Author name: Rejus Almole

8-things-we’re-excited-about-at-tnw-conference-day-2

8 things we’re excited about at TNW Conference day 2

8 things we’re excited about at TNW Conference day 2

Thomas Macaulay

Story by

Thomas Macaulay

Senior reporter

Thomas is a senior reporter at TNW. He covers European tech, with a focus on deeptech, startups, and government policy. Thomas is a senior reporter at TNW. He covers European tech, with a focus on deeptech, startups, and government policy.

Ladies and gentlemen, friends and nemeses, the moment has finally arrived: TNW Conference is this week! 

After taking our show on the road to València in April, we’re returning to where it all began: Amsterdam. The two-day event kicks off on June 15  — and you’re all invited.

Expect our usual smorgasbord of talks, networking, learning, and festival vibes, but with a new unifying theme. Following a turbulent few years, this year we want to reclaim the future — and reignite the positive power that tech can have.

That spirit has been infused throughout the conference agenda. It featured prominently in our guide to day one, and it’s equally pervasive in our top picks for day two. Read on for our highlights from the jam-packed agenda.

1. Spellbinding speakers

Our stellar schedule is bursting with splendid speakers, but we have to whittle the day down to four faves. Why? Well, because that’s what we did for day one, and we love our conference days like our kids: equally (at least, that’s what we tell them).

Lila Ibrahim, Chief Operating Officer of Google DeepMind

DeepMind is one of the most exciting artificial intelligence labs in the world. From its humble roots as a UK startup conquering games, the company has risen to lead the AI revolution at Google. At 10: 10 on the Vision Stage, we’ll be hearing from the woman helming the company’s growth: Lila Ibrahim, DeepMind’s first-ever COO.

We had the pleasure of interviewing Lila ahead of her keynote, which left us eager to hear more on the epochal subject of her talk: the future of AI.

Viktoriia Itskovych, Deputy CIO of Kyiv City

Ukraine’s tech sector has proven remarkably resilient since Russia’s invasion. As well as keeping the country’s economy afloat, IT has played a central role in fighting the war.

At 14: 40 on the Vision Stage, we’ll get the inside story from one of the key figures on the digital frontline: Victoria Itskovich, the deputy CIO of Kyiv.

Philip Rosedale, Founder of Second Life

Virtual worlds existed long before the metaverse hype. The most popular of them all, Second Life, has provided a parallel reality for 20 years.

At 16: 00 on the Discovery Stage, the platform’s founder, Phillip Rosedale, will share his insights from running the community — and what it can teach us about the future of virtual worlds.

Nagin Cox, Spacecraft Systems Engineer at NASA Jet Propulsion Lab

Nothing excites us more about the future than space travel. At 16: 10 on the Vision Stage, we’ll get an inside glimpse into the direction we’re heading.

Nagin Cox, spacecraft systems engineer at NASA’s Jet Propulsion Laboratory, will explain our path towards the cosmos — and the role that robots will play in the mission.

2. Fun and games at our revamped festival site

Our festival site has had a major makeover this year. The Wi-Fi’s been souped-up, the co-working spaces have expanded, and the badge pick-up’s gone auto. But most importantly of all, we’re bringing games.

You can find the likes of ping-pong and Dutch shuffleboard around the venue. It’s a great way to break the ice, do business, or ruthlessly humiliate your rivals.

To find your way around the fun and games, you can use our floor map.

TNW Conference 2023

3. Healthy runs and indulgent breakfasts

On the sidelines of the big show are a medley of marvellous side events. Our recommendation for day two is a healthy run around the picturesque Vondel Park, followed by some unhealthy drinks with our friends at Techleap.

If that balanced diet doesn’t appeal, there are options on the menu to suit every taste.

4. The Startup Liasion Network + Netherlands Point of Entry Breakfast Session

TNW Conference is an international festival, but we’re also highlighting the opportunities in our home country. At 09: 00 in TNW HQ, we’re opening a gateway to the Dutch tech ecosystem.

Over breakfast, the Netherlands Point of Entry and the Startup Liaison Network from the Ministry of Foreign Affairs are joining forces to unite entrepreneurs and explain how the Dutch government can support startups. After the grub, the hosts will whisk you straight to TNW Conference by bus.

You can reserve a spot at the event here.

5. DEI talks, mentoring, and networking

TNW Conference 2023 has partnered with the Dutch DEI Coalition to celebrate and accelerate diversity, equity, and inclusion (DEI) in tech.

The day’s agenda begins with a roundtable on the challenges and opportunities to spur DEI in the sector. Next up is a plenary talk on the role of tech and new metrics in DEI strategies. In the afternoon, there are mentoring sessions with senior representatives from Diversity Hero, Techleap, Taskforce D&I by NLdigital, and Booking.com. We’ll then bring the programme to a close with networking drinks.

You can find the full itinerary for the day here.

6. Startup pitch battles (and lessons)

It wouldn’t be a TNW Conference without a pitch battle, but this year’s contest has a more harmonious edge. In line with our conference theme, we’ll be shining a sector spotlight on tech for good at 10: 10 on the Glasshouse stage. The winner will progress to the finals at 16: 10 on the Growth Quarters stage.

The pitching doesn’t end there. At 14.00 at the Glasshouse, pitching coach David Beckett will provide a masterclass on the art. There’s also the second half of the impact-driven Startup Pitch Hour at the Amsterdam Pavilion at 14: 00.

7. The official closing party

What would TNW Conference be without a massive closing party? From 17: 00, we’ll close the event in style at the event garden. Bring your dancing shoes and head to the giant disco ball to catch our DJ on the wheels of steel.

8. The ferry shuttle

We like to think that the whole agenda is full of unmissable events, but one thing you definitely shouldn’t miss is your ride to the venue.

Our favourite mode of transport is the free ferry service.  The pick-up spot is next to Amsterdam Central at SUPPER Cruise. You can find the location on Google Maps and the full timetable here. The boat journey from there to our conference site takes around 45 minutes.

If you prefer to travel by road, you can get to the venue by public transport, car, or bike. We’re also providing a free shuttle bus service between Zaandam Central Station and the venue. Check out our travel guide for everything you need to plan your trip to the event.

See you there!

If you want to experience TNW Conference (and say hi to our editorial team!), we’ve got something special for our loyal readers. Use the promo code READ-TNW-25 and get a 25% discount on your business pass for the event. See you in Amsterdam!

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cloudhead-games-ceo:-apple-vision-pro-is-an-ar-headset-wearing-vr-clothes

Cloudhead Games CEO: Apple Vision Pro is an AR Headset Wearing VR Clothes

Cloudhead Games is one of the most successful and senior VR studios in the industry. In this Guest Article, studio head Denny Unger shares his thoughts on Apple’s entrance into the space.

Guest Article by Denny Unger

Denny Unger is CEO and CCO at Cloudhead Games. Based in British Columbia and founded in 2012 Cloudhead’s pioneering approach to VR gave rise to broadly adopted movement standards including Snap Turns and Teleportation. Working closely with Valve, Sony, and Meta, Cloudhead is best known for their title Pistol Whip and has shipped four popular VR titles (Pistol Whip, Valve’s Aperture Hand Labs, Call of the Starseed, and Heart of the Emberstone).

So let’s get the obvious over first; Apple Vision Pro is Apple’s first generation attempt at AR glasses using a Mixed Reality VR headset. AVP is a development platform also serving an enthusiast demographic. Make no mistake, this no compromise MR device appears to get many things right for AR at a premium cost. Will Cloudhead Games be buying one to better understand Apple’s approach? Heck yes. AVP will give developers a powerful foundation and ecosystem for which to develop AR apps for a future ‘glasses formfactor’ device in that mythical 5–10 year window. And to the victor, the spoils of a smartphone replacing device.

No doubt (and if rumors are true) there were many debates at Apple HQ about VR. Whether or not to open the device up to VR studios and successful titles. Whether or not to include controllers to support legacy VR titles. Whether to allow users to full-dive into Virtual Reality, freely move around, and be active in the medium. But in an effort to sharpen their messaging, and to command a dominating lead within the AR space, VR and its many benefits were expertly omitted on nearly every level. Do I understand the strategy to strike a different cord as an XR business owner? Absolutely. Does it frustrate me as a VR-centric studio owner? You bet it does.

Image courtesy Apple

I question why the AVP didn’t maximize its potential, leveraging almost a decade of know-how from the VR community working within this space. Why not set a vision for a future device that would accommodate both AR and VR as complimentary mediums? Apple could have embraced a dual launch strategy with a rich and proven catalog of best selling VR games, perfectly tuned to onboard a completely new audience to XR. Apple could have expanded into VR’s recent success, growth and competition within the current market. In their recent presentation VR is essentially reduced to a gimmick, the thing you lightly touch the edges of, instead of a complimentary and equally important medium. Unity engine support is promised but with no plans for motion control support, Apple has cut out any possibility of porting most of the existing or future VR catalog to its platform.

Hand-tracking is a logical affordance for AR based spatial computing and no doubt some experiences will work well with that design philosophy. However it is important to point out that most VR games built over the last 10 years (and many more in production) are not compatible with, nor will they ever be “portable” to hand-tracking only design. Inputs and Haptics are incredibly important to Virtual Reality as a major tenant in reinforcing immersion and tactile interaction with virtual objects. Buttons pushed, triggers pulled, vibrational feedback experienced, objects held, thrown or touched, alternative movement schemes supported. There is a comfort in understanding the topological landscape of a controller and a physical touchpoint within the virtual environments themselves. When introducing users to a radically different medium like VR, convention & feedback matters. And over the last 50 years in gaming, input has evolved to encourage a suite of highly refined game design standards, creating a particular kind of muscle memory in the gaming population. Say what you will about which genres remain popular in this 450 Billion dollar industry but it does strain belief to think we’ll all be playing with finger guns in the latest and greatest shooter.

I know what some are likely to say “ there will be new innovative standards and we’ll look back on controllers as a crutch”, but I would push back and say hand-tracked or not, moving away from future haptic devices and innovation is a backwards step in XR design. Even smartphone games utilize basic haptics, because touch is foundational to the human experience.

In the aftermath of the AVP launch some would argue that VR is not yet mainstream and that Apple did the right thing by ignoring it. I would argue that VR turned a significant mainstream corner when Quest 2 outsold Xbox, when Sony reentered the market with PSVR2, and when Google teamed up with Samsung to work on what’s next, and on it goes. Over its 10 year rebirth, the last 3 years of VR have experienced Hockey Stick levels of growth. OEM’s have increased investments, and significant indicators keep coming with more titles earning revenues north of $20 Million. Fully immersive VR is a legitimized medium not because I say it is but because people like it, and are willing to part with their hard earned money to experience it.

Image courtesy Apple

I hope Apple is more inclusive of VR over time but the Apple Vision Pro appears to be a VR headset pretending not to be a VR headset. Because of this strategy it represents a unique opportunity for Apple’s competitors to double-down on supporting Virtual Reality at a more affordable entry point. Sure, they can all wage the 5-10 year war for a smartphone replacement but why in the world would one ignore an equally compelling revenue stream within a blended MR ecosystem? Maybe, because it took too long to go mainstream? Sorry all, we had to learn a few things along the way but I’m happy to say that after 10 years, the trail ahead has never been this clear.

Cloudhead Games CEO: Apple Vision Pro is an AR Headset Wearing VR Clothes Read More »

ubisoft-reveals-‘assassin’s-creed-nexus-vr’,-coming-to-quest-2-this-holiday

Ubisoft Reveals ‘Assassin’s Creed Nexus VR’, Coming to Quest 2 This Holiday

Ubisoft has finally officially Announced Assassin’s Creed Nexus VR, the first VR game in the franchise, planned for release on Quest 2 and Quest Pro (and likely Quest 3) this holiday.

Today during Ubisoft’s online showcase, the company fully announced Assassin’s Creed Nexus VR, though unfortunately the only glimpse of the game we’re getting on video for now is a “CGI announce trailer”:

The trailer does give a sense of the gameplay Ubisoft is trying to deliver, promising to give players a taste of stealth, parkour, and of course combat. The studio says players will inhabit three different well-known assassins from the franchise—Ezio, Kassandra, and Connor—which will have players jumping between various locales and time periods.

Although the trailer is purely CGI, Ubisoft revealed the first screenshots of the game which, assuming they’re representative of the visuals on Quest 2, are pretty impressive.

We don’t yet know much else about Assassin’s Creed Nexus VR, except that it will have a release date sometime “this holiday,” on Quest 2 and Quest Pro. We expect that the game will launch with, or not long after Quest 3, which it will also be available on. And it’s expected that Assassin’s Creed Nexus VR will be exclusive to Meta’s headsets.

We’ll be eager to learn more about how Ubisoft will deliver the experience shown in its announcement trailer—which includes significant bouts of movement, including swinging from poles—in a way that’s comfortable, fun, and unique to VR. If you’re interested, the game can now be wishlisted on the Quest store.

Ubisoft Reveals ‘Assassin’s Creed Nexus VR’, Coming to Quest 2 This Holiday Read More »

germany-refuses-to-give-intel-more-cash-for-e17bn-chip-plant

Germany refuses to give Intel more cash for €17bn chip plant

Germany refuses to give Intel more cash for €17bn chip plant

Siôn Geschwindt

Story by

Siôn Geschwindt

Siôn is a reporter at TNW. From startups to tech giants, he covers the length and breadth of the European tech ecosystem. With a background Siôn is a reporter at TNW. From startups to tech giants, he covers the length and breadth of the European tech ecosystem. With a background in environmental science, Siôn has a bias for solutions delivering environmental and social impact at scale.

Germany’s finance minister says there is no money in the budget for higher subsidies for Intel’s planned semiconductor plant in eastern Germany, Financial Times reports

Intel’s plan to construct a massive €17bn chip fabrication plant in Magdeburg, Germany, is a cornerstone of the EU’s plan to produce 20% of the world’s semiconductors by 2030. 

However, the project has faced a number of cost overruns, leaving Intel and Germany at a stalemate over who will foot the bill for the plant, now expected to cost in the region of €20bn. 

Intel said in March that it wants €4-5bn more in state subsidies, in addition to the €6.8bn already dished out.         

But the authorities are unwilling to provide the American chip giant more money as there is “no more available in the budget,” Germany’s finance minister Christian Lindner told the FT on Sunday. 

This is a departure from an earlier statement in April when German officials said they would “consider” boosting subsidies, but only if Intel is willing to spend more on infrastructure. 

According to the FT, the debate over whether Intel should receive more subsidies or not has divided the cabinet. 

Representatives from the left-wing Greens and Social Democrats support the call for increased subsidies, while Lindner, from the more conservative Free Democrats, said he would resist an increase in subsidies even if Intel were to increase the scope of the project. 

This political uncertainty casts doubts over hopes of reaching a deal, in another potential blow to the project. Construction of the fab was postponed at the end of last year due to economic hurdles, which Intel attributed to high energy prices and inflation following Russia’s war on Ukraine.  

While it may seem a simple matter of throwing a few billions more at the project, the chipmaker is facing serious cash flow problems. Late last year, Intel CEO Pat Gelsinger, said the company would cut as much as $10bn in annual spending by 2025. 

Either way, resolving the funding dispute will be critical to the future of the project. Should it prove successful, it would be Europe’s largest semiconductor fab and help the bloc cut its dependence on foreign supplies of the chips — essential components in everything from cars to refrigerators.  

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The Best Thing About Apple Vision Pro? Meta Finally Has Big Competition

Meta has undeniably been the lone looming Goliath in a field of smaller Davids in the XR scene for years now. With Apple finally making its entrance into the market, Meta won’t be able to go at its own pace.

Apple’s new headset might be an absurd $3,500, putting it in a completely different class than Meta’s upcoming Quest 3 at $500, let alone the Quest 2 now at $300. But the pressure will still be on as comparisons are made between the experience Apple has crafted and what Meta offers.

After all, there’s no denying that while the Vision Pro is packed full of hardware, and has the benefit of Apple’s proprietary and powerful M2 chips, so much of what the headset is doing right is about the software experience rather than the fidelity that’s unlocked with the hardware.

Great Hardware, Struggling Software

The thing is, Meta’s headsets are plenty capable. Quest 2 is still a solid product that is in many ways still best in class and Quest 3 only promises to up the ante later this year with more power, higher resolution, improved lenses, and better passthrough AR. Meta’s hardware has always been quite impressive, even as far back as the original Oculus Rift CV1.

But on the software side the company has seriously struggled to make usability a priority. For all the lessons the company learned about the power of reducing friction in VR—by building a standalone headset that doesn’t need a computer or external tracking beacons—there has been seemingly little emphasis on making the same reduction in friction by creating a cohesive interface between Quest’s system interface, and Meta’s own first-party apps; let alone providing a set of clear and useful guidelines so that developers and users alike can benefit from a common user experience.

Lean on Me

Meta has leaned substantially on third-party developers to make using its headsets worthwhile to use. Game developers have done the painstaking work of refining how users should control their apps and interact with their worlds in entertaining ways. When you’re inside of a VR game, the developer is fully controlling the experience to make it cohesive and enjoyable, while sussing out the pitfalls that would turn off users—like bugs, convoluted menus, and inconsistent interactions.

If Meta’s headsets didn’t have games—but still did everything else they’re capable of—they would be dead in the water because of how painful it can be to use the headset outside of carefully crafted game experiences designed to entertain. On the other hand, Apple Vision Pro has a minimal emphasis on gaming (at least at the outset), but is spending significant effort to make everything else the headset does easy and consistent. By doing so, Apple is ensuring that the headset will be great for more than just gaming.

Despite the price difference between Vision Pro and Quest headsets, Meta is still going to have to stare this thing in the face and come to grips with what it could be doing better—for users, developers, and itself. The good news, at least, is that much of the room for improvement is in the software side of things.

The Vacuum

Until now, Meta has had no serious competition in this space. Its headsets—despite the criticisms I’ve laid out here—have consistently offered the best value in their class, with great hardware and a great game library, all at a very attractive price that others have largely been unable to match.

That’s made it hard for other headset makers to compete and left Meta little need to respond even if other companies do something better or innovative. It’s also meant that developers and users have very little leverage over what Meta decides to do—after all, where else are they going to go if they want an affordable standalone headset with the best library of content?

Meta has been able to create a vacuum in the consumer VR space which on the surface might look like success… but in reality, it has left Meta unfocused on what it needs to do to make its headsets appeal to a broader audience.

Better for Everyone

Now we have Apple in the game, ready to challenge Meta on hardware and the software experience. Price advantage is clearly in Meta’s favor, but it’s going to need to up its game, otherwise it risks losing not just customers, but more importantly developers, who might see greener grass on the other side—especially if they’re looking forward to a future where Apple’s headset comes down in price.

Apple’s entrance into the market might seem like a threat, but ultimately Meta now gets to sit back and examine all the hard work Apple has done over the years, then choose the best ideas to incorporate into its own offerings, while ignoring what it sees as missteps by Apple.

In the end, Apple’s headset is going to force Meta’s headsets to get better, faster. And that’s good for everyone, including Meta.

The Best Thing About Apple Vision Pro? Meta Finally Has Big Competition Read More »

‘sairento’-follow-up-‘hellsweeper’-coming-to-major-vr-headsets-in-september

‘Sairento’ Follow-up ‘Hellsweeper’ Coming to Major VR Headsets in September

Mixed Realms, developers behind the samurai-style action-adventure game Sairento VR (2018), announced that its follow-up, Hellsweeper VR, is set to release on major VR headsets in September.

Update (June 8th, 2023): Hellsweeper VR is coming to Quest, PSVR 2, and SteamVR headsets on September 21st, 2023. You can pre-order now on Steam, and wishlist on PSVR 2 and Quest.

The studio also released a new trailer showing off some of the high-intensity gameplay, embedded below this update.

Original Article (June 9th, 2022): The game, which is currently planned for Early Access release on Steam sometime later this year, is also coming to Quest 2, slated to arrive on the standalone “soon,” the studio says.

Published by Vertigo Games, Hellsweeper VR is a roguelike first person combat game where you take on the role of an undead immortal.

“Traverse the underworld where every step brings a challenge or a chance. Gain mastery of your weapons and elemental magic, or fall to the unrelenting onslaught of dark creatures,” Mixed Realms says.

In it, you’re tasked with gaining mastery of a wide range of weapons and elemental magic. As you’d imagine, upgrading your gear as you take on undead immortals along the way is supposedly a big part.

Here’s what the studio says about Hellsweeper VR:

“Hellsweeper VR came about from our desire to improve on what made our first game, Sairento VR, a huge hit with fans,” Mixed Realms says. “We wanted to build upon a core tenet of Sairento – an intense no holds barred locomotion system that offered wall-running, power-sliding, backflips and more – all while improving its arcade-style action with semi realistic physics, allowing you to pull off even crazier moves. Juggle enemies in the air. Lop off a limb and use it as a club. Land on an enemy and use them as a bloody surfboard – yes, you read that right.”

Check out the new trailer below:

‘Sairento’ Follow-up ‘Hellsweeper’ Coming to Major VR Headsets in September Read More »

apple’s-computer-vision-tool-for-developers-now-tracks-dogs-&-cats

Apple’s Computer Vision Tool for Developers Now Tracks Dogs & Cats

Would reality really be complete without our beloved four-legged friends? Certainly not. Luckily the latest update to Apple’s ‘Vision’ framework—which gives developers a bunch of useful computer vision tools for iOS and iPad apps—includes the ability to identify and track the skeletal position of dogs and cats.

At Apple’s annual WWDC the company posted a session introducing developers to the new animal tracking capabilities in the Vision developer tool, and explained that the system can work on videos in real-time and on photos.

The system, which is also capable of tracking the skeletal position of people, gives developers six tracked ‘joint groups’ to work with, which collectively describe the position of the animal’s body.

Image courtesy Apple

Tracked joint groups include:

  • Head: Ears, Eyes, Nose
  • Front Legs: Right leg, Left leg
  • Hind Legs: Right rear leg, Left rear leg
  • Tail: Tail start, Tail middle, Tail end
  • Trunk (neck)
  • All (contains all tracked points representing a complete skeletal pose)

Yes, you read that right, the system has ‘tail tracking’ and ‘ear tracking’ so your dog’s tail wags and floppy ears won’t be missed.

The system supports up to two animals in the scene at one time and, in additional to tracking their position, can also identify a cat from a dog… just in case you have trouble with that.

Image courtesy Apple

Despite the similarity in name to the Vision Pro headset, it isn’t yet clear if Apple will expose the ‘Vision’ computer vision framework to developers of the headset, but it may well be the same foundation that allows the device to identify people in the room around you and fade them into the virtual view so you can talk to them.

That may have also been a reason for building out this animal tracking system in the first place—so you don’t trip over fido when you’re dancing around the room in your new Vision Pro headset—though we haven’t been able to confirm that system will work with pets just yet.

Apple’s Computer Vision Tool for Developers Now Tracks Dogs & Cats Read More »

apple-vision-pro-to-support-one-of-vr’s-most-prominent-social-apps

Apple Vision Pro to Support One of VR’s Most Prominent Social Apps

Apple unveiled Vision Pro on Monday, its long-awaited standalone headset capable of both virtual and augmented reality. While the Cupertino tech giant seems to be emphasizing Vision Pro’s AR capabilities thanks to its color passthrough cameras, it’s also going to pack one of VR’s most prominent social apps, Rec Room.

Apple’s launch of Vision Pro is still a good bit away—it’s coming first to the US in early 2024 at the hefty price of $3,500. Still, what apps the Fruit Company will allow on the undoubtedly very curated Vision App Store will be telling.

As first noted by UploadVR, among them will be the hit social VR game Rec Room, which so far shares cross-compatibility with SteamVR, Meta Quest, Meta PC VR, PSVR, PlayStation 4/5, Xbox, iOS, Android, and standard monitors via Steam.

Rec Room was the only native VR app shown during the part of the keynote discussing third-part apps, which are coming to the headset via Apple’s integration of the Unity game engine.

Notably, Vision Pro doesn’t offer any sort of motion controller, instead relying on hand and eye-tracking, and voice input. In the past, Rec Room has primarily targeted motion controllers for VR input, however the apps is also set to bring both full-body avatars and new hand models to the platform, which will seemingly do away with the game’s wristless mitten-hands.

Apple Vision Pro to Support One of VR’s Most Prominent Social Apps Read More »

‘escape-simulator’-is-bringing-its-8-player-co-op-escape-rooms-to-vr

‘Escape Simulator’ is Bringing Its 8-player Co-op Escape Rooms to VR

Pine Studios, the team behind the Escape Simulator franchise, announced an upcoming VR port of the studio’s hit escape rooms.

Called Escape Simulator VR, the game is slated to bring both solo and online co-op, the latter of which supports up to eight players. Pine Studios says however two to three players is the best number for its swath of escape rooms, with is said to include 25 original rooms made in collaboration with real-world escape room designers.

Here’s how Pine Studios describes it:

Following the unprecedented success of the original version Escape Simulator VR was rebuilt from the ground up to be a comfortable and highly immersive VR experience. Pick up and examine everything, break objects, solve locks, and decipher puzzles to escape! After finishing the main game, watch for free content updates and explore 3000+ rooms built by the community.

The game is said to include all standard locomotion types such as teleport, smooth move, controller-based movement, and being able to be played in the full room-scale setting. There is also snap-turning, seated, and stationary mode.

Since it’s a VR version of the studio’s original Escape Simulator (2021), the studio is also promising cross-platform co-op. Escape Simulator VR is coming to SteamVR headsets and Quest 2/3 “soon” the studio says. You can wishlist it now on Steam here.

‘Escape Simulator’ is Bringing Its 8-player Co-op Escape Rooms to VR Read More »

balancing-profit,-purpose,-and-planet:-a-must-see-talk-at-tnw-conference

Balancing profit, purpose, and planet: A must-see talk at TNW Conference

Balancing profit, purpose, and planet: A must-see talk at TNW Conference

Siôn Geschwindt

Story by

Siôn Geschwindt

Siôn is a reporter at TNW. From startups to tech giants, he covers the length and breadth of the European tech ecosystem. With a background Siôn is a reporter at TNW. From startups to tech giants, he covers the length and breadth of the European tech ecosystem. With a background in environmental science, Siôn has a bias for solutions delivering environmental and social impact at scale.

Lubomila Jordanova and Jamie Crummie will be speaking at TNW Conference, which takes place on June 15 & 16 in Amsterdam. If you want to experience the event (and say hi to our editorial team!), we’ve got something special for our loyal readers. Use the promo code READ-TNW-25 and get a 25% discount on your business pass for TNW Conference. See you in Amsterdam!

The goals of decarbonisation and the circular economy are two sides of the same coin. We cannot achieve one without the other, and both are vital to a sustainable and equitable future for humanity. 

Just a few years ago, however, actionable tools for businesses and consumers to reduce emissions and waste were hard to find. But thanks to pioneering entrepreneurs like Lubomila Jordanova and Jamie Crummie, ways to measure and reduce our carbon and material footprint are now within reach.    

Jordanova is the founder and CEO of Plan A, an AI-powered carbon accounting tool that helps companies measure, reduce, and report on CO2 emissions. So far, Plan A has built a 100-strong team of leading scientists and developers, secured big name clients like BMW and the European Commission, and claims to have 5Mt of carbon under its management. 

Operating in a very different market, Crummie is the co-founder of sustainable food app Too Good To Go, which enables consumers to buy unsold food from restaurants and retailers. It is currently the world’s largest marketplace for surplus food, active in 17 countries, has over 75 million registered users, and 135,000 active food businesses. The app claims to have rescued over 200+ million meals of food.  

Both companies entered the market in the mid-2010s, a time when climate tech received a mere fraction of the funding it does today. Despite an unfavourable investment landscape, both startups overcame their respective challenges and positioned themselves for impressive growth. 

At TNW conference next week, Jordanova and Crummie will take to the stage to discuss their respective journeys, and ways to successfully deliver measurable impact within a for-profit business model. 

So if you’re an entrepreneur looking to found a startup, or scale your existing business, make sure not to miss this talk! The future of the planet could depend on it.   

Navigating the spinout process is among many startup growth topics that will be explored at TNW Conference. You can find more on the event agenda — and remember: for a 25% discount on business passes, use the promo code READ-TNW-25.

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eu-pours-e8b-of-state-aid-into-chips-and-microelectronics

EU pours €8B of state aid into chips and microelectronics

EU pours €8B of state aid into chips and microelectronics

Ioanna Lykiardopoulou

Story by

Ioanna Lykiardopoulou

Ioanna is a writer at TNW. She covers the full spectrum of the European tech ecosystem, with a particular interest in startups, sustainabili Ioanna is a writer at TNW. She covers the full spectrum of the European tech ecosystem, with a particular interest in startups, sustainability, green tech, AI, and EU policy. With a background in the humanities, she has a soft spot for social impact-enabling technologies.

The EU has approved an €8.1bn state aid package to boost the development of chips, aiming to strengthen the bloc’s microelectronics and comms sector.

The subsidy falls under the framework of “Important Projects of Common European Interest” (IPCEI) — an initiative that provides easier access to public funds.

The IPCEI will undertake 68 projects across 14 member states: Germany, France, the Netherlands, Austria, the Czech Republic, Finland, Greece, Ireland, Italy, Malta, Poland, Romania, Spain, and Slovakia.

It will involve 56 companies in total — from major players such as Airbus and ASML, to startups and SMEs — and over 30 associated partners located in five additional member states.

The projects will target the research and development of “resource-efficient technologies and components,” including chips, sensors, and processors; new materials and tools; and chip design and manufacturing processes.

“Microchips are the backbone of innovation and of Europe’s industrial competitiveness in a digital world,” said Margrethe Vestager, Executive VP in charge of competition policy. “We need to be pioneers and develop truly innovative solutions and their first industrial deployment in Europe.”

The IPCEI’s aim is to use the upcoming technologies for the advancement of multiple sectors, including 5G and 6G telecoms, autonomous driving, AI, and quantum computing.

The first products may reach the market already in 2025, but the projects’ overall completion is expected in 2032. By that point the IPCEI hopes to have unlocked an additional €13.7bn in private investments, bringing its total impact to €22bn.

Meanwhile, the EU is finalising its Chips Act with the aim to boost domestic semiconductor chip production and capture at least 20% of the global market share by 2030.

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Inside Google DeepMind’s approach to AI safety

Thomas Macaulay

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Thomas Macaulay

Senior reporter

Thomas is a senior reporter at TNW. He covers European tech, with a focus on deeptech, startups, and government policy. Thomas is a senior reporter at TNW. He covers European tech, with a focus on deeptech, startups, and government policy.

This article features an interview with Lila Ibrahim, COO of Google DeepMind. Ibrahim will be speaking at TNW Conference, which takes place on June 15 & 16 in Amsterdam. If you want to experience the event (and say hi to our editorial team!), we’ve got something special for our loyal readers. Use the promo code READ-TNW-25 and get a 25% discount on your business pass for TNW Conference. See you in Amsterdam!

AI safety has become a mainstream concern. The rapid development of tools like ChatGPT and deepfakes has sparked fears about job losses, disinformation — and even annihilation. Last month, a warning that artificial intelligence posed a “risk of extinction” attracted newspaper headlines around the world.

The warning came in a statement signed by more than 350 industry heavyweights. Among them was Lila Ibrahim, the Chief Operating Officer of Google DeepMind. As a leader of the pioneering AI lab, Ibrahim has a front-row view of the threats — and opportunities.

DeepMind has delivered some of the field’s most striking breakthroughs, from conquering complex games to revealing the structure of the protein universe.

The company’s ultimate mission is to create artificial general intelligence, a nebulous concept that broadly refers to machines with human-level cognitive abilities. It’s a visionary ambition that needs to remain grounded in reality — which is where Ibrahim comes in. 

In 2018, Ibrahim was appointed as DeepMind’s first-ever COO. Her role oversees business operations and growth, with a strong focus on building AI responsibly.

“New and emerging risks — such as bias, safety and inequality — should be taken extremely seriously,” Ibrahim told TNW via email. “Similarly, we want to make sure we’re doing what we can to maximize the beneficial outcomes.”

Lila Ibrahim
Prior to joining DeepMind, Ibrahim was COO of Coursera, where she helped open up access to education. Credit: Google DeepMind

Much of Ibrahim’s time is dedicated to ensuring that the company’s work has a positive outcome for society. Ibrahim highlighted four arms of this strategy.

1. The scientific method

To uncover the building blocks of advanced AI, DeepMind adheres to the scientific method.

“This means constructing and testing hypotheses, stress-testing our approach and results through the scrutiny of peer review,” says Ibrahim. “We believe the scientific approach is the right one for AI because the roadmap for building advanced intelligence is still unclear.”

2. Multidisciplinary teams

DeepMind uses various systems and processes to guide its research into the real world. One example is an internal review committee. 

The multidisciplinary team includes machine learning researchers, ethicists, safety experts, engineers, security buffs, and policy professionals. At regular meetings, they discuss ways to expand the tech’s benefits, changes to research areas, and projects that need further external consultation. 

“Having an interdisciplinary team with a unique set of perspectives is a crucial component of building a safe, ethical, and inclusive AI-enabled future that benefits us all,” says Ibrahim.

3. Shared principles

To guide the company’s AI development, DeepMind has produced a series of clear, shared principles. The company’s Operating Principles, for instance, define the lab’s commitment to mitigating risk, while specifying what it refuses to pursue — such as autonomous weapons. 

“They also codify our aim to prioritize widespread benefit,” says Ibrahim.

4. Consulting external experts

One of Ibrahim’s chief concerns involves representation. AI has frequently reinforced biases, particularly against marginalised groups, who tend to be underrepresented in both the training data and the teams building the systems.

To mitigate these risks, DeepMind works with external experts on topics such as bias, persuasion, biosecurity, and responsible deployment of models. The company also engages with a broad range of communities to understand tech’s impact on them.

“This feedback enables us to refine and retrain our models to be appropriate for a broader range of audiences,” says Ibrahim.

The engagement has already delivered powerful results.

The business case for AI safety

In 2021, DeepMind cracked one of biology’s biggest challenges: the protein-folding problem.

Using an AI program called AlphaFold, the company predicted the 3D structures of almost every known protein in the universe — about 200 million in total. Scientists believe the work could dramatically accelerate drug development.

“AlphaFold is the singular and momentous advance in life science that demonstrates the power of AI,” said Eric Topol, director of the Scripps Research Translational Institute. “Determining the 3D structure of a protein used to take many months or years, it now takes seconds.”

Credit: DeepMind
AlphaFold predicts a protein’s 3D structure from its amino acid sequence. Credit: DeepMind

AlphaFold’s success was guided by a diverse array of external experts. In the initial phases of the work, DeepMind investigated a range of big questions. How could AlphaFold accelerate biological research and applications? What might be the unintended consequences? And how could the progress be shared responsibly?

In search of answers, DeepMind sought input from over 30 leaders across fields ranging from biosecurity to human rights. Their feedback guided DeepMind’s strategy for AlphaFold. 

In one example, DeepMind had initially considered omitting predictions for which AlphaFold had low confidence or high predictive uncertainty. But the external experts recommended retaining these predictions in the release.

DeepMind followed their advice. As a result, users of AlphaFold now know that if the system has low confidence in a predicted structure, that’s a good indication of an inherently disordered protein.

Scientists across the world are reaping the rewards. In February, DeepMind announced that the protein database has now been used by over 1 million researchers. Their work is addressing major global challenges, from developing malaria vaccines to fighting plastic pollution

“Now you can look up a 3D structure of a protein almost as easily as doing a keyword Google search — it is science at digital speed,” says Ibrahim.