Author name: Rejus Almole

evernote-has-been-acquired-—-here’s-how-its-new-owner-can-fix-it

Evernote has been acquired — here’s how its new owner can fix it

For a while, Evernote was on top of the world. The Californian note-taking app surfed the 2000s tech productivity boom to become the leader in its field. But then it fell from grace, becoming sluggish, buggy, and expensive. Users abandoned the platform, heading in droves to other note-taking apps.

And it looks like more change is afoot. On January 3, the sale of Evernote to the Italian company Bending Spoons was finally confirmed.

On one hand, this could be concerning for remaining users. Evernote will no longer be an independent company, meaning there could be huge changes to its current direction. But on the other hand… good?

I was an Evernote user for close to a decade before I switched last year. Things had simply gotten too bad with the bloated, slow, and cumbersome software, so I turned to Bear, a streamlined and beautiful bit of app.

With a new owner, Evernote now has an opportunity for a clean start. Bending Spoons already has a suite of consumer apps that are modern, powerful, and intuitive, and we have to believe the Italian company will use its expertise to shape a new Evernote.

The question is what should it do? How can Bending Spoons bring Evernote to its former glory? Well, we have some ideas.

Speed up Evernote apps

This was one of the main reasons why I moved away from Evernote. While I used and loved some of the app’s features (such as web clipping and document scanning), the main reason I used Evernote was for, well, notes.

While the speed of writing and searching on desktop was acceptable, the same wasn’t true on mobile devices — especially if they were a few years old.

If Bending Spoons wants to bring the shine back to Evernote, making its range of apps as lightning fast as possible would be a good start.

Evernote Meetup Paris
This is a photo of the old Evernote app from a meetup in Paris. Credit: Heisenberg Media

Remove the bloat…

In the mid-2010s, as Evernote was in the midst of accepting huge amounts of VC funds, the company diversified its offerings in order to open up more revenue streams. What that buzzwordy sentence means in human speak is Evernote jammed a whole load of features into the app and tried to be active on as many stores as possible.

Much of this was poorly planned and tested, leading to the software being infamously described as a “bug-ridden elephant” by Jason Kincaid.

While there have been upgrades to Evernote since that have improved overall performance, it still feels that the app is trying to do too much. Of course, having multimedia capabilities and integration into multiple apps is great for some people, but Evernote’s core mission should be note-taking. Instead, it feels focused on things like chat, calendar, and tasks, despite these areas of its software performing far worse than competitors.

Bending Spoons should either look at shearing back Evernote’s features, or allowing people to easily deselect certain features so the app can act as seamlessly as possible.

…but combine app functionality

Evernote has an array of different apps outside of its core bit of software — and some of these should be folded back into the main product.

a list of the evernote apps currently available
Aside from Web Clipper. That’s still an excellent extension and app.

On one hand, combining these apps into Evernote is antithetical to the above point of reducing bloat, but hear me out.

The software has tried to do many of the things you don’t want a note-taking app to do. Why, for example, would I ever want to chat on the same thing I’m writing on?

But look at those apps above again. They include a sketcher, a document scanner, and a handwriting app — all things that are useful to taking notes. Instead of being walled off from Evernote and largely forgotten about, these should be key features to make the process of taking notes as powerful as possible.

Reduce Evernote’s price

Cost was a huge element of me abandoning Evernote. At the time, I was paying €70 a year to take notes. That’s a silly amount of money — especially with how I used it.

I never got anywhere near the allocated 10GB a month of storage, had no need of calendar integration or task management, and never found a reason to connect to Google Drive. So what was I paying €70 a year for?

Bear — my current app — costs me around €14 ($15) for the same period, and I can’t say I’ve missed any of Evernote’s features since my transition.

I understand there will be some power users who want to use a full suite of features, but I guarantee there are scores more who just want to clip sites and store notes. So why not introduce a tier that’s closer to €20 a year? Something that offers all the basic features that people need?

Finally, Evernote must respect users

If Bending Spoons wants to save Evernote and for it to reclaim some its former glory, the first thing it should do is respect users. Stop pushing upgrades on people at every single possible opportunity. Stop being so overly restrictive on the number of devices individuals can use the free version with. Stop ignoring users’ complaints.

Instead, there needs to be a culture of respect and dialogue, treating those who use Evernote like people, rather than walking dollar signs.

Yes, Evernote has taken a fall, but it still has a strong enough brand and enough fans to become special again. The days of the unbridled tech boom are done, but there’s still a place for excellent apps doing simple things well. Let’s see if Bending Spoons can make that happen.

Evernote has been acquired — here’s how its new owner can fix it Read More »

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How to live off the grid as a techie

Across Europe and North America, more and more people are deciding to ditch their reliance on public utilities such as water, gas, and electricity to live and operate independently. And they’re doing so for a number of different reasons — a desire to connect with nature, be more self-sufficient, save energy, or generally live a more sustainable lifestyle are just a few.

In The Netherlands, this kind of living is increasingly seen as an attractive, and viable, option; there’s a whole thread dedicated to self-sustainable living in the r/Netherlands subreddit, and in 2016 The Netherlands became home to the first high-tech off-grid pilot eco-village developed by ReGen Villages.

“When COVID hit, almost overnight there was an exodus from urban areas. People were looking to move to the suburbs or the countryside because they wanted to feel like they could provide for themselves,” says founder James Ehrlich.

ReGen developed “Village OS” software, which not only uses machine learning to design and plan off-grid neighborhoods, but also acts as a local server, monitoring the village’s infrastructure for risks and improvements. This “digital twin” Ehrlich tells TNW, can, “understand the various nutritional flows, if you will, across the neighborhood.”

To power the eco-villages of the future, we’ll need to rethink the way we collect, use, and share energy. Watch as tech expert, Erwin van der Zande, explains how we can make energy grids smarter and more efficient.

Ehrlich knows how to develop off-grid communities that house 400-500 homes, as well as planning the different systems that come into play involving food, electricity, and water, so it’s pretty safe to say he’s an expert in off-grid living. We asked him: how can the average techie live off-grid?

Power

When it comes to actually powering your off-grid home, there are a few different options.

First, Ehrlich tells TNW, whether you’re retro-fitting your traditional home to make it less reliant on public utilities or building an off-grid home from scratch, it’s worth looking into how you can improve its energy efficiency.

Your traditional Dutch row house, made out of brick, is an energy sieve. But by putting a south facing glazing across the back, like a little greenhouse that’s connected to the back of the home, you can improve the R-Value [or insulation] of the house overall. It generates heat that comes back into the house and creates a bit of humidity, which is really nice during the dry winters. You can grow things there, it’s a lovely place to sit, to have coffee, tea, whatever.

Perhaps one of the most common, and increasingly affordable, off-grid energy sources are solar photovoltaics (PV), or solar panels. Solar panels allow you to capture sunlight, convert it into electricity, and store it in a battery.

“Solar voltaic is something that a lot of people use as a supplement to power their home, but also as a means to power their electric vehicle,” Ehrlich says. “There’s various companies that have this kind of battery storage now, so the technology is going to get better and better. This means [people living off-grid are] able to reduce their overall energy usage.”

But solar panels aren’t the only option, and also aren’t the best one for regions that don’t see a lot of sunlight (ahem, the Netherlands).

“People who live in a moderately windy area could put up a small wind turbine that doesn’t vibrate and doesn’t make a lot of noise,” Ehrlich says. “They’re a little more expensive, and the efficiency isn’t quite there yet, but they’re getting better. The point is they can be a supplement to battery storage when you don’t get much sun.”

The past few years has also seen a swathe of smart composting tech that’s far less smelly.

If you’re considering wind turbines, it’s worth looking through local government guidelines, like the U.S. Department of Energy’s checklist, which asks questions such as whether your area gets enough wind, if there’s enough physical space around you, and if towers are allowed in your area.

“Wind turbine technologies are getting better, smaller, blade free, and noise free, and are easy to fold up in case of storms or bad weather,” Ehrlich says.

Electric vehicles themselves can also be used as power sources by acting as bidirectional chargers. Many EVs, including several Kia models, are V2D-enabled, which means they act as large batteries that can power electronic devices using an internal or external socket.

Other types of bidirectional chargers include V2G (EVs that export energy to support electric grids), V2H (EVs that can power homes), and V2L (EVs that can power appliances or other EVs). For example, the Kia EV9 set to be released in 2023, will have vehicle-to-grid (V2G) functionality, meaning your car could export energy to the grid when demand is high.

How to live off the grid at ReGen villages

Food and waste

Living off-grid can also extend to creating a self-sustaining food source. In fact, one of the earliest inspirations for ReGen Villages came from Ehrlich’s encounter with a biodynamic farming community.

I stumbled upon this lovely community in Northern California of organic, biodynamic, small plot family farmers and started to learn about eco villages. These wonderful, small communities had essentially cobbled together passive home technology connected to heat exchange with early solar PV panels, solar thermal, and other things like bio waste, anaerobic digestion, biomass, and biogas. I was really just blown away by the resiliency these measures are able to sustain and by the delicious food that was being produced on site.

For ReGen Villages, Ehrlich has developed a system that relies on, “a combination of non tilled soil farming, with at least one to two meters of good topsoil [and] permaculture, which essentially creates a completely edible neighborhood. You replace, wherever possible, the foliage with things that you can eat.

Over a period of time these orchards and food forests really start to produce and over produce. We marry that with controlled environment farming, either heated greenhouses or non heated greenhouses, depending on where we are in the world. In addition, we also include aquaponic and aquaculture systems, freshwater shrimp, and several different species of fish.”

Boiling water is slow and inefficient considering how much you need on a daily basis.

For an individual looking to move off-grid, but not join an eco village, Ehrlich says the same principles apply: “We strongly recommend that people replace their lawn, wherever possible, so that it can be food bearing.” This also has a profound social impact. “If enough people do it, you start to have this dialogue with your neighbors about what you’re producing, what you have extra, and what they have extra. We see that in our community.”

Ehrlich also mentions “light animal farms,” such as chicken coops, a single cow, or smaller herds and flocks of sheep, goats, and turkey — and not just as a food source.

The animal waste is actually a food and nutrition source for vermiculture. Anaerobic digestion kicks in. You also get heat and energy from anaerobic digestion produced by compost piles. In addition to that, black soldier fly larvae and aquatic worms eat their own weight every day in food and animal waste. They then become the perfect food for the chickens, fish, and other small animals. So it’s really an amazing circle of life.

For individuals looking to go off-grid, there are traditional composting methods, but the past few years has also seen a swathe of smart composting consumer tech that’s far less smelly, and can be brought inside or into urban environments.

Water

Having access to clean water is an incredibly important aspect of off-grid living and, well, basic survival.

While boiling water can help purify water, it’s slow and inefficient when considering how much water you need to stay hydrated, bathe, and more on a daily basis.

There are plenty of consumer-facing water filtration systems that remove viruses, bacteria, and pathogens, at all different price points. Several blogs about off-grid living have reviews of various water filtration methods and hardware.

An off-grid future

As Ehrlich points out, a lot of these off-grid systems and technologies have actually been around for a long time:

When my father was a kid in the early 30s, he vividly remembered electric vehicles in New York City being used to deliver ice, and as taxi cabs and small buses. But there were very powerful interests that didn’t want to see people potentially generating their own power, running their own vehicles, and having no need for oil changes, tuneups, etc.

Buckminster Fuller, an American architect, once said:

“You never change things by fighting the existing reality. To change something, build a new model that makes the existing model obsolete.”

As consumer hardware continues to evolve, and communities like ReGen Villages make off-grid living increasingly normalized, an off-grid future is not as far out of reach as we may think.

How to live off the grid as a techie Read More »

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XRA Survey: Teachers Pin Hopes on XR for Better Classroom Engagement

Incorporating XR—the umbrella term for virtual, augmented, and mixed reality—in classroom education can make learning more fun. It can also motivate students to take their studies more seriously.  A recent survey by XR Association (XRA) and the International Society for Technology in Education (ISTE) presented this conclusion based on a poll of over 1,400 high school teachers across 50 US states. Let’s look at the survey results.

Optimism High for XR’s Classroom Use

Foremost of the highlights in the nationwide poll was the finding that 77% of educators believe in the power of extended reality to ignite curiosity and engagement in class. This is especially important given that student motivation and morale are reported to have dropped in the 2020-2021 school year.

As Sean Wybrant, a computer science teacher at Colorado Spring’s William J. Palmer High School, put it: “Imagine how much better a student will understand what happens in Othello if they could actually step into the play and see it. Imagine how much better we could tell historical narratives if we could put people in recreations of famous situations based on documentation of those time periods.”

Secondly, XR doesn’t only make students eager to learn. Seventy-seven percent of teachers also see its potential in spurring interaction and building empathy among classmates. XRA says in its report that creating immersive worlds allows students to exchange ideas and understand each other in new ways.

Thirdly, 67% of respondents agree with XRA’s advocacy to incorporate extended reality technology into the curricula. Educators teaching the following subjects believe that course-specific XR experiences would be beneficial for students:

  • Earth sciences (94%)
  • Physics and space science (91%)
  • Math (89%)
  • English language (86%)
  • World languages (87%)
  • History and social studies (90%)
  • Social sciences (91%)
  • Computer science (91%)
  • Visual and performing arts (91%)
  • Physical education (88%)
  • Career and technical education (91%)

“To get a good sense of XR’s potential in schools, you have to ask the teachers and staff who will be administering this technology,” said Stephanie Montgomery, the XRA Vice President of Research and Best Practices. “The survey’s results suggest that VR, AR, and MR technology is well-positioned to become an essential teaching tool in school classrooms across the country.”

At the same time, 58% of the survey respondents said that teachers should get training for XR classroom use. Moreover, 62% believe in developing XR standards before integrating the technologies into regular curricula.

XR Association CEO Elizabeth Hyman believes in the extensive ripple effect that will result from making educators XR-ready. “If teachers understand XR technology and are empowered to contribute to the way in which it is incorporated into the curriculum, everyone—students, their guardians, and the surrounding community—will be able to take advantage of its benefits,” she said.

However, despite the positive outlook, 57% of teachers recognize the costs of using AR and VR devices and admit that access to funds will determine access to such technology. Nevertheless, poll participants believe XR’s benefits will extend beyond the classroom. Seventy-seven percent of teachers said the technology helps equip students with skills they can apply in their chosen careers, especially since, according to forecasts, jobs in extended reality may reach 23 million by 2030.

Myths About XR Classroom Use Debunked

The XRA-ISTE survey dispelled several myths about extended reality’s acceptance in education. One of these misconceptions is that XR is only for gaming. The poll results and teachers’ comments reveal that they are aware of the usefulness of this technology in geography, math, history, and other subjects.

Moreover, the survey response from educators refutes the popular notion that XR technology would not be the “best fit” for the classroom. Seventy-eight percent of respondents believe in the benefits of extended reality technologies in class.

Finally, the belief that XR will distract students from learning only got a 15% vote among the survey participants. The majority support the opportunities that come with extended reality when incorporated into lessons.

Teens Excited About XR 

Earlier last year, XRA also conducted a separate survey that sought teens’ views on current use cases for XR and their expectations for this technology. The results released in May 2022 revealed that 40% of teens have used either AR or VR in school and 50% describe their experience with these technologies as positive. Thirty-eight percent would like to own a headset in the future.

Even though there are potential concerns around immersive technologies, which teens are aware of, they are still excited about using XR in education, in a responsible way. Almost 4 in 5 teens think extended reality can impact lives positively. They believe that XR can improve their lives in the areas of fun (67%), creativity (61%), and learning (48%). Moreover, 52% of respondents expressed interest in taking a college course with extended reality integrated into its curriculum.

Read the Latest Addition to the XRA Developers’ Guide

XRA is proactively advancing XR application in classroom learning. It recently launched a new chapter in its Developers Guide on designing immersive lessons for high schoolers. The fresh chapter discusses current classroom needs, successful use cases, and industry-backed best practices for promoting safe and inclusive classroom learning through extended reality that addresses parent, teacher, and student concerns.

XRA Survey: Teachers Pin Hopes on XR for Better Classroom Engagement Read More »

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HTC Unveils Vive XR Elite, a Quest Pro Competitor Priced at $1,100

HTC officially unveiled its next consumer-focused headset at CES 2023 today. Called Vive XR Elite, the standalone mixed reality device boasts a feature set that positions HTC to go toe-to-toe with Meta’s Quest Pro, but at a notably cheaper price of $1,100.

The moniker ‘Flowcus’, a portmanteau coined by VR analyst and YouTuber Brad Lynch when the headset’s design was initially leaked in November, seems to ring true with Vive XR Elite. The design seems very much like a mashup of Vive Flow, a casual VR content viewer using pancake lenses, and Vive Focus 3, the company’s enterprise-focused standalone.

Vive XR Elite is starting pre-orders today, with shipping slated for sometime in late February. There’s no exact launch date on the books, so in the meantime let’s talk about some of the features HTC announced today, some key specs still in need of clarification, and the headset’s slew of gaming-focused content.

But first, the trailer:

Features

Unlike HTC products in recent memory, Vive XR Elite is specifically targeting gaming, fitness, productivity and on-the-go content consumption, the latter of which is thanks to a convertible battery headstrap that can be unplugged in favor of a glasses-like temple pieces.

It’s an interesting feature that’s a first for any major VR headset, which would hypothetically allow you to lean back in a seat without having a bulky back-mounted battery to contend with.

Of course, you’ll need some other power source to run the Vive XR Elite if you opt to remove the battery, be it a separate powerbank or a USB cable connected to the mains.

What’s more, Vive XR Elite is a mixed reality device, meaning it can switch between standard VR games and those that use color passthrough AR, putting it in the same category as its chief competitor Meta Quest Pro. And like Quest Pro, Vive XR Elite can be connected to a PC via USB-C for PC VR content, as well as wirelessly over WiFi, with support up to WiFi 6E. We’ll talk a little more about content in a bit.

Below, you’ll see the headset has four room-tracking camera sensors, one on each side and one hidden respectively under each faceplate. In the center is a single RGB camera for color passthrough as well as a depth sensor, which in theory would increase accuracy of room-scale tracking and object recognition.

Image courtesy HTC

Vive XR Elite also boasts Android app streaming, letting you interact with Android apps and games on a virtual cinema screen of “300 inches,” the company says. Users can also link Bluetooth gamepads to their phones for a fuller mobile gaming experience. That’s probably the only way you’d catch us playing Fortnite on a VR headset like this, since manipulating controls on the phone’s touch surface probably wouldn’t be effective.

Here’s a top-down look at the headset, which gives you a good view of how the back-mounted battery attaches, a look at the tightening twist knob, a clear look at the battery’s USB-C charging port. It’s also impressively slim, owing to the inclusion of pancake lenses.

Image courtesy HTC

In addition to supporting the same controllers that come with Vive Focus 3, the headset also supports Vive Wrist Tracker, a hand-tracking device that can be attached to the user’s wrist, or to objects like gun controllers, Ping-Pong paddles, or tools.

Here’s a view that shows headset’s diopter settings for its pancake lenses, which ostensibly allows near-sighted users to go without glasses, going up to -6D independently for both eyes. That little slider below the right lens is a mechanical IPD adjuster going from 54-73mm; nope, no eye-tracking here, at least not without the optional eye-tracking module that’s arriving at some point this year.

Image courtesy HTC

Audio is served up via two open-ear speakers integrated into the arms of the headset. We’ve poured over all product images and have yet to see space for a 3.5mm audio jack for external audio. That hole near the bridge of the headset appears to be an attach point for the forthcoming facial-tracking module, which is also slate to arrive sometime this year. We’re currently at CES, so we’re adding that to our list of features in need of clarification.

With a consumer target clearly in its sights, HTC is offering up a slew of gaming-focused content for Vive XR Elite (full list below) that includes what the company says is “100 new pieces of MR and VR content” including Demeo, Hubris, Yuki, Maestro, Les Mills Body Combat, FigminXR, Unplugged, Finger Gun, and more.

Post-launch content will include Everslaught: Invasion, and later in the year full MR games like Eggscape. As you know, a consumer VR headset is nothing without games, so it’s good to see HTC do its due diligence to attract some of the top games to the headset. No Beat Saber, but we wouldn’t expect Meta to prioritize porting the popular block-slashing rhythm game to such a direct competitor.

Image courtesy HTC

The company says Vive XR Elite will also be available for enterprise users at some point, with more information coming later this year.

Vive XR Elite also has connectors for both face and eye-tracking modules, which are set to launch separately sometime in 2023. We’ll be going hands-on at CES 2023, so make sure to check back for our full impressions of HTC’s next big leap into consumer VR. We won’t be able to say just how good a proposition Vive XR Elite truly is until we get our hands on it, and see if it really stacks up to the competition. As it is, it lacks eye-tracking for out of the box social presence and foveated rendering, and we still don’t know how it goes mano a mano with Quest Pro in the passthrough department with its single RGB passthrough camera.

Key Specs

Here’s an abridged spec breakdown. We’re working to get a more detailed list once we go hands-on here at CES 2023. We’ve included question marks (?) where we’ll probe for more detail in-person:

  • Inside-out tracking – wide FOV cameras (4), depth sensor (1)
  • Passthrough – 16 MP RGB camera (1)
  • Resolution – 1,920 × 1,920 per eye, display type(?)
  • Display Refresh – 90 Hz
  • Chipset – Qualcomm Snapdragon XR2
  • Storage & Memory – 128 GB / 12 GB
  • FOV – up to 110-degrees
  • Optics – Pancake lens
  • IPD Adjustment – manual, 54 – 73 mm range
  • Audio – built-in open-ear audio, external audio(?)
  • Weight – 625g (including battery), 273g in ‘glasses’ mode
  • Input – 6DOF motion controllers (2), hand-tracking
  • Internal Battery – mAh(?)
  • External Battery – removable and hot-swappable, 30W fast charge, 26.6Wh, mAh(?), typical playtime(?)

Price

One of the biggest selling points is HTC Vive XR Elite’s price, which although clearly not near the sub-$500 console price that typically gets us excited, it’s coming in a fair bit cheaper than the $1,500 Meta Quest Pro.

Note: many regions include taxes calculated in the final price above (UK, EU, AUS, etc) but a notable exception is the US. Sales tax varies widely through the US based on each state, so the final price in USD could range from exactly $1,099 in a minority of states with little to no sales tax to around $1,240 in states on the higher end of the range. Here’s the regional price breakdown:

  • US $1,099 exc. VAT
  • UK £1,299 inc. VAT
  • DE/FR €1,399 inc. VAT
  • NO 15,499 NOK
  • SWE 16,299 SEK
  • DK 11,099 DKK
  • A$ 2,099 inc. GST
  • NZ$ 2,299 inc. GST

Content

HTC provided a full content lineup, although the company hasn’t made it entirely clear which games are considered launch-day titles and which will come post-launch. HTC is calling the list below “launch window content,” so we’re checking with them now and will update once we know.

In any case, you’ll see a lot of overlap between the latest games on Quest 2 here. Highlights include Demeo, Green Hell VR, Les Mills Bodycombat, Unplugged, Hubris, Ancient Dungeon, The Last Clockwinder, and Ultrawings 2 to name a few.

TITLE DEVELOPER GENRE
Demeo Resolution Games TABLETOP
Unplugged Anotherway MUSIC
Green Hell VR Incuvo ACTION
Les Mills Bodycombat Odders Lab FITNESS
Figmin XR Overlay ART
Hubris Cyborn ACTION
Silhouette Team Panoptes CASUAL
Gesture VR Nick Ladd Art & Animation ART
Everslaught: Invasion MobX ACTION
Ancient Dungeon ErThu RPG
The Last Clockwinder Cyan Ventures PUZZLE
Jupiter & Mars Tigertron ADVENTURE
Ultrawings 2 VIVE ARCADE
Hyper Dash Triangle Factory SHOOTER
Gravity Sketch VR Gravity Sketch CREATIVITY
Yuki ARVORE ARCADE
Maestro: The Masterclass Double Jack MUSIC
Player 22 Rezzil FITNESS
Magic Keys Pianova MUSIC
Finger Gun Miru ARCADE
Warplanes: WW1 Fighters Home Net Games SIM
Runner Truant Pixel ARCADE
2MD : VR Football Unleashed Truant Pixel SPORT
RuinsMagus CharacterBank RPG
Toss Agera CASUAL
Skyworld: Kingdom Brawl Vertigo Games TABLETOP
Curious Alice Preloaded, V&A, VIVE Arts ART
Last Labyrinth Amata ADVENTURE
Down The Rabbit Hole Cortopia Studios ADVENTURE
Nature Treks Greener Games WELLBEING
Mona Lisa: Beyond the Glass Emmisive, Louvre, VIVE Arts ART
YouCalligrapher Luciidream CREATIVITY
Tracing Paint: The Pollock Krasner Studio Media Combo ART
Glue Glue COLLAB
Engage Immersive Education COLLAB
Immersed Immersed COLLAB
vSpatial vSpatial COLLAB
RemindVR: Daily Meditation VIVE Studios WELLBEING
(Hi)Story of a Painting: What’s the Point Monkey Frame ART
Space Slurpies Starcade Arcade ARCADE
Enhance VR Virtuleap WELLBEING
Cosmic Flow: A Relaxing VR Experience CosmicVR WELLBEING
Crazy KungFu Field of Vision FITNESS
Flow Meditation Flow WELLBEING
Angry Birds VR: Isle of Pigs Resolution Games ARCADE
Ironlights E. McNeil ACTION
Ninja Legends Coinflip Studios ACTION
Tokyo Chronos MyDearest ADVENTURE
STYLY:VR PLATFORM FOR ULTRA EXPERIENCE Styly ART
Pieces & Peace VIVE Studios ART
Vivebrant VIVE Studios CREATIVITY
VIVE Dreaming VIVE Studios CREATIVITY
VeeR: Videos and Movies Platform Velocious Technologies MEDIA
Glimpse Mr Kite NARRATIVE
Open Brush Icosa Gallery CREATIVITY
Virtual Desktop Virtual Desktop Inc

PRODUCTIVITY

Eternal Notre-Dame (VIVE ARTS deal) VIVE Arts, Emmissive, Orange ART
TRIPP TRIPP WELLBEING
Puzzling Places Realities.io PUZZLE
Paradiddle Emre Tanirgan CREATIVITY
Gadgeteer Metanaut CASUAL
Shores of Loci Mike TeeVee PUZZLE
Containment Initiative: Reloaded Gywn Games SHOOTER
Zombieland: Headshot Fever XR Games SHOOTER
Swarm – including multi-player Champion’s Update Greensky Games SHOOTER
Sam and Max: This Time It’s Virtual! HappyGiant ADVENTURE
Mare Visiontrick Media ADVENTURE
Loco Dojo Unleashed Make Real ARCADE
Noda Noda COLLAB
Squingle Squingle Studios WELLBEING
Color Connect Sandford Tech WELLBEING
Patchworld PatchXR MUSIC
Crisis Brigade 2 Reloaded (formerly Crisis VRigade 2) Sumalab SHOOTER
Sushi Ben VR (in development, launches 2023) Big Brane Studios / nDreams ADVENTURE
Librarium Librarium Incorporated EDUCATION
PokerStars VR Lucky VR GAMBLING
Amid Evil Indefatigable SHOOTER
Tea For God (Demo For Launch) Void Room SHOOTER
Viveport Video VIVE MEDIA
VIVE Browser VIVE MEDIA
VIVE Sync VIVE COLLAB

We have boots on the ground at CES 2023, so check back soon for our impressions of Vive XR Elite and all things AR/VR for this year’s biggest consumer electronics show.

HTC Unveils Vive XR Elite, a Quest Pro Competitor Priced at $1,100 Read More »

virtual-event-platform-‘wave’-returns-to-vr-with-pico-partnership,-calvin-harris-concert-to-debut-jan-13th

Virtual Event Platform ‘Wave’ Returns to VR with Pico Partnership, Calvin Harris Concert to Debut Jan 13th

Wave, the virtual entertainment company known for putting on a ton of VR concerts a few years back, actually deprecated VR support for its app back in early 2021 to focus on streaming its brand of digital concerts to traditional platforms. Now, through a new partnership with VR headset creator Pico, Wave is set to jump back into VR with more concerts, available exclusively on Pico devices.

Through the partnership, Wave says it’s developing “a series of immersive 3D concert experiences with massively world-renowned artists” for Pico’s line of consumer headsets. Those include Pico Neo 3 and the new Pico 4 headset.

Its debut concert is set to feature The Calvin Harris Experience, taking place on January 13th at 8: 00PM GMT (local time here). The experience is said to last approximately 1 hour, which includes a five-minute preshow and 25 min exclusive extended set.

Only fans in Europe and Asia will have access, the company says, the only markets where Pico’s consumer headsets are currently available. The VR-accessible concert is said to be an “extended version,” of which only a portion will be broadcasted on TikTok LIVE.

The concert is slated to take fans on what Wave calls “a musical journey through Calvin’s virtual universe, a metaverse party filled with audio reactive visuals in a nature inspired luminous world.”

Calvin Harris is set to perform live as a virtual avatar in an immersive environment that Pico users can join and explore for themselves. Users will also have the opportunity to influence the live experience by “interacting with others, creating dazzling effects throughout the show by clapping, writing personalized messages in the air, and even join Calvin on stage.”

To take part in the concert, users must download the Pico Video app from the Pico App Store, then select The Calvin Harris Experience in your Pico Video feed on the day of the show.

You can RSVP to Wave’s premier Calvin Harris concert here. Rebroadcasts for Pico users will re-air daily on weekends starting Jan 14-26 at 8pm GMT.

Virtual Event Platform ‘Wave’ Returns to VR with Pico Partnership, Calvin Harris Concert to Debut Jan 13th Read More »

‘gran-turismo-7’-coming-to-playstation-vr-2-at-launch

‘Gran Turismo 7’ Coming to PlayStation VR 2 at Launch

Sony has announced that the latest title in its longstanding racing franchise, Gran Turismo 7, will support PSVR 2 at launch.

This week during Sony’s CES 2023 conference, the company announced that Gran Turismo 7 will support PSVR 2 at the headset’s launch via a free upgrade for existing owners.

Not much was shared about exactly how the game’s VR compatibility will work, including whether it would support the headset’s new motion controllers or rely on the standard PS5 gamepad.

This won’t be the first Gran Turismo game with VR capabilities. GT Sport (2017) offered support for the original PSVR headset, though only partially, with players being limited to a subset of the game’s modes, with the PS4 gamepad as the only form of input.

We’re hoping that this latest iteration of the game and headset will offer more comprehensive compatibility.

On stage during the event, SIE President Jim Ryan also shared that the company has sold more than 30 million PS5 units, and also said that customers should expect to have a much easier time finding the console available for purchase “from this point forward.” That’s of course important for impending launch of PSVR 2 next month, as anyone who has been waiting to upgrade to the new headset will also need the company’s latest console.

‘Gran Turismo 7’ Coming to PlayStation VR 2 at Launch Read More »

here’s-how-we-can-make-gadgets-more-sustainable-in-2023

Here’s how we can make gadgets more sustainable in 2023

Did you know that the world is predicted to produce more than 50 million metric tons of e-waste this year? And, according to the latest statistics, less than 20% of this is recycled properly, meaning that huge amounts end up in landfills.

Gadgets play a big part in this. Just consider that 5.3 billion smartphones are expected to be thrown away in 2022.

But here’s the good news: gadgets will get more sustainable in 2023, and that’s all thanks to the emerging trend of circularity.

“In major markets such as Europe, consumers are looking for more durable, long-lasting products,” Stanton Thomas, Senior Vice President, Sustainability Solutions at o9 Solutions, told TNW.

More durable products will likely result in fewer sales over time due to “lower replacement rates.” This is something that manufacturers will need to accommodate in their business models, as these types of economic trade-offs — Stanton explained — are expected to mark “the transition to a sustainable, circular economy.”

how to make our gadgets more sustainable in 2023

According to Matthew Cockerill — an innovation consultant — manufacturers are already starting to focus on making their tech products last longer. And that’s because of three reasons: pressure from advocacy groups, changes in customer behavior, and recent legislation regarding the right to repair in Europe.

As Cockerill noted, this explains Samsung’s and Google’s partnership with iFixit to supply spare parts, and Apple’s rollout of the Self Service Repair Store for its products.

“Moving forward, these forces will start to shape the very architecture of our technology products and how they are sold, maintained, and regenerated, whilst also changing our attitudes to some of our established technology products,” he told TNW.

This, he believes, will turn some of “our established tech products” into “product classics,” which will maintain their “validity” and “desirability” for up to ten years — instead of being disposed of, or prematurely recycled.

The further we get into next year, the more we’ll see these sort of schemes picking up, with companies trying to design their devices to last as long as possible.

But beyond durability and repair, there’s another big trend that will make gadgets more sustainable in 2023.

The opportunity in refurbishing

“Reselling gadgets to refurbishers elongates the life of technology, as they can then be professionally repaired and re-sold,” Thibaud Hug de Larauze, CEO and co-founder of Back Market — a Paris-based marketplace for refurbished devices — told TNW. This is because “recycling isn’t advanced enough yet” to save every part of a device.

In fact, consumer interest in refurbished devices is growing. A recent survey by Keany found that 28% of more than 5,000 consumers across Europe and North America would opt for a high-quality refurbished product over a lower-quality brand-new product. And the global refurbished electronics market is forecasted to advance at an annual 12.1% rate of compound growth between 2022 and 2031.

back market refurbished
The French Revolution’s motto from a “refurbished” perspective. Credit: Back Market

But while startups such Back Market and Swappie are among those that are currently leading the transition, big tech manufacturers are expected to follow suit.

So far a mindset focused on constant updates, new launches, and profit-making has kept such companies back, de Larauze explained. But this is changing.

“As the climate crisis continues, we are starting to see major players investing more in refurbishment, as sustainability starts to become a lynchpin for success,” he noted.

Making gadgets more sustainable in 2023 with remanufacturing

Beyond refurbishing, Peter Bragg — Canon’s EMEA Sustainability & Government Affairs Director — believes that remanufacturing is the “missing link” in circular economy practices.

While there’s a rising trend in refurbished tech products, consumers are still hesitant due to optimal performance expectations and the simple feeling of wanting something “new and shiny,” he told TNW. And this is where remanufacturing comes in.

Remanufacturing maintains as much of the old device as possible and it rebuilds it so as to perform as a new product, Bragg explained. It’s an improvement on refurbishing “through its focus on performance and extensive testing which ensures that consumers are receiving what is essentially a new product, as opposed to simply extending the life of an existing one.”

That way, it can also address consumer demand for new, high-quality products, while reducing their environmental impact.

Nevertheless, the responsibility for more sustainable gadgets falls on users as well. And the ways to contribute to limiting the amount of e-waste are simple: consider second-hand products, invest in those that are durable, and take care of your device so you can hold to it for longer.

Just imagine that by extending the life of our smartphones by a single year, we would save Europe as much CO2 emissions as taking two million cars off the road annually.

And, hopefully, with companies making more durable devices, the rise of refurbishing, and a renewed focus on remanufacturing, we can make our gadgets more sustainable in 2023.

Here’s how we can make gadgets more sustainable in 2023 Read More »

how-vr-and-3d-visualization-services-are-changing-construction-industry

How VR and 3D Visualization Services Are Changing Construction Industry

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The construction industry is one of the industries adapting slowly to new technologies to increase productivity and deliver projects. However, the construction industry is now embracing and adapting to new technologies like virtual reality for 3D rendering services. Here, you will discover everything you need to know about how VR and 3D visualization services are changing the construction industry.

Uses of VR and 3D Visualization Services in the Construction Industry

The construction industry is extensively employing building information modeling (BIM) and computer-aided design (CAD) software for design and construction processes, and they can also work well with VR. When VR is combined with BIM and CAD for 3D architectural visualization services, it becomes possible to visualize and walk through a project as though it was completed.

Furthermore, it becomes easier to identify design errors and make changes before construction begins. This explains why clients now prefer to work with a 3D architectural rendering company to save money and time. VR is growing in relevance in the construction industry, and here are some of the ways VR and 3D visualization services are changing the industry.

Design

3D architectural rendering services produce renderings of a structure to showcase interior and exterior designs even to the finest detail. Furthermore, 3D renderings, visualizations, and animations make it possible to walk through a building as though you are physically present. Besides, it becomes easier to communicate ideas among a design team and to clients or stakeholders.

However, 3D renderings, visualizations, and animations provide little interactivity with the features of a structure because you can only see but not touch. Conversely, VR adds that touch of interactivity and fine details to 3D architectural visualization services. Thus, a viewer can carry out tasks like switching on the light and opening a door, among others.

Renovation

VR technology has made the renovation of structures easier. For instance, the technology can create a digital version of an existing building regardless of when it was built. The digital version is what a 3D architectural rendering company works on for remodeling before actual renovation work begins.

When a person that wants to renovate a building approaches an architect, the architect makes a virtual representation of the remodeled building. VR is then used to visualize and interact with the building to see if the new features meet the house owner’s requirements and fit well into the house.

Project Completion and Delivery

Construction projects need to be completed on time to avoid extra expenses. Generally, large projects take more time to complete than small projects. However, even a small project can take more time to complete than a relatively large project because of delays caused by errors or minor issues. Thus, professionals in the construction industry must adapt to situations to avoid delays on projects as much as possible.

VR technology helps to spot activities or tasks that can delay a project early. Furthermore, it can help to come up with different solutions to errors and challenges and choose the best solution. Thus, VR and 3D architectural visualization services are helping to fast-track project completion and delivery.

Safety and Training

Because of the risks and accidents associated with the construction site environment, there may be better ideas to train personnel on site. Therefore, training on safety and equipment use can be done off-site with VR and 3D architectural rendering services.

For instance, a heavy equipment operator can be put through a refresher training in the virtual world on how to operate a piece of equipment and safeguard himself and his environment while working in the real world.

Marketing

VR and 3D architectural visualization services are great for marketing because they help you create attractive marketing campaigns and materials, especially for real estate. Potential property buyers can easily interact and inspect a building through 3D walkthrough animations without stepping foot in the building.

Furthermore, photorealistic representations and walkthrough animations can be used to get clients’ feedback to improve a structure before and during construction.

Conclusion

The construction industry is increasingly adapting innovative and disruptive technologies such as VR and 3D visualization services. Furthermore, VR is becoming a standard tool that aids communication among all parties on a project.

Therefore every professional and stakeholder in the architecture, engineering, and construction (AEC) industry must partner with a 3D architectural company to help use VR and other innovative technologies to meet the demands of productivity and project delivery.

How VR and 3D Visualization Services Are Changing Construction Industry Read More »

shiftall’s-slim-&-light-pc-vr-headset-meganex-to-launch-early-2023,-priced-at-$1,700

Shiftall’s Slim & Light PC VR Headset MeganeX to Launch Early 2023, Priced at $1,700

MeganeX, the SteamVR-compatible headset from Panasonic’s Shiftall, made its big debut back at CES 2020, and after years of iterations shown at various trade shows, the company says it’s finally nearing launch.

Shiftall is set to sell two flavors of MeganeX, a consumer version priced at $1,699 and a Business Edition, the pricing of which is still to be determined.

MeganeX includes the option to use both inside-out roomscale tracking and SteamVR base stations (1.0 and 2.0), providing 2,560 × 2,560 per eye via two independent 1.3-inch micro OLED displays, which were built by Kopin. Owing to its slim profile are the headsets pancake lenses, which were created by parent company Panasonic.

Image courtesy Shiftall

Although it includes onboard processing thanks to a Snapdragon XR1, it cannot operate in standalone mode (re: only tethered PC VR). The wing-like attachable module seen above on the consumer version is for SteamVR base stations.

“These [two headsets] will deliver the world’s highest level of viewing experience and black expression that only OLED can provide,” the company says in a press statement. “A folding frame with built-in speakers makes it easy to carry around. It supports 6DoF and lets you enjoy a variety of SteamVR-enabled VR applications.”

The consumer version, which offers a wider IPD over the Business Edition at a range of 56-72mm, includes a glasses adapter to accommodate bespectacled users of all sorts. The Business Edition however includes built-in diopter adjustments for near-sighted users, supporting a range of up to -7D, which comes as an addition to the platform’s glasses adapter.

Both the consumer and enterprise version are said to go on sale around April or March of this year, with the consumer version set to launch direct on Shiftall’s website. Check out the specs for both versions below:

MeganeX Specs

Image courtesy Shiftall

We have boots on the ground at CES 2023 in Las Vegas this year, so check back for all the latest AR/VR news this week as we get knee deep in emerging tech on the tradeshow floor.

Shiftall’s Slim & Light PC VR Headset MeganeX to Launch Early 2023, Priced at $1,700 Read More »

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Report: Apple’s MR Headset Said to Include 120-Degree FOV, Waist-mounted Battery & Tons of Biometric Trackers

Apple’s long-awaited mixed reality headset is still deep under wraps, although a recent report from The Information has shed what appears to be new light on some of the features coming to the fruit company’s first AR/VR headset.

There’s a lot of new information here, and of course, we can’t substantiate it even if we tried. We’ve restructured the main takeaways, courtesy of MacRumorsinto a sort of fantasy spec sheet:

Reported Apple MR Specs

  • Resolution: Dual Micro OLED displays at 4K resolution (per eye)
  • FOV: 120-degrees, similar to Valve Index
  • Chipset: Two 5nm chips. Includes a main SoC (CPU, GPU, and memory) and a dedicated image signal processor (ISP). Chips communicate via a custom streaming codec to combat latency.
  • Battery: Waist-mounted battery, connected via MagSafe-like power cable to the headset’s headband. Two-hour max battery life, although hotswappable for longer sessions.
  • PassthroughISP chip contains custom high-bandwidth memory made by SK Hynix, providing low latency color passthrough
  • Audio: H2 chip, providing ultra-low latency connection with the second-generation AirPods Pro and future AirPods models. No 3.5mm and possible no support for non-AirPod BT headphones.
  • Controller: Apple is said to favor hand-tracking and voice recognition to control the headset, but it has tested a “wand” and a “finger thimble” as alternative control input methods.
  • Prescription Lenses: Magnetically attachable custom prescription lenses for glasses-wearers.
  • IPD Adjustment: Automatic, motorized adjustment to match the wearer’s interpupillary distance.
  • Eye Tracking: At least one camera per-eye for things like avatar presence and foveated rendering
  • Face & Body Tracking: More than a dozen cameras and sensors capture both facial expressions and body movements, including the user’s legs.
  • Room Tracking: Both short- and long-range LiDAR scanners to map surfaces and distances in three dimensions.
  • App Compatibility: Said to have the ability to run existing iOS apps in 2D.

Then there are some design rumors, which don’t fit so well into our fantasy spec sheet. The Information says it has reconfirmed these previously reported rumors.

Design Rumors

  • Outer Shell: Aluminum, glass, and carbon fiber to reduce its size and weight. Cameras are largely concealed for aesthetic reasons.
  • Presence Displays: Outward-facing display can show user’s facial expressions and also presumably eye movements. Said to be an always-on display similar in latency and power draw of Apple Watch or iPhone 14 Pro.
  • Dedicated Passthrough Switch: Digital Crown-like dial on its right side to switch between VR and passthrough.
  • Headstrap: Various available, including consumer-focused headstrap similar in material to Apple Watch sport bands with built-in speakers. Unspecified, but different headstrap targeted at developers.

Apple supplier Pegatron is said to have already assembled “thousands of prototype units of the headset” over the course of 2022 at its Shanghai-based facility.

According to four people with knowledge of the matter, The Information reports that Apple could price its MR headset around $3,000 or more depending on its configuration.

The report maintains the headset was initially supposed to launch in 2022, although by now it’s clear it’s obviously been delayed. A previous Bloomberg report alleged this was due to “overheating, cameras and software” having been stumbling blocks along the way to launch.

Report: Apple’s MR Headset Said to Include 120-Degree FOV, Waist-mounted Battery & Tons of Biometric Trackers Read More »

valve-reveals-top-selling-vr-games-on-steam-in-2022

Valve Reveals Top Selling VR Games on Steam in 2022

Another year of VR gaming has come and gone, and Valve has again released its annual sales figures for the past year, highlighting the best-selling VR titles on Steam.

Valve has published a series of ‘The Best of 2022‘ charts showing which titles on Steam have fared the best across several metrics. Among the charts is a list of the top 100 best-selling VR games on Steam in 2022, as measured by gross revenue.

You’ll find titles broken up from Bronze to Platinum level, however take note that Valve intentionally obscures which game ranks higher within each individual tier. Reload the page, and each title is shuffled, so there’s no telling which game did better within a given section.

Here we take a look at the top 23 games across the Gold and Platinum tiers. To give a little more context, we’ve sorted games by their positive user review scores. Oh, and don’t forget: many of these games are currently on sale during Steam’s Winter Sale, which ends on January 5th at 10AM PT.

Platinum

Game Release

Positive User Review

VTOL VR 2017 98%
Half-Life: Alyx 2020 98%
Blade & Sorcery 2018 [EA] 96%
Beat Saber 2019 96%
Pavlov 2017 [EA] 94%
Into the Radius 2020 93%
BONEWORKS 2019 92%
BONELAB 2022 92%
Zenith: The Last City 2022 [EA] 83%
SUPERHOT VR 2017 83%
After the Fall 2021 77%
Skyrim VR 2018 75%

As you can gather from the chart, 2022 wasn’t a big year for PC VR gaming in terms of fresh and popular releases, with only two titles released in 2022 hitting the highest rung of Steam sales: Zenith: The Last City and BONELAB.

In the platinum tier, 25% of titles were released in 2017, 17% in 2018, 17% in 2019, 17% in 2020, and 8% in 2021. Of those titles, 25% were marked Early Access.

Gold

Game Release

Positive User Review

Hot Dogs, Horseshoes & Hand Grenades 2016 [EA] 97%
Hard Bullet 2020 [EA] 88%
The Walking Dead: Saints & Sinners 2020 88%
Hellsplit: Arena 2019 [EA] 85%
Cooking Simulator VR 2021 85%
Contractors 2018 84%
Legendary Tales 2021 [EA] 83%
Blood Trail 2019 [EA] 80%
VR Kanjo 2018 76%
Onward 2016 [EA] 71%
Fallout 4 VR 2017 64%

Here you’ll notice a lot more early access titles, offering up 55% of this year’s gold-tier sales.  None of these were released in 2022 however, which is a bit of a downer for newcomers.

On the flipside, many of these titles have benefitted from steadfast developer support, with titles like Hot Dogs, Horseshoes & Hand Grenades, Hellsplit: Arena, Contractors, Hard Bullet, and Legendary Tales seeing updates over the course of the year.

In the gold tier, 18% of titles were released in 2016, 9% in 2017, 18% in 2018, 18% in 2019, 18% in 2020, and 18% in 2021—a strangely even spread.

– – — – –

Check out the full list of Steam’s top selling VR titles in 2022 to see which games made it into the Silver and Bronze tiers.

Looking for this year’s top VR games across platforms? Check out Road to VR’s 2022 Game of the Year & Design Award winners. You’re sure to see some familiar faces.

Valve Reveals Top Selling VR Games on Steam in 2022 Read More »

saudi-arabia-gains-majority-stake-in-magic-leap-in-$450m-deal

Saudi Arabia Gains Majority Stake in Magic Leap in $450M Deal

Saudi Arabia has taken majority share of the US-based augmented reality company Magic Leap, The Telegraph reports, widening the stake via its state-owned sovereign wealth fund with a deal amounting to $450 million.

Citing delayed accounts obtained from its European division, the company is said to have raised $150 million in preferred convertible stock and $300 million in debt from Saudi Arabia’s Public Investment Fund (PIF) over the course of 2022. The investment puts the country’s ownership of Magic Leap over 50 percent, giving it overall majority control.

The Telegraph reports that, as of November 2022, Saudi Arabia’s PIF is “entitled to appoint four of the eight directors of the board of directors of Magic Leap.”

The wealth fund, which is controlled by Crown Prince Mohammed bin Salman, invests in projects considered to be strategically significant to diversifying its national economy.

Through PIF, Saudi Arabia owns minority stakes in Uber, Capcom, Nexon, Live Nation, Boeing, Meta, Alphabet, Citigroup, Disney, and Bank of America to name a few. It also owns Premier League football team Newcastle United and LIV Golf, a challenger to the PGA Tour.

Photo by Road to VR

Founded in 2010 by Rony Abovitz, the Plantation, Florida-based company kicked off its consumer ambitions with a long and ambitious tease of its first AR headset, Magic Leap 1 (previously styled ‘One’), starting its marketing campaign as it emerged from stealth in 2014.

Released nearly four years later, the developer-focused ‘Creator Edition’ headset was initially priced at an eye-watering $2,300, which not only deflated some of the potent hype behind the unicorn startup, but also cemented a long and bumpy road ahead if Magic Leap wanted to eventually offer its tech at a consumer price point.

Having awkwardly straddled the prosumer segment with limited success, in mid-2020 Abovitz announced he would be stepping down as CEO, signaling a pivot that would refocus the company’s efforts on servicing enterprise instead of consumers. Shortly afterward, Microsoft’s Executive VP of Business Development Peggy Johnson took the reins as CEO of Magic Leap.

The company has since released its follow-up headset, Magic Leap 2, to enterprise partners and through third-party vendors, putting the device in direct competition with Microsoft’s HoloLens 2.

To date, Magic Leap has raised $4 billion, with minority investors including Google, Alibaba, Qualcomm, AT&T, and Axel Springer.

Saudi Arabia Gains Majority Stake in Magic Leap in $450M Deal Read More »