Author name: Rejus Almole

tnw-valencia-2023-was-a-blast-—-here-are-our-favourite-moments

TNW València 2023 was a blast — here are our favourite moments

For 16 memorable years, TNW Conference has been at the center of Amsterdam’s tech ecosystem, but on March 30 and 31, TNW València brought — for the very first time — the heart of tech to Spain’s east coast.

But we didn’t choose Valencia simply for its bright blue sea, delicious paellas, or sunny weather. The vibrant city is Spain’s fastest-growing entrepreneurial ecosystem, and has the most startups per capita of anywhere in the country — transforming itself into Mediterranean’s startup powerhouse.

“Valencia’s tech ecosystem is a breath of fresh air,” says Myrthe van der Erve, TNW’s CEO.

At València’s marina, the conference brought together over 300 startups, 90 exhibitors, 100 speakers, and 75 investors to discover what’s next in tech and connect with industry pioneers, C-level executives, department heads, and product developers.

TNW Valencia 2023
Aerial view of the conference’s venue.

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During the two days, over 2,000 attendees enjoyed inspirational talks, networking events, deals, pitches, and the same festival vibes as our Amsterdam flagship. Across 105 meetings and 50 mentoring sessions, the event also delivered real business outcomes.

TNW Valencia 2023

Here are some of our favourite moments:

1. The official opening ceremony and party

The fun started on March 29, a day before the conference’s agenda kicked off. At our opening party at Zeus València, we enjoyed drinks, bites, and networking right by the sea — dancing the night away with like-minded tech enthusiasts.

TNW Valencia 2023
The success recipe for an opening party: sea, sun, drinks, tech enthusiasts, and industry leaders.

Our guestlist also contained an array of the city’s most influential politicians. These included Diana Morant, Spain’s Minister of Science and Innovation; Sandra Gomez, Deputy Mayor of València; Arcadi España García, Minister of Finance of the Generalitat Valènciana; and Borja Sanjuán, Deputy Mayor of Economic Development at the City of València.

TNW Valencia 2023
The conference’s ribbon-cutting ceremony during the opening party.

2. Unmissable speakers

We assembled a sensational line-up of keynote speeches, fireside chats, panel discussions, and workshops.

TNW Valencia 2023

These featured inspiring founders, such as Vivino’s Heini Zachariassen and Zeleros Hyperloop’s David Pistoni; influential investors such as Speedinvest’s Jullian Blessin and BMW i Ventures’ Marcus Behrendt; and key representatives of the Valèncian tech ecosystem, including Guillermo Sánchez, Project Manager at Invest València, and Lucia Calabria, Deputy Director of Entrepreneurship at València Activa.

TNW Valencia 2023
Andrii Degeler, Head of Media at TNW, spoke with Janneke Niessen, Founding Partner at CapitalIT, and Katica Roy, gender economist and CEO & founder of Pipeline Equity, about the importance of innovating for inclusion, equality, and equity.

Amongst the many highlights, Jen Carter, Global Head of Technology at Google.org, talked about how technology is being harnessed to help nonprofits; Katica Roy, award-winning gender economist and founder of Pipeline Equity, explained how companies can increase their profit by closing the gender equity gap; and Alex Roca, who recently became the first person with a 76% physical disability to complete a marathon, spoke about the importance of resilience and self-confidence.

Alex Rocca TNW Valencia
Alex Roca, speaking at TNW València.

3. The FT Power Hours

The Financial Times, our beloved parent company, brought some of their brightest minds to València. At a series of sessions called FT Power Hours, they talked about tech’s latest business trends with industry leaders, including Teresa Parejo Navajas, Head of Sustainability and Social Corporate Sustainability at IBERIA, and Juan Manuel Diez, Strategy & Innovation Director at Port Authority of València.

TNW Valencia 2023
Panelists discussed topics including sustainable tourism.

4. The Startup Pitch Battle

In a fiery TNW València pitch battle, eight of Europe’s hottest startups survived a series of knockout clashes to reach the contest final on March 31.

TNW Valencia 2023
Internxt was among the eight startup finalists.

Following 10 minutes of nail-biting voting, our audience and all-star jury selected a winner: Crowmie. The València-based startup has developed the first investment platform in tokenised renewable energy projects.

TNW Valencia 2023
Fernando Dávila Ponce de León Gámez, co-founder and CEO at Crowmie (left), with our MC for the event, Oison Lunny.

Crowmie won an array of amazing prizes, including a 4 square-meter exhibitor’s booth at TNW València 2024 and two business passes for TNW Conference in Amsterdam on June 15-16. But the best of all the prizes? A full profile feature on TNW’s website by our beloved media team.

5. The closing party

It goes without saying: a proper tech festival needs an unforgettable closing party. Attendees and TNWers alike ended the conference with a blast, on a dreamy VIP boat right next to the event venue.

TNW Valencia 2023
Yes, this is the party boat.

6. The Ferris wheel

It wouldn’t be a TNW festival without our emblematic Ferris wheel. There’s no better way to savor fun rides and breathtaking city — or simply trap your interlocutor for a private meeting.

TNW Valencia 2023

Looking back,TNW València 2023 — powered by The Financial Times and in collaboration with Ajuntament de València — was even better than we could have imagined!

TNW Valencia 2023
The TNW team at València.

After such a successful first edition, we are set to bring the heart of tech to the bustling Mediterranean city again in 2024! Good news, folks, you can already pre-register here.

And for those of you who (justifiably) can’t wait that long, join us in Amsterdam for TNW Conference, Europe’s leading tech festival, on June 15 and 16.

Don’t miss out on TNW València 2024! Our conference is in high demand, and already sold out this year. By pre-registering now, you’ll be the first to know about our early bird tickets and secure your spot for next year’s event.

TNW València 2023 was a blast — here are our favourite moments Read More »

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‘Fruit Ninja VR 2’ Comes to Quest Today as Arcade Fruit-slicer Leaves Steam Early Access

Halfbrick Studios announced that Fruit Ninja VR 2 is finally set to leave early access on SteamVR headsets, as the full version will be available starting today on Quest and PC VR headsets.

Released in Early Access on PC VR headsets in late 2021, the game (now in 1.9.2) offers up multiple ways to get into the fruit-slicing grove: you can attack classic, zen and arcade modes, along with a rhythm mode, letting you slice away to the beat.

In addition to a social hub, a multiplayer mode is also available which lets you interact with the environment and challenge other ninjas around the globe. This thankfully includes cross-play.

And while lesser fruit ninjas may have only studied the blade, you’ll also be able to master the bow too across multiple modes. Check out the trailer below to see some of the action:

Fruit Ninja VR 2 is available starting today on the Quest Store for Quest, Quest 2 and Quest Pro. It’s not live yet, although we expect it in the next few hours.

This comes along with a price increase from $20 to $25 for the PC version, which Halfbrick says in a Steam update will bring it in line with Quest Store pricing.

A version is also said to launch on the Pico Store, however we haven’t seen a listing for that yet, so stay tuned.

In the meantime, you can see all of the 1.9.2 patch notes here, which details a number of bug fixes and performance optimizations the studio has made in preparation for the Quest launch today.

‘Fruit Ninja VR 2’ Comes to Quest Today as Arcade Fruit-slicer Leaves Steam Early Access Read More »

smart-contact-lens-company-mojo-vision-raises-$22m,-pivots-to-micro-led-displays-for-xr-&-more

Smart Contact Lens Company Mojo Vision Raises $22M, Pivots to Micro-LED Displays for XR & More

Mojo Vision, a company once noted for its work on smart contact lenses, has raised $22.4 million in a new Series A investment round which it will use in a pivot to develop and commercialize micro-LED display technology for consumer, enterprise, and government applications.

The funding round is led by existing investors NEA and Khosla Ventures, with participation from other investors including Dolby Family Ventures, Liberty Global Ventures, Fusion Fund, Drew Perkins, Open Field Capital, and Edge.

The new Series A comes months after the company was forced to put its smart contact lenses on hold, which also included a 75% downsizing in the company’s workforce.

Prior to the pivot, the company had amassed $205 million in outside investment, with its most recent in January 2022 bringing to the company $45 million.

Its new focus is on displays for AR/VR, automotive, light field, large format displays and others that require high performance micro-LED displays. Mojo’s prototype smart contacts made use of its own in-house displays, which at the time included a monochrome display capable of over 14,000 pixels per inch (ppi).

Now the company is developing its own High Performance Quantum Dot (HPQD) technology to make a “very small, very bright, very efficient RGB pixel,” the company says in a press statement.

The company is boasting a number of advances in its proprietary technology, including dynamic displays with up to 28,000ppi, efficient blue micro-LED devices at sub-μm scale, high efficiency quantum dot ink for red and green, high brightness at 1M+ nits, and a display system that incorporates an optimized CMOS backplane, wafer-to-wafer bonding, and custom micro-lens optics.

Mojo Vision’s new CEO, Dr. Nikhil Balram, is said to bring semiconductor and display technology expertise to the company:

“The market opportunity in the display industry is big – over $100 billion. Sometimes in order to do something very big, you have to start very small. That is exactly what we are doing at Mojo,” said Balram. “We started by developing the world’s smallest, densest dynamic micro-LED display, and now we are applying that innovation to power the next generation of displays. Mojo is combining breakthrough technology, leading display and semiconductor expertise, and an advanced manufacturing process to commercialize micro-LEDs for the most demanding hardware applications.”

“This round of funding will enable us to deliver our breakthrough monolithic micro-LED technology to customers and help bring high-performance micro-LEDs to market,” concluded Balram.

Smart Contact Lens Company Mojo Vision Raises $22M, Pivots to Micro-LED Displays for XR & More Read More »

mammoth-meatball-beef-exposes-foodtech’s-patent-problem

Mammoth meatball beef exposes foodtech’s patent problem

A bitter feud has erupted over who first resurrected the woolly mammoth — as a meatball.

The de-extinct delicacy was unveiled last week at Nemo Science Museum in the Netherlands. Naturally, no mammoths were harmed in the making of the product. In lieu of dead flesh, an Australian startup called Vow produced the meatball from DNA.

First, the team identified the DNA sequence for mammoth myoglobin, a protein that creates a meaty taste. To fill in some gaps in the sequence, they added genetic data from the African elephant — the pachyderm’s closest living relative. Using a low-current and high-voltage charge, they then inserted the gene into stem cells from a sheep. Finally, they multiplied and moulded the cells into a pasty.

The mammoth meatball was made from extinct animal DNA
The mammoth meatball was made from extinct animal DNA. Credit: Aico Lind

It certainly looks the part, but did it pass the taste test? It seems an essential question, but it’s sadly one that remains unanswered. To the disappointment of daring diners, the meatball isn’t ready for human consumption.

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That anticlimactic outcome sparked accusations that the whole endeavour was a publicity stunt. But the project team insists that their experiment serves an important purpose: showcasing cultivated meat’s potential to transform the food industry. They note that food production creates copious greenhouse gases and biodiversity loss. Cultivated meat, they argue, offers a sustainable alternative.

“Our aim is to start a conversation about how we eat, and what the future alternatives can look and taste like,” said Bas Korsten, a marketing executive who initiated the project. “Cultured meat is meat, but not as we know it. It’s the future.”

The meatball was created as a launchpad for the tech — and for Vow. With apparent justification, the company now claims it’s rewriting the rules of food. But a rival claims it’s also rewriting the rules of decency.

Mammoth meat
A pack of meat that you can’t eat. Credit: Aico Lind

As Vow was being lauded in the Netherlands, a very different reaction was brewing across the border.

In Belgium, a scaleup called Paleo was considering legal action. The company was enraged by claims that Vow had showcased a mammoth protein for the first time.

Paleo argues that it developed the myoglobin tech two years earlier. The company had also filed patent applications at that time, which Paleo says have been publically available to competitors for almost a year.

Paleo contacted Vow before the event in the Netherlands. According to the Belgian scaleup, Vow’s legal team argued that the mammoth meatball “was not food” and dismissed Paleo’s claims.

“When we learned about the event, we were surprised,” said Hermes Sanctorum, CEO of Paleo. “We sent out a press release nine months ago to announce that we developed the exact same mammoth protein (myoglobin), based on our fundamental research and innovation.

“When Vow claim that no one has tasted mammoth myoglobin, this is simply not true. We developed the mammoth myoglobin and we tasted it in our lab.” 

Paleo co-founders: CEO Hermes Sanctorum (left) and COO Andy de Jong.
Paleo co-founders Hermes Sanctorum (left) and Andy de Jong had their patent application published by the World Intellectual Property Organization. Credit: Paleo

Vow has dismissed the allegations.

“The technology and innovation involved in Vow’s creation and presentation of the ‘mammoth meatball’ owes nothing to any technology or alleged invention by Paleo,” the company said in a statement.

“The ‘mammoth meatball’ was conceived, developed and created entirely by the hard work and ingenuity of Vow’s own scientists (and collaborators) and using a combination of publicly available genetic data and Vow’s own proprietary production processes.”

Paleo expressed some satisfaction with the response. The company said Vow had confirmed that it had not, in fact, showcased mammoth myoglobin for the first time. Nonetheless, Paleo feels that Vow crossed a red line — but the patents could prove difficult to enforce.

Paleo develops different animal heme proteins through precision fermentation.
Paleo develops different animal heme proteins through precision fermentation. Credit: Paleo

According to Vow, it has only been accused of adopting the idea of creating something with mammoth myoglobin. Vow argues that Paleo has no basis to claim that idea as its own.

In addition, the startup notes that an examiner at the European Patent Office deemed Paleo’s patent application was likely invalid.  The Australian company described the application as an “attempted landgrab of outrageous proportions.”

“Patent rights exist in order to protect innovation and can (if granted and valid) protect truly new, innovative and proprietary ideas; but Paleo do not have any such patent rights,” Vow said in its statement. “Paleo has no granted patent in relation to mammoth myoglobin and therefore has no legitimate claim.”

Vow also criticised the pending application. If granted, the startup warned that the patent would prevent companies from using myoglobin from a wide range of animals — including pig, sheep, cow, chicken, tuna, and, of course, mammoth — as a meat substitute or food ingredient.

The feud will rumble on for now. Regardless of the outcome, the dispute has exposed the complexities of patenting food innovations.

Mammoth meatball beef exposes foodtech’s patent problem Read More »

everything-you-need-to-know-about-building-a-career-in-the-gaming-industry

Everything you need to know about building a career in the gaming industry

It may seem like the fantasy of every ’80s kid who ever picked up a Game Boy but being obsessed with video games can actually offer you an array of career opportunities.

The industry continues to go from strength to strength, and powering it is a global network of game-players, creatives, technologists, and many others whose skills bring games to life.

According to the International Software Federation of Europe, 52% of Europeans between the ages of six and 64 play video games. And it’s not the kids who dominate the stats either. More than three-quarters (76%) of these gamers are over 18, and the average age of a video game player in Europe is 31.3 years old.

While the industry has matured in many ways, it’s still behind the times when it comes to diversity. Though women and girls make up almost half (48%) of all gamers in Europe, this representation is not yet reflected among those working in the sector with the global average sitting at about 22% of women employed in gaming. This is a gap that organisations such as UK-led Women in Games are trying to bridge.

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With more than 98,000 jobs in Europe’s gaming sector in 2020, there are plenty of roles on offer for creative, technical, and support staff. Opportunities range from small indie studios to multinationals producing blockbusters that rival Hollywood’s production values.

Being such a desirable industry, it can be hard to get started in gaming. Getting a foot in the door with no experience can be the biggest challenge, and so aspiring gaming employees are advised to be active in forums, communities, and events, and to try their hand at building up a portfolio for potential employers.

Tech jobs in gaming

Technical roles in gaming will typically require a degree in computer science or even a specialist qualification in video game programming and development, which some universities offer. This investment in a gaming career can pay off with one of the highest paid roles in the industry.

In smaller studios, developers will need to be flexible and able to take on diverse challenges, while large companies have capacity for highly specialised roles. However, don’t be surprised if your choice of indie studio gets swallowed up by a bigger player, as this is a common occurrence across the industry.

Beat Games, an award-winning VR games studio in Prague, was snapped up by Meta in 2019. It’s now part of Meta’s Reality Labs division, and is currently looking for a senior game developer for Beat Saber, a VR sensation that’s a bit like Dance Dance Revolution for your arms.

Developers in gaming can expect to work hard at building, testing, and debugging programs, as well as processing updates in response to user requests and demands.

Some developers will specialise in specific operating systems or will be expected to work across multiple platforms, optimising games for each. While platforms may differ, common programming languages used by game developers across the industry include C#, C++, Java, JavaScript, and Python.

Creative roles in gaming

Games also need artists and specialists in sound and vision to create their immersive worlds. Graduates in interactive media design, sound production, and graphic design can find their skills will apply here, but a fundamental understanding of gameplay will lead to a top role.

While game developers focus on the code, game designers need to generate stories and ideas that work. Games also need a variety of writing talent, with some titles requiring movie-like scripts and others needing clear and concise copy to guide users fluidly from one stage to the next.

Animators with skills in coding and 3D modelling to match their artistry are brought in to give movement to the gameplay. Composers and audio programmers then create and implement the soundscapes that provide grounding for different actions and keep players engaged.

And all that audio needs great sound engineers doing the behind-the-scenes work to ensure everything is recorded and mixed just right.

The tools used by creative teams in gaming will vary from studio to studio but commonly used software includes After Effects, 3ds Max, Unity, and Unreal Engine.

Support jobs in gaming

As with any business, gaming requires entire teams behind the creative and technical workers in order to bring products to market. From finance to marketing to in-game monetisation, there are many roles for those who can’t code or create but have other valuable skills to offer.

Market analysts in the games industry keep tabs on shifts in audience behaviours and devise the strategies needed to reach them. They need an eye for trends, an ability to budget, and can even be called on to model forecasts for release. This is a career choice for passionate gamers who have their finger on the pulse of the sector at large.

But perhaps the ultimate dream job in gaming is that of the tester. Essential to the process of bringing a well-formed game to market, testers give development teams the fresh eyes they need before a final release.

They have to be skilled gamers, first and foremost, but with a keen eye for detail to catch inconsistencies, glitches, and bugs. It’s also a role that requires good communication skills, as testers need to report their findings back to the team behind a game.

Gaming is global, so testers with fluency across many languages are needed to perfect games for different markets. For example, Dublin-headquartered games studio Keywords Studios is currently looking for games testers in French, Portuguese, Polish, Turkish, Czech, and many more languages.

Testers can expect the job to be more of a short-term gig with flexible contracts dictated by project needs, but it can certainly be a fun way to make a living, if you’re a super diligent gamer.

And it can be a way to hone your skills as a professional gamer. The phenomenal growth of esports has seen many talented gamers carve out a career in playing games competitively to win prizes and sponsorship.

To find more career opportunities in gaming, check out the House of Talent Jobs Board

Everything you need to know about building a career in the gaming industry Read More »

‘half-life-2:-episode-2’-vr-mod-gets-launch-trailer-ahead-of-april-6th-release

‘Half-Life 2: Episode 2’ VR Mod Gets Launch Trailer Ahead of April 6th Release

Following last month’s release of the Half-Life 2: Episode 1 VR mod, the Source VR Mod team is set to release Episode 2 on April 6th. A launch trailer shows how the episode has been fully adapted to be played in VR.

After years of starts and stops on various attempts to turn Half-Life 2 into a fully playable VR game, the Source VR Mod Team released the Half-Life 2 VR Mod to major acclaim last year. Since then the team has followed up with an equally well received VR mod for Episode 1.

Less than a month later, the team is set to release the Half-Life 2: Episode 2 VR Mod on April 6th, including a full set of VR features like hands-on weapons, comfort options, real ladder climbing, and—of course—a crow bar you can actually swing.

The Source VR Mod Team released a launch trailer for the game ahead of release, showing the classic Episode 2 action that players can now relive in VR.

The Half-Life 2: Episode 2 VR Mod is free, but requires that players own the original Episode 2 game in order to play. The mod supports all SteamVR headsets like Index, Vive, and Quest via Oculus Link.

Image courtesy Source VR Mod Teamsou

All three of these Half-Life 2 VR mods are built by volunteers who make up the Source VR Mod Team. If you want to support their current and future work, they accept contributions on their Ko-fi page.

‘Half-Life 2: Episode 2’ VR Mod Gets Launch Trailer Ahead of April 6th Release Read More »

‘vertigo-2’-review-–-one-of-pc’s-greatest-vr-games-since-‘half-life:-alyx’

‘Vertigo 2’ Review – One of PC’s Greatest VR Games Since ‘Half-Life: Alyx’

The long-awaited sequel to Vertigo is here, bringing with it another dose of its distinctly Half-Life-esque flair and patently strange yet captivating universe. Does Vertigo 2 outdo the original? No need to leave you in suspense since you already read the headline. Quick answer: Yes. For the long answer, read on.

Vertigo 2 Details:

Available On:  SteamVR

Release Date:  March 31st, 2023

Price: $30

Developer:  Zach Tsiakalis-Brown

Publisher: Zulubo Productions

Reviewed On:  Quest 2 via PC Link

Gameplay

Like the first in the series, you’re again tasked with linearly fighting your way home through a robot and alien-infested science facility, however the sequel puts a host of new worlds and lifeforms between you and your version of Earth. You really don’t need to play the original Vertigo though to get lost in the weird and expansive narrative of Vertigo 2, although I would suggest it—if only for natural access to the narrative and about four more hours of blasting.

Even if you played Vertigo Remastered in 2020 like me though, you may still have absolutely no idea what the hell is going on in the sequel. The franchise’s brand of absurdist sci-fi kitch gets a new layer of narrative density this time around, one that may be too thick and convoluted for most. Whether you choose to engage with it or not really doesn’t change the fact that the underlying game is undoubtedly a triumph over the original, and many other such VR shooters to boot.

I wouldn’t hesitate to call it PC VR’s best game of 2023 so far, which is doubly impressive since it was basically made by a single person, Zach Tsiakalis-Brown. Seriously, for the magnitude of the experience, Vertigo 2’s credit screen is the shortest I’ve ever seen.

Courtesy Zulubo Productions

Granted, we don’t factor in a team’s size or budget—only the end product—but it bears mentioning just the same that this game, which is so solid and clever, was built by a very (very) small team without the sort of AAA budget we’ve seen squandered on experiences half this good.

While paying tribute to some of gaming’s greats, Vertigo 2 is a VR native through and through. Its 14 collectible weapons feature unique reload mechanics, all of which were designed with VR users in mind. The user-friendly emphasis on weapons means you won’t be faffing with doing real world actions like racking gun slides or manipulating charge handles, which are better suited for realistic combat sims with a much slower pace of gameplay. It’s not long until you find out a room of weirdos will magically zap into existence, hell-bent on setting you back to the last save point; realism simply isn’t a concern here.

Reloading typically requires you to eject a spent magazine (or pod of some sort) with a controller button press, grab a fresh magazine from your left hip holster, and insert the magazine into the mag well. Usually, you’ll only have three such magazines immediately at your disposal, as automatically regenerating ammo takes time. There’s a little counter where a magazine should be.

This means that although you’ll find yourself sticking to a number of more effective weapons along your adventure, both large-scale fights and boss battles will have you relying on weaker guns like your starter pistol as you wait for your favorites to become operational. Additionally, auto-recharging ammo means you won’t need to constantly hoover up loot around the level, save the odd health syringe or bomb you’ll find stashed around periodically.

Developing the muscle memory to rapidly reload, shoot, and change to a new weapon takes time, which can definitely add in a measure of unforeseen difficulty in a fire fight. Still, the wheel-style gun inventory system is accessible enough to eventually let you build that skill and put it to good use as the mixture and number of baddies increases.

Thankfully, you can upgrade a number of guns in your arsenal, which somewhat like Half-Life: Alyx is only accessible in one-off synthesizer points that you encounter on your one-way trip through the game’s 18 chapters.

It’s a tried-and-true method of forcing you to explore levels completely, because modding stations might be underwater, in a cave passageway that leads to nowhere, or hidden behind a bunch of filing cabinets. It’s not a terribly deep upgrade system, but it’s enough to keep those starter guns relevant as you progress through the arsenal of bigger and badder weapons.

Like the first in the series, Vertigo 2 is all about big and wild boss fights, of which there are 10 new encounters. I won’t spoil any of them for you, although they’re mostly what you’d expect, i.e. bespoke battles in medium-size arenas that require you to use the environment and your most powerful weapons to your advantage. Although pretty standard fare, bosses were both distinct and varied enough to keep your interest, and have attack patterns that you’ll have to decrypt, likely after a death or two.

Courtesy Zulubo Productions

Vertigo however goes a step further by tossing in a very wide assortment of baddies that mix and match as you traverse the multiverse. What’s more, you’ll need to intimately acquant yourself with all of their weak points as you head for the game’s end, as you’ll encounter a miasma of all of the multiverse’s baddies all at once.

One thing Vertigo 2 lacks is a wide set of puzzles. The quality of the ones there is good, although I really wish there were more. Still, it’s more about shooting, bosses, enemy vairety, and a weird story, and that’s fine by me.

The game’s lengthy and frankly astoundingly varied campaign took me around 10 hours to complete on the normal difficulty, although you could spend longer exploring every nook and cranny for weapon upgrades and easter eggs, or with a higher difficulty so enemies are more difficult to defeat.

Immersion

The game’s infectious cartoon style is back on display, this time offering up much more fine-tuned environments that are massive in size and variability. While humanoid character models are a little stiff (and maybe overly avatar-y), enemy models and animations are all really well done, which accounts for 99 percent of your encounters anyway.

Courtesy Zulubo Productions

Outside of its excellent, sweeping musical score, one of my favorite bits about Vertigo 2 is the constant change in player expectations.

Once you think you know what the deal is with Vertigo 2, you’ll find an alien trying to rent you a boat, or a war between robots where you have to choose sides, and an interdimensional space opera that gets thicc. Level design slowly becomes equally unpredictable, as you’ll be whisked away at any moment to a new world, a new mission, and ultimately a new revelation about why you’re stuck in such an odd universe. It’s all stupid wacky, and I love it.

You may find yourself challenged with having to ostensibly sweep out a five-floor facility looking for a single puzzle piece, but have the mission completely changed halfway through. In another instance, you scurry up to what must be another boss battle, only to find the thing eaten by something much larger and terrifying. And it does it all without ever breaking the fourth wall. Your mission might be straight forward, or it might be completely derailed at any moment.

Meanwhile, Vertigo 2 unabashedly pays tribute to the Half-Life series, and many others in the process. You’ll find VR-ified health regen stations throughout most of the science-y levels mixed in with mobile versions of the wall-mounted syringes—definitely Half-Life inspired. Stick it in your arm, juice up, and keep going. You’ll immediately attune yourself to its audible beep too.

That said, character voiceovers range from professional to mediocre, which means you’ll probably need the subtitles on at all times so you don’t miss a word. Unfortunately, I found this out after the first cutscene which definitely required subtitles to be anywhere near understandable, since it’s between an alien with a thick Spanish accent and another one with its own Yoda-esque idiolect.

As a side note, the game also includes a number of recording options for when you want to capture in-game video, including a third-person view and smoothed first-person view for a more polished and stabile capture. Basically, all VR games should have those options considering how useful they are to recording in-game footage and screenshots. There’s even a smartphone that is basically just hotkeyed to Steam’s F12 screengrab function, making in-game shots in VR so much easier. Here’s my Insta-friendly selfie, starter pistol in hand.

Image captured by Road to VR

Comfort

Vertigo 2 is a big and varied place, and it includes a number of things you should look out for if you’re sensitive to VR-induced motion sickness. Seasoned VR users and people not adversely affected by artificial locomotion shouldn’t have a problem playing through some of the most challenging bits from a comfort standpoint, as there are periodic bits of forced movement that may or may not jibe with your comfort level.

You’ll be forced to spring through the air on jumping pads, go on fast-moving vehicles that aren’t controlled by the player character, and strafe around at a near constant whilst shooting, which introduces lateral movement that some might feel uncomfortable with.

The game does however make full use of a hybrid locomotion system, which includes smooth locomotion and teleportation presented as viable movement options during gameplay. Provided you don’t want to use teleportation, users can also toggle a jump button in the menu settings, although this is not advisable if you’re at all sensitive.

Vertigo 2′ Comfort Settings – April 5th, 2023

Turning
Artificial turning
Snap-turn
Quick-turn
Smooth-turn
Movement
Artificial movement
Teleport-move
Dash-move
Smooth-move
Blinders
Head-based
Controller-based
Swappable movement hand
Posture
Standing mode
Seated mode
Artificial crouch
Real crouch
Accessibility
Subtitles Yes
Languages English
Dialogue audio Yes
Languages English
Adjustable difficulty
Two hands required
Real crouch required
Hearing required
Adjustable player height

‘Vertigo 2’ Review – One of PC’s Greatest VR Games Since ‘Half-Life: Alyx’ Read More »

swedish-startup-unveils-first-‘origami’-e-motorcycle-—-and-e15k-price-tag

Swedish startup unveils first ‘origami’ e-motorcycle — and €15K price tag

What do you get when you mix motorcycles with origami? The answer, dear reader, is the Stilride 1.

The unique vehicle is the brainchild of Swedish startup Stilride. The company today unveiled the final design and price for the new electric ride, which is due to launch in 2024.

For €15,000, each customer will get a made-to-order motorcycle that combines looks, performance, and sustainability.

To manufacture each vehicle, Stilride uses a pioneering method dubbed “industrial origami,” which applies the Japanese art of paper-folding to sheet metal. The startup’s software first defines the geometries, which industrial robots and laser-cutting then bring to life.

For the Stilride 1, the entire process requires a single sheet of stainless steel. As it’s folded instead of welded, minimal pollutants are produced.  To further minimise the environmental impact, the bike is produced locally from a small number of parts. It’s also lightweight, which reduces energy consumption.

“It’s been designed for both the motorcycle enthusiast and the design and sustainability purist.

Tue Beijer, CTO and co-founder at Stilride, wants the bike to set “a new gold standard” for electric mobility.

“The Stilride 1 is the culmination of many years’ ambition, passion, and experimentation, distilled into a deliciously unconventional lightweight electric motorcycle that isn’t only a feat of engineering, but a work of art,” Beijer said in a statement. “It has been designed for both the motorcycle enthusiast and the design and sustainability purist.”

But does it pass the eye test? You can judge that for yourself in the gallery below:

The aesthetics modernise the previous design, which my colleague Ioanna compared to “an origami duck.” To my eyes, the new model looks more like the steel lovechild of a Vespa and an electric guitar.

Regardless, looks aren’t everything on the road. In terms of specs, the Stilride 1 features an ultra-lightweight chassis made from recycled Swedish steel, a premium HUB motor system, single shock absorber and multi-link rear suspension, and a braking system that was co-developed with ISR.

There’s also a compelling connectivity system. The motorcycle’s Electric Vehicle Control Unit (eVCU) powers various features through the Stilcontrol app, which provides theft protection, geographical positioning, service diagnostics, and battery status control.

You can find further technical details in the image below:

Stilride 1 technical specifications
The motorcycles will be built in Stilride’s Stockholm-based pilot production facility.

The specs and price are certainly eye-catching — but will they convince you to splash your hard-earned cash? Let us know via the usual channels.

If your answer’s yes, the launch date for the Stilride 1 will be announced this summer. And if you’re interested in early access, you can get more information on Stilride’s website

Swedish startup unveils first ‘origami’ e-motorcycle — and €15K price tag Read More »

how-xrsi-defines-the-metaverse-–-and-why-it-matters

How XRSI Defines the Metaverse – And Why it Matters

You might have heard about the metaverse a little less frequently recently. And, people in the space are at odds as to why that is. Maybe it became clear that it isn’t necessarily right around the corner. Maybe people are distracted by other emerging technologies in the spotlight right now. Or, maybe people said it too many times and now it sounds funny.

Whatever the reason the press has been less interested, it’s still a word that a lot of specialists are still using – and disagreeing on. The XR Safety Initiative recently published a standard definition that might help get us all on the same page.

The Metaverse According to XRSI

XRSI officially defines the metaverse as follows:

“A network of interconnected virtual worlds with the following key characteristics: Presence, Persistence, Immersion, and Interoperability. Metaverse is the next iteration of the internet enabled by several converging technologies such as Extended Reality (XR), Artificial Intelligence (AI), Decentralized Ledger Technologies (DLTs), neurotechnologies, optics, biosensing technologies, improved computer graphics, hardware, and network capabilities.”

A full release from XRSI expands on some of those terms, including the identified key characteristics. Which is handy, because presence and immersion are arguably subjective. Further, persistence and interoperability are objective but might require qualification. For example, how many virtual worlds have to interconnect before they are “interoperable”?

Insisting on convergence is also significant in that not all blockchain experiences and not all XR experiences are inherently metaverse experiences. There is still room to explore things like spatial platforms visited in 2D. While ARPost tends to avoid these platforms to dedicate coverage to immersive technology, we haven’t insisted that they be excluded from the dialogue.

Similarly, some experiences feature presence, persistence, and immersion, but not platform interoperability. Some use the term “protometaverse” to refer to experiences that check most of these boxes (or even that do a really good job with two or three of the boxes) but don’t fit the entire bill.

XRSI metaverse definition

These aren’t criticisms of the definition, they’re things to take into account when we apply the definition to an experience. After all, definitions like this become important because some of these terms – even the terms used in the definition – have emerging or contested meanings. Consider “XR” as “extended reality” – which is not how all people use that abbreviation.

Clear as Crystal

There are a lot of other factors to consider when looking at standard definitions. The biggest one is that, like standards generally, they become more useful the more organizations use them. This standard definition is a recent development and it remains unclear how many other organizations will adopt it.

It is already useful, however. If nothing else, it helps us understand what XRSI means when they say “metaverse” in their internal documents. When people talk about it in higher-level conversations, they’ll often cite the document or individual that they’re following and now XRSI can be on that list.

How XRSI Defines the Metaverse – And Why it Matters Read More »

apple-ceo-tim-cook-is-hyping-xr-ahead-of-wwdc

Apple CEO Tim Cook is Hyping XR Ahead of WWDC

In an interview ahead of Apple’s upcoming Worldwide Developers Conference event, CEO Tim Cook talks about the potential of XR and why elements of it may be “even better than the real world.”

In an interview by GQ’s Zach Baron, Apple CEO Tim Cook explained that he first joined Apple—which at the time was nearly bankrupt—because Steve Jobs convinced him the company could really change the world.

And change the world it has, with products like the iPhone that have fundamentally altered the way much of the world goes about its daily business.

The next shot the company is rumored to take has a chance to do more than change the world—it could change everyday reality itself.

While Apple remains secretive about its plans for an XR device—which is rumored to be revealed at WWDC in June—Cook said in the interview that in some ways the technology could be “even better than the real world.”

“If you think about the technology itself with augmented reality, just to take one side of the AR/VR piece, the idea that you could overlay the physical world with things from the digital world could greatly enhance people’s communication, people’s connection,” Cook told GQ. “It could empower people to achieve things they couldn’t achieve before.”

“We might be able to collaborate on something much easier if we were sitting here brainstorming about it and all of a sudden we could pull up something digitally and both see it and begin to collaborate on it and create with it. And so it’s the idea that there is this environment that may be even better than just the real world—to overlay the virtual world on top of it might be an even better world,” said Cook. “And so this is exciting. If it could accelerate creativity, if it could just help you do things that you do all day long and you didn’t really think about doing them in a different way.”

When prompted about the company’s criticism of Google Glass around the time the device was introduced back in 2013—saying that head-worn devices would feel to invasive—Cook suggests he may have changed his mind on that point.

“My thinking always evolves. Steve [Jobs] taught me well: never to get married to your convictions of yesterday. To always, if presented with something new that says you were wrong, admit it and go forward instead of continuing to hunker down and say why you’re right.”

Just as Apple was skeptical of Google Glass, Cook knows Apple will always be in a similar boat when launching new products.

“Pretty much everything we’ve ever done, there were loads of skeptics with it,” Cook said. “If you do something that’s on the edge, it will always have skeptics.” When entering new markets, Cook said he considers a handful of questions: “Can we make a significant contribution, in some kind of way, something that other people are not doing? Can we own the primary technology? I’m not interested in putting together pieces of somebody else’s stuff. Because we want to control the primary technology. Because we know that’s how you innovate.”

Apple’s WWDC isn’t until June, but the rumor mill is already ramping up. One day Apple is said to be launching its rumored XR product at the event. The next day it’s delayed. And the day after it’s still coming at WWDC. Only one thing is certain at this point: we’ll have to wait until June to find out for sure.

For more about Tim Cook, check out the full interview from GQ.

Apple CEO Tim Cook is Hyping XR Ahead of WWDC Read More »

italy’s-chatgpt-ban-sets-a-worrying-precedent-for-eu-startups

Italy’s ChatGPT ban sets a worrying precedent for EU startups

OpenAI’s ChatGPT, which took the world by the storm after its launch in November, is now facing a temporary ban in Italy over “unlawful” personal data collection and the lack of an age verification system for children.

The Italian data protection agency, known as Garante, was prompted to act by ChatGPT’s data breach on March 20, which, according to OpenAI, allowed a number of users to see other users’ information, such as their first and last name, email address, and the last four digits of their credit card number.

Garante accused the US-based AI company of having “no legal basis” that justifies “the massive collection and processing of personal data” it needs to “train the algorithms on which the platform relies.” It also added that the lack of an age verification mechanism exposes children to “inappropriate” responses.

As a result, on Friday, the Italian regulator opened an investigation into OpenAI and has temporarily blocked access to GhatGPT in the country.

In response, OpenAI’s CEO Sam Altam tweeted that GhatGPT has ceased its services in Italy, stating, however, that he didn’t think the company had violated any privacy laws.

We of course defer to the Italian government and have ceased offering ChatGPT in Italy (though we think we are following all privacy laws).

Italy is one of my favorite countries and I look forward to visiting again soon!

— Sam Altman (@sama) March 31, 2023

Open AI has 16 days to respond with appropriate safety measures, or it could risk either a fine of up to €20 million or 4% of its total worldwide annual turnover.

Rising concerns

ChatGPT’s stirring capabilities are breeding growing concerns over the exponential advancement of generative AI.

In late March, the European Consumer Organisation (BEUC) called for EU and national authorities to investigate OpenAI’s system.

“For all the benefits AI can bring to our society, we are currently not protected enough from the harm it can cause people,” Ursula Pachl, Deputy Director General of BEUC, said in a statement.

The organisation fears that until the union’s AI Act takes effect, consumers will be at risk of harm from a technology which is not sufficiently regulated, and for which they’re not prepared.

Across the Atlantic, an open letter signed by AI experts and industry executives called for AI labs to immediately pause for at least six months the training of systems more powerful than GPT-4, ChatGPT’s successor.

The signatories — including researchers at DeepMind, computer scientist Yoshua Bengio, and Elon Musk — highlighted the need for regulatory policies, stressing that “powerful AI systems should be developed only once we are confident that their effects will be positive and their risks will be manageable.”

Tech industry opposition

The Italian regulator’s move to suspend access to ChatGPT could lead to a loss of economic opportunities in the country, Daniele Servadei, founder of Bologna-based SaaS ecommerce startup Sellix, told TNW.

“It limits the development and growth of the AI and tech sectors, preventing local companies from harnessing the technology,” he said.

Servadei further noted that the ban could have” a chilling effect” on AI development in Italy and beyond, “as developers and investors may fear future bans or restrictions on their products, which could hinder innovation and investment in the sector.”

Simone Basso, Chief Product and Technology Officer at Milan-based travel scaleup WeRoad, also stressed the potential negative impact on local businesses.

“ChatGPT has enhanced productivity for teams at WeRoad and worldwide, but recent decisions in Italy — from banning research on synthetic meat to holding back 5G rollouts — have hindered the country’s technology, innovation, and productivity growth,” Basson told TNW.

Basson added that while consumers can circumvent Garante’s restrictions using a VPN, companies with solutions based on such technologies “face uncertainty” and will be forced to prioritise other markets.

Is Italy setting a precedent for Europe?

While ChatGPT was already unavailable in mainland China, Hong Kong, Iran, Russia, and parts of Africa, Italy is the first Western country to take action against the AI system.

Germany could soon follow Italy’s lead, Ulrich Kelber, the German data protection commissioner, told Handelsblatt.

Meanwhile, authorities in France and Ireland are in contact with the Italian regulator, Reuters reports.

“We are following up with the Italian regulator,” said a spokesperson for Ireland’s Data Protection Commissioner. “We will coordinate with all EU data protection authorities in relation to this matter.”

The regulators’ concerns about ChatGPT — along with its popularity, as the fastest-growing consumer app in history — singal the need for co-ordinated and transparent EU policies that regulate the use and development of large language models.

It’s still unclear how ChatGPT and similar models will be impacted by the EU’s impending AI Act, which aims to strike a tricky balance between safety and innovation.

Italy’s ChatGPT ban sets a worrying precedent for EU startups Read More »

ar-and-vr-content-creation-platform-fectar-integrates-ultraleap-hand-tracking

AR and VR Content Creation Platform Fectar Integrates Ultraleap Hand Tracking

For the  Fectar AR and VR content creation platform users, creating XR content with hand tracking feature has just become simpler and easier.

Launched in 2020, Fectar is “the multi-sided platform that makes the metaverse accessible for everyone, everywhere.” Focused on creating AR and VR spaces for education, training, onboarding, events, and more, and aimed at non-technical users, the company provides a cross-platform, no-code AR/VR building tool.

Last week, Fectar integrated the Ultraleap hand tracking feature within its AR and VR content creation platform, allowing users to build VR training experiences with hand tracking from the beginning.

AR and VR Content Creation With Integrated Ultraleap Hand Tracking

Ultraleap was founded in 2019 when Leap Motion was acquired by Ultrahaptics, and the two companies were rebranded under the new name. Ultraleap’s hand tracking and mid-air haptic technologies allow XR users to engage with the digital world naturally – with their hands, and without touchscreens, keypads, and controllers.

Thanks to the Ultraleap feature, Fectar’s users will now be able to create and share immersive VR experiences that use hands, rather than VR controllers. According to Ultraleap, this makes the interaction more intuitive, positively impacts the training outcomes, reduces the effort of adoption, and makes the experiences more accessible.

Non-Technical People Can Develop Immersive Experiences 

The new addition to the AR and VR content creation platform is a strategic decision for Fectar. The company’s target clients are non-technical content creators. They don’t need to know how to code to create VR apps and tools, including training programs.

This is, in fact, one of the most frequent use cases of the Fectar AR and VR content creation platform. “We want our customers to be able to create world-class VR training experiences,” said Fectar CTO and founder, Rens Lensvelt, in a press release. “By introducing Ultraleap hand tracking to our platform we’re giving them an opportunity to level up their programs by adding an intuitive interaction method.”

VR Programs and Tools – the Future of Collaborative Work and Training

Virtual reality content has expanded beyond the field of games or applications for entertainment. VR is part of education and training, medicine, business, banking, and, actually, any kind of work.

This is why an AR and VR content creation platform for non-technical users, like Fectar, is so successful. Companies worldwide want to create their own training and collaborative VR tools, without hiring developers.

“The combination of Ultraleap and Fectar provides people with the right tools they need to develop the best education or training programs – and makes it easy to do so. We already know that enterprise VR programs improve productivity by 32%,” said Matt Tullis, Ultraleap VP of XR. “By making that experience even more natural with hand tracking, Fectar customers can expect to see their VR training ROI increase even further.” 

AR and VR Content Creation Platform Fectar Integrates Ultraleap Hand Tracking Read More »