Author name: DJ Henderson

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‘Half-Life’ Inspired VR Adventure ‘Vertigo 2’ Shows Off Branching Story & New Bosses in Behind-the-Scenes Video

If you’re like us, you’ve probably been hotly awaiting the release of Vertigo 2 for a few years now. And as we approach the March launch date of the Half-Life-inspired PC VR adventure, Zulubo Productions has tossed out a new behind-the-scenes video showing off more of its branching narrative and gameplay, in addition to a ton of new screenshots to whet your appetite.

With less than two months to go until its March 30th release on SteamVR headsets, developer Zach Tsiakalis-Brown has released a new explainer video that delves into gameplay mechanics of their upcoming Half-Life-like (aka ‘Half-Like’) adventure.

You can catch the latest trailer, hosted by Vertigo 2 voice actor Gianni Matragrano, above and below this article. In it, we get a good look at a number of never-before-seen areas and bosses, in addition to some behind-the-scenes stuff.

Zulubo tossed out a ton of new images too, which you can see below:

Vertigo 2 has been hotly anticipated since the release of the original Vertigo in 2016, although many may better recognize the game from its refinement Vertigo Remastered, which came out in 2020.

In case you haven’t watched the explainer video (above and below), or played the free demo on Steam, here’s the setup: Vertigo 2 returns you to an underground facility that’s teeming with aliens and security robots. Deep in the reaches of Quantum Reactor VII, you make your way towards the center of the reactor, along the way trying to determine which faction will be an ally, and which will be your foe.

Featuring a branching story, developer Zach Tsiakalis-Brown says we can expect a pretty substantial campaign, including 18 chapters, or what Tsiakalis-Brown calles “many times as much content as Vertigo 1.”

“This kind of [Half-Like] game is marked by building a believable, interactive world telling a story through a continuous first-person viewpoint and indulging in plenty of spectacular set pieces,” Matragrano says in the video. “The setting will be familiar, primarily taking place in an underground science facility with a chronic case of loose inter-universal aliens.”

Matragrano says a third of the game takes place in “more exotic environments, including the open ocean, flora-filled caverns, and an entire underground city.”

You can wishlist the game on Steam hereVertigo 2 is launching on SteamVR headsets on March 30th, which includes PC VR headsets like Valve Index and Rift S, as well as PC-linked standalones such as Quest 2, Vive XR Elite, and Pico 4.

‘Half-Life’ Inspired VR Adventure ‘Vertigo 2’ Shows Off Branching Story & New Bosses in Behind-the-Scenes Video Read More »

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Car with no human inside drives on European road for first time

Car with no human inside drives on European road for first time

Thomas Macaulay

Story by

Thomas Macaulay

Writer at Neural by TNW Writer at Neural by TNW

For the first time, a car with no human inside has driven on a public road in Europe.

The feat was accomplished by Vay, a German startup. The company uses an approach called “teledriving” to remote-control cars from sites located miles away.

Operators pilot the vehicles with steering wheels, petals, and monitors. They also recieve road traffic sounds via microphones and headphones.

The system resembles racing simulators for video games — only the action on the screens is happening for real.

Redundant mobile networks provide the data transmission. In the event of a network failures or emergency, the vehicle automatically come to a safe stop.

Vay teledrive station
Vay’s teledrive stations display a field of vision across monitors. Credit: Vay

Vay trialled the tech without safety drivers after receiving an exemption permit from Harmburg. The company announced on Tuesday that it’s now completed its first test-drives on predefined routes in the city.

“As a leading teledriving company, we have been driving remotely-controlled electric cars on public roads in Berlin and Hamburg for more than three years,” Vay CEO and co-founder Thomas von der Ohe said in a statement.

“With the exemption permit received in December 2022, we were now able to successfully drive the first car without a safety driver on a public road.”

Vay fouders
Vay was cofounded by (left to right) Fabrizio Scelsi, Thomas von der Ohe, and Bogdan Djukic. Credit: Vay

Vay was founded in Berlin in 2018. The startup has gone on to build a team of over 150 people, which combines software and product experience from Silicon Valley with automotive hardware and safety engineering from Europe.

The company eventually plans to sell their tech in two ways. The first is a door-to-door mobility service. A car will be teledriven to a user’s location, where the customer will take the wheel and drive to their destination, at which point the remote operator takes over again. The second service is teledriving a car while the user sits in the back.

Vay's tech has been installed in Kia electric vehicles. Credit: Vay
Vay’s tech has been installed in Kia electric vehicles. Credit: Vay

Vay argues that teledriving will be safer for passengers and more convenient for drivers, while reducing inner and private vehicle ownership. The services aim to compete with existing car-sharing and ride-hailing providers.

Anjes Tjarks, Hamburg’s Senator for Transport and Mobility Transition, envisions further benefits.

“Vay creates such added value with its teledrive service: no need to search for a parking space, emission-free, digitally bookable and as a convenient service, for example for the ‘last mile’ from the bus or train station to your own front door,” he said.

Vay will also use its test data to develop self-driving features. Perhaps teledriving can give a jumpstart to the stalling autonomous vehicle sector.

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Danish wind turbine maker discovers way to make blades recyclable

No matter how beneficial increasing wind energy generation is, at the end of their lives, wind turbine blades end up in landfills. But now a major European wind turbine manufacturer — Denmark-based Vestas — has found a way to make the blades recyclable and circular.

Unlike the vast majority of a turbine’s components that have established recycling circles, blade recycling has posed a serious challenge. That’s because of the presence of epoxy resin, a resilient substance that has so far proved problematic to break down into reusable components.

“Until now, the wind industry has believed that turbine blade material calls for a new approach to design and manufacture to be either recyclable, or beyond this, circular, at end of life,” Lisa Elkstrand, VP and Head of Sustainability at Vestas, said.

The company’s solution is a novel chemical process that can break down epoxy resin into virgin-grade materials. Vestas claims that the process doesn’t require any changes in design or material composition. It, moreover, relies on widely available chemicals and boasts its compatibility for industrialisation and, in turn, its potential to easily scale up.

To develop this technology the Danish manufacturer worked together with Aarhus University, the Danish Technological Institute, and epoxy producer Olin — all partners of the CETEC initiative, which is exploring the recyclability of wind blades. Vestas will also use a newly-established value chain with Olin and Stena Recycling to commercialise the chemical process.

The aim is the production of new turbine blades made from reused material from existing blades at the end of operation. In the future, the company envisions using epoxy-based composite materials for industries beyond wind energy.

“Once this new technology is implemented at scale, legacy blade material currently sitting in landfills, as well as a blade material in active wind farms, can be disassembled and reused. This signals a new era for the wind industry and accelerates our journey towards achieving circularity,” Elkstrand added.

If Vestas’ technology accomplishes its mission, the potential benefits would be tremendous. According to estimates, around 25,000 tonnes of blades will reach the end of their operational life annually by 2025 in Europe.

The focus on wind blade recycling has been gaining momentum the past couple of years with wind energy manufacturers such as Siemens Gamesa and Iberdola intensifying efforts. However, further initiatives are needed to boost this niche industry and for this reason WindEurope, the continent’s association of wind power, has called for regulation banning the disposal of wind blades altogether.

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Can the UK’s approach to AI regulation give it an edge over the EU?

The EU’s landmark AI Act is moving closer to reality, as a rival rulebook forms across the English Channel.

The union aims to agree on draft rules for the world-first AI statute next month, Reuters reported on Monday.

“We are still in good time to fulfil the overall target and calendar that we assumed in the very beginning, which is to wrap it up during this mandate,” Dragos Tudorache, an MEP and co-rapporteur of the EU AI Act, told the news agency.

As the EU legislation nears enactment, lawmakers in the UK are shaping a very different approach. Their priorities are stimulating business, providing a competitive advantage, and supporting responsible innovation.

The vision was first laid out in a policy paper last July. In the document, the government said it plans to build the “most pro-innovation regulatory environment in the world.” 

Regulation that’s proportionate, light-touch and forward-looking is essential.

Ministers noted that the UK ranks third in the world for number of academic journal citations, and received more investment in AI companies than France and Germany combined in 2021. The new regulatory environment, they hope, will further boost business use of AI, attract international investment, and nurture talent.

A regulatory framework that is proportionate, light-touch and forward-looking is essential to keep pace with the speed of developments in these technologies,” said then-digital secretary Nadine Dorries.

Notably, the British government has publicy criticised the EU’s AI regulation. In a December press release celebrating the UK tech sector’s position as the most valuable in Europe, the country’s “less centralised approach” was spotlighted for praise.

This approach will leave regulation up to existing organisations — such as Ofcom, which regulates broadcasting — rather than a single overarching body. As a result, rules can be tailored to different sectors and amended over time. But this flexibility entails certain risks.

Critics fear the sectoral focus will lead some areas to fall through the gaps. There are also concerns about potentially conflicting rules, and existing regulators monitoring AI without sufficient expertise.

There are currently no plans to back the plan with new laws. Instead, regulators will be guided by core principles, such as safety, transparency, and fairness.  This could reduce arduous obligations, but detractors warn it will increase AI risks.

“It’s clear they’re looking for comparative strength.

The proposals for “lighter touch” options, meanwhile, include guidance, voluntary measures, and creating sandboxes. The government hopes this lures businesses to the UK.

“It’s clear from the tone and what the government’s saying that they’re looking for comparative strength on AI — and the EU is the most proximate comparator, by geography and by market,”  Joe Jones, Director of Research and Insights at the International Association of Privacy Professionals, told TNW.

The EU’s legislation takes a broader approach. A new body, the European AI Board, will oversee the framework, with member states able to create their own enforcement bodies.

Uses of AI will be categorised into different risk levels. Systems with the highest risks could be prohibited, while less risky ones would have minimal requirements.

As is the case with the GDPR, rule-breakers could face heavy penalties. Violations would be punishable by fines of up to €30 million or 6% of global turnover.

Further amendments are expected to come. The EU’s AI Act still has to work its way through a lengthy legislative process, while the UK’s white paper on the rules has been delayed.

Ultimately, both regulators are searching for the elusive balance sought from all tech legislation: reducing risks without stifling innovation. Their priorities, however, have diverged.

The EU has placed heavy weight on safety, while the UK has emphasised the business case. Their choices could shape the continent’s AI landscape for years to come.

Can the UK’s approach to AI regulation give it an edge over the EU? Read More »

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This is the ‘world’s first’ 100% cultivated steak fillet. Fancy a bite?

A UK startup has produced another milestone in the strange science of lab-grown meat: the first-ever cultivated steak fillet.

The landmark was laid by 3D Bio-Tissues (3DBT), a bio-tech firm based in Newcastle. Founded in 2019, the company cultivated human corneas for vision-impaired people before applying its techniques to meat.

3DBT has good reasons for the move. CE Delft, an independent research firm, estimates that cultivated meat could cause 92% less global warming and 93% less air pollution, while using 95% less land and 78% less water.

There is also a strong business case for the produce. Consulting firm McKinsey predicts the market for cultivated meat could reach $25 billion (€26 billion) by 2030.

The finished product
Made entirely made from pork cells, the fillet measured 9cm in width, 4cm in length, and 1 cm in height. Credit: 3DBT

3DBT’s landmark fillet began life as cells extracted from pigs. The cells were then grown, divided, and turned into structured meat.

One ingredient the company didn’t use is fetal bovine serum (FBS), a common cell growth component. The liquid’s popularity has plummeted amid an outcry over its production from cattle foetuses.

Instead of FBS, 3DBT uses a patented cell booster called City-mix, which provides structural integrity to the meat. 

Cell booster
City-mixTM is a standalone commercially available product. Credit: 3DBT

That’s all well-and-good, but the real test is in the taste. According to 3DBT, the product passed with flying colours.

The steak, the company said, replicated the flavour, texture, and appearance of a regular pork meat fillet.

“We are absolutely delighted with the appearance, taste, aroma, and texture of our cultivated pork, which is the first time we have fully sampled our product,” Che Connon, CEO of 3DBT, said in a statement.

“Our cruelty-free fillet has exceeded our expectations in all respects, and we are extremely excited about the technological progress we are making and the impact this could have on our industry.”

The company now plans to soon showcase at a public event in London.

Frying the pork steak
When fried, the fillet had the familiar charring, crisping, and aromas of traditional pork. Credit: 3DBT

As a vegetarian whose childhood favourite food was steak, the fillet is another challenge to my (extremely loose) morals. Naturally, I’ve asked for a taste of the lab-grown delicacy.

We’ll let you know if my request is approved. In  the meantime, we’d love to hear your thoughts on the latest cellular flesh. Whether you’re a sinless vegetarian or a good old fashioned murderer, let us know whether you’d try it via the usual channels.

This is the ‘world’s first’ 100% cultivated steak fillet. Fancy a bite? Read More »

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Europe plots to replace natural gas with geothermal energy

Europe plots to replace natural gas with geothermal energy

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.

Europe has a long tradition in geothermal energy, with Iceland, France, and Hungary historically dominating the industry. In recent years, however, a range of other countries have entered the sector.

Their motivations are clear: geothermal energy is 100% renewable, endless, and reliable. And the attraction has only intensified amid the drive to reduce dependence on Russian natural gas.

Currently, Germany is leading the transition. At the end of 2022, the country’s government published a plan targeting a tenfold increase in geothermal output: 10TWh by 2030.

“We’re sitting on a gold mine,” Christian Peltl, director of geothermal energy at SWR, the operator of a geothermal plant in Munich, told AFP. “There was really a boom in orders since the beginning of the [energy] crisis,” he added.

Meanwhile, the French government recently announced an action plan for the development of surface and deep geothermal energy. The goal is to produce enough geothermal heat in 15 to 20 years to save annually 100TWh of gas and achieve carbon neutrality by 2050. In 2021, geothermal energy accounted for only 1% of the country’s final heat consumption, which translates to approximately 6TWh.

Similarly, the Italian government is discussing how to support the expansion of geothermal energy, while Hungary aims to upscale production of geothermal energy and subsequently replace about 1-1.5 billion cubic metres of natural gas per year. And Europe’s largest geothermal heating plant, in the city of Aarhus in Denmark, is expected to be completed by 2030, with the capacity to cover 30% of the district’s energy needs.

According to EU data, replacing fossil fuels with geothermal energy could decarbonise up to 25% of the bloc’s population energy needs, while also reducing bills. Geothermal plants could also supply up to 10% of Europe’s power demand. And it seems that the renewable resource is finally getting the necessary traction to boost the continent’s energy independence and help meet its climate targets.

Germany’s target of 10 TWh of geothermal output from medium-depth and deep resources is an ambitious one. To realise the goal, the country aims to add at least 100 additional geothermal projects by 2030. These would connect to the heating grid and supply energy to residential buildings and industrial companies.

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The Future Is Now: 2023 Metaverse and XR Predictions Worth Looking Into

Recent technological advancements have pushed the envelope of what modern technologies are capable of. Furthermore, these innovations have greatly changed the way users interact with such technologies. Given that our technological advancements, consumer behavior, and tech trends continue to evolve at breakneck speed, being aware of metaverse and XR predictions can help you better prepare for the future.

Dispelling Common VR Myths and Misconceptions

Despite the relatively widespread acceptance and use of virtual reality technology, there are still some myths and misconceptions that surround it. Unfortunately, such beliefs stem from a misunderstanding of the technology and how it works. Some of the most common myths and misconceptions surrounding VR include the following: it always causes motion sickness and  virtual reality is solely applicable to games.

We talked with The Park Playground CEO Peter Vindevogel, who shared his thoughts on these myths and misconceptions, shedding light on virtual reality technology.

“Virtual reality is often perceived as being limited to the world of gaming. Although gaming is certainly a great use case and example of what immersive VR experiences can deliver, the possibilities are endless,” said Vindevogel.

He gave examples of some applications of VR that have nothing to do with gaming, such as house tours, and meetings.

“Virtual reality is transforming industries and has so much to offer in terms of exposing people to new experiences they otherwise wouldn’t be able to enjoy. Gaming is just one aspect of VR and tends to be individuals’ first tangible insight into the possibilities of the metaverse,” he adds.

According to Vindevogel, one of the most common misconceptions surrounding VR is that it causes motion sickness, which can prevent people from trying out new experiences. He adds that one of the main causes of motion sickness in VR experiences is poor latency.

“When a delay in latency occurs, your real and virtual movements no longer match, knocking the equilibrium out of balance and causing ‘cybersickness.’ The problem stems from, and is also alleviated by, the equipment being used to deploy the virtual reality experience and how those experiences are designed. It is very easy to induce motion sickness if you are not carefully taking this into consideration,” Vindevogel explained.

The good news is that with the wealth of knowledge and experiences available today, VR experiences are becoming increasingly inclusive. Furthermore, developments in the VR industry are improving existing technology. Thus, in the future, VR users are less likely to encounter such issues.

2023 Metaverse and XR Predictions That Could Shape the Future of Tech

1. More Widespread Use of VR for Location-Based Entertainment

According to Vindevogel, VR technology will continue to evolve and become more widely adopted. Thus, it’s likely that we will increasingly see the technology being used for location-based entertainment (LBE) in the coming years. That’s because VR is capable of creating such immersive, interactive, and social experiences.

“Overall, the future looks bright for VR as a technology that will continue to redefine entertainment and other industries. As VR technology improves and becomes more accessible, more brands and creators will explore and experiment with the potential of VR,” said Vindevogel. He pointed out that the location-based entertainment industry had seen steady and promising growth, and was expected to grow at a CAGR of 12.4% until 2028. 

Vindevogel adds that the growth of VR in the context of LBE is due in part to how VR and AR are capable of providing users with more exciting ways to bring their vision to life, making the technology suitable for visitor attractions. “It provides lifelines for theme parks and museums by reinvigorating the experience and eliminating potentially negative factors such as queues and crowds,” said The Park Playground CEO.

2. The Use of VR in the Field of Education

Vindevogel goes on to say that VR will be a useful tool in the field of education. According to him, the technology can be used for training and delivering first-hand experiences to learners.

“This is the first time in history where we are not only able to build muscle memory for these high-skilled and high-risk situations from anywhere in the world without much-specialized equipment but immersive experiences could offer a better way for students to retain and be excited learning about any subject,” he said.

3. More Accessible Developer Tools

VR solutions are becoming more popular in commercial settings and it’s expected that developing such solutions will become simpler in the coming years.

As pointed out in one of the Unity Developers’ blog posts, aside from the exponential rise of development businesses, we’re also seeing more developer tools, such as the Unity and Unreal engines, becoming more accessible. An iteration of Unreal Engine (Unreal Engine 5) is already being used to develop applications for a range of VR devices.

4. Growing Use of XR Devices in Enterprise Settings

It’s likely that we’ll see more XR devices being used in enterprise settings. This is already one of the metaverse and XR predictions that’s slowly becoming a reality. Thus, it’s probable that in 2023, we’ll be seeing more XR devices being used as workstations in the office.

And while they won’t be seen as replacements for your laptops, PCs, or even smartphones, these XR devices can augment their functionality, particularly for users who regularly engage in XR environments.

5. More XR Consumers and More XR Content

In an interview with Circuit Stream’s Dejan Gajsek, he shared that we’ve seen several major investments in immersive tech, particularly Meta. These investments are seen as foundations for future content and hardware, and with consumers purchasing more immersive tech hardware, it’s likely that we’ll be seeing more VR and AR content.

He goes on to share that the success of the Quest 2 will fuel interest in the new Quest 3, which should will be released in 2023.

According to Gajsek, “Anyone that decided to buy from the Oculus store or use Meta’s products essentially becomes a ’subscriber‘ in Meta’s user base. Once the base becomes big enough, the platform becomes extremely interesting for marketers and advertisers.” He expects Meta to continue pushing the narrative for VR.

Gajsek also believes that the gaming aspect of VR should expand. According to him, the launch of the VR add-on for the PlayStation VR 2 will likely expand the use of the PS5 console in the context of VR games. This, he thinks, will prompt the growth of the number of VR consumers.

6. Metaverse Tech Will Be Built and Used by a More Diverse Group of People

John Payne, CEO of Croquet, believes that metaverse technologies will be built and utilized by more diverse groups.

“Given the potential reach of metaverse technologies, it’s imperative that these technologies be built for people with a wide range of backgrounds and abilities,” he told us. “As solutions for identity in the metaverse become more varied, people will be able to express themselves safely in the way that feels most comfortable for them. Safety and anti-harassment tools will be built into platforms as they become more decentralized.”

He goes on to say that these metaverse platforms will become open to asynchronous content, as not all users can be found online at the same time. This could indicate that in the future, we will see the evolution of ghost avatars, rich notes, and other time-independent interactive content.

Payne also believes that metaverse will happen much faster than everyone thinks, by gaining traction via 3D worlds in traditional websites. “Millions of virtual 3D spaces and worlds embedded in the web interoperably with existing sites will collectively form a significant portion of the larger interoperable metaverse,” he said. “The metaverse is an evolution… the next generation of the Web… not a revolution.”

7. More Collaborations Among Key Metaverse Players

In the near future, it’s highly likely to see more big names in the tech industry coming together to create new solutions. These collaborations are also a result of the need to create an open and interoperable metaverse.

We’re already seeing key metaverse players coming together in the collaboration between Meta and Microsoft. To continue providing users with seamless software experiences and improved productivity and collaboration capabilities, Microsoft and Meta have teamed up to bring Mesh for Teams to Meta Quest headsets. Moreover, the two companies are looking at ways to incorporate Xbox Cloud Gaming into the Meta Quest Store. This is predicted to change the way gamers stream and interact with games across a variety of devices, including smartphones and the Meta Quest platform.

8. AR Apps to Increasingly Leverage AI Tech

To create more immersive virtual environments, AR applications must be able to collect a wealth of information about the user’s surroundings. Through the use of artificial intelligence, app developers can streamline how their program processes algorithms and data. Moreover, they can leverage AI to come up with more accurate results. Thus, it’s likely that we’ll see more AR apps making use of AI tech in the future.

I believe the biggest breakthrough will come in e-commerce and merging technology with AI. There are Shopify widgets where you can ‘try’ a new pattern in your living room, or virtually place a piece of furniture,” shares Gajsek. “Consumers only have to click on buy, and the product is going to be delivered to their homes. AR will decrease the amount of friction when it comes to the buyer’s process and drive impulsive buys.”

Furthermore, Croquet’s Payne believes that AI will help speed up content creation. Tools like DALL-E and ChatGPT are becoming more widely available to more people. Furthermore, people are becoming more receptive to their use. Given that creating high-quality content can be a time-consuming endeavor, these AI tools will enable users to access a more cost-effective and faster way to create content.

9. Companies Will Offer More Immersive Experiences for Their Workforce

One of the significant metaverse and XR predictions will most likely impact the workplace. Aside from the increased use of XR devices in enterprise settings, it’s likely that we’ll see more companies offering immersive experiences to their employees.

According to a PwC report, businesses are likely to become “metaverse power users.” This is supported by a 2022 PwC survey, which shows that 42% of business leaders are planning to use the metaverse to provide onboarding and training for their employees. This is followed by 36% who shared that they’re planning to use the metaverse for interactions with colleagues, as well as for creating virtual content for their audience.

We’re already starting to see companies trying to recreate real-world activities in virtual worlds, including shared virtual workspaces and having access to collaboration and productivity tools. It’s also likely that businesses will expand their use of XR tech and the metaverse. For example, we may see more metaverse-specific interactions for customer service or digital recreations of physical establishments.

While nothing is set in stone yet, it’s probable that businesses that are unable to adapt to emerging tech trends may lose not only their competitive edge but also access to growth opportunities.

10. VR Will Become a Larger Part of Our Lives

According to Mesmerise CEO and co-founder Andrew Hawken, VR will play a larger and more sustained role in our lives, as other major tech companies are poised to introduce new wearable tech.

Now that the rush of VR interest spurred by the pandemic has passed, we’ll enter a new era of sustained development and investment in the space. Just as the invention of the browser played a key role in the development of the internet, we expect a similar outcome as we embrace the metaverse’s role in operating as the interface of Web3,” Hawken told ARPost.“In 2023, we’ll see the fall of walled gardens as other players like Apple, Sony, and Magic Leap bring to market new headset iterations that advance spatial computing as a whole, and as a result, a slow upward trajectory of an optimized virtual reality experience.

The Park Playground’s Vindevogel adds that virtual reality will increasingly grow to become a part of our daily lives.

As the line between the digital and real world becomes increasingly blurred, virtual reality won’t just be simply putting on a headset to game with your friends – it will become a part of everyday life,” he said. “However, the level of immersion – whether it’s augmented reality (AR), mixed reality (MR) or completely virtual – will depend on the situation.”

He cites some examples of how VR and AR can be used in our daily lives, such as when someone is trying on makeup to see how it suits them or when a homeowner takes a virtual tour of their future property, instead of just looking at pictures on a website.

And while the metaverse presents itself as cartoonish and obviously augmented, we’re approaching a reality in which wearable headsets will replace screens, and video conferences will become much closer to  real-life situations,” said Vindevogel. Augmented, virtual, and mixed realities bring extra layers to the reality we’re already familiar with, so as time goes on, the digital world will blend more and more into our everyday lives.”

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eu’s-green-tech-funding-plans-divides-bloc-over-global-subsidy-race

EU’s green tech funding plans divides bloc over global subsidy race

The EU’s new green tech funding plan has sparked concerns about an escalating global subsidy race.

The initiative was launched in response to the US’ Inflation Reduction Act. The act provides $369 billion of subsidies for green technologies, largely through tax credits for products “made in America.”

The incentives have triggered fears that EU companies will be enticed to redirect investment and production to the US. Critics claim the measures amount to protectionism that violates existing trade agreements.

In response to the act, the EU this week unveiled the Green Deal Industrial Plan — a roadmap to make the bloc’s clean tech sector competitive.

The proposals are divided into four pillars: efficient regulation, easier access to finance, enhanced skills, and open trade for resilient supply chains. The European Commission said the plan will protect the Single Market from unfair trade in clean tech, while ensuring that subsidies outside the bloc don’t distort competition.

“We have a once in a generation opportunity to show the way with speed, ambition and a sense of purpose to secure the EU’s industrial lead in the fast-growing net-zero technology sector,” said Ursula von der Leyen, President of the Commission. “Europe is determined to lead the clean tech revolution.”

The measures have been largely welcomed by German and French politicians — but not everyone’s a fan.

“European countries are not equal in state aid.

A particularly divisive proposal is the loosening of state aid rules until the end of 2025. Smaller EU member states fear the move will disproportionately benefit states with deeper pockets.

Their claim has compelling evidence. In 2022, Germany and France accounted for almost 80% of the state aid granted by the Commission under emergency subsidy rules.

“European countries are not equal when it comes to state aid,” acknowledged EU competition chief Margrethe Vestager on Wednesday.

Critics are also wary of the EU accelerating a subsidy race with the US. Milan Elkerbout, a research fellow at Brussels-based think-tank CEPS, warned in November that the union should prioritize transatlantic cooperation.

“There is also the risk of throwing subsidies towards sectors that may inevitably shift their production anyway in a low-carbon world,” he said.

Politicians in EU member states have misgivings of their own. The finance ministers of Estonia, Finland, Austria, Ireland, the Czech Republic, Denmark, and Slovakia have warned against embarking on a subsidy race, Reuters reported this week. The governments of Finland, Ireland, the Netherlands, Poland, Denmark and Sweden, meanwhile, are concerned the state aid will fragment the internal market and weaken regional development.

Another source of contention is that the new subsidies are largely drawn from  repurposing existing funding programs, rather than new investments.

There are also compelling arguments in favour of the EU’s approach. Proponents of the plan say there’s a big enough market on both sides of the Atlantic. Both the US and EU, they note, can benefit from green tech incentives. Nonetheless, the discord appears set to simmer.

French President Emmanuel Macron warned in December that the “super aggressive” American legislation could “divide the west.” The EU’s response, however, threatens to divide the bloc.

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Blippar Expands Blippbuilder Support to AR Glasses Under New CEO

AR creation tool Blippar has long offered its creation tool Blippbuilder, which recently implemented a “freemium” pricing model. Naturally, the tool was built around smartphones, which is how most people still experience AR. However, with the increasing prevalence of AR-enabled headsets, the company is expanding the tool’s availability.

To learn more about Blippbuilder on headsets, the company’s long-term strategy, and the effects of other Blippar developments, ARPost met the company’s new CEO, Preet Prasannan.

Meet New CEO Preet Prasannan

Prasannan is Blippar’s new CEO, but he isn’t new to the company. Prasannan discovered Blippar almost ten years ago when he was working at DreamWorks when his manager left DreamWorks to work at Blippar.

“At the time, I got very excited about what Blippar was doing in AR,” said Prasannan. “To be honest, I didn’t even know what AR was.”

Prasannan worked at Blippar for a time before leaving to found his own startup. He was still working on that project when Blippar came into problems and ultimately entered into administration. Prasannan returned to Blippar and was instrumental in its return as “Blippar 2.0” by serving as the Chief Technical Officer.

“Blippar was like family to me, so I reached out, we started speaking,” said Prasannan. “I realized that there was an opportunity to bring Blippar back to life.”

Prasannan was the CTO throughout the tenure of CEO Faisal Galaria, who recently stepped down. This offered another opportunity for Prasannan to step up.

“In December, when Faisal decided to part ways with us, we decided it would be good if I was up for it,” said Prasannan. “This is my family.”

Blippbuilder Comes to Next-Gen Hardware

The first big move under Prasannan’s leadership is bringing Blippbuilder compatibility to AR glasses. While AR on a head-mounted display and AR on a handheld display might sound similar, there were some initial hurdles.

“To be frank, it was a bit of heavy lifting when we started on headsets. The first one,” said Prasannan. “The first headset that we supported took us six months and the next headset that we supported took us 48 hours.”

The first two headsets were Magic Leap and Meta Quest Pro. While some things are being ironed out before the next selection of compatible AR headsets is released, Prasannan says that the company can essentially achieve compatibility with new headsets as fast as they are produced. Which is good, they are being produced a lot more regularly these days.

Blippbuilder for AR glasses - Meta Quest Pro

“For the next generation of AR, we have to have devices that feel natural,” said Prasannan. “It becomes a natural way of seeing and visualizing AR content.”

This isn’t just a way of future-proofing Blippar. It’s also a way to advance AR as a field worth buying into.

“If you have amazing, exciting content and a tool that creates content easily, why would you not want to buy that headset?” asked Prasannan.

A Growing Ecosystem

The announcement is exciting in another way as well: the sort of experiences that are created using Blippbuilder, particularly since it became free to use. The move has also been positive for Blippar, of course.

“We had tens of thousands of users more than usual joining us,” said Prasannan. “It seems like we took the right step when we went in that direction.”

So, who are all of those new users? Naturally, they don’t all fit into one basket, but Prasannan said that there have been a lot of educational experiences created.

“We saw a very interesting solar system being created by one of our users,” said Prasannan. “I was actually showing it to the kids in my family and the feedback was immediate.”

There has been a long-standing chasm in the promising field of educational XR. The sum is that educators don’t typically know how to build experiences and experience builders don’t typically know how to educate. Blippbuilder’s free, no-code, increasingly versatile authoring tool is helping to bridge that gap.

“One of the driving factors of switching to the freemium model was to encourage creativity in all of our users,” said Prasannan. “Right now, Blippbuilder is free so anyone can create an account and publish projects.”

More to Come From Blippar

There are more big things coming from Blippar, as a “new iteration of Blippbuilder” is scheduled to release as a beta toward the end of Q1 of this year. The tool will “make developers and technologists out of anyone who wants to” because “technology should make things more simple, not more complicated.”

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Former Oculus CTO Has Doubts About PSVR 2’s Chance for Success

John Carmack, former CTO of Oculus and key player in the VR startup’s genesis story, says Sony’s upcoming PSVR 2 headset may be see a bumpy road to adoption based on its high price and potential for scattershot geographic distribution.

Carmack seems to really like PSVR 2’s hardware from a technical standpoint, saying that the unique combination of a tethered OLED display and PS5’s ray-tracing performance could hypothetically allow for a novel VR rendering approach with extremely low latency. As a legendary programmer and the former CTO of Oculus, it’s just the sort of thing Carmack thinks about when it comes to virtual reality headsets.

And though he he lauded that unique technical potential, Carmack says he actually doesn’t expect PSVR 2 to be “very successful at $600”:

I don’t expect PSVR2 to be very successful at $600, but technically, with a directly connected OLED display and decent ray tracing performance, it is an opportunity to implement just-in-time ray tracing for couple-millisecond 6DOF motion-to-photons latency, which I would really

— John Carmack (@ID_AA_Carmack) January 26, 2023

Releasing on February 22nd, PSVR 2 carries a price tag of $550, which after sales tax puts it somewhere close to $600 out-the-door in most states. That’s a fair jump past Quest 2’s $400/$500 price tag, depending on whether you buy the 128GB or 256GB version.

Former Oculus CTO John Carmack | Photo courtesy Meta

Still, this doesn’t take into account the all-in price to actually play PSVR 2, which at $400 for the PS5 Digital Edition and $500 for Console with disc drive, puts it somewhere north of $1,000 for everything required. But what about Sony’s impressive global reach with PS5?

In a follow-up tweet, Carmack mentions that PS5’s admittedly large global footprint, now tallying 30 million consoles worldwide, isn’t nearly as important as having a higher concentration of devices spanning a smaller geographic area.

“Addressable market size matters much more to developers than global coverage. A 5M market size distributed across every country is much less attractive than a 10M market in a smaller set of countries. In fact, equal sized markets would favor fewer countries — less work.”

Carmack doesn’t appear to be playing favorites either; he similarly critiqued Meta Quest Pro recently for its “dubious price point,” something which has skewed Meta’s latest and greatest away from consumers and positioning the mixed reality headset more as a work productivity device.

Doubts about PSVR 2 seem to be mounting the in few weeks preceding its February launch. Public perception was recently injected with a heavy measure of uncertainty about its pre-order performance. A Bloomberg report earlier this week claimed Sony had slashed production forecasts of PSVR 2 by half to just one million units expected in the first quarter, something Sony has now refuted.


Looking to learn all about PSVR 2 before it launches this month? Check out our top articles covering games, hardware previews and more:

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Report: Meta Wins Bid to Acquire VR Fitness Studio Behind ‘Supernatural’, Awaiting FTC Appeal

In 2021 Meta announced it was set to acquire Within, the studio behind popular VR fitness app Supernatural, however the reportedly $400 million deal became subject to investigations by the Federal Trade Commission (FTC) in respect to Meta’s supposed monopolization of the VR fitness space. Now, according to a Bloomberg report, it appears the FTC has lost an important suit to block Meta’s acquisition of Within.

Unreleased documents from the closed court proceedings appear to vindicate Meta’s acquisition of Within, Bloomberg reports, citing people familiar with the ruling. The sealed decision was made Wednesday morning by US District Judge Edward Davila in San Jose, California, which effectively denies the FTC’s request for a preliminary injunction to block the acquisition.

The final outcome of the trial isn’t entirely official just yet though. It’s said Judge Davila also issued a temporary restraining order with the aim of pausing Meta from closing the transaction for a further week, allowing time for the FTC to make an appeal. Provided the reports are accurate, the chances of the FTC potentially clawing back from the loss seem fairly slim at this point.

Last July, the FTC under sitting Chair Lina Khan revealed it had filed a motion aimed at blocking the deal with a federal court in a 3–2 decision, which aimed at reigning in Meta’s ability to “buy market position instead of earning it on the merits,” FTC Bureau of Competition Deputy Director John Newman said at the time.

Neither Meta nor the FTC has commented on the report regarding Meta’s win. In a statement to the New York Times about the matter in July, Meta called the FTC’s position “based on ideology and speculation, not evidence. The idea that this acquisition would lead to anticompetitive outcomes in a dynamic space with as much entry and growth as online and connected fitness is simply not credible.” Adding that the lawsuit would send “a chilling message to anyone who wishes to innovate in VR.”

Over the past four years, Meta has gone unchallenged in several VR studio acquisitions, including Beat Games (Beat Saber), Sanzaru Games (Asgard’s Wrath), Ready at Dawn (Lone Echo & Echo Arena), Downpour Interactive (Onward), BigBox VR (Population: One), Camouflaj (Marvel’s Iron Man VR), Twisted Pixel (Wilson’s Heart, Path of the Warrior), and Armature Studio (Resident Evil 4 VR port for Quest 2).

In particular, the FTC used Meta’s acquisition of Beat Saber as evidence that the company already had engineers with the skill set to both expand Beat Saber into fitness and to build a VR dedicated fitness app from scratch, an FTC court filing stated, maintaining that buying Within “was not the only way Meta could have developed the production capabilities and expertise needed to create a premium VR fitness experience.”

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Portugal is set to house Europe’s biggest solar farm

Portugal is set to house Europe’s biggest solar farm

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.

Spain-based Iberdola has secured an environmental license from the Portuguese Environment Agency (APA) to build a photovoltaic plant in Santiago do Cacém in Portugal. The company claims that it’s set to be Europe’s biggest solar farm and the fifth largest in the world.

The solar farm, named after the poet Fernando Pessoa, will start operation in 2025 and will have an installed capacity of 1,200MW. According to Iberdola, it’ll be able to generate enough green energy to cover the needs of around 430,000 homes — equivalent to a population twice the size of the city of Porto. The facility is also estimated to save 370 million cubic metres of gas consumption each year.

To realise this ambitious project, Iberdola is working together with Prosolia Energy, while Portuguese operator REN will be responsible for grid connection.

Notably, the solar plant aims to boost the sustainability of the local ecosystem as well. Apart from the creation of approximately 2,500 jobs, it seeks to provide occupational skills training, improve tourism in the area, and supply solar energy to nearby communities.

The land where the facility will be built will also work as a space for sheep grazing and beehive introduction, while indigenous tree species will be planted in the surrounding area.

solar farm Portugal
Image of Iberdola’s Núñez de Balboa solar plant in Portugal. Credit: Iberdola

“This solar farm sets a new benchmark in combining Europe’s clean energy ambitions with the delivery of tangible environmental and social benefits. We need to reduce our exposure to fossil fuels,” Iberdrola’s Executive Chairman, Ignacio Galán, said in a statement. “We are proud to continue and strengthen our commitment to Portugal with new clean infrastructure across the country […]. The collaboration of the Portuguese authorities has also been essential in getting this project to this stage in record time.”

Iberdola plans to invest an additional €3 billion in wind and solar power in Portugal over the coming years, facilitated by the country’s favorable regulations on the deployment of green energy.

The company has already completed three solar farms in Portugal and will start construction of three more in 2023, while an additional one will come on stream in 2024.

If initiatives like these continue across Europe, the EU may just get closer to its aim of producing 320GW of solar power by 2025 and almost 600GW by 2030.

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