens after school, or during after-hours after their cubicle job. They realize how much power they can get from their IDE and their command line, and they get addicted to it.

Even when developers land that dream job where they can code all day, many keep their side projects going in the evenings and during after-hours. I personally know developers who keep coding on the train after they leave their office — because what else is one going to do on a train?

Coding is a way of life. It’s as simple as that.

There’s just one little problem: Coding is not the only part of software development.

You’ll also have to work with a team, sit in meetings, write emails, and write documentation for your code.

And in the long run, what will make or break your career won’t be the emails you wrote or the meetings or the contributions you made during meetings. It won’t even be the code you wrote, believe it or not.

The deciding factor between a career that has a lasting impact on your company and one that doesn’t is just one thing: your documentation.

In two years, nobody will understand your source code

Languages and frameworks come and go.

Just a few years ago, Python2 was the status quo of back-end programming and data science. Then Python3 came, and everything that was in Python2 was out of date and didn’t work with any new code.

There always will be some language, some framework, some technology that will do the task at hand better and faster.

Or maybe it’s just trendier.

Either way, many junior developers — and those tend to be the majority of new hires — won’t bother with the old languages any more.

They’ll rewrite your code.

Or forget about it completely.

Your code doesn’t exist in a vacuum

Even if your code is in a fairly popular language, nobody will understand it by reading just that code.

Maybe you’re writing part of the front-end of an application. But without at least some knowledge about what the backend does, nobody will understand the code in-depth.

And, as many devs can testify, in-depth understanding is crucial for maintaining code.

You can’t just add a front-end feature without thinking about back-end support for it. Or add a feature that looks nice in your app but which, at its core, nobody cares about.

Team members come and go — even you

Documentation is the best friend of on-boarding.

Think about it: How many new hires has your team had in the past couple of years?

And how many existing team members have had the time and patience to explain every piece of code to these new hires?

Developers need to ship. Most devs just don’t have the time to invest a couple of months to get a new team member up to speed. Your manager doesn’t care about your mentoring abilities. They want to see results in the form of code.

Documentation is the solution. All that you can explain you can also write down. Once written, it can help one new hire. Or two. Or a hundred.

Documentation scales. And saves time.

Besides, one day you won’t be around to mentor new hires. Maybe you’ll move on to a higher position. Or you’ll change companies. Or you’ll be on sick leave when something happens.

Either way, when you’re not there anymore, your documentation will work for you.

Your documentation is your legacy.

Managers won’t look at your source code anyway

Developers who code for a living won’t understand your code in-depth from reading it. Your manager won’t understand anything at all.

Most managers know this. That’s why they don’t read source code.

It’s not laziness. It’s effectiveness.

Managers need to decide which resources to use on which project, which team member to shift where, and so on. Business decisions.

At the core of it, though, they’re managing the people that make code. They’re managing code at a very high level.

You can’t manage code if you don’t understand anything at all. So managers read the code documentation.

Besides, if you consistently produce great documentation for your code, your manager might notice.

And give you a promotion.

How to make documenting enjoyable

Yeah, all the above reasons are good reasons to write better documentation. But developers don’t want to write like they’re Stephen King. They want to code like they’re Bill Gates.

Documentation is that pain in the rear end that comes when you should feel satisfied because you’ve just written amazing code.

You can make it less painful, though.

Use Continuous Documentation and write up your docs while you’re coding. Use smart tools to write and maintain your documentation.

Only a small proportion of devs are doing this. But that proportion is getting bigger fast.

More and more devs are realizing that they need to upgrade their documentation. It’s a necessary evil.

Continuous Documentation, or the habit of contributing to your documentation whenever you make a change — however small — makes the pill easier to swallow.

Famous last words

The route to making a lasting impact in the world of software is curvy and bent, and you’ll need a share of luck as well.

If it were just about writing amazing code, it would be a straight road.

Documentation makes the road to achieving success harder because it’s a task that many devs don’t enjoy.

Cut it into little pieces, and document every change as soon as you make it.

Your career will thank you.

Bad news, junior developers: You will be judged by your documentation Read More »

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Frame Releases Second Set of Platform-Defining Updates

It’s been over a year since ARPost introduced readers to Frame, the hardware-agnostic web-based virtual meeting platform. The team, a part of Virbela (which has its own app-based virtual world platform), just announced a major update. It was time to step back in with Vice President Gabe Baker.

Gabe Baker in Frame 3.0

A Peek at the Update

Frame’s update was all about adding power to the platform while making it easier to use. The result was added or improved tools with a more streamlined user interface so that more advanced users can access the tools without cluttering the view for everyone else.

New tools include advanced analytics and new APIs for adding members and admins and editing assets. There’s also a new question queue system for support centers, classrooms, and other large-scale discussion cases, and a partner program that rewards users for attracting subscribers to the platform.

Analytics - Frame 3.0

“Fundamentally, we believe that the web browser IS the metaverse and that we’re entering a new era of spatial computing that will result in many traditional websites, apps, and services existing on the spatial web alongside the 2D internet that we’re used to today,” Baker wrote in a blog post announcing the update.

Even if you’re not building and hosting your own frames, there are benefits coming for average users as well. These include new environments, graphics updates like real-time light and shadow, and a still experimental option to use full-body avatars.

Frame Releases Second Set of Platform-Defining Updates

Also announced were coming roadmap updates including increased asset storage and support for multiple web browsers. Some of these will be limited to the paid subscriber tiers, but will all be rolled out “while maintaining a robust free plan.”

Seeing Is Believing

Reading about the updates is one thing, but I jumped into the platform, first solo and then in a live session with Baker to check them out for myself. As a connoisseur of VR avatars, I was pleasantly surprised before even entering a Frame.

I Have Legs and a Jacket. Life Is Good.

The avatars weren’t one of my favorite aspects of the platform last time around, but they’ve come a long way. Even if you don’t opt for the full-body avatars, the “classic” avatars are a lot more expressive and have some layered clothing options that were missing before. You can also use your Ready Player Me avatar, but not in full-body mode.

“[Full-body avatars] are hard to achieve on the web just for performance reasons,” said Baker. “We still have a ways to go on the full-body customizations.”

Full-body avatars - Frame 3.0

I was curious about whether Frame had had some conversations with parent company Virbela, who have had full-body avatars since the beginning. However, it’s not that simple, as Virbela is a native app as opposed to a browser-based platform.

“It’s a bit of a different world because they’re a Unity-based application,” said Baker. “In terms of the back-and-forth, there’s not really much because we use Babylon.js.”

All the Pretty Lights

Frame is also a year behind Virbela in announcing graphics performance updates. Graphics and display are big topics at the company because they are key areas where developers can compromise to achieve performance. That’s a big deal for a platform designed to run on everything from headsets to computers to mobile phones.

“It’s always going to be more important to us that people can get into Frame than that they can have an amazing graphical experience,” said Baker. “People do use Frame to explore digital twins and then they do need that level of graphical fidelity.”

And, that level of graphical fidelity is available to those users. The platform has long had a feature that tones down display quality automatically to the highest level that can be achieved by the user’s hardware while maintaining a stable experience. There is also a system in the works for builders to upload separate versions of their worlds for devices with different abilities.

Performance requirements aside, one of the worlds that we visited was at least as visually impressive as the average VR application – and more impressive than a number of them.

“There are still some visual experiences that you really need to be in a native application for, but the gap is narrowing,” said Baker, who was also the guest on our latest episode of XR Talks. (If you missed it live on Twitter Spaces yesterday, you can listen to it on YouTube here or Spotify here.)

Tools for Builders

Another area where the company tries to achieve compromise is with developer tools. The plan has always been to keep the platform agile and approachable, but it’s quickly growing into a fully-featured world-building tool for developers who need it.

“When we first started Frame, our whole thing was like ‘no nonsense, no download, no code,’ and we still very much believe in that vision,” said Baker. “But now we’re kind of branching out because we do see people that want to do those kinds of things… and if you don’t want to, you don’t have to.”

Worldbuilders have more ability than ever to create and bring in their own assets, as well as enable visitors to do the same. They can also see who created or edited which assets and when through new analytics tools.

Welcome to Frame 3.0

There are a growing number of browser-based immersive spaces. And most of them can be accessed from portals placed within a Frame. That is one of the many reasons that this is one of our favorite platforms in the immersive web. And it just keeps getting better.

Frame Releases Second Set of Platform-Defining Updates Read More »

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Meta Plans Pricier Quest 3 With Features to ‘fire up enthusiasts’

Meta’s Quest 3 headset, which the company has confirmed will land this year, is said to be positioned as a slightly pricier headset with features designed to appeal to VR enthusiasts.

For Quest 3, due out sometime later this year, Meta may be focusing more on its existing VR customers rather than trying to reel in brand new users.

According to a report by The Verge, Meta’s VP of VR, Mark Rabki, told thousands of employees that for the company’s next consumer headset, Quest 3, “we have to get enthusiasts fired up about it […] we have to prove to people that all this power, all these new features are worth it.” The Verge cites an internal Meta presentation held today as the source of this information.

Those features, which are largely expected to be a subset of what’s on Quest Pro, would make the headset cost “a bit more,” Rabkin said, than Quest 2 which currently sells for $400.

Leaks have consistently pointed to Quest 3 having pancake lenses, a more compact form-factor, and better augmented reality capabilities. The device is reportedly codenamed ‘Stinson’.

The improved AR capabilities, Rabkin hopes, will make Quest 3 feel easier to use.

“The main north star for the team was from the moment you put on this headset, the mixed reality has to make it feel better, easier, more natural,” he told employees, according to The Verge. “You can walk effortlessly through your house knowing you can see perfectly well. You can put anchors and things on your desktop. You can take your coffee. You can stay in there much longer.”

That would be swell, but Meta hasn’t exactly demonstrated that natural feeling with Quest Pro yet, meaning there is still significant work to do on the user-experience side if Quest 3 will meet those goals.

Something else that would surely ‘fire up enthusiasts’ for Quest 3 would be a dedicated video pipeline for PC VR tethering, rather than using the compressed Oculus Link or Air Link method that’s currently available on Quest 2. However, the company has shown little appetite for appealing to PC VR users as of late.

As for leaning into existing VR customers rather than pulling in new ones, this may be an effort to address Quest’s retention issues; while the headset has certainly sold well, Meta has been disappointed with the rate at which customers continue to use their headset after buying.

With regards to Quest 3 being more expensive than Quest 2, it seems that Meta has learned its lesson; having not established a substantial ads business in VR, heavily subsidizing headsets to get them out the door probably isn’t a good idea. Meta had to very publicly reverse that strategy when it raised the price of Quest 2 last year, by as much as 33% (though this was also related to inflation and broader economic turbulence).

The report from The Verge includes more info about the company’s XR roadmap, which you can read in full here.

Meta Plans Pricier Quest 3 With Features to ‘fire up enthusiasts’ Read More »

meta-has-sold-nearly-20-million-quest-headsets,-but-retention-struggles-remain

Meta Has Sold Nearly 20 Million Quest Headsets, But Retention Struggles Remain

Meta has sold nearly 20 million Quest headsets, but the company continues to struggle with keeping customer using VR.

According to a report by The Verge, citing an internal Meta presentation held today, the company has sold nearly 20 million Quest headsets. This likely includes Quest 1, Quest 2, and Quest Pro, though by all accounts Quest 2 appears to be the vast majority. And while the figure wasn’t publicly announced, this would be the first official confirmation of Quest unit sales from the company.

This info was shared by Mark Rabkin, Meta’s VP of VR, during an internal presentation to “thousands” of employees, according to The Verge.

And while the 20 million unit Quest sales figure is impressive—and well beyond any other single VR headset maker—Rabkin went on to stress that the company has to do a better job at keeping customers using the headsets well after their purchase.

“We need to be better at growth and retention and resurrection,” he said. “We need to be better at social and actually make those things more reliable, more intuitive so people can count on it.”

Curiously, Meta’s latest wave of headset customers are less enthusiastic than those that bought in early.

“Right now, we’re on our third year of Quest 2,” Rabkin said, according to The Verge. “And sadly, the newer cohorts that are coming in—the people who bought it this last Christmas—they’re just not as into it [or engaged as] the ones who bought it early.”

The report from The Verge includes more info about the company’s XR roadmap, which you can read in full here.

Meta Has Sold Nearly 20 Million Quest Headsets, But Retention Struggles Remain Read More »