Author name: DJ Henderson

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25 Free Games & Apps Quest 2 Owners Should Download First

Not ready to plonk down your first $100 on Quest 2 games? Thankfully there’s an impressive number of free games, experiences, apps, and social VR platforms to keep you playing before you’re paying.

Note: We didn’t include demos for paid games in the list, but you should definitely also check out these too for a quick taste of the full thing, such as Synth RidersJourney of the Gods, Creed: Rise to Glory, Beat Saber, Superhot VR, and Space Pirate Trainer.

We have however included App Lab games. If you want to see more, SideQuest’s search function is a great resource for finding free stuff and demos. Below you’ll find some of the top App Lab games in addition to those hosted on the official store.

Free Games

Blaston

This shooting game just went free-to-play, letting you take on friends, family and foes head-to-head in 1v1 dueling action. Refine your loadout and jump into the action as you scramble for weapons and send a volley of hellfire as your enemies, all the while Matrix dodging through this innovative bullet hell meets futuristic dueling title. Spend money on cosmetics, or don’t: it’s a massive slice of fun any which way.

Gun Raiders

There aren’t a ton of free-to-play shooters out there that promise multiplayer action, however Gun Raiders fits the bill with its multiple game modes that let you jetpack through the air, climbing from wall to wall, and shoot down the competition. There’s the same sort of microtransactions you see in bigger games, but it they’re all avatar skin stuff, so no pay-to-win here.

  • Developer: Gun Raiders Entertainment Inc.
  • Store link

Ultimechs

Ultimechs should look pretty familiar: it’s basically Rocket League, but instead of driving around in cars, you’re given rocket-powered fists to punch balls into the goal. Online multiplayer includes both 1v1 and 2v2 matches, offering up tons of opportunities to earn cosmetic gear that will let you outfit your battle mech into something unique. There are also now two paid battle passes too, offering up a ton of cosmetics to set you apart from the competition.

Battle Talent

Battle Talent is one of those fighting sims that let you go ham on ragdoll baddies, which in this case are wily goblins and loads of skelingtons. This physics-based roguelite action game lets you climb, run and slide your way through levels as you slash, shoot, and wield magic against your foes.

I Expect You to Die: Home Sweet Home

From the studio that brought you the award-winning puzzle game, I Expect You to Die, comes the room-scale mixed reality experience Home Sweet Home, which offers up a new way to defuse potentially lethal situations, and all in the comforting backdrop of your own living room thanks to Quest 2’s passthrough mixed reality function.

Pavlov Shack Beta

Ever wanted to play Counter-Strike on Quest? Pavlov Shack offers up a pretty comparable experience, as you play in either deathmatch or co-op mode. It’s got all of the realistic gunplay and much of the fun of the paid PC VR title, but it’s still going strong with a free open beta on Quest.

Echo VR

Zero-g sports aren’t possible unless you’re stationed on the ISS, and even then you probably shouldn’t muck about. In this fast-paced game of ultimate frisbee-meets-hockey-meets-whatever you’ll launch at speed to the goal, evade the opposing team and chuck your Tron-style frisbee-thing for the win. Remember: you can smash your opponent in the face, but please follow the same suggestions mentioned in Gorilla Tag above.

Spatial Ops

Freshly launched into open beta, this 4v4 arena-scale shooter requires space and Quest 2 (or Quest Pro) owning buddies—both of which you may not have. Still, it makes for an incredible time that is basically the best version of laser tag you’ve ever played. You’ll need SideQuest to download this one since it disables Quest’s guardian system, but it’s well worth jumping through the hoops to get working if you have everything else.

Gorilla Tag

This humble game of tag has taken both SideQuest and App Lab by storm with its infectious gameplay, and it’s now made its way to the official store. You’ll be lumbering around a tree-lined arena using its unique grab-the-world locomotion style that lets you amble around like a great ape. Chase the other apes and infect them or climb for your life as the infected chase you. Pure and simple. Make sure you’re far from TVs, furniture, babies, and pets because you will punch something in the mad dash for sweet, low-poly freedom.

PokerStars VR

No real cash gambling here, but PokerStars VR not only let you go all-in on games of Texas Hold’em, but now a full casino’s worth of table games a machines that are sure to light up the dopamine starved pleasure centers of your brain. It’s all free play, so you won’t be risking real cash unless you buy in-game chips, which cannot be turned back into real money: it’s only to keep your bankroll flush for free play.

Gym Class – Basketball

Gym Class – Basketball is the solution if you’re looking to shoot some hoops and dunk like you probably can’t on a physical court. Online multiplayer lets you go head-to-head for a pretty convincing game of b-ball thanks to the game’s physics-based and full-body kinematics.

Ancient Dungeon Beta

This plucky roguelite dungeon crawler is still in beta (still!), but there’s a reason it’s become an App Lab favorite. Explore a vast dungeon to explore, housing plenty of baddies just asking for the steel of your sword, knives, and arrows. You’ll climb over deep pits, dodge lethal traps, and search for hidden treasures. Smash all the pots and crates you can before it officially launches on Quest sometime in the near future.

Elixir

Would-be wizards, this is your time to shine. Explore a magical laboratory and take on the job of apprentice wizard. The lab is full of gadgets and magical stuff to mess around with; as one of the games that natively supports Quest’s hand tracking, you can put your controllers down and get experimenting with this little slice of the dark arts.

Bait!

Since the recent Fishin’ Buddies update, this classic VR title has gotten a whole new lease on life as a multiplayer VR fishing game that lets you sit back and crack a cold one with the boys as you reel in the big’uns. The additional social areas also let you sit back between your fishing adventures to take part in casual mini-games.

Social VR Platforms

Rec Room

Without a doubt one of the most fun, and most expansive VR titles out there… and it’s free. Sure, you can pay real cash for in-game tokens to buy spiffy clothes for your avatar, but that’s really up to you. Gads of mini-games await you in both first-party creations such as the ever so popular co-op Quests—that could be games in their own right—to user-created stuff that will keep your pocket book gathering dust. It’s social VR, so meet people and have a ball for zero dollarydoos. Fair warning: there’s a ton of kids.

VRChat

If you’ve been anywhere near the Internet in the last few years, it’s likely you’ve already heard about VRChat, the user-generated social VR space filled with… well… everything you can imagine, re-pro games included like Among Us, Mario Kart, and even a version of Beat Saber. Fashion your own avatar or download the millions of user-generated avatars out there so you can embody SpongeBob, Kirito from Sword Art Online, or any one of the million anime girl avatars that you’re bound to see there.

Horizon Worlds

Horizon Worlds is still taking baby steps, although recent efforts have brought more tools and user-generated content to the platform which has rounded out things to make it more competitive with Rec Room and VRChat. You may want to check in just to see the state of Meta’s first-party VR social platform—and then check right out again—but at the price of ‘free’, you may just find an environment or community you really gel with, which is the whole reason behind social VR in the first place.

Continue on Page 2: Free Experiences & Apps»

25 Free Games & Apps Quest 2 Owners Should Download First Read More »

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One of PC VR’s Most Anticipated Games Gets Updated Demo Prior to March Launch

Vertigo 2, the hotly awaited sequel to the original 2016 single-player VR adventure, has had the same demo on Steam for the past three years. Now developer Zulubo Productions has brought a complete overhaul to the free demo, which the studio says better reflects the quality of the final game.

No new content or areas have been added to the demo, although you may still want to pop your head in to see just how the update shows off “how the final game will look and feel,” the studio says.

In addition to adding better visuals and physics, the demo’s intro area has been removed altogether, something the studio says will “get new players right into action.”

Here’s the change list, courtesy Zulubo Productions:

  • Weapon interaction has been overhauled and now uses physics
  • Arm and upper body IK has been added
  • Enemy AI has been greatly improved
  • Graphics and sounds have been polished
  • Environments are more detailed and interactive
  • Lighting has been improved
  • Performance has been improved
  • Detailed graphics settings and other options have been added

Vertigo 2 is slated to take PC VR players deep underground in the reaches of Quantum Reactor VII, again setting you on an upwards journey back to your home on the surface. You’ll face bizarre alien flora and fauna leaking from other universes—deadly android security forces included. The game is also set to feature a branching narrative, which promises plenty of surprises around each corner.

Vertigo 2 is slated to launch on SteamVR headsets on March 30th, 2023. If you haven’t had a chance to play the original Vertigo, the game’s rerelease Vertigo Remastered (2020) may still show a bit of its pioneering 2016 roots, but admittedly with much higher quality visuals and interactions. Well worth a play-through to give you something to do while you wait!

Check out the updated Vertigo 2 trailer below:

One of PC VR’s Most Anticipated Games Gets Updated Demo Prior to March Launch Read More »

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UK named Europe’s top tech sector with $1 trillion valuation

UK named Europe’s top tech sector with $1 trillion valuation

Thomas Macaulay

Story by

Thomas Macaulay

Writer at Neural by TNW Writer at Neural by TNW

New research values the UK tech industry at a whopping $1 trillion (€942 billion)  — making it comfortably the leading ecosystem in Europe.

This sector is now worth more than double Germany’s ($467.2 billion) and three times more than France’s ($307.5 billion), according to a report by data provider Dealroom. The UK also leads the continent in overall funding, unicorns, and startup numbers.

“UK tech has remained resilient in the face of global challenges and we have ended the year as one of the world’s leading destinations for digital businesses,” said Digital Minister Paul Scully in a statement. “This is good news and reflects our pro-innovation approach to tech regulation, continuing support for start-ups, and ambition to boost people’s digital skills.”

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Getting to the heart of the European tech and startup scene

Dealroom conducted the research for the Digital Economy Council, which is part of the British government’s Department for Digital, Culture, Media, and Sport (DCMS).

The study found that fast-growing UK tech companies raised a near-record £24 billion (€27.3 billion) during 2022 — more than France and Germany combined. A total of 144 unicorns and 237 futurecorns have now been created in the country — up from 116 unicorns and 204 futurecorns at the same time last year.

DCMS credited sustained upskilling, investment, and growth for the expansion of the sector, which now employs 3 million people. The department also noted the UK’s focus on standards and values. It highlighted recent proposals for AI regulation, based on core principles such as safety, transparency, and fairness. DCMS claims it’s taken a less centralized approach than that of the EU.

Fintech dominance

The UK becomes the third country to hit the  $1 trillion milestone, after China and the US. A large chunk of this figure comes from British fintech, which dominates Dealroom’s list of the most valuable startups.

The Amsterdam-based organization named Worldplay, a payments software firm, as the UK’s most valuable tech company. The top five also included Revolut, FNZ, Rapyd, and Blockchain.com. 

Rounding out the rankings were The Access Group, Checkout.com, Global Switch, JustEat, and ION Group. The combined valuation of the top 10 is $177.9B — almost 20% of the entire ecosystem. 

Green energy also attracted growing investment — a shift that’s set to accelerate in the coming years.

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‘Turok’ Inspired Dino Hunting Game ‘Primal Hunt’ Coming to Quest 2 & Pico in January

Phaser Lock Interactive, the VR studio behind Final Assault (2019) and Twisted Arrow (2017), announced the release date for Primal Hunt, its upcoming co-op dinosaur hunting game which pits you against a Jurassic Park’s worth of the mighty beasts.

Update (December 22nd, 2022): Primal Hunt is slated to arrive on Quest 2 and Pico headsets starting January 19th, 2023. The game is also targeting Vive Focus, however the studio hasn’t mentioned whether it’s launching concurrently on that headset.

Additionally, Phaser Lock threw out a new trailer which shows off some of its archery-based gameplay. The studio says that as you progress, dinosaurs become even more deadly with the inclusion of cybernetic implants, armor, and weapons such as machine guns, rocket launchers, and the lethal ion cannon—something that ought to up the ante as you encounter all of its different dinosaur species.

Original Article (September 7th, 2022): Called Primal Hunt, the cross-platform co-op game gives you a variety of armor and weapons as you track down and fight the deadliest creatures to have ever walked the Earth.

The game, which is inspired by the Turok series and TV show Westworld, is slated to land on Meta Quest 2, HTC Vive Focus, and Pico headsets sometime in early 2023.

The studio also released a short teaser video (below the article) and a few images, showing off what looks to be a bow-heavy hunting experience that features plenty of pushback from the native fauna.

There’s still much to learn about Primal Hunt. Here’s how Phaser Lock describes it on the game’s website:

Face the ferocity of a pack of Raptors, the strength and power of a Triceratops, and the terror of coming face to face with a 30-ft Tyrannosaurus Rex, all in VR!

With a variety of armor and weapons at your disposal, you are poised to become the ultimate hunter…if you can survive. As you master each challenge, your prey will also become more dangerous as they are outfitted with advanced cybernetic enhancements and weapons, including carbine machine guns, rocket launchers, and more!

The studio promises that more information is coming, and that’s there’s also the possibility of a closed beta coming at some point this year.

We’ll be keeping our eyes out for all things Primal Hunt as Phaser Lock promotes its first game in the past three years since it launched Final Assault out of Early Access of PC VR headsets in 2019.

‘Turok’ Inspired Dino Hunting Game ‘Primal Hunt’ Coming to Quest 2 & Pico in January Read More »

why-supporting-ukraine’s-tech-ecosystem-is-so-important

Why supporting Ukraine’s tech ecosystem is so important

War has decimated much of Ukraine’s economy, but a notable exception is the IT sector. As of November, the industry’s annual export revenues had hit a record $5.5 billion — 13% more than in the same period last year.

Since Russia invaded in February, 58% of Ukrainian tech firms have processed new orders from clients. Despite brutal assaults, martial law, and general mobilization, 85% have restored their pre-war business activities. That’s according to Lviv IT Cluster, a community of companies, universities, and local authorities.

“Ukraine’s tech industry is not only showing the ability to operate fully, but it’s demonstrating growth,” says Stepan Veselovskyi, the group’s CEO. “The export of IT services grew by 9.9% compared to last year, and brought in more than $6 billion in revenue, surpassing the 2021 figure by $542 million.”

Veselovskyi (center) at the IT Arena conference, which his organization runs. Credit: Lviv IT Cluster
Veselovskyi (center) at the IT Arena conference, which his organization runs. Credit: Lviv IT Cluster

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Getting to the heart of the European tech and startup scene

This triumph over adversity has been indispensable for Ukraine. While conflict ravages the country’s coffers, the sector provides wages for workers, taxes for the economy, and technical support for the war effort. Tech provides the military with encrypted communications, UAVs, and cyber defenses, and civilians with digital IDs, air raid alerts, and online payments.

IT will also be integral to the post-war recovery — but getting there will be tough.

It can be mutually beneficial.

A summer survey by Lviv IT Cluster found that over 50,000 IT workers had relocated since the invasion, while a further 7,000 had joined the armed forces. Those that remain now endure blackouts caused by attacks on infrastructure. Some fear that empathy from clients will dwindle as war fatigue sets in.

As the challenges mount, help from overseas becomes increasingly crucial. But the benefits of support extend far beyond altruism.

“Charity is good, but you can also work with companies. It can be mutually beneficial,” says Oleksandr Yatsenko, managing partner at BRISE Capital, a Kyiv-based investment firm.

Yatsenko (far right) also works for the Ukrainian Startup Fund and software firm Finmap. Credit: Lviv IT Cluster
Yatsenko (far right) also works for the Ukrainian Startup Fund and software firm Finmap. Credit: Lviv IT Cluster

Indeed, Ukraine’s tech ecosystem has a unique blend of assets. The country’s rich history in computer science laid the foundations for a thriving sector. Today, it encompasses over 200,000 IT specialists and one of the world’s biggest pools of tech talent. Stellar programming skills, a high level of English, and a timezone that overlaps well with both the US and Europe comprise a compelling package.

These attributes have made Ukraine a global hub for IT outsourcing. Now, the country wants to turn its expertise into domestic tech giants.

President Zelensky’s administration has made bold moves to bring these ambitions to reality. this future. In 2019, his government established the Ministry of Digital Transformation. By 2024, the department aims to put every public service online, expand access to high-speed Internet; teach 6 million Ukrainians digital skills, and increase tech’s share in GDP to 10%. It currently accounts for around 4.5%.

Industry is united with government.

To reach these goals, the government has championed business-friendly policies: low taxation, minimal paperwork, and massive deregulation, alongside extensive anti-corruption reforms and funding initiatives, such as the Ukrainian Startup Fund.

This program has been bolstered by collaboration between the public and private sectors. War has made both sides appreciate their interdependence.

“The world should know that industry is united with the government and they help each other,” says Ivan Babichuk, chairman of the supervisory board of Lviv IT Cluster. “And it makes [Ukraine] a protective and secure place to run a business — despite the whole security issue around the country.”

Babichuk (right) in conversation with Ukrainian official Alex Bornyakov. Credit: Lviv IT Cluster
Babichuk (right) in conversation with Ukrainian official Alex Bornyakov. Credit: Lviv IT Cluster

The hardships of war have added further qualities. Ukraine’s digital infrastructure and economy has been remarkably resilient since the full-scale invasion, while the workforce has acquired a rare blend of courage and adaptability. New skills in crisis management, leadership, teamwork, and efficiency have been forged in conflict.

“Most companies have retained customers and the volume of their contracts,” says Alex Bornyakov, Ukraine’s Deputy Minister of Digital Transformation. “Ukrainian developers have shown that they are capable of doing their job well even under extreme conditions. For the whole world, this is an indicator that Ukraine is a reliable partner and an attractive investment destination.”

We’ve become more active — and stronger.

Some tech businesses have thrived since the invasion. Take Mosqitter, which won the prestigious IT Arena Startup Competition in 2021. While the conflict escalated, the company grew its team and developed a new product line.

“Difficulties bring you opportunities and possibilities for growth,” says Olga Diachuk, the company’s COO. “It shows you who you really are, what you are made of, and how smart you are.”

Digital businesses also typically require fewer physical resources — which makes their revenues increasingly important to Ukraine. Brick-and-mortar stores, for instance, are now more likely to close due to safety concerns than e-commerce sites.

Nonetheless, tech firms face immense challenges of their own. Investment from overseas will be crucial a component of their future fortunes.

“It’s very important to keep the support of the local tech ecosystem from outside as Western-based funds do,” says Joachim Laqueur, General Partner at VC firm Acrobator Ventures.

“Technology is such a long-term beneficial force. Now we’re seeing the first wave of successful companies breaking the ground. Even during the time of war, these people, these companies are able to address problems that are not restricted by borders.”

Laquer (second from right) was on the jury for the 2022 IT Arena Startup Competition, which was won by WRAP, an app that automates video production flows. Credit: Lviv IT Cluster
Laquer (second from right) was on the jury for the 2022 IT Arena Startup Competition, which was won by WRAP, an app that automates video production flows. Credit: Lviv IT Cluster

People who already invest in Ukraine note that war is fostering a unique set of skills. For example, thousands of volunteer hackers have joined the IT army, an organization that’s defending Ukraine against Russia’s vaunted hacker groups.

Members of the group have attained unparalleled experience. Mykhailo Fedorov, the country’s Minister of Digital Transformation, describes the conflict they’ve withstood as “the first world cyber war.” The volunteers now want to share their expertise with international allies.

“Ukrainian tech companies are strengthening their cyber defense capabilities, and can help other countries better understand the nature of modern cyberattacks,” says Veselovskyi, the Lviv IT Cluster CEO.

The First World Cyber War. The first IT Army in the world. 270K of angry IT-warriors of cyber frontline. Rutube shutdown. AI tech & identification of war criminals. And many more cases to disclose after the victory. You are free to join, by the way. pic.twitter.com/3PDP075nU5

— Mykhailo Fedorov (@FedorovMykhailo) May 26, 2022

Despite these strengths, the potential of Ukraine’s tech sector will only be fulfilled through support from the international community. For Veselovskyi, the simplest way they can help is by cutting all ties with Russia.

“The next step is motivating your local governments to support Ukraine and get involved with Ukraine’s fundraising initiatives,” he says. “The future safety and economic prosperity of Europe depend on the victory of Ukraine on the battlefield. You can start working with Ukrainian companies already today through our B2B platform Lviv Tech.”

To forecast the sector’s future, Veselovskyi’s team surveyed over 5,000 tech industry representatives. In the most positive scenario, which presupposes European integration and liberalization of the economy, 78% of the respondents would remain in Ukraine. A further 12% would try to move abroad, while another 10% are yet to decide.

The best way to help Ukraine is to invest in Ukraine.

This outcome can provide the foundations for a flourishing post-war industry. To build this, continued support from Europe will be essential. Government officials have sought to spread this message at IT events around the world.

“We tell them one specific thing: the best way to help Ukraine is to invest in Ukraine,” says Bornyakov, the Deputy Minister of Digital Transformation. “Work with Ukrainian companies, give money to Ukrainian startups, and if you are able to hire Ukrainian freelancers, do it.”

The stakes are extremely high. IT remains the only industry in Ukraine that still shows growth. If it shrinks, the whole country will suffer. If it expands, however, the sector can help Ukraine not only survive, but flourish.

Why supporting Ukraine’s tech ecosystem is so important Read More »

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Ukraine has become the world’s testing ground for military robots

The war in Ukraine has become the largest testing ground for artificial intelligence-powered autonomous and uncrewed vehicles in history. While the use of military robots is nothing new — World War II saw the birth of remote-controlled war machines and the US has deployed fully-autonomous assault drones as recently as 2020 — what we’re seeing in Ukraine is the proliferation of a new class of combat vehicle. 

This article discusses the “killer robot” technology being used by both sides in Russia’s war in Ukraine. Our main takeaway is that the “killer” part of “killer robots” doesn’t apply here. Read on to find out why. 

Uncrewed versus autonomous

This war represents the first usage of the modern class of uncrewed vehicles and automated weapons platforms in a protracted invasion involving forces with relatively similar tech. While Russia’s military appears, on paper, to be superior to Ukraine’s, the two sides have fielded forces with similar capabilities. Compared to forces Russia faced during its involvement in the Syrian civil war or, for example, those faced by the US during the Iraq and Afghanistan engagements, what’s happening on the ground in Ukraine right now demonstrates a more paralleled engagement theater. 

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It’s important, however, to mention that this is not a war being fought by machines. It’s unlikely that autonomous or uncrewed weapons and vehicles will have much impact in the war, simply because they’re untested and, currently, unreliable. 

Uncrewed vehicles and autonomous vehicles aren’t necessarily the same thing. While almost all autonomous vehicles — those which can operate without human intervention — are uncrewed, many uncrewed vehicles can only be operated remotely by humans. Perhaps most importantly, many of these vehicles have never been tested in combat. This means that they’re more likely to be used in “support” roles than as autonomous combat vehicles, even if that’s what they were designed to do. 

But, before we get into the how’s and why’s behind the usage of military robots in modern warfare, we need to explain what kind of vehicles are currently in use. There are no “killer robots” in warfare. That’s a catch-all term used to describe military vehicles both autonomous and uncrewed.

These include uncrewed aerial vehicles (UAVs), uncrewed ground vehicles (UGVs), and uncrewed surface vehicles (USVs, another term for uncrewed maritime or water-based vehicles).

So, the first question we have to answer is: why not just turn the robots into killers and let them fight the war for us? You might be surprised to learn that the answer has very little to do with regulations or rules regarding the use of “killer robots.” 

To put it simply: militaries have better things to do with their robots than just sending fire downrange. That doesn’t mean they won’t be tested that way, there’s already evidence that’s happened

A British “Harrier” USV, credit: Wikicommons

However, we’ve seen all that before. The use of “killer robots” in warfare is old hat now. The US deployed drones in Iraq and Afghanistan and, as we reported here at TNW, it even sent a Predator drone to autonomously assassinate an Iranian general.

What’s different in this war is the proliferation of UAVs and UGVs in combat support roles. We’ve seen drones and autonomous land vehicles in war before, but never at this scale. Both forces are using uncrewed vehicles to perform tasks that, traditionally, either couldn’t be done or require extra humanpower. It does also bear mentioning that they’re using gear that’s relatively untested, which explains why we’re not seeing either country deploying these units enmasse.

A developmental crucible

Developing wartime technology is a tricky gambit. Despite the best assurances of the manufacturers, there’s simply no way to know what could possibly go wrong until a given tech sees actual field use.

In the Vietnam war, we saw a prime example of this paradigm in the debut of the M-16 rifle. It was supposed to replace the trusty old M-14. But, as the first soldiers to use the new weapon tragically found out, it wasn’t suitable for use in the jungle environment without modifications to its design and special training for the soldiers who’d use it. A lot of soldiers died as a result.

A US Marine cleaning their M16 during the US-Vietnam War, credit: Wikicommons

That’s one of the many reasons why a number of nations who’ve so far refused any direct involvement in the war are eager to send cutting-edge robots and weapons to the Ukrainian government in hopes of testing out their tech’s capabilities without risking their own soldiers’ skin. 

TNW spoke with Alex Stronell, a Land Platforms Analyst and UGV lead at Janes, the defense intelligence provider. They explained that one of the more interesting things to note about the use of UGVs, in particular, in the war in Ukraine, is the absence of certain designs we might have otherwise expected.

“For example, an awful lot of attention has been paid inside and outside of Russia to the Uran-9 … It certainly looks like a menacing vehicle, and it has been touted as the world’s most advanced combat UGV,” Stronell told us, before adding “however, I have not seen any evidence that the Russians have used the Uran-9 in Ukraine, and this could be because it still requires further development.”

Uran-9 armed combat robot UGV Unmanned Ground Vehicle Rosboronexport Russia Russian Defense Industry – YouTube

On the other side, Stronell previously wrote that Ukrainian forces will soon wield the world’s largest complement of THeMIS UGVs (see the video below). That’s exceptional when you consider that the nation’s arsenal is mostly lend-leased from other countries. 

Milrem, the company that makes the THeMIS UGV, recently announced that the German Ministry of Defence ordered 14 of its vehicles to be sent to the Ukrainian forces for immediate use. According to Stronell, these vehicles will not be armed. They’re equipped for casualty evacuation, and for finding and removing landmines and similar devices. 

Milrem Robotics’ THeMIS UGVs used in a live-fire manned-unmanned teaming exercise – YouTube

But it’s also safe to say that the troops on the ground will find other uses for them. As anyone who’s ever deployed to a combat zone can tell you, space is at a premium and there’s no point in bringing more than you can carry.

The THeMIS, however, is outfitted with Milrem’s “Intelligence Function Kit,” which includes the “follow me” ability. This means that it would make for an excellent battle mule to haul ammo and other gear. And there’s certainly nothing stopping anyone from rekitting the THeMIS with combat modules or simply strapping a homemade autonomous weapon system to the top of it.

D.I.Y. Scrap Metal Auto-Turret (RaspberryPi Auto-Tracking Airsoft Sentry?!) – YouTube

On-the-job training

As much as the world fears the dawning of the age of killer robots in warfare, the current technology just simply isn’t there yet. Stronell waved off the idea that a dozen or so UGVs could, for example, be outfitted as killer guard robots that could be deployed in the defense of strategic points. Instead, he described a hybrid human/machine paradigm referred to as “manned-unmanned teaming, or M-UMT,” where-in, as described above, unmounted infantry address the battlefield with machine support. 

In the time since the M-16 was mass-adopted during an ongoing conflict, the world’s militaries have refined the methodology they use to deploy new technologies. Currently, the war in Ukraine is teaching us that autonomous vehicles are useful in support roles.

The simple fact of the matter is that we’re already exceptionally good at killing each other when it comes to war. And it’s still cheaper to train a human to do everything a soldier needs to do than it is to build massive weapons platforms for every bullet we want to send downrange. The actual military need for “killer robots” is likely much lower than the average civilian might expect. 

However, AI’s gifts when it comes to finding needles in haystacks, for example, make it the perfect recon unit, but soldiers have to do a lot more than just identify the enemy and pull a trigger.

However, that’s something that will surely change as AI technology matures. Which is why, Stronell told us, other European countries are either currently in the process of adopting autonomous weaponry or already have. 

In the Netherlands, for example, the Royal Army has engaged in training ops in Lithuania to test their own complement of THeMIS units in what they’re referring to as a “pseudo-operational” theater. Due to the closeness of the war in Ukraine and its ongoing nature, nearby nations are able to run analogous military training operations based on up-to-the-minute intel of the ongoing conflict. In essence, the rest of Europe’s watching what Ukraine and Russia do with their robots and simulating the war at home. 

Soldiers in the Netherlands Royal Army in front of a Netherlands Royal Air Force AH-64 Apache helicopter, credit: Wikicommons

This represents an intel bonanza for the related technologies and there’s no telling how much this period of warfare will advance things. We could see innumerable breakthroughs in both military and civilian artificial intelligence technology as the lessons learned from this war begin to filter out. 

To illustrate this point, it bears mention that Russia’s put out a one million ruble bounty (about €15,000) to anyone who captures a Milrem THeMIS unit from the battlefield in Ukraine. These types of bounties aren’t exactly unusual during war times, but the fact that this particular one was so publicized is a testament to how desperate Russia is to get its hands on the technology. 

An eye toward the future

It’s clear that not only is the war in Ukraine not a place where we’ll see “killer robots” deployed enmasse to overwhelm their fragile, human, enemy soldier counterparts, but that such a scenario is highly unlikely in any form of modern warfare.

However, when it comes to augmenting our current forces with UGVs or replacing crewed aerial and surface recon vehicles with robots, military leaders are excited about AI’s potential usefulness. And what we’re seeing right now in the war in Ukraine is the most likely path forward for the technology. 

That’s not to say that the world shouldn’t be worried about killer robots or their development and proliferation through wartime usage. We absolutely should be worried, because Russia’s war in Ukraine has almost certainly lowered the world’s inhibitions surrounding the development of autonomous weapons. 

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UC Berkeley Releases Report on Safety in Social VR

We’d all like to be safe in social VR experiences. Barring the human race one day waking up and unanimously deciding to be decent to one another, how might this future come about? One potential solution is robust, clear, accessible community guidelines from platforms. But, what might those look like?

VR researcher Rafi Lazerson recently published a paper with the University of California Berkeley’s Center for Long-Term Cyber Security, titled  “A Secure and Equitable Metaverse: Designing Effective Community Guidelines for Social VR.” The paper breaks down what harms can look like in social VR environments as well as what shape community guidelines for those environments should look like to prevent and address those harms.

Learning From the Past?

The paper’s introduction presents a provocative question:

“Will social VR platforms proactively develop clear community guidelines at this early stage of user adoption, or will their process follow the slow, opaque, and reactive trajectories that were typical of 2D social media platforms?”

Secure Equitable Metaverse - Report - safety in social VR

The paper draws on industry and academic research, academic literature, media reports, and the existing community guidelines of both 2D and VR social platforms. It takes a particularly close look at Meta’s guidelines for both its 2D and its social VR experiences. This is a handy example but it also comes with a message to Meta:

“Well-funded corporations have a disproportionate impact on the formation of the metaverse and on norms within social VR, and therefore have a responsibility to lead the industry in developing responsible policies and practices.”

Harms in Social VR

“Embodiment removes the sense of separation and distinction between the user and the avatar, contributing to interactions between the users that feel real and present,” wrote Lazerson. “To the user, any VR world, even the fantastical, can feel real and present due to avatar embodiment, world-immersion, and synchronous conduct-based interactions.”

This won’t present an entirely new idea to most readers, but it is central to this work in particular and to this whole body of work. It means that misconduct can be more difficult to identify because it might not be recorded in the way that most social media interactions are. It also means that the interactions are worth taking seriously even though they happen in a “game.”

“Experiences of harassment in VR have been described as comparable to in-person harassment,” wrote Lazerson. “As haptic gloves, suits, and other VR immersion hardware become a common part of VR use, experiences of harassment may feel increasingly indistinguishable from in-person harassment.”

What’s more than that, many of the forms of harassment that we know and hate from traditional social media – based on race, religion, gender, and other factors – are already being reported in VR even to such a degree that some users report hiding aspects of their identities in order to avoid it. The problem compounds as immersive tech is increasingly used for work and wellness.

“The inability of some users to present as themselves in or even enter into social VR without fear could have severe health and economic ramifications,” wrote Lazerson.

So, how do we preserve these environments as safe spaces for everyone?

Effective Community Guidelines

According to Lazerson, effective community safety practices consist of three main components:

  • Policy
    • External communication of expectations to users;
    • Internal communication of policies to moderators;
  • Product
    • User tools;
    • Moderator tools;
    • Educational tools;
    • Invisible safety tools (age-gating of select experiences, etc.).
  • Operations
    • The means by which policy is enforced through product.

It can be difficult for anyone other than a platform maintainer or moderator to see all of these pieces working together or to gauge how effective they are. However, one item on that list, outward-facing policy, is easy to see. So, how do Meta’s community guidelines work as a model for social VR experiences generally?

Are Meta’s Social VR Guidelines Sufficient?

A theme throughout this paper – and the realm of metaverse safety generally – is that immersive platforms can learn from conventional social media while recognizing that immersive content is different and accommodating those differences. According to Lazerson, one of Meta’s biggest problems may be that its immersive policies don’t come with Facebook’s existing safeguards.

“There is no single list of public-facing community guidelines for users to follow in Meta’s social VR. There are at least two, perhaps three: the Horizon Policy, the Conduct in VR Policy, and possibly the Facebook Community Standards,” Lazerson wrote. “There is a significant amount of ambiguity regarding where each of the aforementioned Meta community guidelines applies in VR.”

Lazerson isn’t only here to criticize. He closes the paper with recommendations to all immersive platforms. These include accessible, transparent, specific, and comprehensive guidelines using existing social media guidelines as a “baseline.” He also recommends platforms work with each other on policy “to ensure that no forms of harm are overlooked.”

For full recommendations, find the full report available for free here.

Be Good

It’s unfortunate that we need things like community guidelines – long documents detailing ways that people aren’t allowed to be mean to each other. Ideally, immersive worlds would play out like the world that we live in – in which most people are just impulsively decent to one another.

But, for whatever reason, social VR can be an uncomfortable space. It also has great beauty and can be a place where we share knowledge, experience, and just have fun. It’s up to each of us to help bring out the best in this medium. So read the guidelines, follow them, encourage others to follow them, and encourage your favorite platform to use them well.

UC Berkeley Releases Report on Safety in Social VR Read More »

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Adobe’s VR 3D Modeling Tool Now Available on New Headsets, Quest Support Planned

Adobe’s VR modeling tool, Substance 3D Modeler, is now available on Steam, bringing with it support for Valve’s Index headset and possibly others.

Adobe released 3D Modeler as part of its ‘Substance’ suite of applications last year. The application supports VR and non-VR modes. In VR, users can intuitively ‘sculpt’ 3D models to their liking, then pull them into the 2D mode for refinements and use with the rest of the Substance suite (or vice versa).

When the app first launched it only supported Meta VR headsets through the Oculus PC software. Now Substance 3D Modeler has launched on Steam, bringing official support for Valve Index and its controllers for the first time.

Ostensibly the app should work just fine through Steam on Meta headsets as well, and other SteamVR headsets may work with the app too, assuming users can create the correct bindings for their controllers (though Adobe is not claiming official support for any other headsets at this time). Sources tell us that official support for Vive wands could be coming in the future.

Unlike Substance 3D Modeler bought through Adobe’s Creative Cloud platform (which is only offered as a subscription) the Steam version is a one-time purchase with updates promised through the end of 2023. Though priced regularly at $150, the Adobe is offering a limited time ‘introductory offer’ of $100 (30% discount) on Steam for the next two days.

As announced previously Adobe still expects to bring Substance 3D Modeler to Quest as a standalone application next year.

Adobe’s VR 3D Modeling Tool Now Available on New Headsets, Quest Support Planned Read More »

psst,-automating-these-3-parts-of-your-business-is-the-best-thing-you-can-do-right-now

Psst, automating these 3 parts of your business is the best thing you can do right now

Content provided by IBM and TNW

Thanks to the convergence of several trends and changes across different markets and industries, automation is becoming a critical factor in the success of businesses and products. Advances in artificial intelligence, in parallel with the accelerating digitization of all aspects of business, are creating plenty of opportunities to automate operations, reduce waste, and increase efficiency.

From managing your Information Technology (IT) bill to finding bottlenecks in your business processes and taking control of your own network operations, here are three areas where companies can gain from applying automation.

1. IT automation

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Practically every large organization has IT. Even small companies that don’t have in-house IT staff may pay for another company to do it for them. The growing demand for IT can put extra strain on professionals who must deal with the ever-expanding and changing landscape of application and compute platforms.

“I’ve never met an IT person or CIO who said they have so much time and budget that they can do everything the business asks and more. There’s always a shortage of ability to drive projects through IT,” says Bill Lobig, Vice President of IBM Automation Product Management.

The talent shortage is highlighting the need to provide automation tools to IT staff so they can manage application uptime and keep IT operations stable.

Fortunately, advances in artificial intelligence are helping companies move toward smart automation by gathering and processing all sorts of structured and unstructured data.

“We’re seeing companies have more confidence in applying AI to a broader set of data, including log files and metrics and information that are spinning off of the systems that are running in your business (databases, app servers, Kubernetes, VMs),” Lobig says.

Previously, IT experts may have optimized their infrastructure through informed judgments and overprovisioning their resources. Now, they can take the guesswork out of their decisions by using AI to analyze the data of the IT infrastructure, find patterns, estimate usage, and optimize their resources.

For example, J.B. Hunt, a logistics and transportation company, uses IBM Turbonomic software to automate the scaling of its cloud and on-premise resources. For their on-premises environment, J.B. Hunt is automating all non-disruptive actions 24×7 and scaling non-production actions during a nightly maintenance window.

“Workloads scale and spike—it’s not static. No matter how much performance testing and capacity you put into sizing an application deployment, it’s a guess, albeit an educated one. You don’t really know how your customers’ workloads are going to vary across different times,” Lobig says.

In their public cloud environment, the J.B. Hunt team has been using a combination of recommendations and automated actions to manage their resources. Over the course of 12 months, Turbonomic executed nearly 2,000 resizing actions which—assuming manual intervention requires 20 minutes per action—freed up over 650 hours of the team’s time to focus on strategic initiatives.

2. Business processes

Business processes are another area that can gain from advances in AI and automation. The previous wave of automation in business processes was mostly driven by robotic process automation (RPA). While RPA has had a tremendous effect on productivity, like other solutions, it has limits too.

RPA only addresses tasks that you think need automation. It can automate a poorly designed process but can’t optimize it. It also can’t handle tasks that can’t be defined through deterministic rules. This is where “process and task mining” enter the picture. According to Lobig:

RPA executes scripts to automate what you tell it to do. It’s very deterministic and rigid in what it can do, automating highly repeatable tasks. Process and task mining find inefficiencies you can’t see.

Process and task mining can answer questions such as, is your business really running the way you think it is? Is everyone completing processes in the same way? What should you optimize first? It helps you get past the low-hanging fruit and find the hidden inefficiencies of your business that can also be addressed with automation.

3. Networking

In the past, networking was a specialized hardware-based discipline largely controlled by big telecommunications companies. Today, the networking ecosystem is more complex as enterprises now require ubiquitous application distribution in a hybrid multi-cloud environment, from customer prem, to edge, to private and public clouds.

The challenge is deploying and connecting all application endpoints at scale. Networks must be agile and dynamic to maintain application performance, availability, security and user experience. Today’s networks, however, face unprecedented challenges that can render them unresponsive and unadaptable to change. Enterprise and service providers can address those needs, delivering custom enterprise network value with self-service enterprise control.

Organizations can now own and manage their networking functions and end-to-end connectivity without being experts in switches, routers, radio-access networks, and other hardware.

“Networking has become just another part of the application supply chain (like databases, VMs, and containers) that companies are already running. Why not have your network be part of your full IT landscape so that you can apply AI to optimize it?” Lobig says.

For example, consider a large multinational bank that provides its customers access to their accounts overseas through ATM machines. The company previously outsourced network connectivity to a big telco. When the telco faced an outage in one country where the bank provided service, the customers could not access their funds. Although the bank didn’t have control over the networking service, it was fined for the outage.

Now, thanks to software-defined wide area network (SD-WAN) and automation and orchestration tools such as IBM’s AIOps solutions and IBM SevOne Network Performance Management, the bank can assume control of its own software-defined network, instead of shifting such an important responsibility to another company. New application-centric network connectivity can enhance those capabilities. This can drive enhanced security, intelligent observability, and service assurance, while providing a common way to manage networks across the diversity of infrastructure, tools, and security constructs.

Another area of networking that will provide new opportunities for automation is 5G.

“A lot of people think about 5G as a faster networking technology. But 5G is going to transform and disrupt B2B use cases. It can really bring edge computing to the forefront,” Lobig says.

There’s an opportunity for organizations to leverage software-defined networking and 5G to unlock new business models where high-bandwidth, low latency, and local connectivity is crucial.

An example is DISH Wireless, a company that’s working with IBM to automate the first greenfield cloud-native 5G network in the US. DISH Wireless is using IBM’s network orchestration software and services to bring 5G network orchestration to its business and operations platforms. One application they’re working on is enabling logistics companies to track package locations down to the centimeter, thanks to edge connectivity, RFID tags, and network management software.

“We’re helping them do this with our telco and network computing automation, edge computing automation, and enabling them to set up state-of-the-art orchestration for their customers. These unexpected industries can use 5G to really transform how business gets done across different areas,” Lobig says.

Where is the industry headed?

Automation is quickly evolving and we’re bound to see many new applications in the coming months and years. For companies that are at the beginning of their automation journey, Lobig has a few tips.

In the business automation space, look at process and task mining. Do you really know where the time is being spent in your enterprise? Do you know how work is getting done? If you use this technology, you’ll be able to identify the patterns and sequence of events that go into good outcomes and those that go into bad outcomes. Armed with these insights, you can redesign and automate the processes that have the biggest impact upon your business.

Lobig also believes that IT automation will be a bigger theme in 2023 as the world faces an energy crisis and electricity costs potentially become an escalating problem. IT automation can help organizations to use the capacity they need, which may translate into savings.

IT automation can also be important in tackling the climate change crisis.

“These days, you can tell whether your organization’s data center or workload is running on a renewable energy source,” Lobig says. “With that data, IT automation has the potential to automatically move workloads from cloud to on-prem and back and across hyper-scalers to optimize for costs and efficiencies.”

As for the future, Lobig believes that low-code/no-code application platforms will play an important role in automation by enabling more employees to build the automations that can enhance productivity.

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Perkins Coie Releases 6th Annual Industry Report on Immersive Technology

The sixth annual Perkins Coie XR Report is out. The theme: “The Rise of Web3 Technologies to Accelerate XR.” While some people are skeptical of some of the goings-on in Web3, new ideas about connecting people are putting immersive technology into a context that highlights its value.

Is Web3 the Same as the Metaverse?

So far, ARPost has been largely silent on the idea of “Web3” because it brings in a lot of ideas that aren’t really central to immersive technology while not necessarily bringing in the immersive technology itself. For a quick and dirty shortcut, some people define the metaverse as “the next generation of the internet” and that’s exactly what Web3 means.

However, the metaverse movement is more focused on spatial computing while the Web3 movement is more focused on the mechanics of publication and ownership. So, the two aren’t necessarily mutually exclusive, but they are also not exactly the same thing. This issue was addressed in the report’s executive statement both as it benefits and potentially harms XR:

“Accelerated by . . . the emergence of NextGen technologies like Web3 and the metaverse, XR has hit the mainstream. Yet, new audiences, technologies, and products bring new challenges. When we add in the economic volatility that has at least temporarily affected many in the tech industry, the question becomes: What does the future have in store for XR?”

Overall, almost all of the respondents (significantly more than last year) expect to see growth in the immersive technology market, but the growth that they expect to see is more modest. Just under half of all respondents expect widespread adoption of the metaverse and Web3 in the next five years.

Insights on Investment

More people talking at a more reasonable volume was a trend in this year’s report. For example, 70% of respondents said that they would increase spending on XR for remote collaboration and training “to a moderate extent.” Last year, 51% said that they would increase this category of spending “to a large extent.”

Another 36% of respondents said that they expected the pace of investment to be “slightly higher” this year, while 32% percent expected that it would stay the same. This is significantly lower than the numbers for a similar question in last year’s survey.

Given otherwise growing positive sentiment, this might be less a reflection on immersive technology and more a reflection on the current state of the economy. Not only is the enterprise world increasingly returning to something like normal in terms of how internal communication happens, but rising costs in other sectors may lead to decreasing experimental budgets.

There are also remaining barriers to adoption of immersive technology.

Barriers to Adopting Immersive Technology

“Roughly half of respondents named user experience (e.g. bulky headwear and technical glitches) and content offering (e.g. lack of quality content) as barriers to mass adoption,” says the report. “Respondents expressed less concern on these fronts than they did in 2021, indicating that they perceive that the industry is making substantial progress.”

Respondents also said that improving data security, improving infrastructure, and improving affordability could all help to attract more consumers. Respondents also revisited one of the most interesting portions of last year’s report: the question of whether consumers or developers have a better understanding of compelling content when it comes to immersive technology.

This year, 43% of respondents agreed or strongly agreed that developers “do not yet understand what makes compelling content from a consumer standpoint” while 46% of respondents agreed or strongly agreed that consumers don’t understand where or how to find compelling content. Both of these numbers are down from last year.

“Respondents’ top recommendations [for improving immersive technology content] were the same as in 2021: Produce more interactive and immersive content (52%), as well as content that is compatible across platforms (49%).”

Who Benefits (Really)?

One of the biggest questions around emerging technology is who stands to benefit the most. At least right now, when we’re still early and a lot of buy-in is relatively high, it stands to reason that “high-income individuals” are most likely to benefit. This was the top answer (58%) when respondents were polled about who benefits the most from XR and NextGen technology.

While a handful of tech companies are wooing consumers, a great deal of the energy in the space is directed toward enterprise. Desk workers are having meetings in VR, deskless workers are benefiting from AR-enabled remote assistance. So, it may not be surprising that half of the respondents listed working professionals as among those most likely to benefit.

So, we have an understanding of who is benefiting. But, who is really benefiting? Many in the emerging technology space are concerned that the market may be perpetuating some classic workplace problems, like the exclusion of women and marginalized racial or ethnic groups. Fortunately, this doesn’t seem to be the case.

Just over half of the 150 respondents identified as being from minority/female-owned organizations. Of those respondents, nearly 80% agreed or strongly agreed that “funding for such founders is proportional to their white male peers.”

More People Talking

For much of XR’s history, a lot of the most meaningful sentiment has come from a fairly small number of people with particularly strong feelings.

One of the key takeaways of this report was that, while the immersive technology space still has its zealots, more people are warming up to the technology. This is potentially a huge sign of market maturity, even if it’s not the most exciting headline.

Perkins Coie Releases 6th Annual Industry Report on Immersive Technology Read More »

metaverse-safety-week-2022

Metaverse Safety Week 2022

Last week saw the XR Safety Initiative’s third annual Metaverse Safety Week (formerly known as XR Safety Week). As ever, the week started on International Human Rights Day, December 10, and was followed by five days packed full of panels and talks, with each day having a different theme relating to safety in immersive environments.

We couldn’t attend all of the Metaverse Safety Week sessions live or watch the feeds fast enough to keep up with everything. But, this article presents some highlights of the event.

Kavya Pearlman’s Welcome to Metaverse Safety Week

Of course, the event started with an introduction by XRSI founder Kavya Pearlman. Pearlman addressed the audience through her AltspaceVR avatar in the virtual model of the Taj Mahal custom-made for the event by the design studio Chicken Waffle.

“On the seventy-fourth Human Rights Day, we’ve assembled world leaders, technology professionals, global regulators, policy experts, ethicists, ethics organizations, researchers, and under-represented voices,” said Pearlman. “Metaverse Safety Week is so important as a point of reflection for all of us. We’re bringing the world together to safeguard the metaverse.”

The “Pong” Version of the Metaverse

The first topic of discussion was Dr. Louis Rosenberg’s video on the metaverse for More Perfect Union. Following the video, Rosenberg appeared on stage to further address some of the key topics in metaverse safety.

“When thinking about human rights for the metaverse, I think it’s useful to just set the context a little bit into the future – think about the 2030s. I say that because the work we do today is really preparing us for the future,” said Rosenberg. “Today is really the ‘Pong’ version of the metaverse.”

A little later in the day, HTC’s China President and Global VP of Corporate Development, Alvin Wang Graylin, took the stage. Graylin’s presentation focused on lessons learned of immersive technology. According to Graylin, today’s excitement is the result of related technologies developing together – a condition which creates opportunities for good and bad.

“As an industry, we need to make sure to educate the world as well as watch out for bad actors and keep them from doing the wrong things,” said Graylin. “Instead of trying to create a closed world and take value off the table, we really need to work together to create open worlds that are interoperable.”

This same day saw the announcement of the XR 2030 Policy Fund from the Minderoo Foundation. The program “will award funding to researchers and civil society leaders who are advancing the next generation of digital media ecosystems to prioritize public interest values.”

Building a “Super World”

Day two opened with a discussion led by SuperWorld’s Hrish Lotlikar. Lotlikar told ARPost last summer that he wants the platform to be “the gateway” between the physical and the virtual worlds. At Metaverse Safety Week, he was addressing how emerging technologies can work together to make individuals feel more attached to the world around them.

“The importance of decentralization is that it allows us all to become stakeholders in the environments that we’re playing in, that we’re working in, that we’re building together,” said Lotlikar. “At SuperWorld, our vision is to enhance society and build a better world – and we can do that with these technologies.”

That morning also saw the launch of the “Metaverse for All” certificate program. Launching next year, the program will provide “An informative and enlightening course to shed light on the many ways in which the metaverse will change the world.”

How the Metaverse Will Impact the Young

Day three was all about metaverse safety for children and it kicked off with a talk by Representative Lori Trahan. Despite it being her first time in AltspaceVR, Trahan’s talk was moving.

XRSI- metaverse safety week - lori trahan

“Whenever we access the metaverse, data about ourselves can be stored, accessed, and used by people who will pay for our data to influence and manipulate us in real time. And, as we all know by now, it could even be shared with third parties and governments without our knowledge,” said Trahan. “That’s why we must pass comprehensive privacy legislation.”

Trahan pointed out that, while data is a common metaverse safety concern in the immersive technology community, it is an issue largely outside of the experiences themselves. We also need to be mindful of interactions within the immersive experiences as they occur.

“The high levels of harassment in social media and in video games have already become prevalent in the metaverse,” said Trahan. “In fact, the harms we know all too well from platforms like Instagram, TikTok, and Snapchat can often be seen in the metaverse where immersion and a sense of physical presence can make these negative experiences even more visceral.”

And the Young Said…

Later that same day, a “Youth Panel” took the stage. The panel consisted of five members of the International Child Art Foundation (ICAF) between the ages of 13 and 23, and was moderated by the Foundation’s founder Ashfaq M. Ishaq. The panel presented a rare opportunity to hear young people speak for themselves on metaverse safety issues like the efficacy of age restrictions.

One speaker pointed out that, in her experience, VR motion sickness went away as she got older – so not exposing children to VR too young might help to give them a positive first impression. Another pointed out that age restrictions might be less helpful than a system of content warnings for VR experiences similar to those for films and television programs.

Perhaps the most engaging takeaway was that the metaverse might be about games or work for most people reading this but, for a growing number of young people, it’s also about socialization. That can introduce potential metaverse safety issues without immediate solutions.

“Not forming relationships through the metaverse is no longer an option. We have to rely on these new connections that we’re making to be able to reach out,” said ICAF member Alaalitya Acharya. “When you’re interacting with somebody through an avatar, what are some of the signs that you need to look out for in the same way as when you meet someone face-to-face?”

So. Much. Content.

We tried to bring you just about as much as possible from Metaverse Safety Week. And there’s so much more that would have been worth presenting. But alas, five days of sessions averaging about eight hours each doesn’t really fit into an article. If you want to explore it yourself, you can find the recordings on XRSI’s YouTube channel.

Metaverse Safety Week 2022 Read More »