NotGames, the indie studio behind ingenious propaganda simulator Not For Broadcast (2022), announced it’s releasing a separate VR version in March, coming to SteamVR and Meta Quest 2.
Releasing on Steam and the Quest Store on March 23rd, Not For Broadcast VR is putting the power of mass media into your hands, as you control what people see and how they see it in your very own TV studio control booth, set in an alternate ’80s timeline in Britain.
Promising all of the original game’s dystopian tale of power, greed and resistance, the VR adaptation seems like a natural fit for the seated, button-heavy game—looking a bit like Please, Don’t Touch Anything.
The game is chock full of egotistical celebrities, dishonest politicians, and strange sponsors—and the show must go on uninterrupted. Pop in your lineup of VHS tapes, frame and edit shots, bleep out expletives, and keep everything moving smoothly—even as disaster strikes outside your window. Whatever you do, your mission is to keep those ratings up.
You can wishlist the game now on Steam. We’re still waiting for the Store link for Quest, however we’ll update this article when we see it. In addition to its VR launch, the game is also coming to PlayStation and Xbox on March 23rd as well.
At the time of this writing, the flatscreen version of Not For Broadcast has garnered an ‘Overwhelmingly Positive’ user review score on Steam, coming from over 7,000 players.
A number of the attractions of watching live sports carry over into esports. However, unless you’re watching an esports tournament in person, a lot of those attractions go away. Interactions with other fans are limited. The game view is limited. The game is flattened and there’s little environment ambiance. Virtex wants to fix that.
A History of Virtex
Virtex co-founders Tim Mcguinness and Christoph Ortlepp met at an esports event in 2019. Mcguinness presented the idea of “taking that whole experience that we were doing there in the physical world and bringing it into the virtual world,” Ortlepp said in a video call with ARPost. The two officially launched the company in 2020.
“The first thing we had to do was get something that we could show to Meta,” said Ortlepp. “For us, Echo was a good community to start with.”
Virtex got the green light from Meta. It also got Jim Purbrick who had previously been a technical director at Linden Lab and an engineering manager for Oculus.
“Moderation is an area where he had a big impact on us,” said Ortlepp. “We need live moderators to keep people safe… If now we have two or three hundred people in the platform, what if we have ten thousand people? Can we keep users safe and prevent a toxic environment?”
Meta’s support also meant that Virtex could finally launch its beta application. The beta is still technically closed – meaning that it isn’t on any app store, and you have to go through the Virtex website to access it. However, the closed beta isn’t limited. Testers have the opportunity to participate in “test sessions” – live streamed games every Thursday.
The platform held its first major tournament in December, with another about to kick off as this article was being written. Games are scheduled every week into the spring.
A Tour of the Stadium
Right now, the Virtex virtual world consists of a stadium entrance, a lounge area, and a commentator booth in addition to the stadium itself.
“The purpose [of the entrance and lounge] is really to set the stage for the user, to welcome them,” said Ortlepp.
In the lounge, users can socialize, modify their avatars (through a Ready Player Me integration), and even watch a miniaturized version of the live match. The lounge itself is still being developed with plans for mini-games and walls of fame. Connected areas including a virtual store and bar area are also in the works.
In the stadium itself, users can see and interact with other spectators. They can watch a 3D reproduction of the live game in real time, or watch a Twitch stream of the game on a jumbo screen above the stadium floor.
“We feature the video because we didn’t want to take away from esports viewers what they’re currently used to,” said Ortlepp. Virtex wants to give spectators options to explore viewing in new ways, without leaving them in an entirely unfamiliar setting.
A teleport system allows faster movement to different areas of the stadium, including the stadium floor to watch from within the game or even follow players through the action. This is possible thanks to the unique solution that Virtex has developed for recreating the game within the virtual stadium.
The studio also adds special recording and hosting tools like camera bots for streaming games within the stadium to Twitch and YouTube. Aspects of the stadium’s appearance can even be changed to match whatever game is being played.
“We are the platform. Ideally, we don’t ever want to be the content creators,” said Ortlepp. “So we have certain user modes for the ones that are actually operating the tournaments.”
When Can We Expect an App?
Virtex Stadium is up and running. But, the team plans to spend at least the next few months in their “closed” beta phase. For one thing, they really want to have their moderation plan in place before making the app more discoverable. They’re also still collecting feedback on their production tools – and thinking of new ones.
Further, while the platform currently has a decent schedule, the team wants to work with more games and more gaming communities. That includes other VR titles as well as more traditional esports. Ideally, one day, something will be happening in Virtex no matter when a user signs in.
“Where do we take it from here? There are no standards – no one has done this before,” said Ortlepp. “The virtual home of esports is basically the vision. It’s something we don’t claim yet – we have to earn it.”
It’s Not Too Early to Check It Out
Everything about Virtex is exciting, from their plans for the virtual venue itself, to their passion and concern for their community. Ortlepp said that the company is “careful about making dated timeline promises.” In a way that’s a little frustrating but it’s only because the company would rather hold off on something amazing than push something that falls short of their vision.
Ioanna is a writer at SHIFT. She likes the transition from old to modern, and she’s all about shifting perspectives. Ioanna is a writer at SHIFT. She likes the transition from old to modern, and she’s all about shifting perspectives.
By 2027, Europe has the potential to fully rely on domestic production of battery cells, meeting its EV and energy storage demands without any Chinese imports. That’s according to the latest forecast by Transport & Environment (T&E), a campaign group, which analyzed a range of manufacturer reports and press releases.
The European NGO further estimates that, in 2030, the companies with the largest battery cell production in the continent will be CATL, Northvolt, ACC, Freyr, and the Volkswagen Group.
About two-thirds of Europe’s needs for cathodes — an integral battery part — could also be produced in-house, the report finds. So far, 12 companies plan to become active in this part of the battery supply chain, with 17 plants announced in the region. Existing and scheduled projects include Umicore in Poland, Northvolt in Sweden, and BASF in Germany.
Northvolt’s first battery cell produced at the company’s Ett gigafactory in Sweden. Credit: Northvolt
Projections about the refining and processing of lithium are optimistic as well. While 100% of the refined lithium required for European batteries is imported from China and other countries, the bloc is expected to meet 50% of its demand by 2030. T&E has identified 24 projects so far, including Vulcan Energy Resources in Germany and Eramet in France.
The NGO warns, however, that these scenarios will not be realized unless backed by sufficient and timely funding, highlighting that the US’ Inflation Reduction Act (IRA) could attract European talent and factories to America.
“Europe needs the financial firepower to support its green industries in the global race with America and China,” Julia Poliscanova, senior director for vehicles and e-mobility at T&E, said. “A European Sovereignty Fund would support a truly European industrial strategy and not just countries with deep pockets. But spending rules need to be streamlined so that building a battery plant does not take the same amount of time as a coal plant.”
From steam power and electricity to computers and the internet, technological advancements have always disrupted labor markets, pushing out some careers while creating others. Artificial intelligence remains something of a misnomer — the smartest computer systems still don’t actually know anything — but the technology has reached an inflection point where it’s poised to affect new classes of jobs: artists and knowledge workers.
Specifically, the emergence of large language models – AI systems that are trained on vast amounts of text – means computers can now produce human-sounding written language and convert descriptive phrases into realistic images. The Conversation asked five artificial intelligence researchers to discuss how large language models are likely to affect artists and knowledge workers. And, as our experts noted, the technology is far from perfect, which raises a host of issues — from misinformation to plagiarism — that affect human workers.
To jump ahead to each response, here’s a list of each:
Lynne Parker, Associate Vice Chancellor, University of Tennessee
Large language models are making creativity and knowledge work accessible to all. Everyone with an internet connection can now use tools like ChatGPT or DALL-E 2 to express themselves and make sense of huge stores of information by, for example, producing text summaries.
These new AI tools can’t read minds, of course. A new, yet simpler, kind of human creativity is needed in the form of text prompts to get the results the human user is seeking. Through iterative prompting — an example of human-AI collaboration — the AI system generates successive rounds of outputs until the human writing the prompts is satisfied with the results. For example, the (human) winner of the recent Colorado State Fair competition in the digital artist category, who used an AI-powered tool, demonstrated creativity, but not of the sort that requires brushes and an eye for color and texture.
While there are significant benefits to opening the world of creativity and knowledge work to everyone, these new AI tools also have downsides. First, they could accelerate the loss of important human skills that will remain important in the coming years, especially writing skills. Educational institutes need to craft and enforce policies on allowable uses of large language models to ensure fair play and desirable learning outcomes.
As society navigates the implications of these new AI tools, the public seems ready to embrace them. The chatbot ChatGPT went viral quickly, as did image generator Dall-E mini and others. This suggests a huge untapped potential for creativity, and the importance of making creative and knowledge work accessible to all.
Potential inaccuracies, biases and plagiarism
Daniel Acuña, Associate Professor of Computer Science, University of Colorado Boulder
I am a regular user of GitHub Copilot, a tool for helping people write computer code, and I’ve spent countless hours playing with ChatGPT and similar tools for AI-generated text. In my experience, these tools are good at exploring ideas that I haven’t thought about before.
I’ve been impressed by the models’ capacity to translate my instructions into coherent text or code. They’re useful for discovering new ways to improve the flow of my ideas, or creating solutions with software packages that I didn’t know existed. Once I see what these tools generate, I can evaluate their quality and edit heavily. Overall, I think they raise the bar on what is considered creative.
But I have several reservations.
One set of problems is their inaccuracies — small and big. With Copilot and ChatGPT, I’m constantly looking for whether ideas are too shallow — for example, text without much substance or inefficient code, or output that is just plain wrong, such as wrong analogies or conclusions, or code that doesn’t run. If users aren’t critical of what these tools produce, the tools are potentially harmful.
Another problem is biases. Language models can learn from the data’s biases and replicate them. These biases are hard to see in text generation but very clear in image generation models. Researchers at OpenAI, creators of ChatGPT, have been relatively careful about what the model will respond to, but users routinely find ways around these guardrails.
Plagiarism is easier to see in images than in text. Is ChatGPT paraphrasing as well? Somepalli, G., et al., CC BY
These tools are in their infancy, given their potential. For now, I believe there are solutions to their current limitations. For example, tools could fact-check generated text against knowledge bases, use updated methods to detect and remove biases from large language models, and run results through more sophisticated plagiarism detection tools.
With humans surpassed, niche and ‘handmade’ jobs will remain
Kentaro Toyama, Professor of Community Information, University of Michigan
We human beings love to believe in our specialness, but science and technology have repeatedly proven this conviction wrong. People once thought that humans were the only animals to use tools, to form teams or to propagate culture, but science has shown that other animals do each of thesethings.
Meanwhile, technology has quashed, one by one, claims that cognitive tasks require a human brain. The first adding machine was invented in 1623. This past year, a computer-generated work won an art contest. I believe that the singularity — the moment when computers meet and exceed human intelligence — is on the horizon.
How will human intelligence and creativity be valued when machines become smarter and more creative than the brightest people? There will likely be a continuum. In some domains, people still value humans doing things, even if a computer can do it better. It’s been a quarter of a century since IBM’s Deep Blue beat world champion Garry Kasparov, but human chess — with all its drama — hasn’t gone away.
In other domains, human skill will seem costly and extraneous. Take illustration, for example. For the most part, readers don’t care whether the graphic accompanying a magazine article was drawn by a person or a computer — they just want it to be relevant, new and perhaps entertaining. If a computer can draw well, do readers care whether the credit line says Mary Chen or System X? Illustrators would, but readers might not even notice.
And, of course, this question isn’t black or white. Many fields will be a hybrid, where some Homo sapiens find a lucky niche, but most of the work is done by computers. Think manufacturing — much of it today is accomplished by robots, but some people oversee the machines, and there remains a market for handmade products.
If history is any guide, it’s almost certain that advances in AI will cause more jobs to vanish, that creative-class people with human-only skills will become richer but fewer in number, and that those who own creative technology will become the new mega-rich. If there’s a silver lining, it might be that when even more people are without a decent livelihood, people might muster the political will to contain runaway inequality.
Old jobs will go, new jobs will emerge
Mark Finlayson, Associate Professor of Computer Science, Florida International University
Large language models are sophisticated sequence completion machines: Give one a sequence of words (“I would like to eat an …”) and it will return likely completions (“… apple.”). Large language models like ChatGPT that have been trained on record-breaking numbers of words (trillions) have surprised many, including many AI researchers, with how realistic, extensive, flexible, and context-sensitive their completions are.
Like any powerful new technology that automates a skill — in this case, the generation of coherent, albeit somewhat generic, text — it will affect those who offer that skill in the marketplace. To conceive of what might happen, it is useful to recall the impact of the introduction of word processing programs in the early 1980s. Certain jobs like typist almost completely disappeared. But, on the upside, anyone with a personal computer was able to generate well-typeset documents with ease, broadly increasing productivity.
Further, new jobs and skills appeared that were previously unimagined, like the oft-included resume item MS Office. And the market for high-end document production remained, becoming much more capable, sophisticated and specialized.
I think this same pattern will almost certainly hold for large language models: There will no longer be a need for you to ask other people to draft coherent, generic text. On the other hand, large language models will enable new ways of working, and also lead to new and as yet unimagined jobs.
To see this, consider just three aspects where large language models fall short. First, it can take quite a bit of (human) cleverness to craft a prompt that gets the desired output. Minor changes in the prompt can result in a major change in the output.
Second, large language models can generate inappropriate or nonsensical output without warning.
These failings are opportunities for creative and knowledge workers. For much content creation, even for general audiences, people will still need the judgment of human creative and knowledge workers to prompt, guide, collate, curate, edit, and especially augment machines’ output. Many types of specialized and highly technical language will remain out of reach of machines for the foreseeable future. And there will be new types of work — for example, those who will make a business out of fine-tuning in-house large language models to generate certain specialized types of text to serve particular markets.
In sum, although large language models certainly portend disruption for creative and knowledge workers, there are still many valuable opportunities in the offing for those willing to adapt to and integrate these powerful new tools.
Leaps in technology lead to new skills
Casey Greene, Professor of Biomedical Informatics, University of Colorado Anschutz Medical Campus
Technology changes the nature of work, and knowledge work is no different. The past two decades have seen biology and medicine undergoing transformation by rapidly advancing molecular characterization, such as fast, inexpensive DNA sequencing, and the digitization of medicine in the form of apps, telemedicine and data analysis.
Some steps in technology feel larger than others. Yahoo deployed human curators to index emerging content during the dawn of the World Wide Web. The advent of algorithms that used information embedded in the linking patterns of the web to prioritize results radically altered the landscape of search, transforming how people gather information today.
Just as the skills for finding information on the internet changed with the advent of Google, the skills necessary to draw the best output from language models will center on creating prompts and prompt templates that produce desired outputs.
For the cover letter example, multiple prompts are possible. “Write a cover letter for a job” would produce a more generic output than “Write a cover letter for a position as a data entry specialist.” The user could craft even more specific prompts by pasting portions of the job description, resume, and specific instructions — for example, “highlight attention to detail.”
As with many technological advances, how people interact with the world will change in the era of widely accessible AI models. The question is whether society will use this moment to advance equity or exacerbate disparities.
Psytec Games announced its grappling hook-flavored platforming adventure Windlands 2 (2018) is finally swinging its way onto Quest 2, coming to Meta’s standalone for the first time on February 2nd.
Like the original Windlands (2016), which is currently available through App Lab on Quest, Windlands 2 is all about swinging from tree to tree in a large, open world filled with a ton of nooks and crannies to parkour around.
But the sequel changes things up a fair bit by fleshing out the fallen world of Windlands with the addition of quests and some pretty epic boss fights, which you can take down with your trusty bow—either solo or with friends in four-player co-op. Besides following the main story, there’s also a ton of races and collection challenges with leaderboards.
Image courtesy Psytec Games
Originally released on SteamVR and Rift in November 2018, and later on PSVR in November 2021, Windlands 2 is heading to the official store for Quest 2 come February 2nd where it will be priced at $24.99. You can wishlist the game on the Quest Store here.
Notably, Windlands 2 is coming to Quest 2 (re: not Quest 1) without cross-buy, or cross-platform support. That means if you own the Quest 2 version, you can only play with other Quest 2 owners; the same goes for the PC version and PSVR versions, respectively.
When we reviewed Windlands 2 for PC VR in 2018, we called it “the true starting point” for the series, as it sets up a much larger world and story that feels like the beginning of a more expansive adventure than its zen-like forebear. Check out our full review of Windlands 2, where we gave it an [8/10] for deftly translating Windlands unique grappling hook locomotion into a vibrant combat platformer in its own right.
Make no mistake, the original is still very much worth playing for puzzling and parkour purists, although number two really seems to expand the world by filling it with quest-giving NPCs, villains, and boss battles galore, taking around six hours to complete.
At CES 2023 Pimax was showing off its latest high-resolution headset, the Pimax Crystal, which uses new lenses and new displays for what the company says is its clearest looking image yet. And while it’s definitely an improvement in many areas over the company’s headsets, there’s a key flaw that I hope the Pimax will be able to address.
Pimax Crystal employs new lenses and promises to be rid of glare and god rays that were apparent in prior Pimax headsets (and many others) which used Fresnel lenses. That, along with high-resolution displays, purported HDR capability, swappable lenses (to trade field-of-view for pixel density), and up to a 160Hz refresh rate. For a full breakdown of the headset’s spec, see our announcement article.
At CES 2023 I got to see the headset myself for the first time. Although the headset is technically capable of running in standalone mode, I saw it running as a PC VR headset with SteamVR Tracking.
Pimax Crystal (pictured without the SteamVR Tracking faceplate) | Photo by Road to VR
Naturally, the demo I was shown was running Half-Life: Alyx—arguably VR’s best looking game—to show off the detail the headset can reproduce with its 2,880 × 2,880 (8.3MP) per-eye displays. From the quick hands-on I got with Pimax Crystal, I could see this was a big step up in clarity over the company’s prior headsets, especially with regards to edge-to-edge clarity. The visual basics were solid too in terms of pupil swim, geometric distortion, and chromatic aberration. There was a little mura visible on this headset but nothing egregious as far as I could tell.
But there was one thing that immediately stood out to my eyes which otherwise foils a good looking image: blur during head movement. While the static image seen through the headset looks quite sharp, as soon as you start moving your head to look around the world you’ll see a lot of blur—that’s a problem for VR considering that your head is very frequently in motion.
Photo by Road to VR
My best guess is this is being caused by persistence blur; a display artifact that’s mostly solved on other headsets and is thus rarely seen anymore. Persistence blurring is is caused by the display staying lit for too long, such that as you turn your head the pixels remain lit even while their position becomes inaccurate (because they are ‘frozen’ in place each frame, until the next frame comes along and updates the position to account for your head movement). Most headsets employ a form of ‘low-persistence’ which counteracts this issue by illuminating the display for only a fraction of the time between frames, such that as you move your head the pixels aren’t ‘frozen’ in place, but are actually unlit, leaving your brain to fill in the gaps without seeing the pixels blur between frames.
The amount of blur I saw through Pimax Crystal I would say notably compromises what is otherwise an impressively clean image, though there’s a chance that Pimax could fix this issue, depending upon exactly what’s causing it.
For one, it’s possible that the headsets being shown at CES 2023 were still not fully tuned and that low-persistence hasn’t been properly tuned (or maybe isn’t even enabled yet). In that case it might be a matter of final tweaks before they get the correct display behavior which could reduce persistence blur.
Another factor could be the headset’s ‘HDR’ capability. While I don’t believe Pimax has shared any information on peak brightness, it’s possible that the display can’t do both low-persistence and HDR brightness at the same time (indeed this is a challenge because HDR needs high brightness while low-persistence needs pixels to be illuminated only for a minimal amount of time).
And still there’s other possibilities—this might not be persistence blur at all, but simply slow pixel switching time causing some form of ghosting, which could be an inherent limitation of the display or maybe something that could be tweaked.
– – — – –
Ultimately I’m pretty impressed with the clarity and wide field-of-view of the Pimax Crystal, but the blur I’ve seen during head movement compromises the image in my book. My gut says this is probably a persistence blurring issue, though it could be something else. We’ll have to wait to see what Pimax says about this and if they’re able to make improvements by the time Crystal ships.
Photo by Road to VR
Speaking about Crystal shipping; the headset was originally planned for release in Q3 of 2022, but that date has slipped. Although the company hosted a ‘Pimax Crystal Launch Event‘ back in November, at CES 2023 Pimax said the first headsets will start being delivered at the end of this month, though the company also indicates that it won’t reach full production capacity until the middle of the year. Even when the first units do start shipping, key accessories and features, like the headset’s standalone mode—which makes up about half of its value proposition—aren’t expected to be available until unspecified points in the future.
Gorilla Tag is undoubtedly a hit. Its primate-centric locomotion style and infectious game of tag has vaulted it into the top spot as the most-rated game on the Quest Store, surpassing even the Meta-owned rhythm game Beat Saber. Now, the indie team behind Quest’s most popular game revealed they’ve generated over $26 million with Gorilla Tag.
Speaking to VentureBeat, developer Another Axiom has reported that its gorilla-themed game has not only brought it home big with $26 million from in-app purchases, but it’s also attracted a larger glut of players than previously reported.
Having initially launched on App Lab in March 2021 and later released on the official Quest Store this past December, devs behind the free-to-play game say it’s managed to reach a peak monthly active user count of 2.3 million now. On Christmas, which is when Meta typically sees a big influx of users, over 760,000 users played Gorilla Tag.
It is free-to-play on Quest—its biggest platform—although a paid Steam Early Access version is available as well for PC VR headsets, costing $20, which comes along with an equal value of its in-game currency, shiny rocks.
Therein lies Gorilla Tag’s monetization strategy, as in-app purchases include a range of cosmetic items such as hats, glasses, and seasonal items like Santa beards and candy canes.
Developer Kerestell Smith told Road to VR last month that its main driver to get players in the door (and spending cash) was via some well-timed virality on TikTok, with the hashtag #gorillatag seeing 4.4 billion views to date.
Today, the game sits at over 52,000 reviews, ranking above Beat Saber’s 46,000 reviews, making it the most-rated game on the platform. At the time of this writing, Gorilla Tag is the fourth best-rated free game on Quest, sitting behind GYM CLASS – BASKETBALL VR, Innerworld, and First Steps for Quest 2.
Check out the full rankings from this month, which we break down into best and most rated games for both paid and free titles on Quest.
RealWear’s Navigator series of enterprise “assisted reality” headsets just got bigger. The company recently announced the Navigator 520, an updated version of the series flagship model released just over a year ago.
Improvements Due to New “HyperDisplay”
The RealWear Navigator 500 launched in December of 2021 and it does what it was designed for well. But, in XR, doing something well is seldom used as an excuse not to improve. As a result, you have to look pretty closely to notice the differences between the 500 and the recently announced 520. At least, looking at it from the outside.
Looking at side-by-side product images, you can notice that the Navigator 520 has improved eye relief – that is to say, that the screen is farther from the wearer’s eye. In industry settings, this means that users can see more of their surroundings while still getting what they need on the display. It also improves eye comfort, which is important in a device designed for all-day wear.
Of course, RealWear didn’t just move the same display and called it a new product. The company was able to improve eye relief by improving the display itself. The Navigator 520 features the company’s new HyperDisplay technology integrating a larger eye box and a higher-definition screen with brighter colors.
“With the launch of RealWear Navigator 520 we’ve continued to put ourselves in the shoes of a modern frontline professional who wants to stay connected and empowered,” RealWear Chief Product Officer Rama Oruganti said in a release. “This product brings together a year of major improvements and innovations on the RealWear platform.”
The hardware similarities are a benefit to the Navigator 520, as the modular device is compatible with a number of components and accessories already developed for the Navigator 500, including the voice-operated thermal camera announced by the company in November 2022.
Is Upgrading to the Navigator 520 Worth It?
Whenever an updated version of a standby comes out, there are two natural responses: excitement and skepticism. Is it worth updating to the 520 if you already use the 500? Is the 520 worth the extra money while the 500 is still available for less?
There are demos that simulate the 520’s resolution difference behind the HyperDisplay link above so you can get an idea of the display changes. It’s also worth asking whether your particular use case would benefit from improved eye relief. Are long shifts and situational awareness pain points in your particular situation?
It’s also worth remembering that given the cross-compatibility between the two devices, upgrading from the 500 to the 520 doesn’t necessarily mean that you have to replace any modules, accessories, and mounts that you may already be using.
What is the cost difference? The Navigator 500 is $2,500 and the Navigator 520 is $2,700. If you’re looking at getting started with RealWear, the difference may be negligible given all of the improvements of the newer model.
If you already have a fleet of 500s, replacing them all could be rough. However, replacing 500s with 520s as needed might be the way to go given component compatibility. And, after all, one year seems to be becoming the standard XR product cycle these days. RealWear headsets are built to last, but that doesn’t mean that the specs were never going to go out of date.
Options for Improvement
RealWear is keeping up with the trend in XR wearables these days, namely releasing new devices while the previous generation still has a shelf-life. While this can be frustrating when it means replacing whole fleets of units, the Navigator 520 in RealWear’s product structure provides flexibility for users at different stages of device deployment.
Swedish company LKAB has discovered what’s claimed to be Europe’s biggest deposit of rare earth metals, promising a critical boost in the continent’s trade security and green transition.
“Rare earths” are a group of 17 chemical elements composed of scandium, yttrium, and lanthanides. Contrary to their name, rare earths are actually abundant; their rarity stems from the complexity of their extraction, separation, and refining, which can generate toxic and radioactive waste, negatively impacting the environment.
But despite their environmental hazards, they are crucial for the manufacture of numerous high-tech products. This ranges from household goods (TVs, computers, and smartphones) to medical equipment (X-Ray and MRI scanning) and defense systems (jets and night vision tech, among others).
Most notably, they’re also key for the clean energy transition, as they are components of the magnets used in EVs and wind turbines.
LKAB’s discovery, however, could be a game changer. The state-owned company said that it has found a deposit — named Per Geijer — of over one million tons in the Kiruna area, located in Lapland within the Arctic Circle.
The Per Geijer deposit is in close proximity to existing mining operations in Kiruna. Credit: LKAB
“Electrification, the EU’s self-suffiency and independence from Russia and China will begin in the mine,” Sweden’s Minister for Energy, Business, and Industry, Ebba Busch, said in a statement.
“We need to strengthen industrial value chains in Europe and create real opportunities for the electrification of our societies. Politics must give the industry the conditions to switch to green and fossil-free production,” she noted.
Reducing reliance on foreign supply chains and ensuring access to critical raw materials is an integral focus of the EU agenda as well as Europe’s aim to become the first climate-neutral continent by 2050.
“Lithium and rare earths will soon be more important than oil and gas,” EU Commission President Ursula von der Leyen stressed during a speech in September. “Our demand for rare earths alone will increase fivefold by 2030,” she added, highlighting the imperative to avoid becoming dependent as on oil and gas.
In the same line of thought, EU Commissioner Thierry Breton underlined the need for action. “Take China, with its quasi-monopoly on rare earths and permanent magnets and prices rising by 50-90% in the past year alone,” he wrote. “Supply of raw materials has become a real geopolitical tool.”
While LKAB is already investing heavily in the project to move forward, President and Group CEO Jan Moström emphasized that there’s a long road ahead. He expects that it’ll take several years to investigate the deposit, assess its profitability, and evaluate the sustainability and environmental impact of the mining process. Following that, LKAB can proceed with an environmental review application and a permit application.
“If we look at how other permit processes have worked within our industry, it will take at least 10 to 15 years before we can actually begin mining and deliver raw materials to the market,” Moström explained.
Providing that LKAB finds a way to mitigate the environmental cost entailed in mining, the Per Geijer deposit could provide Europe with the impetus in needs to ensure domestic supply of critical raw materials and facilitate its green transition.
A new XR startup is set to change the way we approach interactive experiences, combining portability, functionality, and style in its line of wearable tech. In just its first year of business, VITURE already received a number of significant recognitions for its flagship product, the VITURE One XR glasses. These accolades include being named a CES® 2023 Innovation Awards Honoree, one of TIME’s Best Innovations of 2022, and winning the Fast Company 2022 Innovation by Design Award.
The company has also made a significant impact on Kickstarter, raising more than $3 million for the VITURE One XR glasses.
Let’s take a look at how VITURE is breaking barriers in the wearable tech industry and how it plans to change the way we experience XR.
The VITURE One XR Glasses
The startup is known for its flagship product: the VITURE One XR glasses.
Combining functionality and style, their XR glasses are set to change the way we engage with content. Designed to deliver unique audiovisual experiences, the glasses utilize HARMAN AudioEFX technology, which delivers immersive audio experiences via a near-ear surround system and electrochromic film, which enables users to switch between Immersive and Ambient modes.
Aside from incorporating impactful technology into the VITURE One, other patented features enable the glasses to deliver next-level immersive experiences. These include accessibility features, such as the swappable nose bridge pads, the option to adjust the XR glasses to your eye prescription, a magnetic connector for easier linking to other devices, and head-tilt navigation for fully hands-free navigation.
The VITURE Story
As an avid gamer himself, VITURE co-founder and CEO David Jiang saw an opportunity for on-the-go entertainment. According to Jiang, he noticed that in-person experiences, such as sports games, are vastly different when viewed on TV. He wants to continue developing AR/XR technology that will allow users to access such immersive experiences, as well as super interactive sports experiences, in a virtual setting.
“With portable gaming and entertainment becoming more prevalent than ever, we’re pleased to bring the first stylish XR solution to the market that can handle streaming and AAA gaming on the go,” said Jiang in a press release shared with ARPost.
After working on other major projects, such as Google Glass, and noticing the growing need for on-the-go mobile gaming experiences, he connected with progressive inventors in 2021 to start working on the VITURE One XR glasses.
Through Jiang’s experiences, studying at the Harvard School of Design, working as a Microsoft intern, and working at Google, he discovered how users interact with personal technology. This discovery was a major influence on how the VITURE One XR glasses are designed, putting an emphasis on providing users with an optimal experience.
As an expert in spatial tech, as well as in AR tech and design, Jiang was able to design innovative wearable tech that’s both functional and fashionable.
Redefining the Future of Wearable Tech
What’s next for VITURE?
The VITURE One, together with its Mobile Dock, was available for demos at CES 2023. Aside from being able to try out the XR glasses, attendees had the opportunity to be among the first to see the Mobile Dock in action.
VITURE One XR glasses and Mobile Dock
This new addition to the VITURE lineup will allow users to access new features, such as multiplayer mode, and compatibility with other viewing and gaming devices, such as the Nintendo Switch, Steam Deck, and TV sticks.
Aside from the Mobile Dock, there are also plans to create additional apps and features for the VITURE One neckband, shortly after the XR glasses are released with full availability in March.
Far from being just a wearable tech for gaming, the VITURE One XR glasses are also designed to elevate the way we stream our favorite content. Whether it’s using the apps through the neckband or using connections to other devices, users will be able to stream their favorite content anytime, anywhere.
VITURE’s awards continue to fuel VITURE’s drive for innovation. Aside from the accolades, the team greatly values the feedback received from early testers and users.
The UK’s space sector is searching for positives after the first orbital launch from western Europe ended in failure.
The mission appeared to have started smoothly. At around 10PM GMT on Monday, the Boeing 747 carrying Virgin Orbit’s LauncherOne rocket successfully took-off in southwest England.
The jet then climbed around 35,000ft before releasing the rocket over the Atlantic Ocean. But then, disaster struck.
“We appear to have an anomaly that has prevented us from reaching orbit. We are evaluating the information,” Virgin Orbit announced on Twitter.
We appear to have an anomaly that has prevented us from reaching orbit. We are evaluating the information.
The US company soon provided further details. The problem had emerged during the firing of LauncherOne’s second-stage engine, while the rocket was traveling at more than 11,000 mph.
All nine satellites onboard were lost. Among them was Amber-1, which was developed by the UK’s Satellite Applications Catapult and Horizon Technologies for maritime tracking.
“We will come back stronger.
Paul Febrve, CTO at Satellite Applications Catapult, said the failure was a big setback for everyone involved, but a “minor dent” to the UK’s space strategy.
“It’s a blow, but it’s not a crippling blow,” Febrve told TNW. “We will learn from it, come back stronger, and improve the capability that we’ve got in the UK.”
That capability has firm foundations. As an island with a northern latitude, Britain has auspicious geography for launching satellites into polarand sun-synchronous orbits, which go over the north and south poles.
There are several compelling reasons to harness these strengths. One is the growing demand for digital connectivity across the globe, which can’t be met by using terrestrial infrastructure alone.
Satellite Applications Catapult was set to operate two satellites on the British mission. Credit: Horizon Technologies
Another motive has been brutally highlighted by Russia’s war in Ukraine. The February invasion exposed the need to quickly deploy small satellites for military intelligence, which has increased demand for launches in Europe.
The UK has pitched itself as the ideal provider of these spaceports. In addition to its favorable geography, the country is a leading satellite producer, home to many private space companies, and the first nation in Europe to implement new spaceflight laws.
Seven spaceports across Britain are now under development. They’re unlikely to provide launchpads for missions to the moon, but they could offer promising locations for smaller satellites.
“This particular vehicle was carrying satellites from seven different providers, all doing different things. They were really handcrafted in terms of their purpose,” said Febvre.
“We’re really focused on responsive launch and innovation — not the scale-up aspect.”
“We remain committed to becoming Europe’s leading provider.
Febvre found further cause for hope is what’s already been achieved. While Monday’s mission didn’t achieve its ultimate goal, it did prove that space launches are achievable from British soil.
The attempt will also enhance domestic expertise, regulation, and capabilities.
“The project has succeeded in creating a horizontal launch capability at Spaceport Cornwall, and we remain committed to becoming the leading provider of commercial small satellite launch in Europe by 2030, with vertical launches planned from Scotland,” Matt Archer, director of commercial spaceflight at the UK Space Agency, said in a statement.
As the satellites were insured, their manufacturers and operators will be compensated for their loss. A bigger issue will be the reputational damage.
Setbacks in space are not unusual, but they still spook investors. Virgin Orbit now has to convince the critics that the failure won’t be repeated. The UK, meanwhile, is already planning another launch within the next 12 months.
With a global recession impending, Europe’s startups are feeling the pressure. Investment opportunities are dwindling and customer acquisition is getting harder. So what can startups do to survive during this time?
From hiring freezes to spending cuts, founders are making preparations to get through the recession unscathed. There are many ways to cut spending during this time that don’t involve layoffs, it’s just about being a little savvy and thrifty, and looking out for programs that are designed to give startups a boost.
Here’s your go-to checklist for smart ways startups can cut spending and save during the recession:
1. Scrap the office and go fully remote
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Thanks to the pandemic, most people are now accustomed to working remotely and interacting with their teams virtually. Although many businesses have been navigating back towards being in-office at least a few days a week, it costs a lot to hold a space that’s not being used all the time.
Either ditching the office altogether or moving to a co-working space can save a lot of money. Kate Lister, President of Global Workplace Analytics estimates, “a typical employer can save about $11,000/year for every person who works remotely half of the time.” For those that go fully remote, asynchronous working will help employees maintain flexibility during the day, and create a work-life balance that suits them and allows them to be most productive.
If you’re worried about maintaining your company culture, gaining some tips and inspiration from businesses who were operating remote models before the pandemic can be useful. Buffer and Zapier, for example, are both remote-first businesses, with global teams collaborating together from all over the world. Both businesses find that maintaining frequent, open communication is essential for the success of their remote teams.
One important thing to remember is that fully remote companies should always factor in some budget for in person team-building events throughout the year to foster team spirit and connection.
2. Choose your cloud provider wisely
Cloud services are used by many startups for everything from basic tasks like data storage, to the more advanced functions like AI and machine learning. But many also end up in a situation where they accept free cloud credits and end up taking on products and services they don’t necessarily need.
Choosing the right cloud provider can be tricky, especially as the business develops and your needs change. Ideally, you’d want the flexibility to be able to reconfigure your cloud architecture or even switch providers as these needs change, however, many startups get locked into contracts with high egress fees.
Adopting a multi-cloud strategy could be a good solution allowing you to select the services most suited to each of your team’s needs and take advantage of reserved instances and other discounts. There are also some new cost-saving cloud technologies on the market now, such as Serverless technology and Kubernetes autoscaling.
Also be sure to check out Scaleway’s Next 100 Startups Shaping Europe’s Future Program designed to support up and coming startups during the recession. If selected, Scaleway will cover up to 80% of your cloud infrastructure costs over a period of 24 months.
3. Optimize organic reach, rather than paying for a boost
Did you know, around $70 billion was spent on paid search ads in the US in 2021?
Instead of throwing money at ads, focus on organic marketing strategies that will reap the same benefits at no cost.
Best SEO practices to help with organic traffic include staying on top of keyword targeting: monitoring analytics of keyword performance will help you to continuously have oversight of what’s working and what can be improved, so you can keep optimizing your approach and improving your reach.
Another strategy is to optimize the landing page itself: making sure it has a load-friendly design and user experience (UX), that the content provides value to the audience, and that you have backlinks to help the user move across different pages of your site.
All of these factors will improve your search engine ranking. In addition to being a cheaper option, organic marketing has a lot of business benefits over paid ads too. When your content is optimized more strategically, it’s likely to last longer and see a prolonged flow of traffic, unlike paid ads that are only profitable when they’re live. It also helps to build a more loyal following as you’re engaging the audience at every step of the funnel.
4. Cast your net in the freelance talent pool
Most companies are introducing hiring freezes, but what if you have some talent gaps in your team that need to be filled for the business to continue developing?
Instead of hiring full-time, consider contracting freelancers or agencies to take on jobs on a project basis. Consider which positions you need on an ongoing basis and which you only need on an occasional or seasonal basis. Hiring freelancers instead of full-timers can save employers around $11.6 an hour per employee.
In addition to monetary benefits, outsourcing is a great way to access different skill sets, expertise, and strengths tailored to specific projects in a way that’s not possible otherwise.
There’s a wide pool of options to choose from all over the world and, of course, when you find a good and reliable freelancer, there’s no reason why you can’t hire them for additional projects and build up a good relationship as you would with a full-time worker.
5. Declutter your box of tools and subscriptions
In the digital age, companies are using multiple tools and apps for their business operations. Sometimes we have so many tools and subscriptions that we don’t even remember what they all are or what they’re for. Having a good clear out and canceling subscriptions for anything that’s not being used will reduce unnecessary spending.
There are a lot of tools that have similar functions, so having a browse to compare the offerings might mean that you’re able to find a better deal that suits you and saves a bit of money. Some multi-use platforms and tools additionally consolidate and integrate functions, so you get more bang for your buck rather than having a separate tool for every task/team.
6. Take advantage of funding opportunities
You might be taking all the measures you can to save money, but sometimes an extra helping hand can provide a bit more security. There are several open programs, both EU-funded and privately sponsored, to support startups during the recession and enable them to continue growing and scaling:
The European Innovation Council (EIC) for example, has a range of funding opportunities to back everything from research and mentoring to building business plans to scale and develop for market.
As mentioned earlier, Scaleway’s 100 Startups program is providing cloud funding support for 24 months.
Climate-KIC has a number of grants available specifically for startups that are accelerating the transition to zero-carbon and climate resiliency.
For low-tech SMEs wanting to develop AI techniques, StairwAI is a good option.
Eurosearch is a great place to find a range of funding opportunities, specifically tailored to different types of startups.
There’s no need to panic as the recession approaches. Instead, it’s time to get smart about spending, find the best options and discounts available, and always be on the lookout for the many funding programs and opportunities out there!