Author name: Shannon Garcia

fitxr-boosts-its-vr-fitness-offerings-with-pico-and-strava-collaborations

FitXR Boosts Its VR Fitness Offerings With Pico and Strava Collaborations

The global VR fitness app FitXR is expanding its horizons through exciting recent collaborations with Pico, a VR company focusing on all-in-one VR technology, and Strava, a tracking physical exercise company. These partnerships aim to offer a more comprehensive and accessible fitness experience to users across the globe.

FitXR Partners With Pico to Reach New Audiences

Demonstrating FitXR’s commitment to making VR fitness available to everyone, the VR fitness app is extending its reach to the UK, EU, and Asian markets through a new partnership with Pico VR headsets. As VR gains mass market appeal, FitXR’s multi-platform offerings will become increasingly desirable.

FitXR on Pico

FitXR’s offers a myriad of workout options in a single app. Earlier this year, FitXR launched Sculpt, a workout suite inspired by isometric strength training, and Combat, a workout suite influenced by various martial arts. These two new training alternatives expand the VR fitness app’s current suite of workout options, which include HIIT, Dancing, and Box. FitXR emphasizes its mission to create the most diversified training experiences in the metaverse through this expansion.

FitXR is now broadening its reach by introducing its at-home virtual fitness experience to Pico headsets. Now Pico headset users can enjoy participating in multiplayer workouts for some friendly competition or choose to work out individually when they prefer to control their speed.

VR fitness FitXR on Pico

New users can experience fresh music, diverse classes, and innovative workout styles as the VR fitness app consistently introduces updates. And individuals who install FitXR on their Pico 4 or Pico Neo 3 Link headset can take advantage of a 30-day free membership until the end of April.

New Partnerships Aim for a Fun, Consistent Fitness Journey

Taking fitness to heart, the company’s CEO and co-founder, Sam Cole, commented on the new partnership, stating, “We already offer the most diverse and unique fitness experience, and by expanding to the new Pico headset, we’re furthering our aim to provide this to every person, in every household, in every geography, and on any hardware device.”

Peter Li, Pico’s Head of Gaming Partnerships, emphasized Pico’s dedication to delivering a wide variety of high-quality fitness experiences to its users.“For Pico, launching FitXR as a subscription app on our platform underlines our commitment to bring the widest variety of high-quality and customizable fitness experiences to our customers,” Li said in a press release shared with ARPost.

The collaboration highlights the increasing appetite for amalgamating new tech and gaming to create optimal fitness experiences. FitXR enables clients to visit various fitness studios and tailor their workouts to meet their goals. With fully immersive 3D workout environments, they can enjoy fun, engaging, and result-driven fitness experiences. “We never forget to bring the fun. The fun matters just as much as the results,” said FitXR’s CMO, Lisa Raggiri.

Furthermore, FitXR also collaborated with Olympic Boxing Champion Nicola Adams to launch the “Box Like a Pro” training program, covering boxing basics for all skill levels. Adams aims to promote active lifestyles by demonstrating that fitness can be enjoyable.

FitXR Integrates With Strava for Comprehensive Progress Tracking

Apart from the new partnership with Pico, FitXR has also recently teamed up with Strava, a connected fitness subscription platform. By merging data from both platforms, this partnership aims to provide FitXR users with a more comprehensive view of their exercise journey. The partnership reflects FitXR’s drive to offer a more enriched and inclusive digital experience, allowing users to establish and attain fitness goals more efficiently.

FitXR on Strava

Kelly Cosentino, FitXR’s Fitness Chief, stated that as more and more people aim to manage their health and fitness goals, there is a heightened demand for simple access to crucial data across platforms. “FitXR’s integration with Strava provides our members with a holistic digital solution that easily fits into their lifestyles,” Cosentino said in a press release shared with ARPost. The collaboration intends to support individuals of all fitness levels by allowing them to monitor every step, action, and motion in both virtual and real environments.

With the free companion app for FitXR, users can easily send their workout data to Strava after every session. FitXR users can now join Strava’s dynamic community of over 100 million users in 190 nations. Additionally, this partnership allows them to set goals and key milestones, monitor improvement, and share their virtual accomplishments with fellow fitness enthusiasts worldwide.

Pairing a user’s FitXR mobile app with their Strava account is a straightforward task that requires only a few clicks. To initiate the syncing procedure, the user must launch the FitXR app and select the profile icon located at the bottom right-hand corner of the screen. Next, they should proceed by selecting the “Connected Apps” option from the menu and then choose “Strava.” After that, the user will be presented with a prompt to select the types of data they wish to sync with Strava, with the ability to modify their selections later. Once the user completes this quick setup, their workout information will automatically synchronize with Strava after each session.

This strategic collaboration of FitXR with Strava is pushing the company’s goal to offer a customizable virtual health club experience. The enhanced data connectivity will allow FitXR users to maximize the potential of the virtual activities and accompanying apps that encourage them to stay active.

New Partnerships Drive the Demand for a More Holistic VR Fitness Approach

FitXR’s recent partnerships with Pico and Strava highlight the increasing impact of virtual reality technology in the fitness industry and its potential to transform how individuals approach their health and wellness objectives.

By expanding the accessibility of its immersive training programs to a wider range of users, regardless of their hardware preferences, FitXR is reinforcing its dedication to providing a comprehensive and user-friendly digital experience. Consequently, FitXR empowers people of all fitness levels to track their progress more efficiently and stay motivated in their pursuit of a healthier lifestyle.

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Co-op VR Shooter ‘Gambit!’ Coming to Quest 2 & SteamVR Next Week

XREAL Games, the Budapest-based studio behind Zero Caliber VR (2018), announced that its upcoming co-op shooter Gambit! is finally set to release on Quest 2 and PC VR headsets next week.

Update (March 31st, 2023): After a long wait, XREAL Games today announced that Gambit! is now set to launch on April 6th, releasing simultaneously on SteamVR headsets and Quest 2.

The cross-platform game is said to offer “hours to plunder, 4-player co-op, dozens of guns, a myriad of attachments, skins, masks, deathmatch, tournament ladders, minigames, leaderboards, climbing, graffiti, hidden rewards, the GNOP, bossfights, free updates, dedicated customer support, and so on.”

Check out the latest gameplay trailer below:

Original Article (February 9th, 2022)Gambit! was first revealed around a year and half ago, promising a campaign-driven adventure full of guns, gangs, mayhem, and rock and roll. Although originally hoping to launch in 2021, now the team says it’s coming in Q2 2022.

Back then we only had a brief teaser to go on (seen below), however the game’s more recent Steam page shows off a bit more of what to expect, including a few new images.

XREAL says Gambit! will feature “20+ hours” of gameplay, that span nine levels across three chapters.

The four-player co-op missions are also said to include “dozens of guns, a myriad of attachments, skins, masks, deathmatch, tournament ladders, minigames, leaderboards, climbing, graffiti, hidden rewards, the GNOP, bossfights, free updates, dedicated customer support, and so on.”

We’re still waiting for the big gameplay reveal, although with the start of Q2 coming on April 1st, we may be getting a peek sometime soon. In the meantime we’ll be keeping our eyes peeled on the game’s Twitter for more info as it arrives.

Co-op VR Shooter ‘Gambit!’ Coming to Quest 2 & SteamVR Next Week Read More »

vr-takes-center-stage-at-dubai’s-deal-2023-expo:-highlights-and-takeaways

VR Takes Center Stage at Dubai’s DEAL 2023 Expo: Highlights and Takeaways

So, in the past few weeks we have seen big tech, including Meta and Microsoft, announce massive layoffs, mostly to their XR division and at the same time, pivoting towards artificial intelligence and generative content.

Despite the news, this year’s DEAL expo was as busy as ever. Teeming with an array of VR devices, games, contraptions, and a myriad of other VR-related gizmos that filled the halls, it, quite frankly, surpassed expectations.

It’s clear that there’s an appetite for virtual reality and that the VR industry as a whole has no intention of slowing down. Here’s a short rundown of the most interesting things that caught my eye.

Meta4 Interactive

Meta4 Interactive were on the floor showcasing their arena player vs. player battler based on the well-known Transformers IP. I had the chance to battle it out with the CBDO of Meta4, Sylvain Croteau, as well as other members of the team.

They were all great at the game, which might seem obvious since it’s their product after all, but you would be surprised how often management is actually disconnected from their games or brands. It was nice to see that in this case the team is not only up to speed with their products, but also plays Transformers: VR Battle Arena for fun.

The hardware consisted of blue HTC Vive Pros connected to the gaming PCs above. This kept the headsets tethered without me actually feeling the tether as the cables were suspended from above. Also, the game is stationary, as you teleport from platform to platform (not unlike Tower Tag). I dodged bullets and turned in all directions without any issues.

Meta4 Interactive booth
Meta4 Interactive booth

Transformers VR: Battle Arena was originally developed in 2019 but I only had a chance to try it out recently. On their website, Meta4 claims their games run at a 90hz refresh rate, but it felt like less. Perhaps more like 60fps or 45fps with reprojection to 90hz?

The HTC Vive Pros were tethered, so there was no latency but the game did have a peculiar dense, dreamlike aspect to it, which often stems from lower refresh rates. I would gladly play a slightly stripped-down version of the game if it meant running it at 120hz native.

PvP arenas are very engaging thanks to their competitive aspect but it also means they work best for groups of friends, gamers, and people who want to compete and see who’s the best. All in all, I had fun and can’t wait to see what Meta4 has in store next.

VEX Solutions

VEX Solutions showcased two turnkey solutions side by side. The first one, “VEX Adventure,” offered a more comprehensive LBE-type experience with a motorized floor, wind and heat, onboarding, and full cooperative plot-driven gameplay. The other one, “VEX Arena,” is a lighter, less premium version, aimed at higher throughput.

VEX Arena and VEX Adventure
VEX Arena (front) and VEX Adventure (back)

Both setups used haptic vests but otherwise, the hardware differed significantly. VR Arena used a Vive Focus 3, while the more premium VR Adventure opted for some kind of hybrid setup. It looked like Pico Neo 3, combined with SteamVR tracking, hand tracking, and Pico 3 controllers that were mounted into the guns. A true patchwork of all the different technologies.

VEX Adventure
Pico Neo 3 together with Vive trackers, hand tracking, and Pico 3 controllers 

The VEX representative declined to discuss hardware aspects, which I can understand. When it works, it works. However, having a multitude of varying components increases the number of potential failure points, which is not desirable. To that end, their other less premium offering, VR Arena, seemed a bit more manageable, but again I didn’t have the chance to ask about any specifics.

WARPOINT

For those looking to get into VR arenas on the cheap, WARPOINT had their own super basic solution. All it requires is 10 Meta Quest 2 headsets and a tablet. This must be the most affordable turnkey solution I saw at DEAL 2023. You could even forgo buying brand-new headsets and instead opt for second-hand ones to lower the costs even further.

WARPOINT
WARPOINT: Meta Quest 2s equipped with power banks are waiting their turn 

All the Meta Quests operate in standalone mode using software developed by WARPOINT themselves. All the modes and maps are designed for PvP combat and marketed as a form of e-sport.

WARPOINT VR
WARPOINT booth in action

Moviemex3D

Moving on, I encountered Moviemex3D. It’s a company that specializes in VR movies and VR simulators, but they also offer an arena experience called VR Labyrinth. It’s a popup box that features redirected walking, gaming elements, and even some motorized rumble effects.

Moviemex3d
Yours truly, stepping onto a VR elevator (with rumble effects) 

If you ever tried TraVRsal or Tea For God, you will know what the deal is. Even if the pop-up box looks small, the VR game area is much larger thanks to redirected walking, elevators, and so on. Expect traps, action, and shooting. Overall it’s a fun single-player experience.

From a hardware perspective, Moviemex3D used a Pico Neo 3 headset streaming from a PCVR computer. It’s not a bad solution but again, just like with the Transformers VR, I felt like the game wasn’t running at high enough refresh rates, making the entire experience feel heavy and dreamlike.

FuninVR

FuninVR had this pretty, eye-catching centerpiece.

FuninVR
UFO-shaped VR simulator (FuninVR)

It’s a massive UFO-shaped VR simulator. Not exactly a VR arena, but I had to try it out. The team was running a variety of experiences. People before me tried some kind of moon landing. In my case, it was a fantasy-themed rollercoaster.

Unfortunately, the VR simulator was out of sync with the roller coaster animation. Sometimes the track would turn left but the UFO didn’t – forcing me to either turn my head 90 degrees or face the walls. This left many participants nauseous.

There were also other questionable elements, like sudden impacts that made the roller coaster stop in place — basically, it’s like the developers deliberately broke every established rule on what not to do. I have strong VR legs, but still felt queasy.

Each participant had buttons on each side of the seat, which we used to shoot enemies, dragons, and other baddies. Aiming was done with head-tracking and it was a fun interactive element that I enjoyed, even if the shooting was only done for theatrical purposes — we were all running separate instances of the roller-coaster animation and there was no way to stop the simulator from progressing further.

Perhaps it would be better if I had tried the moon landing demo because, unfortunately, the roller-coaster had too many sync and motion issues to be enjoyable.

Hero Zone VR

One last turnkey VR solution worth mentioning is Hero Zone VR. It’s another fully standalone arena experience, this time running on a Vive Focus 3. This allowed the developers to take advantage of the headset’s larger resolution and higher-clocked XR2+ chipset.

Hero Zone VR
Participants getting ready to try out Hero Zone VR

There was a queue of people waiting to try out Hero Zone VR, so I didn’t get the chance to try it myself, but it looked like there was a selection of both cooperative and PvP games. I spoke briefly to one of the team members and he seemed to be quite proud of what they managed to achieve by going full standalone.

No Beat Saber?

There were also a lot of usual suspects: VR cabinets, VR kiosks, and VR arcades. Notably, Beat Saber was nowhere to be found. I wonder if it became too expensive to license or perhaps it has lost a bit of its novelty value. Instead, Synth Riders came in to fill the void, along with other fast-paced games like Zombieland VR.

Synth Riders Kiosk
Synth Riders. By all accounts a great rhythm game. 

One arcade cabinet I really enjoyed was VR Shotgun by VR 360 Action. You step into a minigun cart and it’s basically laser shooting reinvented. Spooks and baddies come from left and right and you just have to blast away.

VR Shotgun
VR Shotgun by VR 360 Action

The minigun prop felt heavy and it had some nice haptic feedback to it. I was also happy with the decision to use the HP Reverb G2  headset, which still presents a very high bar when it comes to clarity and resolution. The game was running buttery smooth. Of course, the gameplay was pretty unsophisticated and there was no locomotion (it would be nice to have some kind of on-rails movement to break the mold), but VR Shotgun did make me wish all the arena and LBE software would have this level of visual comfort and fluidity.

Summary and Takeaways

So, what are my main takeaways from this year’s DEAL?

» Even if the early days are behind us, we’re still in the days of rapid innovation and prototyping. This makes it hard for VR arcades and arenas to keep up. I saw almost every kind of headset this year, from the oldest Oculus Rift CV1s, through Vive Pro, Windows Mixed Reality, Quest 2, Pico 4, and Vive Focus 3, running standalone, streaming, and wired.

» Meta presence in the amusement and entertainment sector could be stronger. Despite spending egregious amounts, most of the money went towards metaverse and mixed reality — both of which do not gel very well with the arcade environment. The Quest Pro was nowhere to be seen but maybe because it’s such a fresh headset.

» Virtual reality is becoming more and more normalized. At least 30-40% of the booths were virtual reality oriented. With everyone around wearing and trying headsets, people have stopped feeling insecure about how they look with a headset on and instead enjoy their experiences, treating VR like any other tech.

Have fun and keep on rocking in the virtual world!

About the Guest Author(s)

Mat Pawluczuk

Mat Pawluczuk

Mat Pawluczuk is an XR / VR writer and content creator.

VR Takes Center Stage at Dubai’s DEAL 2023 Expo: Highlights and Takeaways Read More »

tnw-valencia-has-arrived!-here-are-some-highlights-from-day-1  

TNW València has arrived! Here are some highlights from Day 1  

TNW València is finally here! Founders, investors, business leaders, and tech enthusiasts descended on València’s marina this morning to discover the next in tech, now. Before long, the venue — nestled between the historic inner city and the crystal clear waters of the Mediterranean — was bustling with talks, deals, pitches, and a whole lot of fun.

TNW València is officially open! It’s #Time4València and you are all invited to enjoy the @FinancialTimes #tech festival and to discover the Valencian innovative ecosystem.

Let the future of technology surprise you! 🖤👾 pic.twitter.com/e1oAse7yEF

— VLC Tech City (@VLCTechCity) March 29, 2023

The conversations covered everything from funding secrets to sector spotlights, across keynote speeches, startup battles, panel discussions, workshops, fireside chats, and much more. Too much in fact to attend it all  — but don’t worry, we’ve got you covered. Read on for a few highlights.

MC Oison Lunny speaks to a packed audience at the Impact Stage on Day 1 of TNW València

Our MC for the event, the award-winning Oison Lunny, kicked things off with a call for connections across València’s tech sector. “If you want to go fast, go alone. If you want to go far, go together. If you want to go fast AND far, go as part of an ecosystem,” he said. 

“If you want to go fast, go alone. If you want to go far, go together. If you want to go fast AND far, go as part of an ecosystem.

   

After the opening speech, a battle ensued between Valencia’s most promising startups. There were some seriously impressive pitches, and the winners will now face-off at the finals tomorrow.   

TNW_valencia-startup-battle
The winners from today’s startup battles will go head-to-head at the finals tomorrow.

The role of ecosystems was a recurring theme on day one. Phill Robinson, the CEO of Boardwave, explained how Europe can replicate Silicon Valley’s famous network effects, while Erwin Verstraelen, digital chief at the Port of Antwerp-Bruges, divulged why he founded ‘The Beacon’, an IOT ecosystem of startups, scaleups, and researchers, to boost innovation.

Many of the startups in attendance harbour plans for global expansion, but the conference speakers stressed that they need local roots. At a talk titled, “Going global: a VC’s guide to preparing for international investment,”  Vanessa Palmer of CaixaBank DayOne said startups need people “working on the ground in that country who understand that market.”

We’re here at ‘Going global: a VC’s guide to preparing for international investment’ at #TNWValència. For startups to succeed overseas, says @vpalmerbcn, they must have people “working on the ground in that country who understand that market.” pic.twitter.com/UEY39dsY3Z

— TNW (@thenextweb) March 30, 2023

The balance was succinctly summarised by one of the contenders in the startup pitch battle.“Our base is in Spain, but our focus is global,” said Mario García-Granero, CEO and co-founder of Feending.

Amid the rush to innovate and grow, attendees of the event frequently expressed the importance of the tech for the good — particularly around sustainability. “We need to speed up,” said Raquel Espada, sustainability lead at Schneider Electric in Spain. We don’t have time. Climate change is happening, there’s a wildfire near here right now and it’s 30 degrees [centrigrade] in March.” 

No doubt one of the most inspiring moments of the day came when endurance athlete and Barcelona ambassador Alex Roca took to the stage to share his unique perspective on persevering against the odds. 

We could go on and on about the highlights of Day 1, but then you wouldn’t have any time to enjoy tonight’s festivities and side events. See you tomorrow for another day of TNW València. To discover what’s on the agenda click here.

TNW València has arrived! Here are some highlights from Day 1   Read More »

nvidia-cloudxr-4.0-enables-developers-to-customize-the-sdk-and-scale-xr-deployment

NVIDIA CloudXR 4.0 Enables Developers to Customize the SDK and Scale XR Deployment

In January, NVIDIA announced new products and innovations at CES 2023. At this year’s NVIDIA GTC, “the developer conference for the era of AI and the metaverse,” NVIDIA announced the latest release of CloudXR. Businesses can definitely look forward to boosting their AR and VR capabilities with the new NVIDIA CloudXR developments, enhanced to bring more flexibility and scalability for XR deployments.

The latest release augurs well for developers looking to improve the customer experience while using their apps whether on the cloud, through 5G Mobile Edge Computing, or corporate networks.

In CloudXR 4.0, new APIs allow flexibility in the development of client apps as well as in using various distribution points to deliver XR experiences. Scalability in multi-platform use is another plus as broader options for CloudXR interface are likewise made available. The new NVIDIA CloudXR also makes it possible for developers to create custom user interfaces through the use of Unity plug-in architecture.

Among the benefits that developers can enjoy with the new NVIDIA CloudXR 4.0 are:

  • No Need for OpenVR or OpenXR Runtime – CloudXR Server API lets developers build CloudXR directly into their applications, although OpenVR API via the SteamVR runtime continues to be fully supported by the new version.
  • More Deployment Options With the Use of the Unity Plug-in – Developers can build on the Unity engine and create a full-featured CloudXR Client using Unity APIs.

NVIDIA CloudXR 4.0 - Unity Plug-in

  • Reduced Lag and Delay Problems Through the l4s Technology – Lags on interactive cloud-based video streaming are reduced as the new NVIDIA CloudXR release makes use of a convenient “togglable” feature in the implementation of the advanced 5G packet delivery optimization.

More Immersive Experiences With the New NVIDIA CloudXR Developments

The new NVIDIA CloudXR developments now make it possible to provide more immersive high-fidelity XR experiences to the users. Developers and businesses can offer high-performance XR streaming to their customers through the most accessible platforms and devices. They can now customize their applications to give the kind of XR experiences their customers are looking for.

“At VMware we’re using NVIDIA CloudXR to enable our customers to stream high-fidelity XR experiences from platforms, like VMware Horizon, to standalone VR devices running VMware Workspace ONE XR Hub,” said VMware Director of Product Management, Matt Coppinger, in a press release shared with ARPost. “This gives our customers the power of a graphics workstation along with the mobility of a standalone VR device.” 

With CloudXR 4.0, developers are able to improve integrations and consequently the overall performance of their apps and solutions.

NVIDIA also revealed strategic partnerships with tech companies like Ericsson and Deutsche Telekom to ensure that integrations, specifically of the L4S, into the new NVIDIA CloudXR developments, are implemented seamlessly.

The availability of high bandwidth, low latency networks for optimal streaming performance are also assured through these alliances. Head of Deutsche Telecom’s Edge Computing, Dominik Schnieders, reiterates how they believe that the CloudXR and L4S optimization is a critical component of streaming XR for both enterprises and consumers in the public 5G network.

Most Requested Features on the New NVIDIA CloudXR Developments

The new version of the CloudXR puts together more “in-demand” features. Among these are: generic controller support, call back-based logging, and flexible stream creation. This demonstrates great responsiveness to the needs of the XR developer community and is perceived as a significant improvement in the distribution of enterprise XR software.

NVIDIA CloudXR 4.0 Enables Developers to Customize the SDK and Scale XR Deployment Read More »

htc-announces-inside-out-tracker-for-vr-accessories-&-body-tracking

HTC Announces Inside-out Tracker for VR Accessories & Body Tracking

HTC today announced a new Vive Tracker accessory which is the first in the industry to use inside-out tracking, meaning it doesn’t require any external beacons. The device can be attached to props to bring them into VR or to the user’s body for enhanced body tracking.

HTC’s existing Vive Trackers are a popular accessory for anyone interested in VR full-body tracking, but they use SteamVR Tracking technology which requires external beacons for use.

Now the company has announced a new Vive Tracker, and while it doesn’t yet have a name, HTC confirms it is their first standalone tracker based on inside-out tracking which uses on-board cameras to track its own position in space. That means no external beacons or cameras need to be set up for use.

HTC says that up to five of the new standalone Vive Trackers can be used at once, which could be used for body tracking in VR by attaching two trackers to the elbows, two to the feet, and one to the hips. Combined with the user’s head and hands (which are already tracked by the headset and controllers), the trackers can be used to represent the user’s movements more fully—which allows people to do some pretty incredible things in VR.

Details are slim right now; HTC hasn’t announced the price or battery life, and the release date is far off in Q3 2023. Though the company says the device will support standalone Vive headsets, PC VR, and a fully self-contained mode for those wanting to use the trackers for non-VR uses such as object tracking. The tracker is also based on OpenXR, and HTC says this will make it possible to use the tracker with other headsets from other vendors.

The base of the tracker has a quick-release system for removing it from its mount, as well as a standard camera tripod thread for connecting various standardized mounts and holders. The units are small too, with HTC saying they come in at just half the height of the latest Vive Tracker 3.0.

Developers interested in experimenting with the new tracker can contact HTC here to register their interest.

Although the device will support PC VR, HTC says it recommends that anyone already using SteamVR Tracking should stick with the existing Vive Tracker 3.0 for its precision and compatibility.

– – — – –

While this is the first dedicated inside-out tracker to be release by a major VR vendor, the device is fundamentally similar to the Quest Pro and Magic Leap 2 controllers which also use on-board cameras to track their position.

Assuming HTC’s new inside-out tracker works well, the company may not be far off from releasing its own inside-out tracked controller.

HTC Announces Inside-out Tracker for VR Accessories & Body Tracking Read More »

‘not-for-broadcast-vr’-review-–-the-dystopian-‘job-simulator’-for-aspiring-propagandists

‘Not For Broadcast VR’ Review – The Dystopian ‘Job Simulator’ for Aspiring Propagandists

Not For Broadcast VR isn’t just about live-mixing camera feeds and making sure the National Nightly News airs without a hitch—that’s the gamey bit you’ll have to contend with if you want to keep ratings up and make sure the audience isn’t switching channels. It’s also a dark and brilliantly satirical take on modern politics and how broadcast media has become intertwined with entertainment. And it’s no surprise the propaganda simulator’s big buttons and full motion video (FMV) action translate pretty well to VR too.

Not For Broadcast VR Details:

Available On:  SteamVR, Quest 2

Release Date:  March 23rd, 2023

Price: $TBD

Developer: NotGames, Babaroga

Publisher:  tinyBuild

Reviewed On:  Quest 2 via PC Link

Gameplay

Not For Broadcast VR is exactly what is says on the tin: it’s basically the VR-ified (re: separate) version of Not For Broadcast, which indie studio NotGames released in 1.0 early last year on PC.

Here’s the basic setup: you’ve stepped up from your janitorial duties to run the production control room of a national TV station in an alternate timeline in 1980s Britain. The far-left Advance party has won the big election by a landslide and is bent on making sweeping changes with an authoritarian flair.

In your live-mixing booth you expertly sync in commercial breaks, cut between four camera feeds, and keep the ratings high by combatting frequency disturbances. Although outwardly you’re nothing but a cog in the propaganda machine, you can intentionally affect outcomes in the game which lead to multiple endings. With your ability to sway public perception, you can either shame or exalt celebrities and politicians, and even decide who lives and dies in some of the more gripping chapters by focusing or omitting certain shots. Please or anger your Advance party overlords, and find out how life changes.

Image courtesy NotGames

And as you’d imagine, the game is intentionally overwhelming, offering up a series of contemporaneous stuff that will drive you to mechanically execute tasks as you struggle to actively listen to some of the most asinine things to come on screen.

Things to keep the ratings up include interesting editing, getting reaction shots and people talking right, censoring foul language properly, and making sure the signal is clear of interference. Alternatively, you lose ratings by messing all of those things up.

You’ll probably want to pay attention and watch the bizzarro world in disbelief, but really you can’t. The show must go on and the eternal plate-spinning is the only way to make it continue, lest you lose watchers and eventually draw the ire of your employer and the channel’s large and influential sponsors. The conflict of interest is writ large at the end of each broadcast session too. You are directly funded by the ruling party.

Image courtesy NotGames

Mess up too much and you’ll make less money, which makes replacing key bits of kit and buying luxury gadgets, like automatic censor buttons, much more difficult.

It’s not all about ratings though. Non-broadcast days are interspersed with text-based interludes that test your decision-making skills—essentially morality vibe checks. Do you help a family member flee the country, which may put your job at risk? How do you deal with mounting bills and family tragedy when your day job is to act as a party mouthpiece? You are a team player, aren’t you?

Confession: I’ve already played the flatscreen version, and my love for the underlying game is undeniable. Thankfully there is very little material change between the two, and despite a frequency toggle that doesn’t work terribly well in VR, most everything is well translated thanks to the game’s user-friendly interface which make for good physical interaction models, including stuff like VHS tapes, switches, nobs and big red buttons. More about that in Immersion.

Having the ability to keep an eye on everything more naturally is also a big help, as the flatscreen version forces you to switch views manually to keep an eye on all three main terminal areas.

Image courtesy NotGames

That said, the game is best taken in bitesize pieces since the main story can take anywhere from 8 to 10 hours, with broadcasts typically lasting 20-30 minutes a piece. Considering the game packs in nearly 43 hours of FMV though, you may find yourself replaying broadcasts just to see where you went wrong, and how outcomes might change as difficult situations come your way.

Variable difficulty is available, but only on the start of a new game. Thankfully the difficulty levels are spelled out plainly before you start, letting you pick between five levels. The lowest level is for more narrative enjoyment, while the highest level is super unforgiving when it comes to editing efficiency and signal clarity.

Immersion

Whenever I play a flatscreen-to-VR port, I always ask myself this question: does it need to be in VR? And to be honest, Not For Broadcast feels only marginally more at home in VR than on flatscreen, kind of like how Friday Night at Freddy’s is amped up in-headset versus on a flatscreen thanks to impending doom.

Still, like FNaF, all game UI is a direct translation from the original flatscreen game, which isn’t bad, but not nearly as ‘VR-native’ as it could be were it designed specifically for VR headsets and motion controllers first. Hitting a button or manipulating toggle are plain binary actions which don’t really engage you to the fullest potential like you might see in games built for VR headsets from the ground-up, like I Expect You to Die. Still, there’s no denying the underlying game is provocative, fun, and more disturbing in VR than flatscreen.

Not For Broadcast’s full motion video (the star of the show) works particularly well in drawing you deeper into the game’s lore too.

Image courtesy NotGames

Acting is surprisingly good for such a bootstrapped project; it’s suitably hammy, but tight and witty enough to peel your attention away from your mounting list of tasks.

Granted, if you do miss something, you can review your finished product after each broadcast, including the raw signals for candid dialogue and full adverts so you don’t have to worry about missing any narrative flavor after the fact.

Comfort

The game can be played standing or seated, although either way you should make sure you have at least a meter of space in your periphery, so you don’t smash your coffee table, monitor, small child, whatever. Otherwise, there is no artificial locomotion to speak of, making it perfect for first-timers or sensitive users. You should note the game features strong language and violent themes, so plan accordingly.

Not For Broadcast VR’ Comfort Settings – March 20th, 2023

Turning
Artificial turning
Snap-turn
Quick-turn
Smooth-turn
Movement
Artificial movement
Teleport-move
Dash-move
Smooth-move
Blinders
Head-based
Controller-based
Swappable movement hand
Posture
Standing mode
Seated mode
Artificial crouch
Real crouch
Accessibility
Subtitles
Languages

English, French, Spanish, Portuguese, Chinese (Simplified), Russian

Dialogue audio
Languages English
Adjustable difficulty
Two hands required
Real crouch required
Hearing required
Adjustable player height

‘Not For Broadcast VR’ Review – The Dystopian ‘Job Simulator’ for Aspiring Propagandists Read More »

nato-picks-netherlands-for-hq-of-new-e1b-innovation-fund

NATO picks Netherlands for HQ of new €1B innovation fund

NATO picks Netherlands for HQ of new €1B innovation fund

Ioanna Lykiardopoulou

Story by

Ioanna Lykiardopoulou

Ioanna is a writer at TNW. She covers the full spectrum of the European tech ecosystem, with a particular interest in startups, sustainabili Ioanna is a writer at TNW. She covers the full spectrum of the European tech ecosystem, with a particular interest in startups, sustainability, green tech, AI, and EU policy. With a background in the humanities, she has a soft spot for social impact-enabling technologies.

The Netherlands has been selected as the headquarters of NATO’s Innovation Fund (NIF) in a decision disclosed on Monday. First announced at the organisation’s 2022 Madrid Summit, the fund will invest €1 billion on behalf of NATO member countries over the next 15 years.

NIF is a multi-sovereign venture capital fund that will focus on investing in early-stage startups and other VC funds developing (dual-use) emerging and disruptive technologies — to be used in military and defense applications. These include: artificial intelligence; big-data processing; quantum technologies; autonomy; biotechnology and human enhancement; novel materials; energy; propulsion and space.

“This will allow NATO to tap into the innovation ecosystem for the benefits of our security and defense,” David van Weel, NATO’s Assistant Secretary General for Emerging Security Challenges, said in a statement. The board’s decision to base NIF’s investment management arm in the Netherlands “marks an important milestone in setting up this historic fund,” he added.

A significant advantage of the Netherlands over other bidders is that the country’s financial market regulator (AFM) has a relatively fast admissions process, the Financieele Dagblad reports, citing NATO sources. And according to the same sources, Amsterdam seems to be the preferred location for NIF’s headquarters, although no final decision has been made.

The Dutch government welcomed the establishment of the fund in the Netherlands, which is expected to “increase the possibility for innovative Dutch startups to gain access to capital.”

“In this way, we are strengthening what our country is good at, namely working on solutions for the future,” Micky Adriaansens, Minister of Economic Affairs and Climate Policy, said.

As per Minister of Defence Kajsa Ollongren,”More investment in high-tech is urgently needed. For example, we are working with our NATO allies to defend against new threats. That is also why the Netherlands has already decided to substantially increase the budget for research, technology and innovation.” Accordingly, the Netherlands has pledged to contribute more than €55 million in the 15-year period.

The fund will be officially launched at NATO’s next summit in Vilnius, Lithuania, in July.

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spanish-startup-wants-to-launch-the-first-private-reusable-rocket-from-western-europe

Spanish startup wants to launch the first private reusable rocket from Western Europe

Spanish startup wants to launch the first private reusable rocket from Western Europe

Ioanna Lykiardopoulou

Story by

Ioanna Lykiardopoulou

Ioanna is a writer at TNW. She covers the full spectrum of the European tech ecosystem, with a particular interest in startups, sustainabili Ioanna is a writer at TNW. She covers the full spectrum of the European tech ecosystem, with a particular interest in startups, sustainability, green tech, AI, and EU policy. With a background in the humanities, she has a soft spot for social impact-enabling technologies.

As Europe ramps up its efforts in launching commercial rockets into space, Elche-based startup PLD Space wants to put Spain on the map. The company plans to launch the first private reusable rocket from Western Europe.

Named after a famous breed of bull in Spain’s bullfighting tradition, the Miura 1 rocket is set for its maiden voyage later this year, although the launch date hasn’t been specified.

Miura 1 was unveiled on March 11, touted by Spain’s Prime Minister as an important development that will put the country “at the vanguard of this emerging but potent industry.”

Welcome MIURA 1 ♥️ pic.twitter.com/KBi5aifa5L

— PLD Space (@PLD_Space) March 11, 2023


PLD Space aims to launch the rocket at a designated site in Hueva in Southern Spain, and is already conducting pre-flight tests.

The activity at our launch base in Huelva is frenetic.

We’ve started the pre-flight tests of MIURA 1 in a unique setting and, for now, everything is running according to plan 🌅🚀 #VAMOSMIURA1 #MIURA1

— PLD Space (@PLD_Space) March 16, 2023

Miura 1 is a suborbital microlauncher, privately developed in Europe and designed with a twofold mission in mind: delivering commercial payloads to space and back, and enabling research and technology development in microgravity conditions.

The mirolauncher features four payload compartments and has a cargo capacity of 100kg. Miura 1’s standard flight duration is 12 minutes, and it can travel up to a height of 150km — its peak of suborbital flight.

Miura 1 can spend three to four minutes in microgravity, and it needs four hours to recover the payload after the flight. According to the startup, it will do four missions per year.

The expected launch will mark another significant step in bolstering Spain’s international position in space. Last November, the European Space Agency recruited the first two Spanish astronauts in 30 years, while in March, the country launched its own state space agency with an initial budget of over 700 million for this year.

If you want to experience Spain and its startup ecosystem for yourself, we’ve got something special for our loyal readers. Join us at TNW València on March 30–31, and use the promo code TNW-MEDIA-50 to get a 50% discount on your business pass.

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XRA’s XR Industry Report: 2022 Highlights and Plans for 2023 and Beyond

With over 45 member companies representing the XR industry, the XR Association (XRA) has led the way in accelerating the growth and adoption of virtual, augmented, and mixed reality technology.

Recently, it released its annual “State of the Industry Report”, highlighting key developments and milestones in 2022 and sharing a glimpse of what’s in store for the industry in the next few years. The report showcases the growing ecosystem of companies involved in immersive technologies and their commitment to innovation, safety, and user experience.

“Looking at 2022, I am amazed to see all that XRA and the industry have accomplished, including the rollout of enterprise metaverse solutions to drive meaningful global staff engagements, previews of photorealistic avatars for consumers, the development of effective beta programming for accessibility features in VR and AR and our Developers Guide on XR in Secondary Education,” said Stephanie Montgomery, XRA’s SVP of Research and Best Practices. “Students in the classroom are using XR to learn everything from Greek mythology to microbiology. All of these and more are driving real efficiencies and bottom-line savings for consumers and corporations.”

Unlocked: Milestones and Achievements of Top Companies in the XR Industry

The report recognized several member companies for their outstanding contributions to the industry and the milestones they have achieved in the past year. This includes noteworthy industry firsts such as GameDriver’s out-of-the-box automated testing solution, and Big Rock Creative’s VR-only comic book convention. Transfr was also recognized for using VR training to enhance workforce development in areas such as career exploration in Alabama, Indiana, and Montana, and electrician training.

2022 also saw much progress in the immersive technology space, with several product launches that showcased new use cases for emerging technologies. Meta unveiled its Infinite Display system for VR Optics and the Meta Quest Pro with full-color mixed reality, while Google announced the launch of Immersive View for Maps and other updates aimed to make search and maps more immersive. HTC launched VIVERSE, their metaverse platform that aims to create positive experiences that benefit every user. Sony also unveiled its new PlayStation VR headset.

Investments in new initiatives signify confidence in the industry and create much room for growth. Talespin announced a $20M Series C funding round. Accenture invested in both Talespin and Strivr to help advance immersive learning and enterprise VR. They also invested in BehaVR to expand VR-based mental and behavioral healthcare access.

XRA Impact: Areas Where XR Made an Impact in 2022

Aside from milestones and member achievements, XRA also made a significant impact across and beyond the XR industry. XRA held 100+ speaking events and major conferences worldwide to promote XR adoption. It also celebrated the leaders across the XR industry for their achievements as part of its Limitless Voices Initiative.

XRA’s impact also extends to politics, as it plays a significant role in shaping legislation that would affect the XR industry. It helped push the recent passage of the CHIPS and Science Act which includes provisions that support the research and development of XR technology.

The XR Association also introduced the National XR Month Resolution and the XR Workforce bill. According to Joan O’Hara, XRA’s SVP of Public Policy, “2022 was truly a banner year for XRA Policy. Our mission is to educate lawmakers, thought leaders, and the public about XR technology’s positive impact on society and to influence the development of the laws and regulations that will shape its future.”

2022 also marked the launch of the XR for All Foundation, its social responsibility arm formed to engage and support diverse communities and open career opportunities in the immersive technology industry. Through collaboration with experts from the academe, industry, and government, XRA is expected to continue developing best practices and guidelines for the industry.

Look Ahead: XR’s Transformative Role

In 2023 and beyond, XRA is committed to promoting the responsible development and use of immersive technology. The association will continue supporting beneficial legislation, introducing new initiatives, and supporting its members in developing innovative XR solutions that transform how users engage with different immersive experiences.

“Our main priority is ensuring that all members, big and small, can reap the incredible benefits of our stakeholder engagement and legislative efforts,” said Liz Hyman, CEO of XRA.  “As this vital industry continues its expansion into workplace training and safety, healthcare, and education, we must work together to build, shape, and navigate the larger technology landscape.”

A Positive Outlook for the Future of the XR Industry

Overall, the XRA State of the Industry Report offers a positive outlook for the future of the XR industry. Aside from providing a comprehensive overview of the key developments and achievements in the industry, it also highlights XRA’s commitment to promoting the responsible development and use of immersive technology.

XRA also reaffirms its role in leading the way to the continued growth and development of AR, VR, and MR technologies. Indeed, with its diverse and growing membership base, the XR Association is well-positioned to drive innovation and transformation across various industries in the coming years.

XRA’s XR Industry Report: 2022 Highlights and Plans for 2023 and Beyond Read More »

‘router-freedom’-has-arrived-in-greece-—-here’s-what-it-means

‘Router freedom’ has arrived in Greece — here’s what it means

‘Router freedom’ has arrived in Greece — here’s what it means

Ioanna Lykiardopoulou

Story by

Ioanna Lykiardopoulou

Ioanna is a writer at TNW. She covers the full spectrum of the European tech ecosystem, with a particular interest in startups, sustainabili Ioanna is a writer at TNW. She covers the full spectrum of the European tech ecosystem, with a particular interest in startups, sustainability, green tech, AI, and EU policy. With a background in the humanities, she has a soft spot for social impact-enabling technologies.

Greece has become the seventh EU country to introduce a principle called “router freedom.” This means consumers of any Internet Service Provider (ISP) can now use a modem or router of their choice, instead of equipment provided by the ISP.

The freedom of choice for routers and modems is regulated in the EU by two primary sets of rules. The first one comes from the Net Neutrality Regulation in 2015, which establishes the people’s right to choose their own digital equipment. The second one is is a set of guidelines to identify the network termination point (NTP) in different network topologies, provided by the Body of European Regulators for Electronic Communications (BEREC).

These are to be implemented by the member states’ National and Regulatory Agencies (NRAs) through respective legislation — a process that’s prone to delays, political, external interference, and regulatory bottlenecks.

In Greece, the national telecoms regulator began to implement the necessary legal reforms back in 2020. This month, the regulator finally adopted new rules for router freedom in the country.

Marking a pivotal moment for Greece, the new rules give end-users the right to use the terminal device of their choice and separate the routers from the ISPs’ optical network equipment (ONT). They exempt, however, fiber (FTTH) connections, which are still under the domain of ISPs.

The latter has triggered concerns over consumer, security, and data protection, as well as the digital sustainability of the telecoms sector — especially as other EU countries such as Finland and the Netherlands have set higher standards by allowing consumers to plug the fiber router directly into the public network.

Nevertheless, Router Freedom represents a vital step all EU countries need to take in order to safeguard consumers’ digital sovereignty. Forcing consumers to use an ISP provided device not only compromises their security and privacy, but also creates a monopolised market.

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new-data-centre-turns-waste-heat-into-warm-water-for-swimming-pools

New data centre turns waste heat into warm water for swimming pools

A startup has unveiled a UK-first solution to soaring energy bills: data centre heat.

The company, called Deep Green, installs tiny cloud data centres at local businesses. The system then turns heat from the servers into hot water for the host site.

Deep Green provides the equipment free of charge and refunds the electricity costs. As a result, the client can cut their carbon emissions and energy bills.

In exchange, Deep Green gets a home for the data centre, which supplies computer power for AI and machine learning to customers.

Deep Green’s computers are submerged in mineral oil that captures waste heat.
Computers inside the washing machine-sized data centre are surrounded by oil. Credit: Deep Green.

The “digital boilers” are now coming to public swimming pools, which are struggling with surging energy costs.

Across Britain, 85 pools have closed since 2019, the Guardian revealed last week. According to trade body UK Active, 31% of council areas in England may lose or trim their leisure centres after the current energy support scheme ends on 1 April.

Deep Green today revealed that a fitness club in Devon is already using the digital boiler. Seven other pools in England have also signed up for the scheme.

To warm them up, the data centre computers are submerged in mineral oil, which captures heat from the machines. The output is then processed through a heat exchanger and into the water.

The temperature is only topped up when required. According to Deep Green, the system can cut a pool’s gas needs by over 62%, save £20,000 a year, and slash annual carbon emissions by 25.8 tonnes.

Diagram courtesy of Deep Green.
Deep Green says it can heat the pool to 30C for 60% of the time. Credit: Deep Green.

Deep Green’s tech is unusual, but it’s far from the first company to recycle data centre heat.

The concept is particularly popular in the Nordic region. In Finland, for instance, plans are afoot to use waste heat from two new Microsoft data centres to warm homes and businesses in and around Helsinki.

The project, however, relies on extensive public infrastructure. The data centres will connect to a 900km network of underground pipes to reach users in the region.

Deep Green applies a very different approach.

“Rather than building a data centre, and then finding ways to connect it to local communities, Deep Green installs the data centres directly where the heat is needed,” Mark Bjornsgaard, CEO of Deep Green, told TNW via email.

“By utilising a modular approach and building our data centres within ‘the fabric of society,’ we bring the heat to the user, reducing energy lost in transportation and increasing the efficiency of energy recovery.”

According to Bjornsgaard, around 30% of industrial and commercial heat demand  could be met by Deep Green’s tech.

Just don’t tell the crypto bros — or your local pool may soon host a Bitcoin mining rig.

New data centre turns waste heat into warm water for swimming pools Read More »