Author name: DJ Henderson

ces-2023-highlights-featuring-news-and-innovations-from-canon,-micledi,-and-nvidia

CES 2023 Highlights Featuring News and Innovations From Canon, MICLEDI, and NVIDIA

CES is considered the world’s tech event, showcasing groundbreaking technologies and innovations from some of the world’s biggest brands, developers, manufacturers, and suppliers of consumer technology. At CES 2023, attendees saw the unveiling of the latest developments from over 3,200 exhibitors, including technology companies Canon, MICLEDI, and NVIDIA.

Canon Immersive Movie Experience and Immersive Calling Experience

Canon USA has partnered with filmmaker and director M. Night Shyamalan (The Sixth Sense, The Village, and Signs) to create an immersive movie experience for CES 2023 attendees. Featuring M. Night Shyamalan’s upcoming film Knock at the Cabin (which will be in theaters February 3), Canon unveiled Kokomo, an immersive virtual reality software that leverages VR to give users an immersive calling experience.

Canon Kokomo - CES 2023
Kokomo

With Kokomo, users can now connect with their friends and family as if they’re there in person by using a compatible VR headset and smartphone. In a 3D call, Kokomo will emulate a photo-real environment and mirror the physical appearance of the user. CES 2023 participants were able to witness Kokomo in action at the Canon booth, where they were able to have a one-on-one Kokomo conversation with select characters from the movie Knock at the Cabin.

Aside from Kokomo, Canon also unveiled its Free Viewpoint Video System, which creates point-cloud-based 3D models for more immersive viewing experiences in larger areas like arenas and stadiums. At CES 2023, attendees were able to experience the Free Viewpoint System, which allowed them to watch an action scene from Knock at the Cabin from multiple viewpoints.

CES 2023 attendees also had the opportunity to see Canon’s mixed reality system MREAL in action, by experiencing a scene from Knock at the Cabin as if they were a character in the movie.

Canon MREAL X1 headset
MREAL X1

MICLEDI Demonstrates New Red µLEDs at CES 2023

MICLEDI Microdisplays, a technology company developing the microLED displays for the augmented reality market, also showcased its advancements in microLED display tech for AR glasses at CES 2023.

At the event, the company demonstrated its new red microLEDs on AllnGaP starting material. This development is in line with MICLEDI’s aim to create high-performance individual color-performing microLEDs that can be combined with the company’s full-color microLED display module.

Through MICLEDI’s innovations in microLED technology, users can begin to experience clearer and more precise digital images via AR glasses that are more portable and lightweight. The red AllnGaP microLEDs, along with MICLEDI’s three-panel full-color microLED display module, are poised to raise the standards of AR glasses in the coming years.

MICLEDI - Red GaN and Red AlInGaP microLED displays - CES 2023

“There is no one-size-fits-all solution for AR glasses,” said MICLEDI CEO, Sean Lord. “This achievement, with our previously announced blue, green, and red GaN µLEDs, opens the door to a broader offering of display module performance parameters which enables MICLEDI to serve customers developing AR glasses from medium to high resolution and medium to high brightness.”

Demonstration units of both Red GaN and Red AlInGaP were shown at the company’s booth at CES 2023.

NVIDIA Announces New Products and Innovations at CES 2023

NVIDIA announced new developments and NVIDIA Omniverse capabilities at CES 2023. The tech company, which is known for designing and building GPUs, unveiled its new GeForce RTX GPUs, which come with a host of new features that can be found in NVIDIA’s new studio laptops and GeForce RTX 4070 Ti graphics cards. This new series of portable laptops gives artists, creators, and gamers access to more powerful solutions and AI tools that will help them create 2D and 3D content faster.

NVIDIA also shared new developments to its Omniverse, including AI add-ons for Blender, access to new and free USD assets, and an update on the NVIDIA Canvas, which will be available for download in the future.

Aside from these updates, the company also released a major update to its Omniverse Enterprise, which enables users to access enhancements that will let them develop and operate more accurate virtual worlds. This major update is also set to expand the Omniverse’s capabilities through features such as new connectors, Omniverse Cloud, and Omniverse DeepSearch. More new partners are planning to use NVIDIA Omniverse to streamline their workflows and operations. These include Dentsu International, Zaha Hadid Architects, and Mercedes Benz.

NVIDIA Omniverse ACE - CES 2023
NVIDIA Omniverse ACE

Moreover, this January, NVIDIA opened its early-access program for NVIDIA Omniverse Avatar Cloud Engine (ACE), allowing developers and teams to build interactive avatars and virtual assistants at scale.

Demos of VITURE One XR Glasses and Mobile Dock

Aside from these established tech companies, VITURE, a new XR startup that received accolades from CES, TIME, and the Fast Company for its flagship product, the VITURE One XR glasses, also prepared something interesting for the CES 2023 attendees.

VITURE One XR glasses and Mobile Dock
VITURE One XR glasses and Mobile Dock

The company made both their VITURE One XR glasses, compatible with Steam Deck, laptops, and PCs, and their Mobile Dock, which introduces co-op play and Nintendo Switch compatibility, available for testing.

CES 2023 Highlights Featuring News and Innovations From Canon, MICLEDI, and NVIDIA Read More »

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‘Thrill of the Fight 2’ Now in Co-development by ‘Fruit Ninja’ Team Halfbrick Studios

Halfbrick Studios announced it’s partnering on development of Thrill of the Fight 2, the upcoming sequel to the popular VR boxing title.

Created by Ian Fitz and his studio Sealost Interactive in 2016, Thrill of the Fight focuses on realistic boxing mechanics, eschewing arcadey things like stamina bars and unrealistic knockout blows.

Thrill of the Fight 2, which is now in co-development by Halfbrick Studios, is bringing the much-requested feature of multiplayer mode. In a development update video (below), Halfbrick CEO Shainiel Deo reveals a few more features coming to the sequel: improved audio and visual feedback, changes to how combinations are scored, more gameplay variety to keep players coming back for more.

Halfbrick is known for developing both the flatscreen versions of Fruit Ninja and Fruit Ninja 2 and also their respective VR adaptations. The studio’s bread and butter however has been its slew of mobile games, including Jetpack Joyride, Battle Racing Stars, Dan the Man, and Shadows Remain.

In an update posted to Reddit by Sealost Interactive, series developer Ian Fitz discusses Halfbrick’s involvement.

“The reason I’m partnering up with Halfbrick on this is because I was comfortable it would help make the game I wanted to make. They want to make (and play) the same game I do,” Fitz says.

Fitz also broke down the division of labor, and how the sequel is being made in cooperation with Halfbrick.

“I made the blueprint. Sealost prototyped and proved out many of the mechanics and tech challenges. Halfbrick is putting together a release-worthy product and supporting it into the future. I’m in meetings with them every workday building the product right alongside them and making sure we don’t deviate from the original plan (which hasn’t been a problem because, again, they want to make the same game I do).”

Fitz notes the partnership with Halfbrick “doesn’t have anything to do with funding. This is just about having a solid production team and a plan in place to support the game post-launch.”

The studios say they’re aiming for release “later this year,” although that’s admittedly “just an estimate based on current progress,” Fitz says.

It’s still unclear which platforms are initial targets, however if the original is any indications, we’re liable to see it on Quest 2/Pro, Steam VR, and possibly also PSVR 2.

‘Thrill of the Fight 2’ Now in Co-development by ‘Fruit Ninja’ Team Halfbrick Studios Read More »

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Germany’s new chip factory is a boost to Europe’s semiconductor plans

Germany’s new chip factory is a boost to Europe’s semiconductor plans

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.

Wolfspeed — a US-based silicon carbide (SiC) semiconductor maker — is set to build a chip factory in Germany, Handelsblatt reports. That’s a significant step for both the country’s green mobility and Europe’s chip industry.

According to the newspaper, the over €2 billion-worth facility will be located at a site in southwest Saarland. Series production is expected to begin in four years.

German auto supplier ZF will hold a minority stake in the factory, but will be a majority shareholder in the accompanying research center.

Wolfspeed’s decision to build a plant in Germany is a boost for the domestic car industry, especially when it comes to electric vehicles. Although silicon carbide (a compound of silicon and carbon) is costlier than conventional silicon, SiC chips are considered more promising: they can increase EV range, reduce charging time, and bring down operating costs due to lower energy consumption.

And with the plant in close proximity to Germany’s (electric) car production sites — think of BMW, Ford, Mercedes, and Volkswagen — manufacturers can hope to secure easy access to the supply chain.

Wolfspeed’s plant is also good news for Europe that’s struggling in chip production — currently accounting for 10% of the global market. The continent’s weak position was especially evident during the pandemic, when supply chains collapsed and it grappled with securing chip access, causing entire industries to sputter.

In response, the EU has been trying to improve its domestic manufacturing capacity. First and foremost comes the European Chips Act, aiming to foster a local semiconductor industry and pushing the bloc’s global market share to 20% by 2030. The Union has also been attempting to attract global players to build factories in the continent — like Intel’s €68 billion investment in a site in Germany and now Wolfspeed.

Europe may only be at the beginning of its plans to become a major chip producer, but there is cause for hope.

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ONTOP Studios Wants to Bring Theaters Back to Life With XR Esports

Have you ever seen an empty theater and thought that the space had more potential? It doesn’t even have to be an abandoned theater, just a theater with more rooms than it regularly uses, or a theater that isn’t showing movies at all hours of the day. What if those theaters could be used for, say, XR esports? That’s the idea that Nuno Folhadela is exploring with ONTOP Studios.

Meet ONTOP Studios

ONTOP Studios makes AR experiences, filters, and games. Its mission is “turning the world into your playground” through augmented reality. The studio makes independent projects but also works with an impressive list of partners including Vodafone, Samsung, and Snapchat.

ONTOP’s most recent venture, ARcade Sports, involves turning empty theaters into XR esports playgrounds through its social AR games. The idea didn’t come about because Folhadela, the Studio’s founder, has anything against movies.

“My background is in cinema, but I’ve been working in games,” Folhadela said in a video call with ARPost. “My interest is always to bring stories into the real world… Going to the cinema isn’t just about movies, it’s about an experience.”

So, why change that experience? The answer, as so many answers do these days, has to do with trends that were already underway before the pandemic caused them to explode.

“After the pandemic, movies really got hit hard. We realized that gaming is what the younger audience is going for,” said Folhadela.

From Movies to Games to Esports

Games are more interactive than movies, but they’re also more social, and both of these elements of storytelling are drawing younger people away from conventional forms of linear narratives, according to Folhadela. But, that’s not the end of the story. Games are more interactive and social than movies, and AR is a more immersive medium than 2D games.

“As a player, [AR] brings everything that we view on a screen into the real world,” said Folhadela. “All of these adventures that you have, are confined onto a flat screen. Now, you can bring all of your adventures with you.”

All of this talk about young audiences doesn’t mean that ONTOP is only interested in kids. Like VR arcades, ONTOP’s theater arenas appeal to visitors of all ages, including entire families.

ONTOP Studios - esports - ARcade Sports - game Morgana

“One man said that it felt like the first time playing with his kids – he was used to them sitting and playing Fortnite and him sitting and watching them,” said Folhadela.

Further, AR gaming can involve a lot of movement. This makes things more exciting for the players, but it also opens up a whole new level of attraction for spectators. At a time when streaming video game playthroughs is already popular, making gaming more human brings a lot of promise by making esports a lot more sporty.

“You really see the players running around so when you see a good player it’s seeing a good athlete. It’s bringing those worlds together,” said Folhadela. “It’s taking the ‘e’ out of ‘esports.’”

Buying Tickets and Paying Bills

So, how does ARcade Sports work? Folhadela describes the esports platform as a “b2b2c” (business to business to consumer) model. ONTOP Studios develops the content and maintains the companion app. Content is then licensed to property managers who promote the availability in their area. Content can even be modified to fit different areas or different business licensees.

“ARcade Sports is a platform, it’s not a game. We are always adding new games and new features,” said Folhadela.

A ticket to play in the XR-enabled esports facility includes a QR code. Scanning the QR code with the companion app lets players enter the same session. The app tracks the players’ performance in the game including their activity levels. Games are tiered based on difficulty, so beginners aren’t left out and veteran gamers don’t get bored.

esports - ARcade Sports - Morgana game

Right now, ARcade Sports is only available at select locations in Portugal. That’s set to change.

“We launched the games locally to understand the mechanics … for many players, this was their first experience with AR,” said Folhadela. “Now that this is at the right moment, we are hoping to expand to the US this year.”

Coming Soon to a Theater Near You

During our call, Folhadela displayed a number of experimental social features that aren’t yet ready to be fully integrated into the platform. However, hopefully, by the time that ONTOP Studios brings its unique brand of XR esports to the US – ideally this summer – there will be even more to keep gamers entertained, whether they’re playing or watching.

ONTOP Studios Wants to Bring Theaters Back to Life With XR Esports Read More »

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PSVR 2 Launch Day Games Revealed, 30+ Titles Including ‘Horizon’, ‘Resident Evil Village’ & ‘Gran Turismo 7’

PlayStation has finally revealed its launch day (or rather “launch window”) titles for PSVR 2. Notable highlights include Demeo, Gran Turismo 7, Horizon Call of the Mountain, and Resident Evil Village, although there’s no word on when VR’s favorite block-slashing game is making the move to Sony’s next-gen VR headset.

First, here’s the list of guaranteed launch day games coming on February 22nd, 2023. Sgames are re-releasing completely, providing a paid pathway for upgrades, or coming as a free upgrade to players who already own the title for the original PSVR. We’ve put that info in bold for easier reading:

  • After the Fall (Vertigo Games)
  • Altair Breaker (Thirdverse)
  • Cities VR (Fast Travel Games)
  • Cosmonious High (Owlchemy)
  • Demeo (Resolution Games)
  • Dyschronia: Chronos Alternate (MyDearest Inc., Perp Games)
  • Fantavision 202X (Cosmo Machia, Inc.)
  • Gran Turismo 7 (via free update to PS5 version of GT7)
  • Horizon Call of the Mountain (Firesprite, Guerrilla)
  • Job Simulator (Owlchemy)
  • Jurassic World Aftermath (Coatsink)
  • Kayak VR: Mirage (Better Than Life)
  • Kizuna AI – Touch the Beat! (Gemdrops, Inc.)
  • The Last Clockwinder (Pontoco/Cyan Worlds)
  • The Light Brigade (Funktronic Labs, purchase includes PS VR and PS VR2 versions)
  • Moss 1 & 2 Remaster (Polyarc)
  • NFL Pro Era (StatusPro, Inc., free PS VR2 upgrade)
  • Pavlov VR (Vankrupt)
  • Pistol Whip (Cloudhead, free upgrade)
  • Puzzling Places (Realities.io, free upgrade)
  • Resident Evil Village (Capcom, via free update to PS5 version of RE Village)
  • Rez Infinite (Enhance)
  • Song in the Smoke (17 Bit)
  • STAR WARS: Tales from the Galaxy’s Edge (ILMxLab)
  • Synth Riders (Kluge Interactive, free upgrade)
  • The Tale of Onogoro (Amata K.K)
  • Tentacular (Devolver)
  • Tetris Effect: Connected (Enhance)
  • Thumper (Drool LLC)
  • Vacation Simulator (Owlchemy)
  • What the Bat! (Triband)
  • Zenith: The Last City (Ramen VR, free upgrade)

There are also a handful of “launch window” games announced, which are said to arrive “through March”:

  • The Walking Dead: Saints & Sinners: Ch. 2: Retribution (Skydance)
  • No Man’s Sky (Hello Games)
  • Creed: Rise to Glory – Championship Edition (Survios)
  • The Dark Pictures: Switchback (Supermassive)
  • Before Your Eyes (Skybound Interactive)

Curiously missing from the list is the promised Beat Saber, which again ranked as the top-downloaded game on PSVR this past year. PlayStation says in its big blogpost info dump that more games will be confirm their launch window availability up until February 22nd, so we’ll be updating this piece to reflect all of the launch content coming to PSVR 2.

PSVR 2 Launch Day Games Revealed, 30+ Titles Including ‘Horizon’, ‘Resident Evil Village’ & ‘Gran Turismo 7’ Read More »

eu-plans-to-defeat-china-and-us-in-clean-tech-battle

EU plans to defeat China and US in clean tech battle

At the World Economic Forum in Davos, the EU Commission head Ursula von der Leyen stressed the bloc’s need to boost its clean tech industry and increase its competitiveness against the US and China– amidst increasing trade tensions with both nations.

The International Energy Agency (IEA) estimates that the market for mass-manufactured clean energy tech will be worth around $650 billion a year by 2030 — three times more than today’s levels. And according to Von der Leyen, the targeted net-zero transformation is already causing tremendous industrial, economic, and geopolitical shifts — leaving the EU with a small window of opportunity to invest and gain leadership in the industry.

The newly-announced Green Deal Industrial Plan (GDIP) aims to make Europe “the home of clean tech.” To realize that, it focuses on four main points: the regulatory environment, financing, skills, and trade.


The first pillar will see the creation of a regulatory framework that will simplify and fast-track access to funding and permits, focusing on critical net-zero sectors such as wind, solar, and clean hydrogen. To support this, a new Net-Zero Industry Act will set clear goals for European clean tech by 2030. In essence, it will target investments on strategic projects along the entire supply chain.

“So far, the EU taxonomy has shortcomings, hindering the inclusion and growth of innovative players,” Dr Andreas Sichert — CEO of German clean tech company Orcan Energy — told TNW in response to the GDIP. “We must harness the small window to foster innovation and clean tech and ensure their quick scale-up by creating a fertilizing regulatory environment free of blockages.”

The plan’s second focal point is to drive up investment and financing of clean tech production. “To keep European industry attractive, there is a need to be competitive with the offers and incentives that are currently available outside the EU,” Von der Leyen noted.

For this reason, the bloc should temporarily adapt its state aid rules to make them faster and simpler for calculations, procedures, and approvals — such as the tax-break option. And to ensure funding support across the entire Union, the Commission will prepare a European Sovereignty Fund.

The GDIP will also aim for the growth of the skills and skilled workers needed to facilitate the transition. It will finally seek to promote global and open fair trade.

“For clean tech to deliver net zero globally, there will be a need for strong and resilient supply chains. Our economies will rely ever more on international trade as the transition speeds up to open up more markets and to access the inputs needed for industry,” the Commission’s chief said.

EU plan to boost clean tech industry
Clean tech is currently the fastest-growing investment sector in Europe – doubling its value between 2020 and 2021. 

While she highlighted international trade’s importance for the EU, she also stressed that “competition on net zero must be based on a level playing field.”

This echoes European concerns over the US Inflation Reduction Act (IRA) — a $369-billion clean tech subsidy package targeted for North American-made products. Since the act’s announcement, various EU leaders have voiced fears over its potential to discriminate against Union-based firms, or to lure them to the US.

“Our aim should be to avoid disruptions in transatlantic trade and investment. We should work towards ensuring that our respective incentive programmes are fair and mutually reinforcing,” Von der Leyen said.

The requirement for fair trade practices also targets China, which — according to the Commission chief — not only restricts access to its market for EU companies operating in the sector, but also encourages them to relocate there all or part of their production.

Von der Leyen expressed the EU’s willingness to find common solutions with both nations and foster beneficial partnerships. But balancing these relationships won’t come easy.

On the same day she addressed the World Economic Forum, Dutch tech industry group FME asked the Commission for “more unified action” on whether to support new US restrictions on chip exports to China, a key part of Washington’s strategy in its rivalry against Beijing.

The Netherlands is home to ASML Holding NV, a major European manufacturer of semiconductors. Some 15% of its sales went to China in 2021, translating into €2 billion in revenue, which means that adopting the US rules could negatively impact the country.

ASML Netherlands semiconductors
Inside ASML’s clean room where it manufactures lithography machines. Credit: ASML

Speaking to TNW, Mark Lippett — chip specialist and CEO of UK-based XMOS — stressed that China is “tightly woven” into the global semiconductor supply chain, meaning that “any nation must be very selective when it comes to restricting certain products’ sale to Chinese companies.”

‘When your company is owned by US interests, that balance is put under severe pressure,” he added. “To use ASML as a well-documented example, the company’s American management has instructed it to ‘refrain — either directly, or indirectly — from servicing, shipping or providing support to any customers in China until further notice.’”

According to Lippett, even though the EU could afford to compensate to a certain extent ASML’s loss, were it to exit the Chinese market, the expected protection from the European Chips Act would probably not come in time for companies completely dependent on China for revenue.

And while Von der Leyen proposed “de-risking” rather than “decoupling” when it comes to the Asian country, she stressed that the EU “won’t hesitate” to investigate unfair practices that distort the market.

Overall, the EU’s position in this situation is a balancing act between geopolitical interests and fast-tracking new initiatives while maintaining focus and funding of existing ones. It remains to be seen whether and how the new Green Deal Industrial Plan will advance Europe’s goal to become a clean tech leader, but it surely must find its balance before the window of opportunity is closed.

EU plans to defeat China and US in clean tech battle Read More »

this-is-what-the-future-of-coworking-should-look-like

This is what the future of coworking should look like

Picture this: a state-of-the-art community workspace within walking distance from home. A space you share with people not because you’re employed by the same company, but because of proximity. A professional atmosphere, but no office politics. Connection, wellness, and professional development are fostered through yoga classes, mentoring schemes and evening events, and an on-site daycare center supports parents of young children. The space is central to local life; reviving relationships and boosting businesses. Your community is reborn.

This is coworking 2.0.

For the remote work revolution to thrive, we need a viable alternative to the office — one that provides a sturdy life-work barrier, meaningful social connections and professional benefits, without forcing workers to sacrifice the flexibility and autonomy they’ve found at home. If we recognize the potential of this next generation of coworking spaces, we can have the best of both worlds.

Rewriting the rules

Roughly three million people use coworking spaces today; a fraction of the 3.45 billion global workforce. That’s why the debate around remote work since the start of the pandemic has been fixated on a home vs. office narrative. Alternatives to the office that aren’t isolated, lockdown-imposed homeworking have garnered little attention.

If we can take away one positive from the last two years, it’s that it has forced businesses into an age of hyper-testing. For the first time in generations, our inherent beliefs about where, how, and why we work are being questioned. Two hundred years since the original dedicated office buildings were created — when stagecoach was the most popular mode of transport — surely there must be a better way.

And there is. Pre-pandemic, most people couldn’t have imagined a world where coworking was mainstream, let alone treated as a public good. But now the pandemic has demolished the cultural barriers that were preventing remote work for many people, new and exciting possibilities are starting to emerge.

Community workspaces

Perhaps the problem lies in the term ‘coworking,’ conjuring images of tech bros and disastrous IPOs. But whilst the concept grew in startup land, the applications of local, shared work hubs spread well beyond its borders. Workforce digitization is increasing at a rapid rate, making non-home remote environments relevant to a diverse range of workers.

As we enter into the coworking industry’s next phase, I believe the term ‘community workspace’ better captures the wider array of uses and benefits.

What would the workforce look like if everyone could access these fully equipped community workspaces? Instead of organizing our lives around where our employers’ office happens to be, and suffering a soul-destroying commute to get there, we could be working amongst our families, friends, and neighbors, all just a stroll from home. What would this mean for our relationships, mental health, and local economies?

We don’t need abstract guesswork for an answer; evidence suggests that a radical restructuring of where and how we work could help combat loneliness (by providing a space to meet and connect with our community), lower our cost of living (due to the reduction of commuting and energy costs), tackle the burnout epidemic (by providing a work-life barrier), supercharge professional networking (through new contacts and mentoring opportunities), and even help to regenerate local areas (by spreading spending power across a wider geographic area).

Global examples

If you think this sounds like a utopian vision from a long-haired, bracelet-jangling digital nomad, you’re only half right; my proposal is far from intangible.

In Madeira, Portugal, entrepreneur Gonçalo Hall teamed up with local authorities to launch the world’s first digital nomad village. Created as a haven for remote workers to live and work together, Ponta do Sol attracts thousands of visitors each year, directly contributing more than €30m to the local economy so far.

Originally a dynamic tourism scheme, the project attracts talent and innovation. “The coworking space is the epicenter of the community and the whole nomad village concept, where people work, connect, run events and share their knowledge,” explains Gonçalo.

Ponta do Sol isn’t the only coworking project demonstrating that Coworking 2.0 is the natural next step towards a healthier, more sustainable, and inclusive future of work.

Across the pond in Tulsa, Oklahoma, Tulsa Remote is transforming the local economy by attracting thousands of digital workers to relocate to the trendy river city. Central to the success of the program is 36 Degrees North, a 70,000 square feet coworking palace, offering a high-quality workspace, helpful resources, and a diverse community. This has generated a staggering $572.5 million and thousands of jobs in the local community.

Meanwhile in rural Germany, Frederik Fischer is responding to the surge of independent work and a widespread desire for a better quality of life with Neulandia, where he wants to “kickstart a civic-led movement that lasts for years to come” and “create the culture of cooperation, participation, and sharing, that we so desperately need to tackle the challenges ahead.”

Neulandia achieves this by connecting remote workers with forward-looking rural communities, housing them in ‘KoDörfer’ (CoVillages); sustainably built residences which repurpose existing infrastructure into coworking areas. Over five years, participants in these communities have helped to regenerate towns across the country.

Beyond their shared focus on building meaningful communities, these initiatives all have in common the backing of local government stakeholders, who’ve recognized the application of community workspaces to drive positive local impact.

This support needs to be reflected at the highest levels of the EU and national governments if everyone is to experience the transformative power of Coworking 2.0.

Ahead of the trend is the Irish government, creating a platform called ConnectedHubs to simplify and streamline the process of sourcing desks and offices in coworking spaces. This initiative provides a vehicle for coworking providers to come together under a shared identity and build a powerful peer-to-peer community, exchanging knowledge and best practices.

Within 18 months of launching, they onboarded nearly 300 hubs — a speed almost unheard of by government standards. George Bullman, a coworking space provider and member of the ConnectedHubs network, says the, “initiative has linked many rural and urban communities together and created a sharing environment where support and help are always available.”

A space for everyone

While the advantages of remote working have been widely acknowledged, it’s important to remember that it’s not always just the preferable option — it’s the only option.

For some displaced people, remote work is the only way to generate a legal income. For individuals with physical and mental disabilities, a nine-to-five office job isn’t always possible. The same goes for parents who can’t afford childcare, and caregivers, such as a close friend of mine who looked after her terminally ill mother for two years.

In the UK alone, hybrid working could bring back almost four million people who were previously locked out of employment (including 1.5 million disabled people, 1.2 million parents, and 500,000 carers), according to a report from Virgin Media O2 Business and the Centre for Economics and Business Research (CEBR).

And that’s why community workspaces should be deemed a public good. The reality is that the traditional office model is deeply exclusionary, while remote work is fundamentally inclusive, and community workspaces – by improving the remote work experience — compounds its associated benefits. But for this to work, these spaces need to be geographically and financially accessible for all, otherwise only a small, relatively privileged group will continue to reap the benefits, magnifying pre-existing inequalities.

The next generation of community workspaces, with top-down support from governments, can benefit the entire tech-enabled workforce and society at large. There will never be a one-size-fits-all solution, of course. No one is suggesting coworking should fully replace home or office-based work. Ultimately, our goal should be to empower all workers to work where and how they work best.

Now, for the first time ever, there are no technical obstacles standing in the way. So what have we got to lose?

This is what the future of coworking should look like Read More »

another-ces-2023-gem:-next-gen-z-lens-waveguide-technology-by-lumus

Another CES 2023 Gem: Next-Gen Z-Lens Waveguide Technology by Lumus

Lumus has recently launched its Z-Lens AR architecture, which can help with the development of more compact AR glasses in the near future, thanks to efforts that reduced its micro-projector’s size by 50%.

Making its debut at the Consumer Electronics Show (CES) 2023, the new Z-Lens—which builds on the company’s Maximus 2D reflective waveguide technology—can be fitted with prescription lenses.

Lumus’ Waveguide Technology

According to the company, Lumus is currently the only brand that produces waveguides for outdoor use. Its luminance efficiency is 10 times better than those of Lumus’s competitors. Its design allows for a “true white” background and color uniformity. Moreover, the battery life of its micro-projector is 10 times better than other waveguides on the market.

The structure of the new Z-Lens  gives manufacturers more options regarding where to position the aperture or the opening where the light passes through. Lumus CEO, Ari Grobman, expressed optimism that this flexibility can lead to the creation of less bulky and more “natural-looking” AR eyewear.

“In order for AR glasses to penetrate the consumer market in a meaningful way, they need to be impressive both functionally and aesthetically,” said Grobman in a press release shared with ARPost. “With Z-Lens, we’re aligning form and function, eliminating barriers of entry for the industry, and paving the way for widespread consumer adoption.”

Z-Lens 2D Image Expansion

In AR glasses, the lenses that use Z-Lens reflective waveguides will serve as the “screen” onto which a tiny projector would display the AR image. Lumus’s lenses consist of waveguides or a series of cascading partially reflective mirrors. These mirrors are responsible for 2D expansion, widening the projected image horizontally and vertically.

Lumus Z-Lens new waveguide technology

Maximus’ patented waveguides reflect the light from the projector two times before the light bounces into your eye. The mini-projector—which is hidden in the temple of the eyeglass frame—has two components. First is a microdisplay that produces the virtual image and second is a collimator, which beams the light waves to the waveguide. The mirrors then reflect the light out of the waveguide to the user’s eyes.

“Our introduction of Maximus 2D reflective waveguide technology two years ago was just the beginning,” said Grobman. “Z-Lens, with all of its improvements unlocks the future of augmented reality that consumers are eagerly waiting for.”

New Z-Lens Standout Features

Lumus’s second-generation Z-Lens boasts a lightweight projector with a 2K by 2K vibrant color resolution and 3K-nit/watt brightness. The latter feature allows users to enjoy AR viewing in daylight or outdoors. Other AR lenses on the market feature sunglass-type tinting on their products to ensure that users can view virtual images. The absence of dark tints allows others to see the user’s eyes as if they’re wearing regular eyeglasses.

The first prototypes of Z-Lens have a 50-degree field of view (FOV). However, the company’s goal is to reach at least 80 degrees FOV in the future.

Z-Lens waveguide technology - Lumus

Here are the other qualities of the Maximus successor:

  • Eliminates ambient light artifacts or small light glares on the optical display that typically occur in AR eyewear.
  • Offers dynamic focal lens integration, which eases vergence-accommodation conflict (VAC). VAC can make images blurry because virtual objects appear closer to the eyes than their actual distance from them.
  •  Z-Lens architecture allows for direct bonding of optical elements for prescription glasses.
  • Provides more privacy through light leakage control. Third parties can’t view the displays seen by the wearer. Moreover, users don’t draw attention because Z-Lens don’t produce any “eye glow.”

“The Future Is Looking Up”

Waveguides already have practical applications in the military and medical professions, particularly among air force pilots and spinal surgeons. Lumus believes these wearable displays can someday overtake mobile phone screens and laptop monitors as hands-free communication tools.

“AR glasses are poised to transform our society,” Grobman said. “They feature better ergonomics than smartphones, novel interaction opportunities with various environments and businesses, and a much more seamless experience than handheld devices. The future, quite literally, is looking up.”

Another CES 2023 Gem: Next-Gen Z-Lens Waveguide Technology by Lumus Read More »

psvr’s-top-downloads-in-2022-betray-stagnation,-psvr-2-looks-to-change-that

PSVR’s Top Downloads in 2022 Betray Stagnation, PSVR 2 Looks to Change That

It’s more than a bit disheartening to see essentially the same top PSVR game downloads repeated throughout the years, although here’s to hoping this may be the last time we utter the names Beat Saber, Job Simulator, and SUPERHOT VR in sequential order as the upcoming platform’s best-performing titles.

The original PSVR has earned a well-deserved rest after more than six years of faithful service, no doubt. But on February 22nd, the company’s next-gen headset PSVR 2 is coming to town, which has the potential to shake things up a fair bit as the PlayStation begins charting titles created for its latest and greatest VR headset.

I’m hoping to consider this a bid farewell to the same ol’ top download chart, which seems to have stayed fairly stagnant for the past couple of years. Before we go further though, here’s the top PSVR downloads in 2022:

PSVR Top Downloads – 2022

US/Canada EU
1 Beat Saber Beat Saber
2 Job Simulator Job Simulator
3 SUPERHOT VR SUPERHOT VR
4 Creed: Rise to Glory Creed: Rise to Glory
5 Swordsman VR Sniper Elite VR
6 Astro Bot Rescue Mission Swordsman VR
7 Rick and Morty: Virtual Rick-ality Rick and Morty: Virtual Rick-ality
8 GORN Batman: Arkham VR
9 Batman: Arkham VR Arizona Sunshine
10 The Walking Dead: Saints & Sinners Astro Bot Rescue Mission

Notice anything familiar? With the exception of Sniper Elite VR, which actually released in 2021 (but critically didn’t rank among the top downloads that year), it’s nearly identical to the chart from 2021. Pretty much par for the course for the platform’s aging game library, it seems.

PSVR 2: Shifting to a More Experienced VR Gamer?

Notably, PSVR 2 doesn’t feature backwards compatibility, although many games on the chart above are either re-releasing on PSVR 2 or getting a free upgrade, so we’ll very likely see many of these titles persist in the charts for months to come.

Sony has also publicly announced a handful of PSVR 2 titles which may be strong contenders for the top spots in the coming months and years. Popular games and franchises include Resident Evil 4, Resident Evil Village, Horizon Call of the Mountain, Demeo, Crossfire: Sierra Squad, Firewall UltraAmong Us VR, 2MD: VR Football Unleashed All-Star, and Hello Neighbor: Search and Rescue just to name a few. We’re still waiting on an official list of launch day titles and a more concise understanding of what’s getting an upgrade, and what isn’t.

Granted, I said I’m hoping to consider this a bid farewell to the seemingly iron clad chart rankings, although there’s a good reason those top games performed so well on PSVR. The top three—Beat Saber, Job Simulator, and SUPERHOT VR—undoubtedly make for excellent first-time VR experiences for basically anyone. After all, PSVR was likely the first VR headset for many who already own a PS4, so a continued focus on casual VR content makes sense.

NoteBeat Saber has been confirmed for a PSVR 2 rerelease (possibly free upgrade, but Meta hasn’t said yet), while Job Simulator and SUPERHOT VR are still unconfirmed for PSVR 2.

It remains to be seen whether the ‘newcomers at the top’ paradigm plays out the same way with PSVR 2 though in the months and years to come. Many of the top games on PS5 appeal to a more mature gaming audience (in gaming ability, not age), which is reflected in the top 2022 downloads there: Call of Duty: Modern Warfare II, God of War Ragnarök, and ELDEN RING

Photo by Road to VR

A better analogue though for PSVR 2 may be Quest 2’s performance over the years, owing to its spot as essentially the largest VR platform for consumers. Many of the top titles on the monthly Quest charts present a better mix of casual drop-in titles and more lengthy adventures such as BONELAB, Moss: Book II, and The Room VR: A Dark Matter, which may mean the PSVR 2 chart may look very different indeed.

Still, for PSVR 2 to follow the same path, there needs to be an extensive mix of premium quality content for newcomers in addition to the top games repeated from the days of yore. Players will be looking for fresh casual content like Astro Bot Rescue Mission, PlayStation VR Worlds, and Creed: Rise to Glory—the sort of games you can plop family and friends into that they immediately understand and can play—in addition to needing a steady stream of ‘AAA’ level titles like Resident Evil Village and Horizon Call of the Mountain, two of the largest standouts PSVR 2 users will probably look to for the sort of graphical quality they’re used to on flatscreen.

In the end, it’s hard to say how things will shake out. Sony appears to be playing its PSVR 2 hype strategy more or less in the same way it did with PS5, i.e. not many exclusives and a softer launch than expected. That could have to do with the fact that the all-in price for a PS5 and PSVR 2 headset is around $1,100, which not only limits the number of prospective game sales by a fair bit, but could mean less first-party investment overall if the install base isn’t large enough. Whatever the case, we’re hoping to hear more about games and get a better understanding of launch day titles over the coming month leading up to its February 22nd launch.


What’s your opinion? Will future PSVR 2 charts look the same, be dominated by new casual content, or will we see more mature titles break in? Let us know in the comments below!

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AI translation firm unveils ‘world-first’ timeline to singularity

An Italian company has unveiled a novel method of measuring AI progress: analyzing improvements in machine translation.

Translated, a provider of translation services, used the approach to predict when we will achieve singularity, a vague concept often defined as the point where machines become smarter than humans.

The Rome-based business sets this milestone at the moment when AI provides “a perfect translation.” According to the new research, this arrives when machine translation (MT) is better than top human translations.

Translated’s analysis suggests this will happen before the end of the 2020s.

“[It will be] within this decade, at least for the top 10 languages in a context of average complexity,” Marco Trombetti, the company’s CEO, tells TNW. “The reality is that in some specific domains and in a few languages this has already happened. For some rare languages and domains it may never come.”

Marco Trombetti is a computer scientist, serial entrepreneur, and investor. In 1999 he founded Translated, which pioneered the use of artificial intelligence in the world of translation and is now the industry leader.
Trombetti, a computer scientist and entrepreneur, cofounded Translated in 1999. His customers today include Google, Airbnb, and Uber. Credit: Translated

Translated’s estimates are based on data taken from Matecat, a computer-assisted translation (CAT) tool.

The platform began life in 2011 as an EU-funded research project. Three years later, the system was released as open-source software, which professionals use to improve their translations.

Translated offers Matecat as a freemium product. In return, users provide the company with data that’s used to improve its models. 

To chart the path to singularity, Translated tracked the time users spent checking and correcting 2 billion MT suggestions. Around 136,000 professionals worldwide had made these edits across Matecat’s 12 years of operation. The translations spanned diverse domains, from literature to technical subjects. They also included fields in which MT is still struggling, such as speech transcription.

“Singularity is really close.

The data suggests that AI is rapidly improving. In 2015, the average time that world-leading translators took to check and correct MT suggestions was around 3.5 seconds per word. Today, that number’s down to 2 seconds per word.

At the current rate, the time will hit 1 second in around five years. At that point,  MT would provide the epochal “perfect translation.” In practical terms, it will then be more convenient to edit a machine’s translations than a top professional’s.

According to Trombetti, any task involving communication, understanding, listening, and sharing knowledge will become multilingual with minimal investment.

The exact date of when we will reach the singularity point may vary, but the trend is clear: it is really close,” he says.

When plotted graphically, Translated's TTE data shows a surprisingly linear trend
The “Time to Edit” metric assigns the quality evaluation to professional translators. Credit: Translated

Advances in MT require increasing computing power, linguistic data, and algorithmic efficiency. Consequently, the researchers had presumed progress would slow as singularity approached. To their surprise, the rate of development was highly linear.

If this momentum continues as predicted, Translated anticipates demand for MT to be at least 100 times higher. Workers may worry that their jobs will be automated, but they could also benefit. Translated forecasts at least a tenfold increase in requests for professional translations.

“All our customers who are deploying machine translation on a large scale are also spending more on human translation,” says Trombetti.

“Machine translation is an enabler in that it creates more interactions between markets and users that were not in contact before. This generates business, and business generates higher-quality content that requires professionals.”

Trombetti also expects new roles to emerge for elite translators.

“To get the best quality out of machine translation you need it to be trained by the best linguists. A significant volume of translations is required to train language models and fix errors in them, so I guess it’s likely that we’ll witness huge competition for the best translators in the upcoming years.”

“MT is a good predictor of what’s next in AI.

According to Translated, the new research is the first to ever quantify the speed at which we’re approaching singularity. The claim won’t convince every cynic, but MT is a compelling barometer for AI progress.

Human languages are notoriously tricky for machines to master. The subjectivity of linguistic meaning, the constantly evolving conventions, and the nuances of cultural references, wordplay, and tone can be elusive for computers.

In translation, these complexities must be modelled and linked in two languages. As a result, algorithmic research, data collection, and model sizes are often pioneered in the field. The Transformer model, for instance, was applied to MT many years before being used in OpenAI’s GPT systems.

“MT is simply a good predictor of what is coming next in AI,” says Trombetti.

If what comes next is singularity, the Italian entrepreneur anticipates a new era for global communication.

He envisions universal translators, all content becoming globally available, and everyone able to speak their native language.

His definition of singularity may be questionable, but its appeal is undeniable.

AI translation firm unveils ‘world-first’ timeline to singularity Read More »

digilens-announces-argo-–-its-first-mass-market-product

DigiLens Announces ARGO – Its First Mass Market Product

DigiLens has been making groundbreaking components for a while now. And, last spring, the company released a developers kit – the Design v1. The company has now announced its first made-to-ship product, the ARGO.

A Look at the ARGO

DigiLens is calling ARGO “the future of wearable computing” and “the first purpose-built stand-alone AR/XR device designed for enterprise and industrial-lite workers.” That is to say that the device features a 3D-compatible binocular display, inside-out tracking, and numerous other features that have not widely made their way into the enterprise world in a usable form factor.

ARGO AR glasses by DigiLens

“ARGO will open up the next generation of mobile computing and voice and be the first true AR device to be deployed at mass scale,” DigiLens CEO, Chris Pickett, said in a release shared with ARPost. “By helping people connect and collaborate in the real – not merely virtual – world, ARGO will deliver productivity gains across sectors and improve people’s lives.”

Naturally, ARGO is built around DigiLens crystal waveguide technology resulting in an outdoor-bright display with minimal eye glow and a compact footprint. The glasses also run on a Qualcomm Snapdragon XR2 chip.

Dual tracking cameras allow the device’s spatial computing while a 48 MP camera allows for capturing records of the real world through photography and live or recording video. One antenna on either temple of the glasses ensure uninterrupted connectivity through Wi-Fi and Bluetooth.

Voice commands can be picked up even in loud environments thanks to five microphones. The glasses also work via gaze control and a simple but durable wheel and push-button input in the frames themselves.

The DigiLens Operating System

The glasses aren’t just a hardware offering. They also come with “DigiOS” – a collection of optimized APIs built around open-source Android 12.

“You can have the best hardware in the world, hardware is still an adoption barrier, but software is where the magic happens,” DigiLens VP and GM of Product, Nima Shams, said in a phone interview with ARPost. “We almost wanted the system to be smarter than the user and present them with information.”

While not all of those aspirations made it into the current iteration of DigiOS, the operating system custom-tailored to a hands-free interface does have some tricks. These include adjusting the brightness of the display so that it can be visible to the user without entirely washing out their surroundings when they need situational awareness.

“This is a big milestone for DigiLens at a very high level. We have always been a component manufacturer,” said Shams. “At the same time, we want to push the market and meet the market and it seems like the market is kind of open and waiting.”

A Brief Look Back

ARPost readers have been getting to know DigiLens for the last four years as a component manufacturer, specifically making display components. Last spring, the company released Design v1. The heavily modular developers kit was not widely available, though, according to Shams, the kit heavily influenced the ARGO.

“What we learned from Design v1 was that there wasn’t a projector module that we could use,” said Shams. “We designed our own light LED projector. … It was direct feedback from the Design v1.”

A lot of software queues in the ARGO also came from lessons learned with Design v1. The headset helped pave the way for DigiOS.

DigiLens ARGO AR glasses

“Design v1 was the first time that we built a Qualcomm XR2 system, and ARGO uses the same system,” said Shams.

Of course, the Design v1 was largely a technology showcase and a lot of its highly experimental features were never intended to make it into a mass-market product. For example, the ARGO is not the highly individualized modular device that the Design v1 is.

The Future of DigiLens

DigiLens still is, and will continue to be, a components company first and foremost. Their relationship with enterprise led the company to believe that it is singularly situated to deliver a product that industries need and haven’t yet had an answer for.

“I’ve seen some things from CES coming out of our peers that are very slim and very sexy but they’re viewers,” said Shams. “They don’t have inside-out tracking or binocular outdoor-bright displays.”

With all of this talk about mass adoption and the excitement of the company’s first marketed product, I had to ask Shams whether the company had aspirations for an eventual consumer model.

“Our official answer is ‘no,’” said Shams. “Companies like the Samsungs and the Apples of the world all believe that glasses will replace the smartphone and we want to make sure that DigiLens components are in those glasses.”

In fact, in the first week of January, DigiLens announced a partnership with OMNIVISION to “collaborate on developing new consumer AR/VR/XR product solutions.”

“Since XR involves multiple senses such as touch, vision, hearing, and smell, it has potential use cases in a huge variety of fields, such as healthcare, education, engineering, and more,” Devang Patel, OMNIVISION Marketing Director for the IoT and Emerging Segment said in a release. “That’s why our partnership with DigiLens is so exciting and important.” 

Something We Look Forward to Looking Through

The price and shipping date for ARGO aren’t yet public, but interested companies can reach out to DigiLens directly. We look forward to seeing use cases come out of the industry once the glasses have had time to find their way to the workers of the world.

DigiLens Announces ARGO – Its First Mass Market Product Read More »

eu-unveils-data-driven-plan-to-make-shipbuilding-faster-and-cheaper

EU unveils data-driven plan to make shipbuilding faster and cheaper

EU unveils data-driven plan to make shipbuilding faster and cheaper

Ioanna Lykiardopoulou

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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 EU-funded Smart European Shipbuilding (SEUS) project launched this month, aiming to improve the shipbuilding process via computational tools.

The launch arrives as the maritime industry’s increasingly embraces digitization and automation, facilitated by rapid advancements in data science and software development.

SEUS is backed by a consortium of eight organizations from five European countries, representing different technologies and parts of the design and shipbuilding industry: computational tools development, industrially applied research, and end-users (i.e. shipyards).

These partners will work together to create a framework for data-driven shipbuilding. According to the project’s description, this will be realized through the development of a new integrated platform that incorporates “early and detailed ship design solutions,” “data management,” and “collaboration software.”

Specifically, the platform will build novel practices for human-centric knowledge management, data-driven AI design elements, intelligent technology, and an Industry 5.0 concept for shipbuilding. It will also reinforce the growth of a European workforce that is highly skilled in the integration and deployment of these new technologies.

The project’s ambition is to cut down engineering time by up to 30% percent reduction as well as achieve an up to 20% reduction in the time needed for assembly and construction at EU shipyards. If it succeeds, it’s expected to not only accelerate shipbuilding’s digital transformation, but also provide shipbuilders in the Union with a strong competitive advantage through cost- and time-savings in the design and production stages.

Finland’s Cadmatic, Contact Software in Germany, and Netherlands-based Sarc BV will be contributing to the technological expertise. Ulstein Group in Norway and Astilleros Gondan in Spain are the two joining shipyards. And three research institutes, the Norwegian University of Science and Technology, Turku University in Finland, and NHL Stenden University of Applied Sciences in The Netherlands, represent the academic partners.

SEUS is being funded by Horizon Europe, the EU’s flagship research and innovation program. The Union is providing approximately €7 million for its implementation.

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