Author name: Rejus Almole

from-zero-to-immersive:-a-look-at-3-top-ranked-location-based-vr-venues

From Zero to Immersive: A Look at 3 Top-Ranked Location-Based VR Venues

It is generally assumed that the VR and XR industry managed to weather the pandemic quite well. However, not all virtual reality endeavors benefited equally. For location-based entertainment (also LBE or LBVR for short), the pandemic had devastating effects.

Even with the social distancing measures and disinfection protocols, the idea of sharing headsets inside a busy venue did not seem very appealing, and just like cinemas, most had no choice but to shut down.

The biggest casualty of that time had to be The Void. They were considered pioneers and one of the biggest players in the LBE space, so their closure and subsequent bankruptcy were seen by many as a grim indication of what was to come.

Shortly after, another big player, Sandbox VR, had to file for bankruptcy, its CEO Stephen Zhao stating bluntly that the company has essentially lost 100% of its revenue due to COVID-19.

However, just like with cinemas, location-based destinations are back in business. And while The Void is still closed down (with rumors it might reopen sometime soon), most LBEs are already back on their feet, together with a whole cast of new players, big and small, all interested in exploring this new, emerging frontier.

VR Unleashed

It seems location-based venues continue to attract fun-seekers for a variety of reasons. One is that they offer a high-fidelity experience. Users can walk around freely without the need for gamepads or any other artificial locomotion. Experiences are designed with immersion in mind, taking full advantage of VR as a medium in a way that cannot be replicated at home. This can be especially powerful when experienced by newcomers who’ve never encountered VR before.

Another reason is the social aspect of LBEs. Whether it’s a group of friends or a family, it’s all part of a shared adventure, similar to cinemas, arcades, and many other leisure activities. Booking, getting to the venue, gearing up, and having a chat afterward are all part of this ritual.

Given all of this, it makes sense that, despite the pandemic, LBEs have managed to find an audience again.

But enough theory, time to look at LBEs in practice! I had a chance to try three of the more popular venues. They all have a slightly different approach. Here are my impressions.

1. Dreamscape Immersive

Dreamscape Immersive has currently six centers, three in the United States and the other three in Dubai, Riyadh, and Geneva. Looking at the interior, it’s obvious Dreamscape aims to create a cinema atmosphere. Movie-like posters advertise available experiences, screens inform of the next showings and a sizable cafeteria allows for a place to sit down and relax before the onboarding.

Dreamscape VR LBE

I had the opportunity to participate in the Curse of the Lost Pearl — an Indiana Jones-inspired adventure where you embark on a mission to find an ancient pearl deep in the catacombs of what looked like either a Mayan or Aztec pyramid.

Dreamscape Immersive uses trackers for motion control, one for each hand and one for each foot, as well as laptop backpacks. They also make good use of tracked props. Participants can expect to carry tracked items light torches or the aforementioned lost pearl.

In fact, right from the start, we were asked to push a lever that existed in both the virtual world (as an interactive element) and in the real world (as a feedback prop). This immediately helped blur the distinction. Next, we had to step through the projector, which turned out to be a portal — another clever trick that created a sense of awe as the horizon suddenly expanded miles into the distance.

Dreamscape Immersive scripts feel very engaging and creative. At some point, you might be asked to wave to your pilot. At other points, you’ll get separated. Their venues feature floor which has motorized elements that provided rumbling and trembling during descent. There are also other immersive elements such as wind, heat, or water.

The Curse of the Lost Pearl has no shooting in it. Users can expect scares and traps, but it’s meant to be cinematic first and foremost. It does, however, allow for a bit of flexibility. In my case, for example, at one point, I took a torch from another participant and ended up carrying two. Location-based experiences are always a bit unpredictable as we all react differently, so it’s nice when everything behaves the way you would expect it to, even when things go off script.

Thanks to a technique called “redirected walking”, participants feel like they traverse large distances when, in fact, everyone is walking in circles. Moving platforms, elevators, impossible geometry all of those can be used to make us forget our real-world bearings.

Technically, it would be nice to see higher-fidelity avatars. They all looked a bit lifeless and crude compared to the rest of the experience. Also, our feet didn’t track nearly as well as our hands, resulting in some awkward walking animations, but those were the only real issues I had.

2. Zero Latency VR

Zero Latency VR is a well-known company in the LBE space. They currently have 70 venues in over 26 countries and target intense, gaming-like scenarios.

I had a chance to try two of their adventures. One zombie-themed is aptly called Zombie: Outbreak Origins and the other one is a well-received Far Cry: Dive Into Insanity, which is based on a popular gaming IP. It features arguably the most recognizable character in the entire franchise — Vaas Montenegro.

VR Arcade games - Far Cry VR

Zero Latency experiences focus primarily on action and shooting. You wear a backpack but throughout the whole game, you will only need to hold one prop: the gun. Same with onboarding, it mostly focuses on how to reload and fire. There are other game-related mechanics as well, such as respawning, points, and leaderboards.

Zero Latency leaderboard
Far Cry VR made us feel like we were doing great, even though we actually scored 141st

Zombie: Outbreak Origins is pretty much a non-stop shootout between you and the undead. Far Cry VR, on the other hand, features storyline elements, where participants end up captured by Vaas and thrown into what looks like a world of hallucinations. The shooting remains the key component, but thanks to these intermissions, it makes the experience much more intriguing and also helps glue all the action scenes together.

Like many other LBEs, Zero Latency takes advantage of redirected walking, making users traverse the large-scale arena in redirected patterns while the action keeps moving onward in VR.

In my case, I found Far Cry VR to be rewarding and even thought-provoking, but Zombie: Outbreak Origins was fun as well, simply because you roam this big virtual world on foot, making the immersion so much more profound.

3. Divr Labs

Divr Labs was founded in 2016 and its arenas are currently available in three locations: Prague, London, and Stockholm. I had a chance to try their prehistoric adventure titled Meet the Dinosaurs, where you become a time-traveling scientist on a mission to collect some data from 80 million years ago.

Divr Labs VR experience Meet the Dinosaurs

What makes Divr Labs stand out is the graphical fidelity of their experiences. The prehistoric jungle, along with its inhabitants, feels high-quality and very realistic. Divr Labs decided to forgo props or guns, opting instead for hand tracking. As a result, everything feels very intuitive. There is no fighting or shooting and instead, participants are asked to gather as much data as possible in the form of specimens, plants, leaves, eggs, and so on. It’s a bit of a game of hidden items.

The story elements were pretty straightforward and there is no plot, other than you being a scientist from the future. Moreover, all the dinosaurs and environments remain true to our current understanding of the Mesozoic Era which makes the experience somewhat educational.

In my case, I really enjoyed the hand tracking aspect of the experience. I could move my hand past things like grass or leaves and the leaves would waggle accordingly. It felt convincing, even though my hands were not receiving any feedback. Collecting hidden items was done by opening my hand over various specimens, which triggered a download animation around my palm.

Towards the end, I had a face-to-face encounter with a T-Rex, plus a virtual photo as my scientist avatar before it was time to leave VR and off-board. I was also given their personal score based on the amount of data collected, which is a nice touch for those planning to go again.

Unfortunately, my experience wasn’t without hiccups. At some point, my hand tracking stopped working. Instead of focusing on the world around me, I anxiously waited for the issue to get fixed. Despite restarting tracking, the issue persisted, which left me without tasks to do and without any interactive elements. Online, some users complained they had missing audio and encountered other technical problems. These aren’t design issues as such, but suggest focus should be on quality assurance so that every experience is always great.

More to Come

Location-based entertainment is not limited to cinematic and gaming entertainment. There are museums, art exhibitions, and other truly amazing free-roaming LBE venues out there, such as the massive, over 1,150m2 (over 12,000 ft2) Space Explorers: The Infinite where participants get to spend one hour in a full-scale replica of the International Space Station.

In the coming years, LBE venues will continue to offer the most refined and sophisticated VR experiences available. They allow people to try virtual reality without the risk of the so-called ‘well-poisoning’, which is an insider term for when someone’s first experience with virtual reality is so inadequate that it effectively kills their interest forever. That was the argument often leveraged against very cheap cardboard and smartphone headsets.

Location-based entertainment is the opposite of that. You can say it sweetens the well by making people immediately aware of the potential of VR and making them curious about what else virtual reality has to offer. It serves as a great ambassador for the entire industry.

About the Guest Author(s)

Mat Pawluczuk

Mat Pawluczuk

Mat Pawluczuk is an XR / VR writer and content creator.

From Zero to Immersive: A Look at 3 Top-Ranked Location-Based VR Venues Read More »

high-end-camera-maker-takes-its-first-step-into-consumer-vr-software

High End Camera Maker Takes Its First Step into Consumer VR Software

First unveiled at CES 2022 early last year, Canon has now taken its first step into consumer VR software with Kokomo, its fledgling social VR platform. Compared to more full-featured collaboration apps, Kokomo isn’t there yet, but it’s a start in a new direction for Canon, which up until now has been mostly focused on XR hardware aimed at enterprise.

The Japanese optics and imaging giant announced that early access to its Kokomo social collaboration software for Quest 2 is now available in beta in the US and Canada.

If you didn’t hear about it at CES 2023 back in January where it had a pretty big outing, here’s how it works: you first use a mobile companion app to scan your face while making several expressions to generate a model of your head. Combined with the camera on your phone, you invite a friend to jump into Kokomo’s social VR environment where your avatar is essentially a mixed reality projection of you, replete with that face scan you did earlier to cover where the Quest 2 would normally obscure your eyes.

Realistically, the app still needs a lot of work. There are only a few virtual environments, which although plush, are simple backgrounds without much utility beyond looking nice. Moreover, the face scanning and projection on the mixed reality avatar feels a little too uncanny to give that face-to-face vibe the Japanese tech giant is going for right now. The fail state of Kokomo’s headset replacement is pretty funny too, as your mug can sometimes end up pasted awkwardly in mid-air.

Kokomo failing to position a face scan correctly | Image courtesy TechCrunch

Granted, it’s still in open beta, so we’re hoping to see some improvements in the near term before considering it over professional collaboration apps like Meta’s Horizon WorkroomsSpatial or Immersed.

And why Canon? The Japan-based company accounts for nearly half of all global camera sales, putting it in a good position to look for ways to integrate its high-quality optics in service of metaverse immersion. For now, it’s far from the most functional social collaboration tool we’ve seen, although the company’s commitment to sidestepping some of the inherent weirdness of avatars today (Zuckerberg has fake legs for you) by using what you already have in your pocket may show some real results with time.

Contrasted with something like Google’s Project Starline, which provides a stereo correct 3D chatting experience thanks to its host of sensors, light-field display, spatial audio, and computer vision—more akin to a telephone booth from the future—Canon’s Kokomo certainly takes accessibility to heart.

On the flipside, Canon has a number of XR devices which are largely focused on the Japanese enterprise market. Its most recent MREAL mixed reality headset is still very expensive—think 10s of thousands of dollars—making Kokomo the first step in an entirely new direction for the company.

We’ll be checking in on Kokomo as it progresses in the coming months. In the meantime, you can try it out for yourself by downloading the free app on Quest’s App Lab, and free companion app for either Android or iOS device.

High End Camera Maker Takes Its First Step into Consumer VR Software Read More »

“closed-for-business:”-uk-competition-watchdog-blocks-microsoft’s-acquisition-of-activision

“Closed for business:” UK competition watchdog blocks Microsoft’s acquisition of Activision

“Closed for business:” UK competition watchdog blocks Microsoft’s acquisition of Activision

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 UK’s competition regulator has blocked Microsoft’s $68.7bn acquisition of Activision Blizzard, the maker of world-renowned games including Call of Duty and World of Warcraft.

The Competition and Markets Authority (CMA) said it’s concerned that the deal would tamper with the future of the rapidly-growing cloud gaming market, resulting in reduced innovation and fewer choices for UK gamers.

According to the CMA, Microsoft, which already accounts for an estimated 60% to 70% of the global cloud gaming market, would further increase its advantage by making some of the world’s most popular games exclusively available on its own platforms.

The regulator also noted that without the merger Activision would start providing games via cloud platforms, which, in turn, would enable gamers to choose how they play without the need to buy expensive gaming consoles, such as Microsoft’s Xbox.

“Microsoft already enjoys a powerful position and head start over other competitors in cloud gaming and this deal would strengthen that advantage giving it the ability to undermine new and innovative competitors,” said Martin Coleman, chair of the independent panel of experts who conducted the deal’s investigation.

“Cloud gaming needs a free, competitive market to drive innovation and choice. That is best achieved by allowing the current competitive dynamics in cloud gaming to continue to do their job,” he added.

In response, Microsoft’s vice-chair and president Brad Smith said that the company remains “fully committed” to the acquisition and plans to appeal.

We remain fully committed to our acquisition with @ATVI_AB and will appeal today’s determination by the CMA. Here’s our statement. pic.twitter.com/ylvDP5RUqQ

— Brad Smith (@BradSmi) April 26, 2023

In an email to Activision’s employees, CEO Bobby Kotick noted that this is “far from the final word on this deal,” stressing that it would boost the broader UK tech force and players around the world. The company characterised CMA’s decision as “disservice to UK citizens, who face increasingly dire economic prospects”, adding that “the UK is clearly closed for business.”

The CMA is only the first of the three regulators that need to approve the deal for it to go through, but its decision might also impact the following respective bodies in the EU and the US. If the deal fails, Microsoft will have to pay a break fee of $3bn.

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These 19 tech giants are on the EU’s new naughty list

These 19 tech giants are on the EU’s new naughty list

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.

The EU’s latest crackdown on big tech is taking shape. The bloc yesterday released a list of companies that must adhere to the strictest rules of the landmark Digital Services Act (DSA).

The 17 platforms and two search engines reach at least 45 million monthly active users. All of them have four months to comply with the full obligations of the DSA.

The services are now mandated to mitigate their systemic risks and establish robust content moderation (this means you, Elon). They range from banning ads that target sensitive user data to special risk assessments for mental health impacts. Violations can be punished with fines of up to 6% of a company’s global turnover.

According to the EU, the new rules are designed to empower and protect people online. 

“The whole logic of our rules is to ensure that technology serves people and the societies that we live in — not the other way around,” said Margrethe Vestager, Executive Vice-President for a Europe Fit for the Digital Age.

“The Digital Services Act will bring about meaningful transparency and accountability of platforms and search engines and give consumers more control over their online life. The designations made today are a huge step forward to making that happen.”

Here are the 19 services that have been designated:

The online platforms:

  • Alibaba AliExpress
  • Amazon Store
  • Apple AppStore
  • Booking.com
  • Facebook
  • Google Play
  • Google Maps
  • Google Shopping
  • Instagram
  • LinkedIn
  • Pinterest
  • Snapchat
  • TikTok
  • Twitter
  • Wikipedia
  • YouTube
  • Zalando

The search engines:

  • Bing
  • Google Search

The rulings are another milestone in the EU’s mission to lead the world in tech regulation. Still, that doesn’t mean the union is above marking the moment with a cringe pun.

“Today is the D(SA)-Day for digital regulation,” said Thierry Breton, Commissioner for Internal Market. “The countdown is starting for 19 very large online platforms and search engines to fully comply with the special obligations that the Digital Services Act imposes on them.”

Over to you, tech barons.

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exclusive:-swiss-startup-unveils-‘world-first’-ai-translation-service

Exclusive: Swiss startup unveils ‘world-first’ AI translation service

Exclusive: Swiss startup unveils ‘world-first’ AI translation service

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.

A startup claims to have launched a world-first AI speech-to-speech translation system.

The tool, called Aivia, was developed by Interprefy, a Zurich-based provider of translation services. The firm focuses on interpreting meetings and events — a market being turbocharged by globalisation. 

As interactions spread across borders, they can become harder to understand. Although English is the language of international business, it’s only spoken by an estimated 17% of the world. The remainder is often excluded from the conversation.

Interprefy supplies a way to remove this language barrier — and the demand seems strong. In the eight years since the company was founded, Interprefy says it’s supported over 50,000 meetings. They range from remote press conferences at the Euro 2020 football tournament to interviews with astronauts at the International Space Station.

Aivia was designed to expand this client base. At the touch of a button, the service translates speech into audio and captions in real time. Interprefy claims it’s the first-ever advanced automated speech translation service for online and live events.

“Many organisations and events lack the budget to book professional interpretation.

Oddmund Braaten, Interprefy’s CEO, has grand ambitions for Aivia. He wants the tool to finally make simultaneous translations mainstream.

“Over the last eight years, our remote interpreting technology has helped democratise access to these services greatly and has seen wide adoption, especially during the Covid era,” Braaten tells TNW.

“But we’ve still seen many organisations and events lacking the budget to book professional interpretation. That’s why we developed a service that provides affordable real-time translation as well as the flexibility and support needed to ensure a seamless multilingual user experience.”

Braaten is bullish about the results. He believes Aivia is the most accurate and flexible AI speech translator on the market.

Oddmund Braaten, CEO at Interprefy
Braaten was promoted from COO to CEO at Interprefy last year.

Under the hood, Aivia integrates three main AI technologies: automatic speech recognition, machine translation, and synthetic voice generation.

To enhance their outputs, Interprefy built a benchmarking toolkit to evaluate the best AI for every language combination. The company also uses a glossary extraction tool to further customise Aivia for each event. This preps the system with relevant keywords and hard-to-catch names or abbreviations from pertinent content.

According to Braaten, this approach addresses two shortcomings in real-time speech translation: inconsistent results and the needs of event organisers.

“We believe we’ve solved both pain points,” he says. “Because we’ve been supporting events of all shapes and sizes for nearly a decade, we have the expertise to support event organisers hands-on. We’ve also built a solution that can benchmark leading AI solutions to use only the best-performing AI technologies available on the market.”

Initially, Aivia will be available in 24 languages and regional accents. Both in-person audiences and platforms such as Microsoft Teams, Zoom, and ON24 can use the service.

Interprefy plans to add many more languages in the near future — and with good reason. Globally, an estimated 30% of internet users now use online translation tools every week — but real-time speech interpretation remains a challenge. Aivia offers a new solution to the problem.

Aivia arrives amid rapid advances in AI translation. Last year, an Italian interpretation company predicted that machines will surpass the top human translations by the end of the decade.

Naturally, the progress raises concerns about the future prospects for the profession. Braaten argues that AI and humans can play complementary roles.

Only skilled linguists, he says, can translate the subtleties of context, tone, humour, and idioms. Furthermore, they’re the only safe option for sensitive content.

“Interpreters have the unique ability to adapt their translation to every scenario, as well as being able to paraphrase and interpret non-spoken information such as body language and tone of voice,” says Braaten.

“These are qualities that AI simply cannot replicate and are especially important for higher-level communication such as board meetings, legal meetings, or diplomatic conversations.”

AI, meanwhile, is better suited to situations in which nuance is rare and risks are low. In these scenarios, machine translations can provide a more affordable and practical alternative.  

Yet for live events and meetings, simultaneous interpretation remains a niche service. Braaten hopes Aivia’s accessibility can change that.

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what-roles-does-vr-training-play-in-the-growing-job-market

What Roles Does VR Training Play in the Growing Job Market

Is VR training going to be a necessity for businesses today? With the job boom early this year, it appears to be so.

2023 started off well for the job market. Based on the job market report in January 2023, the total nonfarm payroll employment skyrocketed to 517,000, way above the Dow Jones estimate of 187,000 and December’s 260,000 gain. As of March 2023, the US Bureau of Labor Statistics also reports that the unemployment rate still remains stable at 3.5% with widespread job growth, especially in leisure and hospitality, professional and business services, and healthcare.

While one report is not indicative of a trend, job growth, and low unemployment rates are positive indicators of a strong market. To keep up with this growth, businesses must implement solutions that streamline recruitment processes and facilitate faster onboarding.

According to David Chen, CTO and co-founder of a company that makes 3D cameras and depth sensors, Orbbec, VR training is going to be critical to the continued growth of the job market. We talked to him about the role VR training will play in the growing job market and how businesses can leverage this technology to their advantage.

The Role of VR Training in the Growing Job Market

VR training has gained popularity in the business world due to its ability to help new employees acquire skills quickly and efficiently. According to Chen, traditional training methods can be complex with multi-step operations, which are harder to remember and even dangerous in certain industries.

However, VR enables hands-on experiences that are safe and engaging. VR enables hands-on experiences that risk neither raw materials, equipment nor personnel. Headsets and projectors give trainees real, immersive guidance on what to do, and what not to do,” Chen told us in a written interview. “Unexpected scenarios can be posed at will and because there is no incremental cost for repetition, skills are learned faster.”

In fact, a PwC study found that employee training can be up to four times faster when using VR courses rather than traditional classroom training. What takes two hours in a classroom setting can be learned within 30 minutes using VR.

Chen continues that compared to other emerging training technologies such as augmented reality and gamification, VR training provides a more holistic experience that combines hard and soft skills training. AR training may be more suitable for businesses looking to perform micro-training, focusing on one definable concept, idea, skill, object, or process. On the other hand, VR training puts trainees in a completely digital world, allowing for less repercussion in the physical space while learning a new task.

Honeywell, for instance, has been using VR training for years to train plant operators and field technicians. Its VR training simulator, the Immersive Field Simulator, generated skills retention that is twice as high as previous training methods, leading to a more engaging training program for younger generations of workers. Last year, the simulator was enhanced with new capabilities to meet a broader spectrum of training and development requirements.

Bank of America also launched a VR training program in 2021 to simulate client interactions and practice routine tasks. The pilot program reported that 97% of the employees who went through the simulations felt more comfortable performing their tasks afterward. Now, the VR program is being used by around 50,000 employees in nearly 4,300 financial centers across the country.

These and more examples show that VR training is proving to be a valuable tool in helping businesses train new employees quickly and efficiently while minimizing risk and increasing skills retention.

Challenges Businesses Face in Implementing VR Training

Implementing VR training in businesses is not without its challenges. According to Chen, content creation is one of the primary challenges businesses face when implementing the technology. “Some scenes can be very difficult to recreate in the virtual realm and not everything can be operated with a VR headset controller,” he explained.

Upfront costs can be another obstacle that business leaders have to overcome. One study by PwC shows that VR content initially requires up to 48% greater investment than classroom or e-learning courses.

To address the challenges businesses face when implementing VR training, Chen suggests that businesses consider the long-term benefits of the technology. They should also be aware of the advancements in VR technology, which have made it more affordable than before. By doing so, businesses can improve their training processes, save time and resources, and achieve a higher ROI.

How Businesses Can Implement VR Training

To successfully implement VR training, businesses should consider starting with a pilot program and selecting a platform with features tailored to their specific needs. Testing VR training in small batches can help determine what jobs can best be improved upon with the use of VR and how these programs may need to be adjusted to fit participants’ specific needs,” Chen said.

As a 3D camera manufacturer, Orbbec offers necessary solutions that support VR training programs.

3D camera technology helps capture the real environment and quickly transfer it into VR content, providing a more realistic training experience without the need for a controller. By using solutions like this, companies can optimize their training processes and provide their employees with a more effective and engaging learning experience.

Indeed, the future of VR training looks promising, with new applications and use cases that are expected to emerge in various industries and continued advancements in processing power, rendering engines, and display technologies.

AWE USA 2023 giveaway

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This ‘Skyrim VR’ Mod Shows How AI Can Take VR Immersion to the Next Level

ChatGPT isn’t perfect, but the popular AI chatbot’s access to large language models (LLM) means it can do a lot of things you might not expect, like give all of Tamriel’s NPC inhabitants the ability to hold natural conversations and answer questions about the iconic fantasy world. Uncanny, yes. But it’s a prescient look at how games might one day use AI to reach new heights in immersion.

YouTuber ‘Art from the Machine’ released a video showing off how they modded the much beloved VR version of The Elder Scrolls V: Skyrim.

The mod, which isn’t available yet, ostensibly lets you hold conversations with NPCs via ChatGPT and xVASynth, an AI tool for generating voice acting lines using voices from video games.

Check out the results in the most recent update below:

The latest version of the project introduces Skyrim scripting for the first time, which the developer says allows for lip syncing of voices and NPC awareness of in-game events. While still a little rigid, it feels like a pretty big step towards climbing out of the uncanny valley.

Here’s how ‘Art from the Machine’ describes the project in a recent Reddit post showcasing their work:

A few weeks ago I posted a video demonstrating a Python script I am working on which lets you talk to NPCs in Skyrim via ChatGPT and xVASynth. Since then I have been working to integrate this Python script with Skyrim’s own modding tools and I have reached a few exciting milestones:

NPCs are now aware of their current location and time of day. This opens up lots of possibilities for ChatGPT to react to the game world dynamically instead of waiting to be given context by the player. As an example, I no longer have issues with shopkeepers trying to barter with me in the Bannered Mare after work hours. NPCs are also aware of the items picked up by the player during conversation. This means that if you loot a chest, harvest an animal pelt, or pick a flower, NPCs will be able to comment on these actions.

NPCs are now lip synced with xVASynth. This is obviously much more natural than the floaty proof-of-concept voices I had before. I have also made some quality of life improvements such as getting response times down to ~15 seconds and adding a spell to start conversations.

When everything is in place, it is an incredibly surreal experience to be able to sit down and talk to these characters in VR. Nothing takes me out of the experience more than hearing the same repeated voice lines, and with this no two responses are ever the same. There is still a lot of work to go, but even in its current state I couldn’t go back to playing without this.

You might notice the actual voice prompting the NPCs is also fairly robotic too, although ‘Art from the Machine’ says they’re using speech-to-text to talk to the ChatGPT 3.5-driven system. The voice heard in the video is generated from xVASynth, and then plugged in during video editing to replace what they call their “radio-unfriendly voice.”

And when can you download and play for yourself? Well, the developer says publishing their project is still a bit of a sticky issue.

“I haven’t really thought about how to publish this, so I think I’ll have to dig into other ChatGPT projects to see how others have tackled the API key issue. I am hoping that it’s possible to alternatively connect to a locally-run LLM model for anyone who isn’t keen on paying the API fees.”

Serving up more natural NPC responses is also an area that needs to be addressed, the developer says.

For now I have it set up so that NPCs say “let me think” to indicate that I have been heard and the response is in the process of being generated, but you’re right this can be expanded to choose from a few different filler lines instead of repeating the same one every time.

And while the video is noticeably sped up after prompts, this mostly comes down to the voice generation software xVASynth, which admittedly slows the response pipeline down since it’s being run locally. ChatGPT itself doesn’t affect performance, the developer says.

This isn’t the first project we’ve seen using chatbots to enrich user interactions. Lee Vermeulen, a long-time VR pioneer and developer behind Modboxreleased a video in 2021 showing off one of his first tests using OpenAI GPT 3 and voice acting software Replica. In Vermeulen’s video, he talks about how he set parameters for each NPC, giving them the body of knowledge they should have, all of which guides the sort of responses they’ll give.

Check out Vermeulen’s video below, the very same that inspired ‘Art from the Machine’ to start working on the Skyrim VR mod:

As you’d imagine, this is really only the tip of the iceberg for AI-driven NPC interactions. Being able to naturally talk to NPCs, even if a little stuttery and not exactly at human-level, may be preferable over having to wade through a ton of 2D text menus, or go through slow and ungainly tutorials. It also offers up the chance to bond more with your trusty AI companion, like Skyrim’s Lydia or Fallout 4’s Nick Valentine, who instead of offering up canned dialogue might actually, you know, help you out every once in a while.

And that’s really only the surface level stuff that a mod like ‘Art from the Machine’ might deliver to existing games that aren’t built with AI-driven NPCs. Imagining a game that is actually predicated on your ability to ask the right questions and do your own detective work—well, that’s a role-playing game we’ve never experienced before, either in VR our otherwise.

This ‘Skyrim VR’ Mod Shows How AI Can Take VR Immersion to the Next Level Read More »

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First-person VR Platformer ‘No More Rainbows’ Coming Soon to Quest 2 & PC VR

Squido Studio announced its first-person platformer No More Rainbows is coming to Quest 2 and SteamVR headsets soon, offering up a VR take on classic platforming action.

No More Rainbows has been available in open beta on Quest’s App Lab for a year now, and it’s almost time for it to graduate to the main Quest Store and Steam too. Exactly when, we don’t know, but Squido and its partner Robot Teddy say it’s coming “very soon.”

Here’s the studio’s description of the first-person VR platformer:

In No More Rainbows, you are The Beast, who must spring forth into a fantastical virtual reality world to reclaim your home from the beings of infinite happiness that have infested the Underworld! Bizou and their merry band of minions plan to take over your sanctuary of screams and turn it into a bountiful paradise where cries of pain and torment are replaced by kisses and rainbows… what a nightmare! Use arm-based locomotion mechanics to run, jump, claw, and climb using only your hands and arms to engage with tight platformer mechanics.

In the full release, the game is set to include four unique campaign worlds, environmental storytelling, multiplayer modes, beast personalization, leaderboards, and boss encounters. Squido says the full game has around five hours of gameplay.

The open beta on Quest will be removed from App Lab on May 2nd, which follows a Dev Day on May 1st where players can hang out with the game’s developers. In the meantime, you can also wishlist it on Steam here.

First-person VR Platformer ‘No More Rainbows’ Coming Soon to Quest 2 & PC VR Read More »

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Dutch startup to build floating solar array at North Sea wind farm

Dutch startup to build floating solar array at North Sea wind farm

Siôn Geschwindt

Story by

Siôn Geschwindt

A Dutch startup has been awarded a contract to install floating solar panels at an offshore wind farm in the North Sea. 

Oceans of Energy secured the contract from CrossWind, a joint venture between Shell and Eneco. The renewable energy startup has been tasked with building a 0.5MW floating array between wind turbines at the 750MW Hollands Kust Noord wind farm, located 18.5km off the coast of the Netherlands.  

According to the startup, which was founded in 2016 by Dutch engineer and entrepreneur Allard van Hoeken, this would be the first offshore solar farm in the world to be connected, installed, and operated within a wind farm in “high-wave conditions”.

The solar panels will be situated in between the offshore wind turbines, providing backup power on sunnier but less windy days. The panels will be moored to the wind turbines and connected to the same cables, transporting energy efficiently to end users. 

Van Hoeken says the project “will function as an example for combined offshore wind and solar parks in the future.”

The solar array will provide energy for around 500 households once it links up to the Dutch electric grid in 2025, two years after the wind farm comes online.  

Until now the startup has mainly relied on subsidies from the Dutch government, of which it has raised €20m to date. Financial details of the new contract with CrossWind, however, were not disclosed.  

Oceans of Energy’s pilot floating solar array located 15km off the coast of The Hague has successfully survived years of storms and rough seas. Credit: Oceans of Energy.

Oceans of Energy built a slightly larger array in 2019 which it has been using to test the technology and its ability to withstand some of the roughest seas on Earth. The rig is still operational despite being hit by some pretty severe storms over the last few years. 

Researchers from Utrecht University have closely monitored energy production at the pilot array, located around 15km off the coast of The Hague, at a testing zone known as the North Sea Farm.  

“In addition to removing the problem of a land shortage, there are several other benefits to building at sea, similar to those in wind energy,” solar energy expert Wilfried van Sark at Utrecht University, who is involved in the project, told Reuters. “There is more sun at sea and there is the added benefit of a cooling system for the panels, which boosts output by up to 15%,” he said.

According to Dutch research organisation TNO, 200 gigawatts of solar power is expected to be generated in the Netherlands by 2050, 25 of which will be on inland waters and 45 at sea. This is expected to open up many opportunities for Oceans of Energy and other budding startups like SolarDuck, a Norwegian-Dutch venture that is currently building an even bigger floating solar array in the North Sea.

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7 tips to negotiate your way to a remote job during the interview

7 tips to negotiate your way to a remote job during the interview

Sarah Geraghty

Story by

Sarah Geraghty

Sarah Geraghty is Head of Careers with The Communications Clinic where she oversees interviewee and interviewer preparation training to hund Sarah Geraghty is Head of Careers with The Communications Clinic where she oversees interviewee and interviewer preparation training to hundreds of individuals at all levels in public and private sector organisations every year. As a senior training consultant, Sarah designs and delivers leadership programmes for clients in multinational companies and industry groups as well as Media Skills and Presentation skills training. Formerly a contributor to The Irish Times, Sarah regularly appears in national print and broadcast media as a careers expert and is a graduate of Trinity College Dublin and the University of Edinburgh.

Assumed remote work was here to stay? Not so fast.

Three years ago, lockdowns confined everyone to their homes, eager bosses rolled out policies to support WFH-ers’ wellbeing and the office was being gleefully denounced as a relic from the past. WFH was the “new normal.”

Two years ago, Goldman Sachs CEO David Solomon famously took issue with that: “It’s not a new normal. It’s an aberration that we are going to correct as quickly as possible.”

Fast forward to 2023 and the reckoning is happening.

Leading the charge to correct that “aberration” is Disney’s chief executive Bob Iger who told staff in February they would be expected to appear in person four days a week, saying it would benefit “the company’s creativity, culture, and our employees’ careers.”

Taking a more balanced approach are companies like insurance giant Axa, which is opting for a hybrid model with a significant degree of flexibility.

Since the pandemic, legitimate fears about remote working have surfaced from both sides: reduced productivity due to lack of space and privacy; the mental burden of being switched on digitally 24/7; teams becoming siloed and spending less time collaborating; the difficulties of onboarding and settling in new hires in near empty offices; the loss of skills and cultural confidence once acquired through informal mentoring chats in hallways and lifts.

While companies are still figuring out what’s best for them, workers are very clear on what they believe works best. In survey after survey, they want flexibility.

Over two-thirds of respondents to a 2021 FlexJobs survey wanted to remain full-time remote workers. More than half said they would “absolutely” look for a new position if they couldn’t continue working remotely.

Three years on, the balance of power has shifted. Many workers no longer have the upper hand when bargaining for flexibility. But, as a Senior Training Consultant, I have some tips to offer job seekers who find themselves in the dream job vs dream remote life predicament:

Negotiate your case

Before quitting your job or rejecting an offer because it requires five days a week in the office, prepare to put your case across and negotiate.

First of all, think about it from the company’s perspective. They will be looking for a good, enthusiastic hire, someone who can gel with the team and not hide with their camera off on a Zoom call.

Reaching that perfect WFH and office-based balance will take time and convincing your interviewer will be difficult. Here’s some steps you need to consider:

1. Research the company in advance

How does it operate? Is it already open to remote or hybrid working? Bear in mind that whatever the company’s policy on remote working is, you may be expected to work in the office for a probationary phase. You need to be clear on that.

2. “Do you have any questions?”

Use this opportunity to elicit some information about the company’s day-to-day working structures. How many people are on the team? Where are they located? Who do you report to and where is that person based? This will give you a good feel for where people are, and where and when the work is expected to be done.

3. Reframe the narrative

Reaching that perfect WFH and office-based balance will take time, and is unlikely to be achieved during the interview, where your motivation for the job will be crucial in the eyes of the interview panel.

Will they believe that you really want to work with their particular company—or that you’ll take any career that allows you to work from home? A common pitfall I often encounter with clients is people declaring a need for flexibility because they want to give up childcare or don’t want to sit in traffic for hours every day.

These are externalities––they have nothing to do with the employer. Instead, focus on the positives of WFH for them; you’ll be more motivated, more organised, less distracted, and will have more head space to innovate.

4. Concentrate on getting the job first

Negotiate terms and conditions second. In the interview, focus on using concrete examples of achievements you’ve delivered. Mention how this work was done remotely or in a blended environment, but not before you’ve described the success and outcome. If all else fails, get the job, then negotiate a switch.

5. Use your location to your advantage

I know a manager who did a major recruitment round in September 2022 and none of the job candidates were based in the home city of the organisation.

The applicants who landed the jobs were the ones who explained how their specific locations could be a valuable asset to the firm. When I checked in with her recently she said much of what the candidates said had come to fruition, and the firm has a greater foothold in traditionally untapped parts of the country as a result.

5. Be flexible

Bear in mind, flexibility is a two-way street. Whatever the company’s policy is on remote working, show your enthusiasm for the day-to-day work, but also the overall culture. Tell them that you’d be delighted if training, or even a probationary period, happened in the office so you can learn their processes and bring them back to your more permanent place of work: your home.

Don’t approach this (or any negotiation) ultimatum-style. One woman I spoke with in the past told me that her company announced that Wednesday would be a new “anchor day” where all-staff had to be present for face-to-face catch-ups. In response, she told her manager that she purchased a house on the opposite side of the country during the pandemic and would quit if she was expected to get the train to the capital every week. You can guess their response.

6. Be patient

Work on the basis that, if remote working is not on the table initially, it can be earned. One of my clients is halfway through his six-month probation period in a role he loves.

When he started, the company made it clear he was expected to be in the office, on whatever days he chose, four days a week. Once he passes his probation period, he can dial this down to two. But everyone is clear that he has to prove himself first.

Don’t turn down an attractive role if you’re not allowed to work remotely at first; instead plan to build up trust and a track record of achievement that can then be used in six months as the basis of seeking what you want. If this is agreed, get it in writing.

WFH or remote working can mean anything from never turning up at the office, to being at Zalando with the option––in some cases––to work from abroad up to 30 working days a year. It could mean a company like Bolt supporting your relocation to Estonia. Or Immersive Labs’ offering might appeal with flexible start and finish times and job share options.

It depends on the role and the nature of the work required which will in turn inform the company’s working patterns.

Take the flexible-sounding Octopus Energy: “Ideally you will be based in the Greater Manchester area and happy to come into the office a couple of days per week. But we appreciate that things have changed and flexibility is at the top of everyone’s agenda, so if you would rather be remote please let us know.”

Now, that sounds like the kind of company that wants to make work “work” for you.

Discover some of the other flexible employers actively hiring right now via The House of Talent Job Board

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Magic Leap 2 Now Supports OpenXR, Strengthening Industry Against Potential Apple Upheaval

Though delayed from its commitment last year, Magic Leap today announced that ML2 now fully supports OpenXR. The timing might have something to do with Apple’s looming entrance into the XR space.

Magic Leap had planned to deliver OpenXR support for its ML2 headset last year, but it was seemingly delayed until now. Today the company announced that Magic Leap 2 is conformant with OpenXR.

OpenXR is an open standard that aims to standardize the development of VR and AR applications, making hardware and software more interoperable. The standard has been in development since 2017 and is backed by virtually every major hardware, platform, and engine company in the XR industry.

“The adoption of OpenXR as a common AR ecosystem standard ensures the continual growth and maturation of AR,” Magic Leap said in its announcement. “Magic Leap will continue to advance this vision as Vice Chair of the OpenXR Working Group. In this role, Magic Leap provides technical expertise and collaborates with other members to address the needs of developers and end-users, the scope of the standard, and best practices for implementation.”

Its true that Magic Leap has been part of the OpenXR Working Group—a consortium responsible for developing the standard—for a long time, but we can’t help but feel like Apple’s heavily rumored entrance into the XR space lit a bit of a fire under the feet of the company to get the work across the finish line.

In doing so, Magic Leap has strengthened itself—and the existing XR industry—against what could be a standards upheaval by Apple.

Apple is well known for ignoring certain widely adopted computing standards and choosing to use their own proprietary technologies, in some cases causing a technical divide between platforms. You very well may have experienced this yourself, have you ever found yourself in a conversation about ‘blue bubbles and green bubbles’ when it comes to texting.

With an industry as young as XR—and with Apple being so secretive about its R&D in the space—there’s a good chance the company will have its own way of doing things, especially when it comes to how developers and their applications are allowed to interact with the headset.

If Apple doesn’t want to support OpenXR, this is likely the biggest risk for the industry; if developers have to change their development processes for Apple’s headset, that would create a divide between Apple and the rest of the industry, making applications less portable between platforms.

And while OpenXR-supporting incumbents have the upper hand for the time being (because they have all the existing XR developers and content on their side), one would be foolish to forget the army of experienced iOS developers that are used to doing things the ‘Apple way’. If those developers start their XR journey with Apple’s tools, it will be less likely that their applications will come to OpenXR headsets.

On the other hand, it’s possible that Apple will embrace OpenXR because it sees the value that has already come from years of ironing out the standard—and the content that already supports it. Apple could even be secretly part of the OpenXR Working Group, as companies aren’t forced to make their involvement known.

In the end it’s very likely that Apple will have its own way of doing things in XR, but whether that manifests more in the content running on the headset or down at the technical level, remains to be seen.

Magic Leap 2 Now Supports OpenXR, Strengthening Industry Against Potential Apple Upheaval Read More »

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Whether Hit or Flop, Apple’s Entrance Will Be a Pivotal Moment for XR

If the avalanche of recent reports can indicate anything at all, it seems Apple is entering the VR/AR headset market fairly soon, bringing along with it the most inflated expectations the industry has ever seen. It’s probably going to be expensive, but whether it flops or becomes a big hit, the mere existence of Apple in the space is set to change a lot about how things are done.

The iPhone wasn’t the first smartphone. That award goes to an obscure PDA device called the IBM Simon, released in limited numbers in 1994. The Apple Watch wasn’t the first smartwatch either. That was debatably the Seiko Raputer, which was released in 1998 in Japan. Its monochrome LCD wasn’t capable of touch, instead offering up a tiny eight-direction joystick and six function buttons to browse files, play games, and set calendar appointments. Similarly, iPad wasn’t the first tablet. Mac wasn’t the first home computer. iPod wasn’t the first MP3 player. But all of these products have become nothing short of iconic. There’s very little benefit to being first, at least as far as Apple is concerned.

And while it seems the company’s first mixed reality headset could finally debut at its Worldwide Developers Conference (WWDC) in June, like all of its other products, it won’t be the first MR headset. Just the same, like everything else the fruit company makes, it’s going to be the one everyone is talking about—for better or worse.

In case you haven’t noticed, Apple is a big deal. It has an ecosystem of products which connect to each other, design-forward hardware that has helped it maintain brand name cache, and a philosophy that puts user-friendliness at the core of its software experience. Oh, and it’s the most valuable company in the world.

And while the irrational exuberance for successive device generations has mostly petered out since its heydays in the early 2000s, reducing its famed long-line launch extravaganzas to more chill online pre-order releases, becoming an Apple apostate is still unthinkable to many. Once you’re in, you’re in. You buy the phone, the laptop, the headphones, and now, maybe you’ll get the newfangled headset too. Maybe. Let’s put aside the rumors for now. Forget about the spec breakdowns, hardware design leaks, software capabilities, etc. There are plenty of them out there, and you can read about those here. The only thing we know for sure is Apple is… well… Apple. Here’s what you, and probably everyone else is expecting.

Apple’s BKC Store in Mumbai, India | Image courtesy Apple

For Better: What Should Happen

Unless the company is making a drastic departure here, its first mixed reality headset should be built with this same level of user friendliness as all of its other devices, which means it should connect to the Apple ecosystem easily, and have a simple and intuitive UI. Log in with Apple ID. No muss, no fuss (whatever ‘muss’ is). Privacy should be a giant focus for the headset from the outset, since it will almost certainly pack eye-tracking in addition to a host of cameras to get a glimpse of the inside of your immediate surroundings, messiness and all. Apple has its fair share of data collection scandals, yet it seems to inspire enough confidence for privacy to be a big historical selling point for all of its devices.

If you want to avoid drawing the ire of tech reviewers everywhere though, wearing it should be fairly simple and very comfortable, and the experiences within should be of high enough value to overcome that inherent friction of charging it, putting it on, setting up a tracking volume, and wearing it for extended periods of time—everything we expect from any mixed reality headset at this point. It should fit most people, and offer up a clear picture to people with heads and eyes of all shapes and sizes.

Meta Quest Pro | Image courtesy Meta

An obvious analogue here is Meta Quest Pro, which is relatively low friction, but things like a halo strap that forces too much weight on your brow, or a passthrough that’s just a little too grainy, or a display that doesn’t have a high enough pixel per degree (ppd) for staring at text—all of these things make it less appealing to users in the day-to-day, introducing what you might call accumulative friction. You use it a bunch at first until you figure out all of the niggles, at which point you may revert to traditional computing standards like using a laptop or smartphone. The thing isn’t really the all-purpose device you hoped it would be, and the company thinks twice about when to send the better, more improved version down the pipeline.

One would hope that Apple’s headset, on the other hand, should have a mature design language and have obviously useful features from day one. While there’s bound to be some stutters, like with the first Apple Watch, which was critiqued for its slow software, short battery life, and lack of customization, it should all be there, and not require a ton of feature updates to enhance after the big launch day.

It should sell well out of the gate—at least by the standards of the existing XR industry—even if everything isn’t perfect. And it should be so cool that it’s copied. Like a lot. And it should drag top-level studios into the XR scene to start making innovative and useful apps that aren’t just straight ports of ARkit or ARcore apps made for mobile, but things people need and want to use in-headset. A big win from Apple should not only spur its new mixed reality product category, but kick off a buzz among developers, which would include those who currently work in the XR industry and Apple’s existing cohort of dedicated iOS developers.

But more than merely being the latest shiny new headset within the existing XR industry, Apple’s entrance into the field has a real chance of radically expanding the industry itself, by showing that the world’s most iconic tech company now thinks the medium is worth pursuing. That’s the way it happened when Apple jumped into MP3 players, smartphones, tablets, wireless earbuds, and more.

As the saying goes, a rising tide lifts all boats. The inverse is also true though….

For Worse: What Could Happen

Apple’s headset is reportedly (okay, maybe just one rumor) priced somewhere near $3,000, so it probably won’t be the sort of accessory that initially attracts people to the ecosystem; that would be the job of a peripheral like Apple Watch. It will likely rely on the pool of built-in Apple users. Despite the price, the first iteration very likely won’t offer the sort of power you’d expect from a workhorse like Apple MacBook Pro either.

At the outset, any sustained draw from prosumers will invariably hinge on how well it can manage general computing tasks, like you might have with an iPad or MacBook, and everything else current mixed reality headset should do too, namely VR and AR stuff. That includes a large swath of things like fitness apps, both AR and VR games and experiences, productivity apps, standard work apps, everything. Basically, it has to be the Quest Pro that Meta wanted to release but didn’t.

AR turn-by-turn directions on an iPhone | Image courtesy Apple

And if not, it leaves Apple in a pretty precarious situation. If their headset can’t find a proper foothold within its ecosystem and attract enough users, it could lead to low adoption rates and a lack of interest in the technology as a whole. Mixed reality is largely seen as valuable steppingstone to what many consider the true moneymaker: all-day AR glasses. And despite some very glassses-shaped AR headsets out there, we’re still not there yet. Even if Apple is willing to take a hit with a bulky device in service of pushing use cases for its AR glasses yet to come, the short term may not look very bright.

And perhaps most importantly for the industry as a whole are the (metaphorical) optics.

After all, if the iconic Apple can’t manage to make MR something that everybody wants, the rest of the world watching from the sidelines may think the concept just can’t be conquered. In turn, it may mean capital investment in the space will dry up until ‘real’ AR headsets are a thing—the all-day glasses that will let you play Pokémon Go in the park, do turn-by-turn directions, and remind you the name of that person you met last week. The steppingstone of mixed reality may get waterlogged. Those are a lot of ifs, coulds, shoulds, and won’ts though. The only thing truly certain is we’re in for a very interesting few months, which you can of course follow at Road to VR.

Apple’s entrance into XR has the potential to expand the industry by demonstrating its viability, just as Apple has done with previous technologies. It stands a good chance at carving out a sizeable claim in the space, but it’s a gamble that could equally backfire if both sales and public perception aren’t on their side.


Is Apple’s XR headset going to be the “one more thing?” we’ve all been waiting for at WWDC this year? Will it live up to the Apple name, or be an expensive dev kit? Let us know in the comments below!

Whether Hit or Flop, Apple’s Entrance Will Be a Pivotal Moment for XR Read More »