Author name: Rejus Almole

this-startup’s-nanotech-is-creating-new-materials-for-the-energy-transition

This startup’s nanotech is creating new materials for the energy transition

Humanity has always relied on a revolution in materials to advance to the next stage of civilisation. Dutch nanoparticle technology startup VSParticle says it is on the verge of opening up a century’s worth of material innovation in the next 10 years, helping, well, to save the planet. 

Co-founder and CEO Aaike van Vugt is convinced that in order to reach our targets of keeping global warming well below 2°C, we need to speed up the process of material development significantly. 

“The amount of material innovation that we need to unlock in the next decades to make the whole energy transition a reality is equal to what would normally be unlocked in 100 years,” van Vugt tells TNW.  “What is very important is that we fundamentally change the process in which we are producing new materials.”

A TU Delft spinout founded in 2014, the company just secured €14.5 million in a funding round led by Plural. The money will be used to scale VSP’s nanoparticle technology that allows it to print new materials consisting of any combination of 64 different elements. The company says it is looking to first help solve crucial issues related to sustainability and energy transition. 

Speeding up the green hydrogen economy

Specifically, VSParticle is looking at the development of catalyst coated membranes (CCMs). These are a crucial component in proton exchange membrane (PEM) electrolysis, a technology used for green hydrogen production. Furthermore, the company says its technology will accelerate the production of new gas sensors that could detect air pollution, but also early signs of illness from human breath. 

In the case of CCM technology, it relies on using scarce and expensive metals such as platinum and iridium. However, VSP’s technology, which enables materials to be broken down to nanoparticles and then re-composed in different configurations, will help develop new material combinations incredibly quickly. This, the company says, will make it more affordable to scale production. 

In turn, this will support the EU mission of producing 10 million tonnes of green hydrogen per year by 2030. In addition, this type of innovation could make the bloc less reliant on access to rare minerals from outside for things such as semiconductors, and avoid potential future conflicts related to raw materials. 

A nanoparticle “big bang”

The basis for all of VSParticle’s products is the VSP-G1, a “table-top, user-friendly nanoparticle generator.” This features a plug-and-play electrode system that enables the user to quickly and easily change the material, and it is compatible with 62 different elements, including gold, zinc, copper, and palladium. Solid rods of the material to be processed are inserted into the system. Then, there is what van Vugt calls a “Big Bang.” 

“An electrical spark creates a very localised, very intense hot plasma going up to 20,000 degrees Celsius. And this is basically breaking up the basic structure of the metal to the most preliminary form — the atoms,” van Vugt says. “So you get an evaporated cloud of this material and out of this evaporated cloud, we control the formation of these nanoparticles, which are our universal building blocks.”   

The CEO of VSP standing in front of a machine
Aaike van Vugt co-founded the company in 2014. Credit: VSParticle

These building blocks are then used by the VSP-P1 NanoPrinter. The machine, which ships to customers this year, functions similarly to a regular office inkjet printer. Except, it doesn’t use four basic colours to come up with an array of hues. 

In a fully-automated process, it takes nanoparticles from any of the 64 different elements and combines them into entirely different materials. Essentially, you could put a million machines to work on developing new combinations, and they would just keep going. 

Uncovering vast inorganic potential

VSParticle has already proven that it can reduce the material production and discovery cycle from months to only an hour. The technology bridges trial and error in the lab, production process optimisation and scaling towards mass production and its potential, according to van Vugt, is nothing short of monumental. 

“With all the work we have done as human beings, we have only unlocked less than 1% of what is possible in the inorganic space. And what we are trying to do is to develop the best process — we call it our automated or self-driving lab — that is able to screen let’s say the other 99% of possibilities that haven’t been discovered so far.” 

VSParticle has participated in MIT’s student venture accelerator DELTA V and is part of the Netherlands’ Techleap Pole Position cohort for deep tech startups. The latest funding round includes a €3.5 million grant from NXTGEN HIGHTECH, and brings the total amount raised by the company to €17 million. 

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French riots and 5 other social ills blamed on video games

Emmanuel Macron has a new scapegoat for the riots engulfing France. As violent protests sparked by the fatal police shooting of a teenager spread across his nation, the president first blamed social networks and parents, before pointing the finger at a beloved boogeyman: video games.

“It sometimes feels like some of them re-live in the streets the video games that have intoxicated them,” Macron said at a crisis meeting on Friday.

The 45-year-old was echoing a common claim, but it’s one with scant empirical evidence. Studies have consistently rebuffed connections between violent video games and violent behaviour. Christopher Ferguson, a professor at Stetson University who studies the links, says “there’s not evidence of a correlation, let alone a causation.”

Other experts fear the issue is attracting too much attention. According to the American Psychological Association, “attributing violence to violent video gaming is not scientifically sound and draws attention away from other factors” — which cynics argue is the entire point.

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Undoubtedly, there have been numerous occasions on which video games have made politically-expedient excuses for social ills. Here are five of them.

1. Mass shootings

Macron is not the first world leader to blame violence on gaming. After two mass shootings across a weekend in 2019, then-US President Donald Trump made a similar claim.

“We must stop the glorification of violence in our society,” he said. “This includes the gruesome and grisly video games that are now commonplace.”

Trump was echoing a theory that has become prevalent since the horrifying shooting at Columbine High School in 1999. Unsurprisingly, the National Rifle Association has become a prominent supporter of the hypothesis.

“After Columbine, the honesty stopped,” Ferguson told the Atlantic.

The teenagers got the protesting idea from video games? Macron is sounding an awful lot like, well…

(Published in the New Yorker in 2018, by me and @scottdools ) pic.twitter.com/LAoGAmiz1Y

— Jason Chatfield (@NewYorkCartoons) June 30, 2023

2. Satanism

Some of the world’s most popular video games have been connected to Devil worship. Two notable examples are the first-person shooter Doom and the Pokémon franchise, both of which have been accused of promoting satanic themes.

The Catholic Church, however, has denied such allegations. In 2020, Sat2000, a satellite TV station run by the Vatican, said Pokémon was based on “intense ties of friendship” and lacked “any harmful moral side effects.”

3. Divorce

World of Warcraft, Call of Duty, and Fortnite have all been held accountable for marital breakdowns.

According to Divorce Online, 5% of UK divorce filings in 2018 cited addiction to online games as a reason for their breakup. Admittedly, partners with video game addictions can be annoying (sorry, babe), but it’s more a symptom than a cause of relationship problems.

4. Depression

Gaming is regularly linked to depression, anxiety, and low self-esteem. However, research suggests that the impacts typically only affect people with existing mental health problems.

On a more positive note, several studies have shown that games can actually help fight depression and anxiety.

5. Bad dancing

There’s one detrimental effect of gaming that’s simply undeniable: Fortnite’s influence on terrible dancing.

The global hit offers an array of immensely popular emotes, from the Dab to the Floss. Unfortunately, these dances are now increasingly also found IRL. Footballers, pop stars, and influencers have all given the cringey moves a go, promoting the wretched bops to countless impressionable youths and adults.

If Macron is genuinely concerned about video games, he should investigate this matter immediately. But that may involve a disturbing look in the mirror:

Just Macron dabbing on Pogba’s post-match Insta.

I want Theresa doing the Fortnite dance with Jesse right now. pic.twitter.com/7ZoJPMtU3V

— Josh Halliday (@JoshHalliday) July 15, 2018

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grocery-delivery-app-getir-exits-spain,-after-bidding-adieu-to-france

Grocery delivery app Getir exits Spain, after bidding adieu to France

Following its upcoming exit from France, quick commerce startup Getir is losing yet another European market: Spain.

According to Spanish trade union CCOO, Getir failed to raise sufficient capital in a recent funding round. As a result, it will cease operations in the country and lay off its entire workforce of 1,560 employees.

“We condemn the disastrous business management of Getir, which has not known how to grow or have a market strategy in Spain. Now its staff will suffer the biggest harm,” the union said in a statement.

The Turkish-owned Getir Group emerged as the greatest rapid grocery delivery company in Europe, expanding across seven countries and gradually absorbing rival Gorillas and Frichti. It even reached decacorn status, after achieving a $12bn (€11bn) in March 2022. But in the post-pandemic world it has struggled to reach profitability.

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The soaring inflation, stricter regulations on “dark stores” (where the products are stored before delivery), and consumer return to in-person grocery shopping have left quick commerce companies hanging in the balance.

With its user base and revenue in decline, the Getir group has moved to layoffs and mass store closures over the past few months. In France alone, the company counts €17.6mn in debt and was placed in receivership by the court of trade in Paris.

At the moment of writing, the startup has declined to comment on its upcoming exit from Spain. But according to the CCOO, it will comply with the national legal requirements for laid-off employees. These include an outplacement plan, 20 days’ severance pay per year with a maximum of 12 monthly payments, and a special agreement for individuals aged over 55.

Getir’s example proves an overarching trend in Europe: the appetite for rapid grocery delivery is fading away. Alongside Flink, Zapp, and Gopuff, Getir is among the last remaining companies in the region — where it seems that the quick commerce bubble is bursting.

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“netflix-for-ar-content”:-arvision’s-ariddle,-an-ar-gaming-platform-with-multiplayer-feature

“Netflix for AR Content”: ARVision’s ARiddle, an AR Gaming Platform With Multiplayer Feature

(A)Riddle me this, what do you get when you create a gaming platform that facilitates the distribution of AR content and improves the multiplayer gaming experience? The start of a new era of interactive entertainment.

ARVision Games, an innovator in AR gaming, takes interactive and collaborative gaming experiences to the next level with the recent launch of its newest multiplayer gaming platform, ARiddle. Unveiled at the recent VivaTech Conference 2023, this cutting-edge platform is set to enable full AR immersion of gameplay.

ARVision’s ARiddle: The Netflix for AR Games

The new platform developed by ARVision Games is set to transform how we access and use AR content. Instead of downloading dozens of apps for individual games, users need to download only one app—ARiddle—to access a vast library of AR games.

ARVision Games ARiddle

“What we are trying to do is like Netflix for AR content. So today, there are platforms to play movies, to play videos, but there is no platform to play AR content,” said Christian Ruiz, CCO of ARVision Games, in a recent interview at VivaTech.

So, the team decided to develop the ARiddle platform, where users will be able to find dozens of AR games, both developed by the company itself and by other developers. “We are going to open the platform to other studios, for them to be able to create games and then put them on our platform,” Ruiz said. 

Another innovative aspect of the AR platform ARiddle is the multiplayer feature. As Ruiz explains, “We are really innovating with the multiplayer feature, because making multiplayer in VR, or any kind of game, is quite usual, but in AR is more complicated.”

ARiddle will also be home to AR escape games developed by ARVision Games. Captivating players with their immersive narratives and intricate puzzles, escape rooms have gained immense popularity in recent years.

The Montreal-based company takes this concept to new heights by bringing escape rooms into the realm of augmented reality. Through its ARiddle platform, players can now experience the thrill of escape rooms wherever they are. All they need is a mobile device to project the virtual environment into their physical surroundings.

In the ARiddle AR escape games, players are challenged to analyze their environment, search for clues, and solve a myriad of enigmas and riddles to complete the mission. With the exhilarating blend of AR technology and engaging gameplay, the ARiddle app guarantees an unforgettable adventure that will challenge your intellect and immerse you in a world of mystery.

Save the Cup: AR Escape Game That Lets Children Virtually Escape From the Hospital Bed

To create more meaningful AR experiences, ARVision Games has collaborated with 1 Maillot Pour La Vie, a charitable organization that strives to fulfill the dreams of children facing adversity. It coordinates with top athletes, famous personalities, and sports clubs to give children opportunities to experience something different from their daily hospital life.

Save the Cup, ARVision Games AR escape game

Together, ARVision Games and 1 Maillot Pour La Vie have embarked on a mission to create augmented reality multiplayer escape rooms that provide unique and engaging experiences for children. This collaboration aims to transport children into a world of imagination and wonder, where the challenges and obstacles of their reality are momentarily set aside.

“This is a great project that we have with 1 Maillot Pour La Vie. This association takes care of kids who have been in the hospital for a long time,” said Ruiz. “So we had the idea to make a special escape game for them to be able to play from their bed and transport them, thanks to augmented reality, to a chocolate factory, to an Egyptian pyramid…”

The first AR game developed through this collaboration is the Save the Cup series. This immersive AR experience combines captivating storytelling, challenging puzzles, and collaborative gameplay for children of all ages.

The game comprises a series of three episodes, each with unique challenges that bring players closer to finding the lost World Cup. Through AR, children are able to momentarily escape from their sick beds, go on amazing adventures, and achieve a sense of accomplishment as they complete the game’s mission.

Continued AR Innovation for Creating Meaningful Experiences

The Save the Cup series shows us how AR can empower and inspire users. By enabling children in hospitals and confined spaces to enjoy the same exciting escape room adventures as those in physical locations, the AR application becomes much more than a game. Innovations like these take AR beyond gaming and entertainment.

ARVision Games, Save the Cup, AR game
ARVision Games at VivaTech Paris in June 2023

Knowing this, ARVision Games is constantly innovating and is continuously iterating its platforms to provide more AR use cases that create meaningful experiences for users. It is driven to grow ARiddle into a centralized hub for AR content. By embracing the transformative potential of AR, ARVision Games is shaping the future of immersive content. With the fusion of technology and compassion at the heart of its mission, it will undoubtedly continue to inspire and bring joy to gamers around the world.

“Netflix for AR Content”: ARVision’s ARiddle, an AR Gaming Platform With Multiplayer Feature Read More »

metagate-–-international-metaverse-summit-set-to-take-place-in-istanbul,-turkiye-in-september-2023

MetaGate – International Metaverse Summit Set to Take Place in Istanbul, Türkiye in September 2023

Press release

Istanbul, Türkiye EUMENA Events, the event consultancy and management specialist, is proud to announce the launch of MetaGate – International Metaverse Summit, a three-day business-focused hybrid summit that will take place in September 2023 in Istanbul, Türkiye.

MetaGate will bring together international experts, technologists, digital builders, entrepreneurs, investors, business leaders, and enterprises to discover the power of the metaverse, identify its real value, and discuss its utility for businesses.The summit will feature sessions, keynotes, fireside talks, and panels exploring the latest trends and developments in the metaverse world and how companies can develop and implement metaverse strategy to enhance their business process, increase competitiveness, and support their marketing efforts.MetaGate will take place both in person and virtually in a custom 3D metaverse venue where attendees can create a unique avatar and walk around to explore exhibition areas, attend sessions, and chat with speakers, sponsors, startups, and investors.

“We are thrilled to be launching MetaGate – International Metaverse Summit,” said Lara Daoud, Founder of EUMENA Events . “The metaverse is the future, and this summit will provide an opportunity for businesses to capture the real business value of the Metaverse, meet and network with global tech and business leaders, prepare their business to enter the Metaverse, explore the latest metaverse solutions and technologies, and discover the real-world adoption of web3.0 and metaverse.”

MetaGate will offer an immersive experience where every detail reflects the collective pursuit of excellence, featuring 800+ physical delegates, 2,500+ virtual attendees, 30+ world-class industry speakers, and 20+ content-rich sessions.

The summit will highlight how businesses in various industries, such as E-commerce & Retail, Healthcare, Manufacturing, Logistics, Banking and Finance, Real Estate, Governments, Automotive, Education, Telecom, Tourism, Events, Media & Entertainment, Travel, and Tourism, are seeing tremendous opportunities in metaverse technologies.

MetaGate will also include a startup pitch competition designed to discover the next generation of metaverse innovators and builders. Qualified entrepreneurs will pitch their businesses live on stage in front of an experienced jury made up of investors and executives for the chance to win awards and potential partnership deals.

The summit will offer a series of networking events, including meetups, tours, and a Gala Dinner, providing engaging and networking opportunities among MetaGate Summit panelists, speakers, sponsors, startups, investors, and delegates.

“Our mission is to serve as a catalyst for positive change by fostering discussions about the metaverse proper use, innovation acceleration, productivity increase, and adaptability to change, all of which can greatly benefit any business looking to successfully launch its products and better serve its existing clients,” added Lara Daoud.

For more information about MetaGate – International Metaverse Summit, visit the summit’s official website at www.metagatesummit.com.

About EUMENA:

EUMENA is an event consultancy and management specialist that offers turnkey planning and comprehensive operational services. The company’s experience ranges from delivering mass events to large B2B, B2G, and B2C exhibitions and trade shows, corporate meetings, game-changing summits & conferences, brand activations, and innovative networking activities that deliver measurable return on investment to its clients.

Contact:

Email: [email protected]events.com

Phone: +90 536 338 4777

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VR’s Most Realistic Train Sim ‘Derail Valley’ Overhauled in “Enormous” Update

Derail Valley, the train simulator for VR and PC, launched into Early Access in 2019, positioning itself as the most realistic train sim out there. While Derail Valley is still in early access, indie studio Altfuture says locomotive fans can now jump back into the game and find a ton of new features waiting for them in what it calls an “enormous” update.

The so-called ‘Simulator’ update includes a load of new content, including dynamic VR hands, new locomotives, better world simulation, sandbox mode, and more.

Here’s all of the new and updated bits available in the Simulator update:

The studio says there are still a few things left to do, including adding the S060 locomotive, DE6 slug, Steam Deck input layout, RailDriver support, and “a couple more smaller things,” the studio says in Steam news post. “Rest assured that the mentioned two vehicles will be added very soon, in a couple of weeks.”

If you’ve played Derail Valley before with mods, Altfuture also warns that most, if not all pre-Simulator mods will no longer work, and will have to be updated by the community in the coming weeks and months, to become functional again.

Despite the size of the update, the studio says the game will remain in early access “potentially, for years to come” since they intend on adding more features and content going forward.

“We’ll keep at it for as long as possible, in our mission to make Derail Valley the best train simulator in the world,” Altfuture says.

You can get Derail Valley on Steam and Oculus PC, priced at $40.

VR’s Most Realistic Train Sim ‘Derail Valley’ Overhauled in “Enormous” Update Read More »

apple-reportedly-cuts-production-targets-for-vision-pro-due-to-manufacturing-complexity

Apple Reportedly Cuts Production Targets for Vision Pro Due to Manufacturing Complexity

Apple has allegedly slashed production targets for Vision Pro due to manufacturing issues related to the mixed reality headset’s complex design, a Financial Times report maintains.

Unveiled during Apple’s Worldwide Developer Conference (WWDC) in early June, the $3,500 Vision Pro represents the first big step into XR for the company. Launching sometime next year, Vision Pro is a high-end headset that combines virtual reality displays with color passthrough cameras, allowing it to do both VR and AR tasks.

Apple’s China-based contract manufacturer Luxshare, allegedly the sole assembler of the device, is now preparing to make fewer than 400,000 units of Vision Pro in 2024, according to the report, which cites “multiple people with direct knowledge of the manufacturing process,” including sources close to Apple and Luxshare.

Supply chain rumors also allege that two of Apple’s China-based component suppliers only have enough parts to produce around 130,000 to 150,000 Vision Pro units in the first year. It was previously thought Apple was operating with an internal 12-month sales target of one million units.

Manufacturing complications apparently hinge on Vision Pro’s micro-OLED displays and outward-facing, curved lenticular display, the latter of which allows a sort of digital passthrough view of the user’s eyes.

In our hands-on, we noted Vision Pro packed top of its class lenses and displays, something Apple says is “more than a 4K TV for each eye.”

The company is reportedly unhappy with supplier productivity. It’s said the most expensive component is its internal displays, and getting enough of those micro-OLEDs to be defect-free has purportedly been a significant hurdle. Additionally, Financial Times reports the micro-OLED displays used in the headsets demoed to press at its June launch were supplied by Sony and the chipmaker TSMC.

Meanwhile, Apple is said to be working with Samsung and LG on a second-gen version of the headset, which will be reportedly cheaper than the first, which is launching sometime in 2024 for $3,500.

Apple Reportedly Cuts Production Targets for Vision Pro Due to Manufacturing Complexity Read More »

sony’s-mocap-device-lets-‘vrchat’-users-unleash-their-inner-anime-girl

Sony’s Mocap Device Lets ‘VRChat’ Users Unleash Their Inner Anime Girl

There are a few body tracking solutions on the market to help you on your quest to finally transform into a dancing anime girl, and Sony is now releasing its own previously Japan-only device in the US. 

Mocopi, which gets its name from motion capture (mocap), was initially announced in late 2022, becoming available exclusively in Japan in early 2023. While a ton of vTubers worldwide already jumped the gun and ordered direct from Japan, now Sony is making it officially available in the US, priced at $450.

Mocopi comes with six small and lightweight inertial measurement unit (IMU) sensors that hook into a dedicated smartphone app (iOS and Android), letting you do full-body motion tracking both in and outside of VR.

Image courtesy Sony

And while Mocopi seems to be squarely targeting those would-be vTubers, another use case the company is trumpeting is undoubtably the device’s ability to give avatars better full-body tracking for things like VRChat. Yes, there’s a built-in VRChat integration, which means you can grab your Quest 2 or PC VR headset, hook up Mocopi to your extremities, and get dancing for all to see.

Like many such IMU-based tracking devices, positional drift is a real concern, although it seems Sony is pitching this more as a way to casually jump into body tracking and not get that 100 percent accuracy you’ll need when doing the [fill in a popular dance] on TikTok.

Coming from Sony, you’d think there would be some sort of integration with PSVR 2, although that doesn’t seem to be a possibility. The company hasn’t mentioned any such integration since it initially launched in Japan in January.

Mocopi is already available for purchase, available exclusively from Sony for $450. Sony says Mocopi orders will ship to customers starting July 14th, 2023. Check out the Sony’s quick start guide below to get see just what you’re signing up for.

Sony’s Mocap Device Lets ‘VRChat’ Users Unleash Their Inner Anime Girl Read More »

‘the-wizards’-studio-brings-mind-bending-cubic-puzzles-to-quest-2-in-‘mindset’,-trailer-here

‘The Wizards’ Studio Brings Mind-bending Cubic Puzzles to Quest 2 in ‘Mindset’, Trailer Here

Carbon Studio, the developers behind Crimen – Mercenary Tales, The Wizards, and Warhammer Age of Sigmar: Tempestfall, released a new narrative-driven VR game that’s packed with logic puzzles and what the studio calls “a bizarre story taking place at the very core of your subconscious.”

Called Mindset, the Quest 2 exclusive makes good use of Quest 2’s hand-tracking tech, letting players tackle the game’s complex cubic puzzles either with Touch controllers or with their bare hands. Here, you’ll test your intelligence, dexterity, and deduction skills on an array of cubic puzzles.

Here’s how Carbon Studio describes the head-scratching action:

Each cube has one or more starting gears that spin around from the very beginning of each level. To complete the level, you have to set the last gear in motion. You can achieve this by grabbing other gears from a pool of available parts and slotting them into place. To make things a bit trickier, gears can only be placed on special pins—some of which are dependent on the state of other pins, often placed on the other side of the cube. If you take one out, another may hide and ruin your plan. But with the right sequence, this combination may change. You’ll also be dealing with gravity pins, pins sliding on special rails, and more to keep you on your toes.

Across the game’s three-chapter narrative, you’ll step into the shoes of a brilliant scientist named Jack who must fight to regain consciousness in the game’s otherworldly waking dream. To return to the world of the living, you must delve deep into your subconscious, navigate moral dilemmas, and uncover just what happened to you in the first place.

Mindset is now available on the Quest Store, priced at $10.

‘The Wizards’ Studio Brings Mind-bending Cubic Puzzles to Quest 2 in ‘Mindset’, Trailer Here Read More »

european-companies-hate-the-eu’s-new-ai-rules-—-here’s-why

European companies hate the EU’s new AI rules — here’s why

Artificial intelligence sure is keeping the post office busy. After a recent flurry of open letters about runaway AI, unregulated AI, and apocalyptic AI, another missive arrived on the EU’s doorstep today.

In this case, however, the signatories have raised a contrary concern. Rather than call for more rules, they fear there will soon be too many.

Their target is the impending AI Act. Billed as the world’s first comprehensive legislation for the tech, the new rules are trying to walk the fine line between ensuring safety and supporting innovation. The new letter, signed by executives at some of Europe’s biggest companies, warns that they’re losing balance.

“The draft legislation would jeopardise Europe’s competitiveness and technological sovereignty without effectively tackling the challenges we are and will be facing,” said the letter, sent to the European Parliament, Commission, and member states.

“States with the most powerful models will have a decisive competitive advantage.

The signatories encompass bigwigs at corporate giants including Heineken, Carrefour, and Renault, as well as leaders at tech firms such as Ubisoft, TomTom, and Mistral AI. They say the AI Act will lead to companies leaving the bloc, investors redirecting cash, and stunted development in Europe.

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One of their chief concerns stems from a recent change to the rules. On June 14, the European Parliament added new requirements on generative AI tools, such as ChatGPT, which would provoke “disproportionate” compliance costs and liability risks, according to the signatories.

They warn that this will push Europe further behind the US in AI development. This impact, they continue, will extend from the economy to culture, as large language models will be embedded into everything from search engines to digital assistants.

“States with the most powerful large language models will have a decisive competitive advantage… Europe cannot afford to stay on the sidelines,” said the letter.

Bending AI rules

In addition to raising the complaints, the business leaders proposed some solutions.

Their principal suggestion is restricting EU laws to broad principles in a risk-based approach, which would be implemented by a dedicated body and adaptable to new advances and risks. Such a process, they said, should be developed in dialogue with the economy.

The signatories also expressed support for some aspects of the AI Act. Specifically, they endorsed mandatory safety testing for new systems, standard labelling of AI-generated content, and a duty of care in model development.

Those overtures haven’t won over the lawmakers, however. Dragos Tudorache, who co-led the drafting of the AI Act, promptly rebuffed the letter.

“I am convinced they have not carefully read the text but have rather reacted on the stimulus of a few who have a vested interest in this topic,” he told Reuters.

On the plus side for the authors, there’s still time to write plenty more letters. The AI Act isn’t expected to come into force before 2026.

European companies hate the EU’s new AI rules — here’s why Read More »

euclid-telescope-set-to-embark-on-dark-universe-exploration-mission

Euclid telescope set to embark on dark universe exploration mission

ESA’s mission to unravel the mysteries of the dark universe is set for launch. Following a one-year delay caused by the Ukraine invasion, the Euclid space telescope is scheduled for takeoff on July 1 at 5: 11PM CEST time from Cape Canaveral in Florida, US.

Named after the famous Greek mathematician, the telescope will embark on a month-long journey to reach its destination at a position in space known as the second Lagrange point (L2) — located 1.5 million kilometres away from our planet. There, it will be able to observe deep space, with the sun, the Earth, and the moon behind it.

ESA Euclid dark universe
Euclid. Credit: ESA

Euclid’s mission is to shed light on two of the universe’s most perplexing mysteries: dark energy and dark matter, thought to make up 95% of the cosmos.

Scientists theorise that dark energy is responsible for accelerating the universe’s expansion and that dark matter acts as cosmic glue that holds the galaxies together. Yet the nature of these components is still unknown.

To help us understand their role, the probe will explore how the universe has formed and expanded by 3D mapping the last 10 billion years of cosmic history across more than a third of the sky.

“A revolution in physics is almost guaranteed.

The data Euclid brings back could not only determine what dark energy is but also whether or not our models of the universe are correct, said Professor Tom Kitching, from UCL’s Mullard Space Science Laboratory, one of the four science coordinators for the ESA-led project.

“Is it vacuum energy — the energy of virtual particles popping in and out of existence in empty space? Is it a new particle field that we didn’t expect? Or it may be Einstein’s theory of gravity that is wrong,” Kitching explained. “A revolution in physics is almost guaranteed.”

During its six-year mission, Euclid will use gravitational lensing and baryonic acoustic oscillation (BAOs) to measure galaxy shapes and distortions, and in turn analyse the distribution and evolution of dark energy and matter.

The craft carries an near-infrared light instrument, called NISP, which captures light from the respective invisible spectrum to measure the distance to galaxies and investigate how fast the universe is expanding.

It’s also equipped with an optical camera named VIS, which captures visible light. According to Professor Mark Cropper, leader of the VIS team, the camera is able to deliver nearly the same resolution of the Hubble Telescope, surveying more of the universe in one day than Hubble has done in 25 years.

“People won’t have seen the universe in this level of detail before,” Cropper said. “There will be new things in every 10 minute exposure sent to Earth.”

〰️🟥 The infrared light instrument, NISP, will measure the distance to galaxies

NISP has the largest field of view for an infrared instrument ever flown in space. pic.twitter.com/aD7dMFXdW9

— ESA’s Euclid mission (@ESA_Euclid) June 23, 2023


While led by the ESA, the €1bn mission is backed by various industry partners, NASA, and the Euclid consortium, which brings together 2,000 scientists from 17 different countries.

If Euclid is successful, it will provide us with an unprecedented chronology of the history of the cosmos and help us unravel the mysteries of the universe– and our own existence. You can watch the launch live on ESA Web TV or via the ESA YouTube live stream.

Euclid telescope set to embark on dark universe exploration mission Read More »

inspirit-launches-affordable-xr-stem-education-platform-for-middle-and-high-school-students

Inspirit Launches Affordable XR STEM Education Platform for Middle and High School Students

XR STEM education has taken a leap forward with the official launch of Inspirit’s Innovative Learning Hub. The digital platform provides educators with affordable access to a premium library of virtual reality and augmented reality experiences designed specifically for middle and high school students. Focusing on enhancing learning outcomes and increasing engagement, Inspirit is revolutionizing the way STEM subjects are taught worldwide.

Breaking Down Barriers With Immersive Learning

Inspirit is a research-driven EdTech startup that pioneers immersive XR experiences for STEM education. The company’s Innovative Learning Hub stands as the premier choice for immersive XR STEM education, encompassing diverse subjects such as mathematics, physics, chemistry, biology, and vocational training.

Through XR experiences, Inspirit’s platform provides students with experiential learning opportunities. By engaging in simulations and exploring 3D models, students gain a deeper understanding of complex STEM concepts.

The advantages of VR education have long been embraced by both teachers and students, who have found immense value in its experiential approach. But with Inspirit’s XR expertise and easy-to-use technology, the platform bridges the gap between theoretical concepts and real-world applications, providing students with a deeper understanding and fostering engagement.

Renowned for its commitment to rigorous research, Inspirit collaborates with Stanford University researchers to unlock the full potential of XR learning. The result is a unified platform that seamlessly integrates into schools, improving learning outcomes and providing teachers with an intuitive system to embed into their curriculum.

Experts in the field, like Jeremy Bailenson, founding director of the Stanford Virtual Human Interaction Lab and professor of education, recognize the impact of Inspirit’s approach, emphasizing the importance of teacher professional development and curriculum alignment for successful integration and long-term usage in the classroom.

Inspirit XR STEM Education Platform

“Inspirit is unique in that it is led by a VR pioneer who puts ‘education first’, with a huge amount of experience in the world of STEM,” said Bailenson, in a press release shared with ARPost.

Unparalleled Access to Immersive XR Content

The Innovative Learning Hub boasts a comprehensive library of age-appropriate XR experiences that align with educational standards. From engaging simulations to interactive lessons, students have the opportunity to explore and study complex concepts, making learning tangible and enjoyable. This cutting-edge content ensures that students receive the highest-quality educational experiences.

Cross-Platform Compatibility for Seamless Learning

Flexibility is a key advantage of Inspirit’s Innovative Learning Hub. Students can access the library of XR content from various devices, including laptops, Chromebooks, and most VR headsets designed for educational use.

XR STEM Education Platform by Inspirit

This compatibility maximizes schools’ existing hardware investments while expanding learning capabilities. By eliminating the need for costly subscriptions and one-off purchases, Inspirit promotes inclusivity and accessibility, allowing all students to benefit from a comprehensive STEM curriculum.

XR STEM Education: Inspiring Students and Shaping Futures

As a firm believer in the transformative power of immersive technology, Aditya Vishwanath, co-founder and CEO of Inspirit, actively champions its potential for revolutionizing XR STEM education.

The Innovative Learning Hub serves as a platform that grants middle and high school students the opportunity to engage with exceptional XR content. “Our research-based methodology ensures all middle and high school students have an opportunity to access top-notch XR content that enhances their learning experience, prepares them for the future, and inspires them to pursue their dreams,” said Vishwanath.

Inspirit Launches Affordable XR STEM Education Platform for Middle and High School Students Read More »