A Spanish hospital has successfully completed what is believed to be the world’s first fully robotic lung transplant.
Surgeons at the Vall d’Hebron University Hospital in Barcelona used a four-arm robot dubbed ‘Da Vinci’ to carry out the procedure. The patient was a 65-year-old man called Xavier, requiring a lung transplant due to pulmonary fibrosis, a life-threatening lung disease.
Typical lung transplants are highly invasive: a 30 cm incision must be made in the chest and multiple ribs broken. This allows surgeons to access a patient’s lung, remove it, and replace it with a healthy lung from a donor.
But thanks to Da Vinci, the surgeons were able to cut a much smaller access route in the chest without having to break any bones. The new lung was deflated so that it could enter through the tight incision, which was only 8 cm wide. Smaller cuts were made in the side of the ribs to accommodate the robot’s arms and 3D cameras — which give surgeons a 360-degree view inside the lung.
The robot has only been used for a lung transplant once before, at the Cedars-Sinai Hospital in Los Angeles. However, on that occasion, it was only used for part of the procedure, and the lung was still inserted into the chest in the traditional way.
Vall d’Hebron’s novel application of the tech is less painful for the patient and reduces the risk of post-op infection as the wound closes easily, it said.
“We believe it is a technique that will improve patients’ quality of life, reduce the post-surgery period, and reduce pain,” said Dr Albert Jauregui, head of the Thoracic Surgery and Lung Transplants Department at Vall d’Hebron University Hospital.
Due to the incision’s small size, Xavier only took paracetamol after the operation. Conventional lung transplants generally require post-surgery treatment with much stronger opioid painkillers.
“From the moment I regained consciousness and woke up from general anaesthesia, I had zero pain,” said Xavier.
Other patients on the waiting list for lung transplant surgery at Vall d’Hebron will now be offered the new technique, Jauregui said. He added that he hoped that in the future, this new approach for lung transplantations will become the global standard.
“This operation will not remain only in Vall d’Hebron, which is why we’re showing it to the world, because if this technique works, and we believe it does, then it has to be expanded, because the most important goal is to help more people,” he said.
Going forward the transplant team looks to further refine the procedure, and they predict that the first double-lung transplant using this technique could take place in just a few months.
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Snap’s annual Partner Summit is the company’s opportunity to showcase its working relationship with other brands. That includes the experiences that come out of those partnerships, as well as the hardware and software updates that drive them. The event covered a lot of ground but we’ll be looking specifically at AR-related updates and announcements.
Some of the announcements are already available for Snapchatters to explore, while others are coming soon. Even the parts of the summit that may seem boring for the average end users help to understand where the platform is going in the coming months and years. And this year’s event is extra special because it was held in person for the first time since 2019.
Snap Map and Bitmoji Features
Bitmojis, the 3D avatars used by Snapchatters for their profiles as well as in games and messages, is constantly expanding, including through new virtual fashion partnerships and this year is no different.
Digital fashions inspired by the Marvel Cinematic universe will be available soon. The avatar system itself will also be updating to allow for “realistic dimensions, shading, and lighting,” according to Vice President of Product Jack Brody.
“Bitmoji style has changed quite a bit, and they continue to evolve,” said Brody.
Jack Brody showing 3D Snap Map
Brody also announced that the Snap Map is getting more updates, including more 3D locations and tags to help users find popular locations from their Snapchat communities. Users who access the app with Verizon +Play will also be getting new options for games and puzzles in calls with Snapchat’s connected lenses.
Camera Kit Integrations
Snap’s Head of Global AR Product Strategy and Product Marketing Carolina Arguelles Navas took to the stage to talk about recent and upcoming partnerships, including some that affect apps and experiences outside of Snapchat itself through its Camera Kit offering.
For example, Snap lenses can now be used in Microsoft Teams and in the NFL app. LA Rams’ SoFi Stadium even uses Snap Lenses on their Infinity Screen to show the audience with augmented reality effects.
Navas also discussed Snap’s ongoing partnership with Live Nation, bringing custom AR lenses to over a dozen concerts this year including Lollapalooza in Paris and The Governor’s Ball in New York. She also announced a new partnership with Disguise, a company that specializes in real-time interactive visuals for live events.
Snap is also partnering with individual artists. The first to be announced is KYGO, a DJ, with more artist partnerships to be announced throughout the year.
More Opportunities for Brands
Until now, Camera Kit has been the main way that other companies were able to use Snap’s technology. However, Jill Popelka announced a new division, Augmented Reality Enterprise Services (ARES), of which she is the head.
“We all know the shopping experience today, whether online or in-store, presents a lot of options,” said Popelka. “We’ve already seen how our AR advancements can benefit shoppers and partners.”
The “AR-as-a-Service” model currently consists of two main offerings. Shopping Suite brings together Snap’s virtual try-on and sizing recommendation solutions, while the Enterprise Manager helps companies keep track of their activations including through analytics.
Popelka also announced a new “Live Garment” feature that generates a wearable 3D garment from a 2D photo of a garment uploaded into a lens.
Commercial Hardware
Popelka also introduced two new hardware offerings from Snap to commercial partners – AR mirrors and AR-enabled vending machine.
AR mirrors are already making their way into clothing stores to make virtual try-on even easier for shoppers, including those who don’t have Snapchat. Some partners have even experimented with incorporating AR games that shoppers can play to unlock in-store rewards. Retailers are also using the opportunity specifically to engage with younger audiences.
Jill Popelka showing AR mirrors
Snap currently has its AR mirror in a Men’s Wearhouse store.
“[Men’s Wearhouse is] proud to launch digital partnerships and store innovations specifically geared toward how high school students want to shop and prepare for prom,” Tailored Brands President John Tighe said in a release shared with ARPost. “We are excited to offer these younger customers experiences in-store and online to make the shopping experience easier. Everyone deserves to look and feel their best on prom night.”
Snap also partnered with Coca-Cola to create a prototype of an AR vending machine controlled with hand gestures displayed on a screen.
It might be a while before you see either of these devices in a store near you, but keep an eye out all the same.
App Updates
The standard app is getting some AR updates too, mainly related to the company’s work with AI. When Snapchatters capture a photo or video, the app will recommend lenses that might match the scene. AI will also recommend lenses for reacting to Snapchat memories and produce a new generation of lenses available to users.
Keep Exploring Snapchat
There really was a lot in the Partner Summit that wasn’t detailed here. So, if you use Snapchat for more than just AR, keep checking into the app to see even more changes coming in the next few months.
Thomas is a senior reporter at TNW. He covers European tech, with a focus on deeptech, startups, and government policy. Thomas is a senior reporter at TNW. He covers European tech, with a focus on deeptech, startups, and government policy.
The European Space Agency (ESA)’s Euclid satellite has taken another step on its journey to explore the dark universe.
On 15 April, Euclid set sail for a port near its launch location in Cape Canaveral, Florida, the ESA announced today.
The spacecraft is expected to reach the take-off site at the beginning of May. The launch is due to take place on a SpaceX Falcon 9 in July.
After lift-off, Eulic will travel 1.5 million km from Earth to the Lagrange point L2, an auspicious location for studying deep space. From L2, it will start investigating the dark universe.
ESA has grand ambitions for the mission. The agency wants to map the large-scale structure of the universe. It also aims to shed light on the power of dark matter and dark energy, which makes up an estimated 95% of the universe.
To delve into these mysteries, Euclid plans to create the largest, most accurate 3D map of the universe ever. The satellite will observe billions of galaxies up to 10 billion light-years away, covering more than a third of the sky.
The map will offer insights into how the universe has expanded, and how its structure has evolved over cosmic history. It will also reveal more about the role played by gravity, and the nature of dark energy and dark matter.
Eulcid is now crossing the ocean. Credit: ESA
The prime contractor for Euclid is Thales Alenia Space, a joint venture between Thales of France and Leonardo of Italy. The company is one of Europe’s leading satellite manufacturers.
In total, more than 80 European companies are involved in the mission. They include Airbus Defense and Space, which built the telescope — the main instrument of the payload module.
“Every aspect of this project is a real challenge.
.
Before its journey, Euclid underwent a rigorous testing program at Thales Alenia Space’s Cannes plant.
“In recent months, we focused on the thermal vacuum, mechanical, and electromagnetic compatibility tests,” said Laurent Sanna, Assembly Integration and Test Systems Manager for Euclid in Cannes.
“Our main challenge was to perform these tests while staying on the tight schedule and accommodating changes in the baseline launcher. Because Euclid’s performance requirements are so demanding, every aspect of this project is a real challenge.”
After the tests, the satellite was sealed in a transport container, which was flushed with nitrogen to maintain a clean room environment. The temperature, pressure, and humidity will be monitored throughout the journey.
The satellite was then taken by convoy to the port of Savona, Italy. On arrival, it boarded a ship to Florida. From there, the journey into the dark universe will truly begin.
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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.
A group of 12 Members of the European Parliament working on the EU’s upcoming AI Act, are rallying for a set of preliminary rules to control the advancement of AI systems. They warn that technological progress is “faster and more unpredictable” than expected.
“The recent advent of and widespread public access to powerful AI, alongside the exponential performance improvements over the last year of AI trained to generate complex content, has prompted us to pause and reflect on our work,” state the MEPs in an open letter.
Correspondingly, they believe that a complementary series of preliminary rules is also needed to regulate the growth and deployment of “powerful” general purpose AI.
The signatories are, therefore, calling on European Commission President Ursula von der Leyen and US President Joe Biden to hold a global AI summit where world leaders can decide on an number of governing principles that will steer the development and use of powerful AI, while ensuring it’s “human-centric, safe, and trustworthy.”
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The MEPs are also calling on companies and laboratories working on the technology to demonstrate a high sense of responsibility, increase transparency, and collaborate with policymakers.
The letter lands at a time when individual EU members are already trying to manage the operation of advanced AI models in lack of an overarching legislation. For instance, France, Spain, and Italy have opened investigations into OpenAI’s ChatGPT over data privacy concerns — with the latter even imposing a temporary ban.
The MEPs warn that political inaction “can widen the gap between the development of AI and our ability to steer it,” asking for the mobilisation of industry, research, and decision-makers in Europe and worldwide. But at the same time, the AI Act has been in draft form for nearly two years now.
According to Reuters, the act is currently being debated by a parliamentary committee, which hopes to reach a common position by April 26.
Concerns about AI’s exponential growth have been expressed across the Atlantic as well. In an open letter by the Future of Life Institute (FLI), over 26,000 signatories — including researchers at DeepMind, computer scientist Yoshua Bengio, and Elon Musk — have called on AI labs for a six-month pause in the development of systems more powerful than GPT-4, ChatGPT’s successor.
And while the EU MEPs find a number of the letter’s statements “unnecessarily alarmist,” they agree with its core message: the rapid evolution of powerful AI requires political attention to prevent challenging future scenarios.
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The UK’s proposed alternative to the EU’s Horizon research programme has failed to sway support for the bloc’s funding scheme.
Named Pioneer, the programme provides a backup plan in case the UK doesn’t rejoin Horizon. A recent trade agreement for Northern Ireland had opened the door to reentering the EU scheme, but negotiations over Horizon’s terms have stalled. Pioneer will be activated if a deal is not agreed upon.
“We hope our negotiations will be successful, and that is our preference, but it must be on the right terms,” said Michelle Donelan, Britain’s minister for science and technology. “We must ensure we have an ambitious alternative ready to go should we need it and that our businesses and researchers have fed into it.”
The British government has pledged to provide £14.6bn (€16.6bn) for Pioneer — the same amount as it would have paid to associate with Horizon from 2021 to 2027. But critics warn that financial parity will not equate to equal benefits.
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“The government must also remember there is more at stake here than money,” said Tony McBride, Director of Policy and Public Affairs at the Institute of Physics. “Should it be needed, any alternative to Horizon must also make up for the loss of the established networks, partnerships, and infrastructure the UK has benefitted from over many, many years, as well as for the disruption and uncertainty caused by these years of delay.”
As well as providing a big funding pot, Horizon spurs collaboration. The €95.5bn scheme invests in projects spanning different institutions across multiple countries. It also provides common rules and funding cycles that foster international partnerships. Any domestic programme would struggle to match the impact of the pan-European ecosystem.
Cancer research, for instance, has benefitted from the program’s networks and frameworks — as well as its grants.
“No one can beat cancer alone, and Horizon Europe offers a ready-made structure for scientists to bid for funding to tackle global problems,” said Dr Owen Jackson, Director of Policy at Cancer Research UK. “UK-based cancer scientists are in a strong position to win funding from Horizon Europe and the EU’s Cancer Mission. But they will be at the margins, rather than at the centre, of these important opportunities if we don’t get association over the line.”
“Many elements of Pioneer would be valuable additions.
In a 50-page prospectus for Pioneer, the British government highlighted the potential advantages of its “Plan B.” Notably, the proposals promise to build on UK strengths and develop new capabilities, while distributing resources and support across the country.
Despite their support for Horizon, many UK-based researchers have welcomed aspects of Pioneer. Yet they emphasise that some proposals could be used alongside the EU programme.
“Many elements of Pioneer would also be valuable additions on top of the opportunities provided by Horizon and current UK programmes,” said Dr Andrew Clark, Executive Director of Programmes at the Royal Academy of Engineering. “We hope that the government will seriously consider investing in those aspects of Pioneer once association with Horizon has been confirmed.”
Clark’s sentiment was echoed by Professor Paul Boyle, Chair of the Universities UK Research and Innovation Policy Network.
“This should not be viewed as an either-or scenario,” he said. “Strengthening our links with Europe and beyond through Horizon can sit alongside a roll-out of elements of the Government’s alternative plans, giving the UK the best opportunity to cement our status as a science superpower.”
Clark’s hopes are not forlorn. The agreement on Northern Ireland and the conciliatory gestures in Horizon talks have renewed optimism that a deal will be made. After all, both sides agree on the most important term: associating the UK with Horizon can be mutually beneficial.
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.
Cambridge-based climate startup Levidian is expanding its operations to the EU. The company is bringing its next-gen decarbonisation device targeting methane emissions — the second biggest contributor to climate change after carbon dioxide — to Luxembourg.
Using a proprietary low-temperature, low-pressure method with no additives, the so-called LOOP device breaks down and converts methane into its component atoms: hydrogen and carbon, which is stripped in the form of wonder material graphene — the thinnest and strongest material ever discovered.
Luxembourg-based construction company Stugalux will use LOOP to process biomethane gas produced from food and agricultural waste. The resulting hydrogen will power an electricity-generating turbine, while graphene will be integrated into Stugalux’s building products.
“[This] is a fantastic example of how a LOOP system can be used to decarbonise in three ways simultaneously [and] an incredible way to demonstrate the circularity of LOOP contributing to a cleaner economy,” said John Hartley, CEO of Levidian.
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LOOP’s threefold decarbonising impact translates into some impressive numbers, according to Stugalux’s owner Joel Schons.
“Together, the three LOOP systems will process nearly 250,000 cubic meters of waste gas per year, producing more than 30 tonnes of graphene, and preventing 572 tonnes of CO2e every year,” he said.
Stugalux will initially deploy a LOOP20 on-site, meaning a device capable of removing approximately 20 tonnes of carbon dioxide equivalent (CO2e) per year. By 2025, it hopes to have installed two LOOP100 systems, to scale up decarbonisation.
Levidian deployed its very first LOOP device in late 2022. In collaboration with Eco Group, the startup installed a LOOP10 system in southern Scotland, with future plans for over 60 LOOP1000 units within the next five years.
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The digitisation of cars has made comparisons to “data centres on wheels” so common that they’ve become clichéd. It’s also built a booming market for tech firms — few of which have capitalised as adeptly as Arm.
Often described as the UK’s leading IT company, SoftBank-owned Arm designs energy-efficient computer chips. The company’s architectures are found in endless applications, from smart cities to laptops, but they’re best-known for powering mobile devices. Around 95% of the world’s smartphones use Arm’s technology.
Dennis Laudick, Arm’s vice president of automotive go-to-market, attributes the growth to a convergence of three trends: electrification, automation, and in-vehicle user experience (UX).
“All of those are driving more compute into the vehicle,” he says — and more compute means more business for Arm.
As the company prepares for a long-awaited public listing, Laudick gave TNW a glimpse into his automotive strategy.
Electric avenues
Gradually, EVs are engulfing the car market. Last year, fully-electric vehicles comprised over 10% of car sales in Europe for the first time. Globally, their total sales hit around 7.8 million units — as much as 68% more than in 2022. To serve this growing market, automakers have to integrate a complex new collection of electronics.
“When you do that, it becomes a lot more complicated system,” says Laudick. “You need to look at even more electronics to manage it, and that causes people to rethink their architectures.”
The result is firmer foundations for more digital features. Take the all-electric Nissan Leaf, which runs Arm’s Cortex-R4 processor alongside an electric powertrain.
To control the power inverter, a microcomputer core has to accurately repeat a series of processes — such as sensing, calculation, and control output — for events that occur in 1/10,000-second cycles. In this tiny computation window, the system has to deliver efficient, responsive, and precise control.
The Leaf’s battery has been moved closer to the car’s centre of gravity. According to Nissan, this provides better stability and cornering than front-engine vehicles. Credit: Nissan
The Leaf also has a new electronic pedal system, which the driver uses to control the car’s speed by applying pressure to the accelerator.
When the accelerator is fully released, regenerative and friction brakes are activated automatically, bringing the car to a complete stop — even on steep slopes — until the accelerator is pressed again. And if the driver gets tired, an intelligent cruise control system can automatically match the car’s speed to the flow of traffic, while a lane assist feature makes subtle steering corrections to keep the vehicle centred.
It’s a convenient package of features, but one that reimagines the whole foundations of a car. The likes of Nissan had spent decades establishing the controls and architectures that run internal combustion engines (ICEs) for decades. They’re now rapidly replacing their hardwarewith digital operations. The shift has fostered a concept called the “software-defined vehicle.”
“The whole industry is aware of this disruption that’s converting them from a mechanical mindset to a software mindset — and they’re all trying to reinvent themselves,” says Laudick.
“It equates to more powerful electronics.
Undoubtedly, the transition has opened up new business opportunities for Original Equipment Manufacturers (OEMs), component suppliers, startups, and semiconductor companies. But all the new features and revenue streams have to fit within the tight constraints of power consumption, heat dissipation, and physical space.
That’s where Arm wants to step in. The company’s suite of processor IP, tools, and software solutions offers the automotive sector the promise of maximising innovation.
“From our perspective, it basically equates to more electronics — and more powerful electronics,” says Laudick.
Autonomy rules
The transition to EVs has coincided with an expansion of autonomous features. While level 5 cars haven’t arrived as quickly as advertised, advanced driver assistance systems (ADAS), from lane detection to park assist, have become commonplace. As a result, the applications for Arm’s architectures are proliferating.
“The more autonomous functionality we drive into cars, the more exponential the compute demands are,” says Laudick. “And if you look at some of the data systems that people are looking at putting in cars in five years’ time, they’re really high-end.”
At present, Arm powers everything from processors that Dream Chip Technologies applies to radar to smart electronic fuses that Elmos uses to supply stable power. As the use cases expand, so does the demand for chips — and the rules that surround them.
The European Commission president, Ursula von der Leyen, has pushed to ban new combustion-engine cars. Credit: European Parliament
Both EVs and autonomous features are being pushed by regulators. Governments are encouraging electrification for environmental reasons, and autonomy for accident prevention.
In the EU, several safety features will soon become compulsory. The European Parliament has made measures including intelligent speed assistance (ISA), advanced emergency braking, and lane-keeping technology mandatory in new vehicles from May 2022.
“This will make all of us safer.
The lawmakers made a compelling case for their intervention. In 2018, around 25,100 people died on EU roads, while 135,000 were seriously injured. According to EU estimates, ISA alone could reduce the fatalities by 20%.
“ISA will provide a driver with feedback, based on maps and road sign observation, always when the speed limit is exceeded,” said MEP Róża Thun, who steered the legislation. “We do not introduce a speed limiter, but an intelligent system that will make drivers fully aware when they are speeding. This will not only make all of us safer, but also help drivers to avoid speeding tickets.”
It’s a similar story for electric vehicles. According to the European Commission, cars are responsible for 12% of total CO2 emissions in the EU. To mitigate the impact, the union recently approved a law requiring all new cars sold from 2035 to have zero CO2 emissions. In addition, already from 2030 their emissions must be 55% lower than they were in 2021.
The targets aim to accelerate electrification. In theory, this should benefit drivers, passengers, pedestrians — and Arm.
Getting flexible
As automotive compute shifts from hardware to software, demand is growing for infotainment and cockpit features. According to Arm, more than 90% of in-vehicle infotainment (IVI) systems use the company’s chip designs. The architectures are also found in various under-the-hood applications, including meter clusters, e-mirrors, and heating, ventilation, and air conditioning (HVAC) control.
Munich-based Apostera is using Arm’s designs to transform car windshields into mixed-reality screens.
The shift to the software-defined vehicle has also stimulated another IT feature: updates. Historically, vehicle software was not only rudimentary, but also fairly static. Today, that’s no longer the case.
“There’s an opportunity to continue to add to the functionality of the vehicle over its lifetime,” says Laudick.
An expanding range of features, from sensor algorithms to user interfaces, can now be enhanced over-the-air (OTA). As cars begin to resemble personal devices, consumers can expect a comparable update service. As Simon Humphries, the chief branding officer of Toyota, put it: “People want control over their own experiences.”
Laudick likens modern cars to platforms, upon which software and functionality can evolve.That’s an obvious magnet for Arm, whose products and processes are fundamentally about running software.
Carmakers are also becoming savvier about software. For example, General Motors’ self-driving unit, Cruise, is now developing its own computer chips for autonomous vehicles. The company has previously used Arm designs, but is now exploring an open-source architecture known as RISC-V — which is becoming a popular alternative. The instruction set’s low costs and flexibility have created a threat to Arm’s automotive ambitions.
“One executive I was talking to said: ‘The best negotiating strategy when Arm comes in is to have a RISC-V brochure sitting on my desk’,” Jim Feldhan, the president of semiconductor consultancy Semico Research, said last year. “It’s a threat. Arm is just not going to have its super dominant position in five or 20 years.”
“There’s been a move to create more flexibility.
Currently, however, RISC-V could be regarded as riskier than Arm’s established standards. In a further challenge to RISC-V, Arm is gradually becoming more open. The Cortex-M processor series, for instance, now allows clients to add their own instructions, while extra configurability has been added to Arm software and tooling.
“We obviously try to control the products reasonably well, otherwise we just end up with a wild west. But there’s been a move in the company in the last several years to create more flexibility in certain areas,” says Laudick.
Mobileye, a self-driving unit of Intel that went public at $16.7 billion last year, is among a growing list of companies applying RISC-V architecture to vehicles. Credit: Mobileye
RISC-V is far from Arm’s only challenger. Established rivals such as Intel and Synopsys are also fighting for a chunk of the expanding market for automotive chips.
Nonetheless, Laudick is bullish about the future. He notes that today’s cars run about 100 million lines of software code, while a Boeing 787 is estimated to have “only” 14 million. By 2030,McKinsey predicts that vehicles will expand to roughly 300 million lines of code.
“I see the vehicle being, without doubt, the most complex software device you will own — if not that will exist,” says Laudick.
VR Skater, the skateboarding sim for PC VR headsets, is making its way to PSVR 2 this summer.
First launched on Steam Early Access in 2021, VR Skater offers up a unique way of sidestepping the fact that most people don’t have tracked feet (or skateboard perioherals) in VR yet.
In it, you move your motion controllers in the same way you might move your feet. It’s a pretty unique locomotion concept that sidesteps the need for some sort of skateboard peripheral, like the old skateboard controller for Tony Hawk: Ride (2009).
Customizing at the shop | Image courtesy Deficit Games, Perp Games
In VR Skater, you push your board forward by moving your hand in a skiing motion, and use precise controller motions to execute a wide variety of flip tricks, grabs, grinds, slides and manuals.
Developer Deficit Games and publisher Perp Games say the urban skating sim offers up seven environments as well as the Mega Ramp, which will test your mettle by launching you across a giant chasm.
In addition to an online leaderboard, it also lets you earn XP, medals, trophies and even a VR Skater shop, where you can exchange XP for grip tape, trucks, wheels and board artwork.
The studios haven’t mentioned a precise launch date beyond “summer 2023,” although in the meanwhile you can wishlist VR Skater on PSVR 2 here.
Over 83 million people in the US alone used augmented reality on a monthly basis in 2020. By the end of 2023, it is projected that the number will grow by over 30%, to over 110 million people.
With the pandemic having accelerated the evolution of digital shopping, retail and e-commerce brands are looking for new ways to engage with their consumers and to bridge the online-offline experience gap that exists today while shopping.
How Big Brands Leverage Augmented Reality
Immersive AR experiences are increasingly being leveraged in stores, to create memorable and personalized relationships between the brand and its customers. Through augmented reality, retailers can not only engage the otherwise passive customers but also provide the context needed for them to make a decision and significantly improve the likelihood of the customer making a purchase.
Lego, for instance, used an augmented reality digital box in its stores for parents/kids to put up the physical boxes in front of the screen and see different scenes being built and come to life. This allowed parents and kids to find the right set and also proved to be a fun way to engage with consumers.
Other retailers use augmented reality to specifically drive sales for products that typically need the in-person context to make a buying decision. Houzz’s AR-powered app offers consumers the ability to view their rooms from their phone camera and ‘drop in’ true-to-scale 3D furniture items superimposed on their physical reality, for them to make a more informed buying decision.
Converse’s AR app lets consumers try shoes at home by simply pointing the camera at their feet. They can then evaluate multiple models with varying colors within minutes from the comfort of their home. The app is also integrated with their e-commerce platform, creating a seamless flow from discovery to intent to making the final purchase.
The Future of Retail Is 3D
While all these examples use AR in slightly different ways, they all have one commonality: the buyer is at the center of the experience and the camera has become the new home page. Replacing 2D images with interactive 3D products gives the shoppers the context through visualizations that they need, to be confident in their decisions.
The experience boosts consumers’ confidence, allowing them to make the right choice because AR provides the level of real-life context missing from a flat, 2D product image online. It’s a win-win for the customers and the retail brands, who experience a big increase in conversion rates and a lower product return rate by leveraging augmented reality.
Consumers are coming to expect this experience. Augmented reality adoption is following a similar pattern to mobile phone adoption of the 2000s. And as the mobile-first Gen Z cohort continually gains more buying power beyond the $360 billion they already have in disposable income, we will see large retailers transforming their traditional online and in-person shopping experiences into more immersive, 3D retail experiences to reshape online browsing and buying behavior as we know it.
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Aluru Sravanth
A technology enthusiast and a student for life, Sravanth started Avataar in 2014, with a vision to uncover untapped potential from the confluence of self-learning AI and computer vision.
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’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.
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.
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.
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.
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
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 (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.
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: 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 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.
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.
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.
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. 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 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 is an XR / VR writer and content creator.