Author name: Rejus Almole

hands-on:-virtuix-omni-one-comes-full-circle-with-an-all-in-one-vr-treadmill-system

Hands-on: Virtuix Omni One Comes Full Circle with an All-in-one VR Treadmill System

As far as VR treadmills go, Virtuix is the OG. While the company had set out to make a consumer VR treadmill a decade ago, market realities pushed the company into the out-of-home VR attraction space. But after all these years the company remains dead-set on selling a VR treadmill to consumers, and this time around it’s taking an all-in-one approach with the new Virtuix Omni One. I visited the company’s Austin, Texas headquarters to try it for myself.

The Virtuix Omni Backstory

Image courtesy Virtuix

The original Virtuix Omni treadmill started life way back in 2013 as wooden prototype built by a small group led by CEO Jan Goetgeluk. Thus the core idea was conceived a full three years before the first wave of consumer VR headsets appeared on the market in 2016.

The idea itself is simple. What if you had a treadmill on which you could run in any direction? With such a treadmill and a VR headset on your head, you could move your body and feel like you were really moving through the virtual world.

The execution of this idea, however, has been anything but simple.

Treadmills tend to be large, heavy, and expensive devices. And the Virtuix Omni was no exception. Although the company set out initially to build a device for consumers, the reality of the cost and complexity of such a device made it a challenging sell beyond early adopters. The ahead-of-its-time treadmill also suffered another key issue for the consumer VR space; the ‘ring’ support’ design prevented players from having a full range of motion, which made the treadmill a non-starter for many consumer VR games that expected players to be able to crouch, reach down to the ground, or move their arms around at their waist (where many games commonly place holsters for key items).

These challenges forced the company to pivot toward the out-of-home VR attraction space. Thus, the Omni Arena—a huge VR attraction that includes a pod of four of the company’s VR treadmills for multiplayer gameplay with custom content—was born. The system would go on to be installed in 73 entertainment spaces across the US and has become Virtuix’s bread-and-butter business.

Image courtesy Virtuix

Virtuix realized early on that VR was, at this stage, a fairly clunky proposition. Only early enthusiasts and computer experts had the skills and patience to set up and troubleshoot even consumer VR systems, let alone one that cobbled together complex hardware like a headset and VR treadmill. Expecting arcade attendants to figure out how to keep a system of four Virtuix Omni treadmills, VR headsets, and an array of networked computers powering it all, just wasn’t realistically going to work at scale.

That led the company to build Omni Arena like a giant all-in-one VR arcade. The company has impressively customized literally every step of the customer’s journey through the experience. From the moment they step into the enclosure they’re guided by video screen prompts about what they’re going to experience, how to slip on their special shoes, and how to get into the Virtuix Omni treadmill once it’s their turn.

Photo by Road to VR

The same, if not more, care has been paid to the operator’s experience. Omni Arena has everything to be a self-sustaining VR attraction. It doesn’t just come with the four treadmills, but also four headsets, controllers (with charging pods), SteamVR tracking base stations, and all the hardware to run the networked VR experiences and the pod’s software itself which not only manages all of the connected devices, but even captures footage of players (both in and outside of the game) and emails it to them as a memento of their experience. It also makes routine troubleshooting steps like headsets, computers, or SteamVR into a simple touchscreen button press through a custom interface for the operator. Omni Arena is truly an all-in-one product.

Virtuix Arena’s custom software makes it easy to manage all the computers and hardware that power the experience. | Photo by Road to VR

For a small company, Virtuix’s ability to focus on the holistic experience of its product is both rare and impressive.

Coming Full Circle

With the many lessons learned about creating an all-in-one experience for the out-of-home VR attraction space, the company is turning its attention back to the consumer realm with a brand new product—Virtuix Omni One.

Image courtesy Virtuix

With Omni One, Virtuix isn’t selling a VR treadmill. It’s selling an all-in-one system that includes the newly designed VR treadmill, a VR headset, and access to a library of custom-made content. It’s an ambitious approach, but one that reflects Virtuix’s ability to identify and address key problems with the overall experience it wants to deliver to customers.

The original ring design of the Omni meant players couldn’t crouch or have full movement of their arms around their waist. | Photo by Road to VR

One of those key points the company identified was the way that the original Omni design made compatibility with modern VR content a challenge. The support ring around the player mean their movement was restricted, both in their ability to crouch, lean, and move their arms with complete freedom.

That ‘simple’ problem necessitated a complete redesign of the treadmill. The Omni One now uses an arm support design that always stays behind the user. This gives you the ability to have a full range of motion while also running in any direction. The arm doesn’t actively hold you upright, but it provides the force that prevents you from running straight off the edge of the treadmill.

Another problem the company identified in its goal of delivering a consumer VR treadmill is the complexity of existing PC VR systems and getting players into the right content.

Even if Omni One customer was already an expert in PC VR and willing to put up with technical annoyances, having a tether to the computer means worrying about the user wrapping themselves up in the cable (or asking them to rig up a ceiling mounted cable management system).

Though the Omni One can still technically be used with a PC VR setup, this challenge pushed Virtuix to pair its treadmill with a standalone VR headset out of the box (Pico Neo 3, specifically). But it’s not just a headset, but a headset equipped with a custom-made Omni storefront serving up content that’s specifically made or adapted for the VR treadmill. The company even built its own ‘first steps’ experience, a surprisingly well-made introduction that introduces users to the magic of VR and teaches them how to move and feel comfortable with their controllers and treadmill.

And although sticker-shock has always been a challenge for Virtuix, the Omni One is actually not an unreasonable price… if you think of it as what it truly is: a treadmill that will give you a workout.

Typical exercise treadmills range in price from $500 to $2,000 or more. Omni One will be price at $2,600, including the $700 Pico Neo 3 headset (which the company stresses can also be used as a standard Pico headset (including PC VR streaming). That leaves the treadmill itself at $1,900, the cost of a high-end treadmill. The company is also promising an option to finance the Omni One for $65 per month.

And for those that really believe in Virtuix and its vision, through the company’s crowd-investment campaign it is offering a 20% discount on Omni One (or more, depending upon the amount invested). The campaign has raised $4.4 million to date.

Continue on Page 2: Omni One Hands-on »

Hands-on: Virtuix Omni One Comes Full Circle with an All-in-one VR Treadmill System Read More »

this-tech-helps-farmers-monitor-their-crops-—-from-space

This tech helps farmers monitor their crops — from space

For millennia, farmers have monitored the health of their potatoes, pumpkins, or pineapples by walking through the fields and looking at them. As you can imagine, this process is time-consuming and often inaccurate, especially over large areas. 

German deep tech startup constellr believes there is a better way. A spin-off from the Fraunhofer, Europe’s largest organisation for applied science, constellr is developing a satellite-based crop monitoring system that acts as a farmer’s eyes in the sky — and has just raised €17m in seed funding to scale it up.

The startup’s tech, which it claims is a world-first, comprises constellations of microsatellites, equipped with thermal infrared and hyperspectral imaging instruments. These gather daily, global land surface temperature data. 

Constellr sent its first thermal imaging sensors to the International Space Station in 2022 in a trial run. Now, armed with fresh funds, constellr looks to deploy the first of its shoe-box-sized thermal imagery satellites in 2024. 

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The startup won’t need a whole squadron of satellites to get the job done though. According to CEO and co-founder Max Gulde, they only need to put four satellites into orbit in order to capture daily imagery of any field on Earth.  

Once deployed, the satellites’ sensors will capture data that is used to compile heatmaps that display plant stress and water availability at a sub-field level. This makes it far more accurate than sentinel-3, the European Space Agency’s (ESA) primary Earth observation satellite

constellr-satellite-crop-monitoring-startup
Comparison between constellr’s heatmaps (right) and those taken by the ESA’s Sentinel-3 satellite. Credit: constellr

Crucially, constellr says its technology will be able to identify changes in crop health days to weeks before these signs become visible. This could enable farmers to react early and prevent crop failures, which can destroy livelihoods and disrupt global food supplies.  

“Climate change is the fundamental challenge our generation is facing and, in our efforts to combat its effects, we must ensure the global food and water systems are more resilient,” said Steven Jacobs, venture partner at Lakestar, one of constellr’s main investors.

Since it was founded in 2019, constellr has raised about €30mn in private and grant capital, according to Dealroom data. The latest seed funding round, announced last week, was led by French venture fund Karista. 

In addition, last month, constellr was awarded a €5mn contract by the European Commission and the ESA to join Copernicus, the world’s largest earth observation programme.

In April, the company also acquired ScanWorld, a Belgian hyperspectral satellite imagery and analytics startup, as part of its plans to become Europe’s market leader in beyond-visual data services for smart farming.

This tech helps farmers monitor their crops — from space Read More »

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Italy’s largest investment bank pledges to back UK fintech startups

London-based startup accelerator Founders Factory has gained a new partner in the form of Mediobanca. The Milan-based investment bank is looking to increase its presence in the UK, and has pledged €12mn to the joint venture. 

Specifically, Mediobanca will be looking to back as many as 35 fintech startups that focus on technologies such as blockchain and artificial intelligence over the coming five years. However, it will also include early stage fintech startups in other parts of Europe. 

Founders Factory, co-founded by Brent Hoberman, Henry Lane Fox, and George Northcott in 2015, has thus far supported over 300 companies globally through its Venture Studio and Accelerator. The company says it is currently investing in fintech, health, climate, media and telecoms, consumer, and Web3. 

“Combining our venture-building capabilities and fintech experience with Mediobanca’s heritage, financial prowess, and global ambition creates a powerful platform to back fintech founders,” Henry Lane Fox, Founders Factory’s CEO, said in a statement announcing the collaboration. 



Among the fintech startups Founders Factory has backed thus far are climate risk modelling software company Dovetail, AI-powered commercial real estate investment tool Built AI, landlord accounting software Hammock, and end-to-end mortgage platform Acre. 

Hope for a faltering UK fintech investment climate?

Fintech has traditionally been one of the UK’s most successful tech sectors. In 2021, it saw record investments of $13.5bn (approx. €12.2bn). Despite a global downturn, it also fared fairly well throughout 2022, with investments dropping only 8% compared to the year prior.

However, a cautious climate throughout H1 2023 has meant that UK fintech has experienced a drop by as much as 37% from the second half of the year prior. What’s even more disconcerting is that the majority of deals took place in the first quarter

Mediobanca is Italy’s largest investment bank. Other than Milan, the company has offices in Frankfurt, London, Madrid, Luxembourg, New York, and Paris. Under a new strategy, Mediobanca is looking to expand its portfolio. In May this year, the investment bank acquired UK-based “financial advisors to the digital economy” Arma Partners, with an annual revenue of over $100bn (€90bn). 

While €12mn might not be a huge drop in the venture ocean, Mediobanca’s push towards diversification may be something of a lifeboat for the fintech ecosystem. 

Italy’s largest investment bank pledges to back UK fintech startups Read More »

meta-cto-rebukes-report-claiming-cancellation-of-quest-pro-line

Meta CTO Rebukes Report Claiming Cancellation of Quest Pro Line

According to a recent report from The Information, Meta is allegedly spinning down Quest Pro alongside a broader move to cancel the future ‘Pro’ line of XR hardware altogether. Meta CTO Andrew Bosworth says however, “don’t believe everything you read.”

Meta has reportedly stopped ordering new components for the Quest Pro from its suppliers, The Information maintains. While it’s thought Meta will continue selling its $1,000 Pro-branded mixed reality headset as long as there is enough stock, the report alleges the entire Pro line has been suspended, putting a second-generation Quest Pro distinctly out of the question.

Speaking in an Instagram Stories post yesterday, Bosworth rebukes the claim that a potential Quest Pro 2 has officially been cancelled for good, saying that his team is developing multiple prototypes in parallel for all of its projects. Notably, he doesn’t address whether it’s spinning down the current version of Quest Pro, however he implies that the report of Quest Pro 2’s demise was the result of a disgruntled employee whose project was cut.

Here’s Bosworth’s statement in full:

“I have to explain this every year. There is no Quest Pro 2 headset until we decide there is. What I mean by that is there are lots of prototype headsets—lots of them—all in development in parallel. Some of them, we say, “that’s not the right one,” and we shut it down. Some of them, we say, “that’s the right one,” and we spin it up. What you need to understand is, until it goes out the door, it doesn’t get the name. So, there might be a Quest Pro 2, there might not be. I’m not really telling you, but I will say don’t believe everything you read about what’s been stopped or started. A lot of times it comes from someone who’s unhappy their particular project got cut when there are other projects that did not get cut.”

Still, it’s clear there’s been some turbulence in how Quest Pro was handled from the get-go. Originally launched for $1,500 in October 2022, Meta decided only a few months later it would slash Quest Pro by $500, putting at its $1,000 price tag today. Meanwhile, Quest 2 has seen multiple price changes, ranging from $300 to $400 for the same 128GB variant.

Fluctuating prices aside, Quest Pro’s raison d’être has never really been clearly defined, as the company has nebulously pitched it to professionals as a would-be workstation. In practice, Quest Pro has been more of a developer kit for studios hoping to build consumer apps for the cheaper Quest 3, coming in Fall 2023 at $500. Meanwhile, Quest Pro users have reported a host of usability issues since launch, decidedly making it feel a little less ready for prime time than the company probably hoped.

Whatever the case, Quest Pro 2 would need a much clearer value proposition—provided whatever prototypes Meta has waiting in the wings also don’t also get cut.

Meta CTO Rebukes Report Claiming Cancellation of Quest Pro Line Read More »

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A Tech Investor’s Take on the Apple Vision Pro

Apple’s entrance into the XR space via their announcement of the Apple Vision Pro was one of the most anticipated events in recent XR history. After years of hype build-up and frequent delays and rumors, the device itself left a lot of questions to be answered. I mulled over those questions with Neso Brands CTO Paulo Almeida in the 10th episode of the XR Talks podcast.

Years of Watching Apple

Neso Brands is an investment company specializing in tech-augmented eyewear. Naturally, their Chief Technical Officer has been carefully watching the Apple Vision Pro rumors for longer than many companies have been involved in XR at all.

“Somehow I’ve been following it for the last seven years,” said Almeida. “The job descriptions first showed up across the internet and that started the rumors, I’m going to say back in 2014, 2015.”

However, Almeida said that he had been waiting for something like an Apple headset for even longer than that – ever since he was, like so many others, disenchanted by the Google Glass device that launched in 2013. While this device first piqued Almeida’s interest in the future of XR wearables, he doesn’t think that it’s the real spiritual predecessor of consumer XR.

“The real pioneers of this are definitely Magic Leap and their waveguide lens is the future that I was expecting Apple to actually achieve some kind of breakthrough on,” said Almeida. “Magic Leap have been the true pioneers of trying to miniaturize all of these components and to make it into something that we could call smart glasses… not over-the-head displays.” 

A Difference of Displays

Waveguide displays use a light engine and specialized lenses to project virtual content in front of the eye. Depending on the application, the wearer then looks at that content for a virtual screen application or through the lens to see their physical surroundings augmented by the virtual elements. It’s currently the dominant approach in lighter-weight, lower-cost AR devices.

As far as something like smart glasses go, Magic Leap is still pretty big and pretty expensive – and a fairly exclusive enterprise device. Campfire, also an enterprise-focused company, offers a smaller and lightweight headset that can offer VR as well as MR via the addition of a magnetic plate over the normally transparent lenses.

Micro-OLED displays essentially just put a screen in front of the wearer’s eyes. This approach has clear benefits in terms of image quality, brightness, field-of-view, and some other considerations at the trade-off of being more expensive and much heavier than waveguide displays. This is currently the dominant approach in VR devices – including the Apple Vision Pro.

Because the wearer can’t see through an OLED screen, AR and MR experiences are enabled through passthrough – which displays a video feed of the wearer’s surroundings which can then be augmented with virtual content. This is how virtually all AR/VR headsets – including the Apple Vision Pro – are able to offer both of those experiences on the same opaque screen.

An Extra Screen

There is one place where the benefits of a Micro-OLED display just don’t seem to justify the tradeoffs in terms of weight, cost, and power usage. That’s the giant screen on the front of the Apple Vision Pro that shows a virtual reproduction of the wearer’s eyes.

“I think it’s quite a useless feature, per se. Let’s put it this way: I think Apple just needed to put something there that would make the wow effect,” said Almeida. “They’re taking what I would call ‘The Tesla Approach’ of showing what they’re capable of and then saying ‘now wait a few more years, we’re now going to go into mass production, design something simple.’”

The fact that the headset is called “Pro” has led many to the conclusion that Apple is going to release a standard version of the headset, which might well do without some bells and whistles – like the virtual eyes.

“I definitely think that they should offer options with and without the front feature and I can almost guarantee most people would go without because it would probably be a good $500 or $600 cheaper, the battery would probably last a little bit longer,” said Almeida. “I wouldn’t be surprised if there was a version called the ‘Apple Vision Mini’ or ‘Apple Vision S’.”

Controller-Free Design

While the Apple Vision Pro has more screens than most VR headsets, it has fewer controllers. In fact, Apple is adamant about the Pro not having or needing controllers but getting along with eye and hand tracking as its only inputs.

“That’s one of the points where they’re definitely innovating,” said Almeida. “If there are a few hidden gems on the Apple Vision Pro, eye tracking and hand tracking are among them.”

I specifically brought up gaming as one use case where I feel that a controller is still necessary. Almeida had his perspective but toward the end of the episode, I also invited 3lbXR and 3lb Games founder and CEO Robin Moulder up from the audience knowing that she has an interesting perspective on game input.

Hardware Integrations and Third-Party Companies

A recurring point in the conversation was the room around the Apple Vision Pro itself for accessories, whether from Apple or from 3rd party developers. Almeida sees gaming and input in general as one of these opportunities.

“To play a game, having the feeling of a real-life controller in your hand is something that you need,” said Almeida. “I also think that they’re opening a path for haptic gloves.”

Almeida envisions a whole collection of different controllers for different kinds of games and interactions similar to that for headsets like VIVE. Earlier in the conversation, he had also mentioned the Apple Vision Pro’s battery life as one area that could be expanded through partnerships.

“If Apple is smart, they’re going to open the market to third-party companies for the existing hardware to expand over the existing options,” said Almeida. “In order to achieve more market and to grow as a company, Apple needs to invest in breakthrough technology and for that, they need to let third-party partners come to complement the ecosystem.”

Calling on Developers

Moulder had a different perspective on the Apple Vision Pro and seemed eager for the opportunity to develop controller-free applications.

“I am super stoked about Apple and from my perspective, there’s a whole lot to unpack,” said Moulder. “On the input side, the thing that I keep bringing up to people is that video showed the woman with her hand in her lap. (…) I’m looking at that thinking ‘If I could move my hands around in that kind of field-of-view, hand-tracking works a lot better.’”

Here we’re not talking about field-of-view in terms of what the wearer sees in the headset, we’re talking about what the headset sees around the wearer. Headsets have the ability to track the location of controllers no matter where they are but can only track the hands when the hands are in view of the cameras, which puts huge limitations on how effective hand-tracking can be.

“I don’t have to predict the location of where the hands are going to be in a bunch of nonsensical math just to make up for that limitation of the technology now,” said Moulder. “That’s really nice for us from the gaming perspective because that means we can lean into hand-tracking even more than we’re doing right now.”

Moulder said that this would mean “working with the user to train them” on more nuanced hand interactions, but it also sounds very optimistic for a controller-free headset that doesn’t feel like the 3DoF models of yesteryear. The wide range of the Apple Vision Pro does require a huge number of cameras, so it’s likely that other makers won’t emulate the move any time soon.

Parting Thoughts on the Apple Vision Pro

The Apple Vision Pro still remains something of a mystery to me. But, I have another perspective on where Apple might be going with a potential future product line built around it, and that’s exciting. I also have a whole new perspective on controller-free headsets in general, and that’s very exciting.

You can listen to the whole “XR Talks with ARPost: Episode 10 – Another Take on Apple’s Entrance” below, or on Spotify.

A Tech Investor’s Take on the Apple Vision Pro Read More »

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Meta’s New Demo App is Like ‘Beat Saber’ for Hand-tracking

Meta’s hand-tracking has improved by leaps and bounds since we first saw it on the original Quest in 2019, but as Apple serves up stiff competition with its upcoming Vision Pro mixed reality headset, Meta tossed out a new hand-tracking demo that shows off the benefits of its latest software update.

As a part of Quest’s v56 software update Meta unveiled Hand Tracking 2.2, something the company says focuses on hands responsiveness. If Meta wants to beat Apple at its own game—Vision Pro’s input relies primarily on hand-tracking—it really needs to make hand-tracking as a reliable as possible.

To boot, Meta says in a blogpost its Hand Tracking 2.2 update reduces hand-tracking latency by 40% “in typical usage” and “up to 75% during fast movement.”

To show off its latest hand-tracking improvements, Meta released a first-party app called Move Fast, which is pretty similar to the company’s own block-slashing rhythm game Beat Saber, albeit tasking you with chopping, punching, and blocking incoming objects.

With only four songs to play through however, Move Fast isn’t meant to be a full game, as Meta says it’s more for demonstration purposes so developers can see how the company’s Interaction SDK can now handle fast-action fitness types of apps.

To try it out for yourself, download Move Fast for free on Quest App Lab, which supports both Quest 2 and Quest Pro. Meanwhile, check out a brief clip of the demo in action below:

Meta’s New Demo App is Like ‘Beat Saber’ for Hand-tracking Read More »

new-uk-law-could-spark-‘default-surveillance-of-everyone’s-devices’

New UK law could spark ‘default surveillance of everyone’s devices’

New UK law could spark ‘default surveillance of everyone’s devices’

New laws proposed in the UK could normalise surveillance of personal devices, experts have warned.

The concerns stem from a planned update to the Investigatory Powers Act (IPA). When the original rules passed in 2016, critics described them as the “most extreme spying powers ever seen.” They’re now set to become even more intrusive.

Under the new proposals, messaging services would have to clear security features with the government before releasing them. The Home Office could also demand that features are disabled —without telling the public. Apple has threatened to remove FaceTime and iMessage from the UK if the plans are enforced.

Another prominent critic is Harry Halpin, the CEO of Nym Technologies, a privacy startup based in Switzerland. According to Halpin, the rules could lead to “surveillance as the default on everyone’s devices.”

Secretly toying with security features designed to keep users safe is short-sighted and could be exploited by adversaries, whether they are criminal or political,” he told TNW.

One of Halpin’s key concerns involves the impact on the impending Online Safety Bill.

Ostensibly an attempt to remove harmful content from the internet, the bill has sparked fears that backdoors to end-to-end encryption will be mandated. Apple, Signal and WhatsApp have all refused to comply with the requirement.

Combined with the IPA, the legislation could make enforcement “politically motivated,” said Halpin.

“The thing about backdoors when it comes to communications technologies is that when you open them, you open them to anyone shrewd enough to exploit them,” he warned. 

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Fibre optics could be the answer to water loss from leaky pipes

Approximately 48.6 billion cubic meters of water are lost around the world every day. According to the International Water Association (IWA), the main culprits for this loss are underground leaks on water mains and service pipes.

To monitor leaks in water pipeline networks, researchers at the Polytechnic University of Milan have experimented with a novel method using fibre optics — the inexpensive and commonly- used technology that allows us to have fast internet at home.

The scientists developed a distributed fibre optic sensing (DFOS) cable based on the so-called Stimulated Brillouin Scattering (SBS) technology, which enables the processing and storage of optical information. They worked on High Density Polyethylene (HDPE) pipes, the mainstream water-conveying system for civil, agricultural, and industrial purposes.

To test the fibre optic cable’s ability to detect deformation caused by pressure anomalies along a pipe (such as the ones resulting from water leaks), the team wrapped and mounted it on the pipe’s outer surface.

The experiment comprised two main phases. First off, the scientists assessed the sensitivity of the sensor layout on an HDPE pipe that was stressed with static pressure.

“This first stage was successful, so we then concentrated on detecting the pressure anomaly produced by a leak in a piping circuit with flowing water,” explained the researchers. “Overall, the results returned positive feedback on the use of DFOS, confirming the possibility of identifying and localising even very small water leaks.”

The team is planning to further develop their monitoring solution and work towards the production of industrial-scale, “natively smart” HDPE pipes with an integrated DFOS cable. Using machine learning algorithms to interpret the cable’s data could also lead to a leak prediction model.

While water tech still receives only a silver of funding, it will play a crucial role in managing our natural resources — especially in a climate crisis-struck world.

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Getir sells off equipment, scrambles for funding amid financial woes

Getir’s woes are dragging on in Europe, raising concerns over the grocery delivery platform’s future in the region.

On Wednesday, the Turkish-owned company started auctioning off parts of its equipment, as it closes down a number of its dark stores in the UK. The bidding closed on Thursday morning.

The items, listed on the website of commercial property agent Sanderson Weatherall, range from scooters and crash helmets to insulated food delivery boxes and retail freezers. According to the auction’s description, the assets are a “surplus to requirements, due to the closure of retail hubs.”

Getir
Getir’s scooters on auction. Credit: Sanderson Weatherall

Meanwhile this week, a leaked message sent to Sifted revealed the startup asked for volunteers from the UK office to “knock on doors” in four areas in London and promote Gorillas — which Getir bought for $1.2bn (€1.08bn) in 2022.

The company’s attempts to increase cash flow come as it’s reportedly aiming for a fresh round of funding. According to Sky News, Getir is seeking a capital injection from one of its existing investors, Abu Dhabi sovereign wealth fund Mubadala, which is currently “in advanced discussions” with the startup.

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Pitchbook data shows that Mubadala already invested in Getir €435.5mn in the second quarter of 2023. This followed a €690.7mn investment in 2022, which however slashed the company’s valuation by 42.4%.

Getir’s need to increase capital and sales in the UK comes as it’s reducing its presence across Europe. In the past few months, the startup has announced it’s exiting France, Spain, and Portugal. German newspaper Handelsblatt reports that the company’s considering quitting Italy and the Netherlands as well.

This would effectively reduce Getir’s operation to only two European markets: Germany and the UK.

Alongside Flink, Zapp, and Gopuff, Getir is among the last remaining quick commerce companies in the region. The appetite for rapid grocery delivery seems to be fading away.

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How Nex Is Flipping AR Games, and Why That’s a Great Thing

Augmented reality has a lot of promise for social and active gaming applications. An AR game’s use of the individual and their actual surroundings invites a connection to others and to physical space itself that tends to be absent from other kinds of gaming – including VR gaming. However, XR games are typically either social or active. Nex thinks that games should be both.

Meet Nex

Nex is a hardware and software developer making “motion games.” That is AR games that use motion as the only input. This isn’t entirely new. For example, once the level is started, games like Beat Saber only register motion – that motion is tracked with a controller, but the controller doesn’t provide other forms of input.

Nex AR games

“Our games only require a camera and a device with sufficient processing power,” Nex CEO and co-founder David Lee said in an interview with ARPost. “Today, that processing power is reaching living room entertainment devices.”

That includes connecting compatible televisions to a mobile phone or another connected camera and compute box, but it also increasingly includes televisions with their own built-in cameras. Nex software can recognize multiple people with a single camera for AR games played together and on the same screen.

The two main offerings from Nex are a hardware camera and compute box currently in pre-production, and games created by the company’s four internal game studios and six outside partners using the “Motion Development Kit.”

Is it XR?

Something about Nex feels like it can’t be XR. That’s possibly because there’s no near-to-eye display. There’s no head-worn device – there’s not even an arm’s-length screen. However, if we think about the way that we’ve always defined XR, those aren’t things that we insist on.

We say that AR is virtual elements overlaid over a live view of the physical world. We often think of viewing that through a lens as with head-mounted AR, or through a camera as with mobile-based AR. Nex admittedly flips that standard model – but it still fits the bill. And it has its advantages over “conventional AR.”

“We flip it around so the phone sees you […] and leveraging the biggest screen that most people have,” said Lee. “You can have the effect of a bigger screen by mounting it on your head but that’s not a communal experience.”

Those who have been around the tech world for a few 24 hours may recognize this approach. Over ten years ago, PlayStation Move used a similar model, as did Xbox Kinect. If the camera-flipped AR game is the future, why is the past littered with these experiences? In part because AR isn’t the only tech involved. Nex also relies on artificial intelligence that wasn’t around in 2010.

“At the time, there was no AI, so they had to have a more complicated camera system,” said Lee. “What was missing from those previous generations of games was the NPU – the neural processing unit.”

Those games were fun – and ground-breaking at the time – but their reliance on a console limited their success and led to unsustainable upkeep burdens on the companies. Neither of those constraints is true of Nex.

A Look at Nex Games

I haven’t yet had the opportunity to play Nex games myself. I did get to watch Lee and one of his colleagues playing some of the games on a live video call.

Party Fowl is a collection of party mini-games that looks similar to JackBox. The package will be available as an annual subscription and includes a mix of AR games and what Lee called “VR-like experiences.”

In one AR game, rotating your hips flies a helicopter. In another game, players represented on screen as a chicken squat to lay eggs and fill a basket.

Nex AR games Air Racer and Party Fowl

Another game, Air Racer, is a “flight simulator” in which players pilot an airplane through an obstacle course by moving their hands. Controls include direction, speed, and elevation.

While Nex is focused on games at the moment, I might be more interested in a fitness application from the company. Lee doesn’t see them as separate experiences.

“Movement is a natural way to play. As human beings, we’ve been playing for a very long time, and most of our games involve movement,” said Lee. “These games invite you to move more and also deliver those benefits in a gamified way.”

One experience really spoke to me as a potential showcase of a whole genre of experiences. The game was an episode of the children’s show Peppa Pig, in which gamers chose characters from the show and engaged in their favorite activity – jumping up and down in muddy puddles. The game was created with partner Hasbro.

“It’s not just watching – the family can be invited to join in the fun as well,” said Lee, who described the experience as “productive, independent playtime for the kids.”

Lee further described “the highlight of his career” as when his daughter got his mother into Nex games so that they could play together.

Experiencing Nex AR Games

I hope to get the opportunity to try out Nex AR games, and it sounds like I’ll get the opportunity soon enough – one way or another.

Nex AR games including Party Fowl and Sky Racers are already shipping as pre-installed apps on the Sky Live interactive camera. In fact, most of the motion games available on the camera are by Nex. For Apple users, Nex also works with the Continuity Camera feature.

Nex Playground – a camera box for Nex games compatible with most modern smart TVs – is currently in pre-order with the first orders scheduled to ship before this year’s holiday season. But, one day, external devices won’t be necessary at all as televisions ship with cameras and more computing power onboard.

Nex playgroung

“TVs don’t have really good processing yet. The memory is still quite limited but this is the beginning of these use cases,” said Lee. “This will be in a lot of living rooms and it begins with Nex pioneering this technology and showing the world what is possible.”

“The iPhone Moment for TV”

From AR games, to fitness applications, to just using hand gestures to navigate traditional media, Lee and Nex have an exciting vision for the future of television. The whole thing does feel like AI and XR reaching back into history to pull some of entertainment’s near-misses into the future where they belong.

How Nex Is Flipping AR Games, and Why That’s a Great Thing Read More »

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UK bets on 11 key technologies to boost its space sector

The UK Space Agency has identified 11 critical technology areas to strengthen the country’s position in the space sector and enable further cooperation with international partners such as NASA, the ESA, and Japan’s JAXA.

The technologies are listed in the agency’s newly-published Space Exploration Technology Roadmap, which will guide research, development, and future funding decisions over the next 10 years.

The roadmap’s overarching aim is to help the UK fully benefit from the growing commercialisation of space exploration and the global space economy — estimated to reach $1tn (€897bn) by 2040.

“We are entering a new era of space exploration where governments and commercial operators are working closer than ever before,” said the space agency’s CEO Dr Paul Bate.

“By setting out this roadmap, we are giving clarity to industry and researchers across the space sector, and positioning the UK as a partner of choice for future space exploration missions to the Moon, Mars, and beyond.”

Autonomy and AI are listed as a the priority for boosting the capability and efficiency of missions. Autonomous navigation, for instance, can enable spacecraft explore remote planets and moons without the need for human intervention. The technology is also considered crucial for commercial satellites in low-Earth orbit.

Another focus area is space nuclear power. It’s expected to serve as a reliable source of energy on the lunar surface to sustain life and facilitate construction as humans return to the Moon and build the infrastructure needed to travel to Mars.

The rest of the technologies include: advanced manufacturing; communications and mission operations; in situ resource utilisation; life support and crew performance; navigation and sensing; propulsion; robotics; sample curation; and science instrumentation.

The roadmap also features a number of existing projects, which form part of the UK’s plan to become a space superpower. A notable example is Lunar Pathfinder, a satellite developed and operated by Surrey Satellite Technology, which will provide communication services around the Moon as part of the ESA’s Moonlight project.

The 11 technologies align with the aims of the UK’s National Space Strategy to advance and upgrade the country’s space industry — which has had a strong funding year so far. According to data from VC firm Seraphim Space, between Q2 2022 and Q2 2023, UK companies saw the world’s third highest investment in space tech, raising $311mn (€279mn).

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Electric air taxi completes first untethered test flight

Vertical Aerospace’s electric urban air taxi has completed its maiden untethered flight, marking a significant milestone for the Bristol-based startup.

The flight took place on Wednesday at Cotswold Airport in southwest England, where a full-scale prototype of the VX4, the  company’s eVTOL, flew at about 70km/h or 40 knots.

According to the company, the aircraft was remotely piloted and reached the targeted speed powered only by its battery propulsion system. It managed to lift, hover, fly, and land successfully.

You can see footage of the flight in the video below: