Author name: Rejus Almole

studies-show-women-are-less-likely-to-apply-for-jobs-at-male-dominated-startups

Studies show women are less likely to apply for jobs at male-dominated startups

Mark Zuckerberg, Larry Page, Sergey Brin, Jeff Bezos: what these names have in common is they are all founders of some of tech’s most powerful companies. The other key thing they have in common is they’re all men.

While there are many women founders—Melanie Perkins of Canva and Sandy Lerner of Cisco are just two, along with Mira Murati, the CTO of OpenAI, creator of the much-lauded ChatGPT—there is a significant gender disparity in the technology industry.

There are many systemic reasons for this. Globally, women make up over 50% of the population, but own only 1% of the total wealth, and cultivating wealth is even more difficult: a United Nations Economic Commission for Europe (UNECE) study found that women only have access to 3% of bank loans.

WEgate, the European gateway for women’s entrepreneurship, reported in its 2021 WEbarometer report that UNECE’s findings held water. Less than 25% of its respondents rated the environment for accessing finance as good or better, and as a result many of them self-fund or get finance from family sources.

Other studies found that 65% of venture capital firms do not have a single partner who is a woman, and just 12% of decision makers at VC firms are women. Given the male-domainated financing context, it isn’t surprising that in 2022, US startups with all-women teams only got 1.9% out of the $238.3 billion in venture capital allocated, according to PitchBook.

Broken rung

Additional factors that hold women back are access to flexible work and childcare. Then there is the “broken rung,” a workplace phenomenon identified by McKinsey and LeanIn.Org.

It refers to a problem whereby women in entry level positions are promoted to managerial positions at much lower rates than men. For every 100 men promoted to manager, only 86 women are promoted, which causes a disparity that is hard to correct, and results in fewer women in leadership positions.

All that is dismal enough, but a recent study from the University of Amsterdam has discovered that women are much less likely to apply to startups where men are in the majority. Women also made up less than 15% of the workforce in more than one in five startups in the study, showing that underrepresentation is common—and it’s also really detrimental, because when there are less than 15% of women in an organisation, women applicants are almost 30% less likely to apply.

Yuval Engel, the lead author of the research and a professor at the University of Amsterdam, explains how this can become systemic in startups.

Hiring decisions are made by the founders themselves rather than professionals experienced in recruitment and hiring. These founders often gravitate towards recruiting from their personal networks and do not typically invest in any formalised policies or procedures to protect themselves from bias.

The solutions

It’s easy to understand why women might choose to opt out of applying for a job at a small, male-dominated tech startup, and there is no quick fix for this problem, multi-faceted as it is. For women looking for new career opportunities, there are a number of things they can do to assess a company of any size for its gender diversity, both pre-application and at interview stage.

For starters, check its website: while it’s unlikely that all employees will be listed, those holding senior positions should be. Assess the gender split—are there any women there, and if so, what sort of roles do they represent?

Look at the company’s social media, in particular its LinkedIn business page—what employees are listed as working there and what is the mix of men versus women? Another measure, usually best for enterprise-level companies, is to check its ranking on “best workplaces”-type reports.

Establishing a company’s diversity and inclusion (D&I) and environmental, social, and governance (ESG) policies is another key indicator of a workplace that supports diversity.

It means the organisation is thinking strategically and will understand the value of women in its workforce. A McKinsey report found a direct correlation between employee diversity and financial performance with companies in the top 25% for racial and ethnic diversity being 35% more likely to generate higher revenues.

Backing this up is a Boston Consulting Group study which found a significant correlation between the diversity of management teams in overall innovation. Companies reporting above-average diversity on their management teams also reported innovation revenue that was 19% higher than that of companies with below-average leadership diversity.

When it comes to the interview stage, it’s perfectly acceptable to ask questions about a company’s diversity. One of the best ways to do this is to couch your queries around any existing policies—D&I and ESG journeys are not one and done, they are, and should be, ever-evolving.

Ask questions about progress so far, and what the next steps are. If you get blank stares, you’ll know it is not a priority. Ask too, if there are any employee resource groups (ERGs) in place. For example, Microsoft’s Women at Microsoft ERG has a mission to attract, retain, and develop women around the world.

And lastly, know this: if you have the qualifications and the experience, you are entitled to be in this space. In the words of the late Ruth Bader-Ginsberg, former associate justice of the US Supreme Court,

Women belong in all places where decisions are being made. It shouldn’t be that women are the exception.

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how-xr-fan-engagement-brings-fans-closer-to-the-game

How XR Fan Engagement Brings Fans Closer to the Game

Over the years, ARPost has covered the physical nature of XR in athletics and sports a number of times – from how athletes use XR to improve their game, to how gamers can use VR sports to stay fit, to how thrilling and active a good AR team game can be for players and spectators alike. XR is also increasingly being used in another capacity: fan engagement.

Is AR the Future of Fan Engagement?

Athletes are usually sports fans, but are sports fans usually athletes? This article isn’t about how XR can make a sports viewer into a finely-tuned machine, or how a sports viewer can become a star in their own right through things like esports. After all, not all sports fans want to do those sorts of things.

However, it’s probably fair to say that all sports fans want to feel closer to the athletes and teams that they follow. That doesn’t mean getting onto the field, but it might mean getting out of the stands. Sports teams and property managers are increasingly using XR for sports fan engagement to let fans get closer to their passion, if not closer to the action.

In-Arena Opportunities for CBJ Fans

In January, NHL team The Columbus Blue Jackets unveiled “The Fan Zone” in their home Nationwide Arena in partnership with MVP Interactive. Followers of ARPost might remember that MVP Interactive also made appearances in our 2021 article about how and why brand engagement is driving XR development.

“The Blue Jackets are one of the few sports organizations taking the lead to bring fans the latest in cutting-edge technology with first-ever immersive experiences to their arena,” MVP Interactive CEO James Giglio said in a release shared with ARPost. “Our team was honored to work with everyone at CBJ to bring technology forward with multi-generational experiences to their Fan Zone.”

Slapshot Challenge 3 - The Columbus Blue Jackets - fan engagement

The 4,000 square-foot space overlooks the team’s practice area and includes a number of XR experiences, as well as the eSports Lounge for CBJ gaming, the team’s official esports arm. As exciting a development as esports is in the general gaming world, we’re most interested in the XR fan engagement activations.

“With the upgraded space and technology advancement of our new Fan Zone, we hope to provide a world-class experience for fans of all ages,” Blue Jackets Vice President of Marketing Ryan Chenault said in the release.

XR in the Fan Zone

In the “Slapshot Challenge” fan engagement activation, fans choose between three different game modes including “Shots on Goalie” pitting their skills against a virtual goaltender. Using a real stick and a ball, the fan’s movements are tracked by sensors to replicate an on-ice experience in a space reminiscent of the Cave VR system.

Slapshot Challenge - AR fan engagement - The Columbus Blue Jackets

The “Goalie Challenge” flips the scenario, both figuratively and physically. In full goalie gear, the fan now faces the screen where a virtual contender appears to launch physical balls their way. While the goalie in the slapshot challenge is entirely automated, the placement of balls fired off in the goalie challenge can be controlled by a friend via a computer interface.

“The Blue Jackets are dedicated to removing barriers to the game of hockey and investment in this space is a meaningful nod to this mission,” said Chenault. “By providing both stick-in-hand and controller-in-hand activations, we can give fans an opportunity to not only watch the game but experience it first-hand.” 

Slapshot Challenge 2 - The Columbus Blue Jackets - fan engagement

There are less intense fan engagement opportunities as well. A “Pose with a Pro MorphingStation” gives fans an opportunity to take a selfie next to a virtual replica of their favorite Blue Jackets. A similar activation allows fans to pose in a virtual Blue Jackets jersey. All of these activations reward the fans with videos and images optimized for social media.

Pose with a pro - The Columbus Blue Jackets - XR fan engagement

Implementation and Stats

On entering the Fan Zone, fans have the opportunity to check in by scanning a QR code and providing an email address to receive their videos and photographs. According to figures provided to ARPost following the launch of the activation, over 1,200 fans entered the Fan Zone on opening night and 375 provided emails to receive their digital mementos.

Further, the “average dwell time across experiences was 24.55 seconds.” This may not seem like a long time, but it is averaged across all of the fan engagement experiences though the challenges likely engaged fans for significantly longer than the AR photo opportunities.

NIL in AR

The “Pose with a Pro” fan activation presented by the Blue Jackets shows that there is a lot of promise in sports fan engagement with virtual replicas of their favorite athletes. That isn’t just limited to professional sports, however.

College sports are tremendously popular but its athletes were, to some degree, barred from benefiting from that popularity for most of the history of college sports. That’s because college athletes were largely prevented from benefiting from their name, image, and likeness (NIL) by the NCAA – the organization that governs college sports.

However, in 2021, the NCAA began loosening NIL rules, opening up potentially lucrative opportunities for college athletes. AR publishing platform LDP Studio claims to be part of the first “NILAR” (name, image, and likeness in augmented reality) agreement. The signee? The University of Tennessee senior tight end Jacob Warren for the Craven Wings restaurant chain.

“We believe AR Hero will change the way college football fans experience the game by engaging more people with the players they know and love,” LDP Studio VP of business development Jessee Black said in a release shared with ARPost. “It’s a really cool and futuristic new concept for QR code use which increases engagement for businesses and brings fun to the fans.” 

NILAR Jadob Warren - fan engagement

AR Hero, the tool that runs the experience, invites users to trigger fan engagement activation via a QR code. From there, fans can take photos and videos with an AR version of Warren that goes through different poses giving plenty of opportunities to fans.

“With AR Hero, fans can feel like they are part of the action and experience the players they know and love in a whole new way,” said Black. “Businesses have the opportunity to create more engagement with fans through ‘NILAR’ as well.”

The First NILAR Agreement?

It’s easy to be skeptical of whether this fan engagement initiative is really the first NILAR agreement. It is very probably the first NILAR agreement in college sports and it just might be the first of its kind anywhere as LDP Studio claims.

Digital twins of celebrities aren’t brand new. However, the ownership of these twins has long been problematic. The owner of a digital twin is usually the studio that commissioned it, rather than the individual that the twin is created from.

NILAR agreements with athletes as well as other individuals have huge potential to give individuals more control over their own digital twins. That’s a big win for those individuals from an economic standpoint, but it’s also a good idea from an ethical perspective.

Getting Sports Fans Out of Their Seats

With good AR fan engagement, everybody wins. Fans get more interactive ways to engage with their favorite content and athletes. Athletes can have an AR proxy that’s available to fans while they’re busy training, on the field, or at home. Teams get new ways to bring fans deeper into the sports that they love (and, yes, collect some much-cherished user data).

The good news keeps getting better. XR fan engagement activations are becoming simpler to use, more interactive, and are even being created in ways that are more mindful of the humans that lend their digital duplicates to these activations.

How XR Fan Engagement Brings Fans Closer to the Game Read More »

‘street-fighter-vr’-debuts-at-japanese-arcades,-delivering-brawls-with-ryu,-zangief-&-more

‘Street Fighter VR’ Debuts at Japanese Arcades, Delivering Brawls with Ryu, Zangief & More

If you’re in Japan right now, you could be the first to play the new, officially licensed Street Fighter VR arcade experience, which pits you against some of the universe’s most iconic warriors.

Capcom released a trailer this week for the single-player arcade game, called Street Fighter VR Shadaloo Enhancement Plan (ストリートファイターVR シャドルー強化計画). It isn’t just a brand engagement vehicle that’s flavored like Street Fighter; hands-on reports suggest it’s actually a pretty solid basis for what might be an honest-to-goodness VR game one day if Capcom really wanted to put the effort in.

According to a hands-on by GAME Watch (Japanese language), Street Fighter VR recruits you as a junior soldier of the evil secret society ‘Shadaloo’, led by M Bison. Matched up against the warriors of Street Fighter V, you battle up the ranks to become the strongest.

The game, which plays on HTC Vive Pro 2, is said to first offer a basic training mode stage which was ostensibly ported directly from Street Fighter V. Although the number of attacks you can do are limited to punches and fist-focused moves like Hadouken and Shoryuken, the rules of the VR game are the same as the original, GAME Watch reports.

Opponents include Ryu, Zangief and M Bison (known as ‘Vega’ in Japan), although another opponent was seen in Capcom’s official art, including what appears to be the shadowy silhouette of Blanka at the end of the trailer. So maybe more yet to come? As it is, if you don’t win a single match, there are actually eight different endings depending on what you play—sounds like a fair amount of replayability.

“To be honest, before playing it, I thought it was just a VR game with a Street Fighter motif,” Hiroyuki Endo of GAME Watch writes, “but when I actually touched it, there were fighting game elements everywhere, and I was surprised that I was able to enjoy a full-fledged Street Fighter in a VR game from a first-person perspective.”

Street Fighter VR kicked off on February 17th at the Plaza Capcom Store in Hiroshima, Japan, priced at ¥1,200 (~$9 USD) per gameplay session. It’s also set to expand on April 17th to Miraino Aeon Mall in Toyokawa, Japan.

There’s really no indication whether we’ll see a release outside of Japan, although we’ve seen similar projects make it across thanks to sustained popular demand, such as the once Japan-only Mario Kart VR racer—so it doesn’t seem too farfetched if Street Fighter fans are vocal enough.


Note: We’ve corrected the name ‘Shadroo’ to ‘Shadaloo’. Thanks go to our reader ‘IIDX’!

‘Street Fighter VR’ Debuts at Japanese Arcades, Delivering Brawls with Ryu, Zangief & More Read More »

psvr-2-horror-shooter-‘switchback’-shows-off-unique-eye-tracking-uses-in-new-video

PSVR 2 Horror Shooter ‘Switchback’ Shows Off Unique Eye-tracking Uses in New Video

Don’t blink, because PSVR 2’s eye-tracking may get you more than you bargained for in the headset’s upcoming on-rails horror shooter The Dark Pictures: Switchback VR, which aims to toss some extra scares your way when you least suspect it.

PSVR 2 is releasing on February 22nd, and in its 100+ game content lineup is a unique horror game from the makers of Until Dawn: Rush of Blood which tosses you back into another rollercoaster thrill ride that arms you with plenty of guns to fend off what bumps in the night.

Besides bringing high-quality VR to PS5, Sony’s next-gen headset also packs in eye-tracking, which is many games are using for easier UI selection and foveated rendering—useful, but not terribly exciting stuff.

Some developers though, including Supermassive Games, are integrating the feature into their core gameplay loop, which in Switchback’s case allows enemies to move around specifically when your eyes are closed.

In a new gameplay video, Supermassive shows off the feature as it plays out beyond the big ‘DON’T BLINK’ doors, revealing a room full of grotesque mannequins which only move when you blink—and they’re entirely focused on attacking you if they can.

Alejandro Arque Gallardo, Game Director at Supermassive, says there’s also set to be another mannequin type that works with eye-tracking, but cryptically will work in “a completely different way.”

We’ve linked to the timestamp (above) where Arque Gallardo discusses Switchback’s eye-tracking mechanic. The full video also delves into haptics, adaptive triggers, spatial audio, and the multiple areas you can encounter in the game.

The Dark Pictures: Switchback VR is launching on March 16th, priced at $40. You can pre-order the game here. In the meantime, make sure to check out our growing list of all confirmed games coming to PSVR 2.

PSVR 2 Horror Shooter ‘Switchback’ Shows Off Unique Eye-tracking Uses in New Video Read More »

uk-at-risk-of-lagging-behind-eu-and-us-in-clean-energy-investment-race

UK at risk of lagging behind EU and US in clean energy investment race

UK at risk of lagging behind EU and US in clean energy investment race

Ioanna Lykiardopoulou

Story by

Ioanna Lykiardopoulou

Ioanna is a writer at SHIFT. She likes the transition from old to modern, and she’s all about shifting perspectives. Ioanna is a writer at SHIFT. She likes the transition from old to modern, and she’s all about shifting perspectives.

Although the UK has set out ambitious clean energy targets, it risks lagging behind the US and the EU in attracting the required investments, two of the country’s energy trade organisations have warned.

Ahead of the Chancellor’s Spring Budget next month, Energy UK and Renewable UK have published two separate reports, calling on the government to implement measures and rule changes that will enable the UK to attract vital private investment in renewables.

“The renewable energy sector is facing a perfect storm this year.

According to Energy UK’s report, investment in low-carbon electricity generation “has deteriorated significantly” in the past months, owing to soaring inflation, increasing interest rates, supply chain difficulties, policy uncertainty, and “poorly designed” windfall taxes that presently “favor oil and gas extraction.”

The trade organisation estimates that an additional investment of £500 billion would be needed between now and 2050 to meet the UK’s Net Zero goals. But without government action, it expects a £62 billion investment loss by 2030. This would translate to a shortfall of 54GW of potential wind and solar capacity — enough electricity to power every home in the UK.

“The UK is in increasing danger of undermining its own ambitions and failing to deliver on its commitments, “Emma Pinchbeck, Energy UK’s CEO, said. “In many ways, the UK has led the way in the transition to clean energy — witness our world-leading offshore wind industry — but we risk squandering this position and driving the investment that we need elsewhere.”

The fierce global competition for investment, skills, and supply chains was also cited by Renewable UK’s Executive Director of Policy Ana Musat, who highlighted that “the US and the EU are in a race to offer incentives to clean energy investors.”

Both trade organizations are calling for measures such as implementation of more attractive regulations, faster project planning, more sustainable renewable electricity prices, and new fiscal measures policies like reforming the windfall tax and respective tax reliefs.

“We are at a pivotal point right now with other countries actively trying to attract the same companies and investors and it would be unforgivably complacent to think that we don’t need to do the same,” Pinchbeck noted. “This is a once-in-a-generation opportunity and if we don’t seize it now, we will miss out not just on cheaper, cleaner energy but on the huge boost to our economy such investment will bring in terms of growth, jobs and other benefits.”

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how-to-build-a-great-software-engineering-team

How to build a great software engineering team

This article was originally published on .cult by Chameera Dulanga. .cult is a Berlin-based community platform for developers. We write about all things career-related, make original documentaries, and share heaps of other untold developer stories from around the world.

Software development is teamwork and having a good team structure is vital for its success. But, even a tiny misalignment could adversely affect our teams’ output. That’s why we should be extra careful when putting a team together.

In this article, I’ll discuss some important factors you need to consider when building a software engineering team for your company.

Why is team structure important?

When you build a software engineering team, look at various things that affect the productivity and effectiveness of the team.

In modern agile teams, we hardly measure effectiveness by the lines of code produced. Instead, we give more prominence to quality and continuous improvements. And the team should be capable of producing the “desired outcome.”

So we need to address the following questions:

  1. Do we have the right skillset in place?
  • Technical skills
  • Experience
  • Soft skills

2. Do we have the right environment for them to collaborate?

  • Clear roles and responsibilities
  • Communication tools are in place

3. Does the team know their goals?

  • Clear communication top down so that the team knows the expectation
  • Precise requirements that reduce rework

4. Is the team empowered to produce better quality outcomes?

  • Processes in place
  • Leadership providing the proper guidance
  • Correct pay
  • A culture that appreciates and celebrates wins

5. Can the team produce a better outcome than each individual?

  • Team synergy
  • Continuous improvement
  • Self-managing and self-healing teams

We also need to take the budget into account. You should always have an upper limit to find the right balance for an optimum team structure.

But the question is, “How should we decide the perfect team structure?”

Deciding the best team structure

As you can see, there are many factors we need to consider when assembling a team. And some of them you’ll only identify after the team starts performing.

However, finding individuals with a proven track record, especially for the leadership level, is going to help you reduce the risks.

Let’s concentrate on the key factors we have control over when choosing the individuals for a team;

  1. The number of team members

2. Experience level of the engineers

3. Cost of running the team (remuneration and other expenses)

1. Number of team members

We usually decide the number of individuals in a team based on the project estimates and delivery milestones. One thing you shouldn’t do is run the project with less developers than required, even if they’re very talented. You’ll run the risk of sacrificing quality and cause more problems in the long run.

However, things get complicated when you need to decide the structure of the team. Since not all individuals play the same role, we have to start thinking about the team’s composition by identifying different roles.

  • Who is leading the team and managing the project?
  • Do we need to break into sub-teams? (which might mean more leaders…)
  • Who is taking ownership of the architecture?
  • What are the other roles required, e.g., Quality Assurance, UI/UX, Project Management, Business Analyst?

2. Experience level

The experience level of the engineers directly affects the quality and productivity. But that doesn’t mean we need a team full of highly experienced people. Remember, we talked about team synergy.

We have to think about the different experience levels available in the team. Since people work together, they can learn from each other and produce the desired outcome.

Why experience levels affect quality and productivity

Quality cannot be built over a day or two. It comes with experience.

For example, suppose you’re starting a new Java project and looking for a developer. If you use developers who are new to the technology, they’ll need time to learn — meaning the project will be slower.

Also, they won’t have the necessary experience on best practices, resulting in higher rework effort. So in this case go with a developer who’s skilled with Java. Easy!

However, if you need more than one developer to work on a project you can re-consider different experience levels. You can have the experienced developer(s) guide the team towards the goal without your productivity suffering. It also means, from a hiring perspective, you can consider a wider pool of developers who can join your team.

Having a team full of experienced people becomes challenging

First of all, it affects your budget, more experienced developers are obviously going to demand higher pay!

On top of that, they’ll expect better opportunities like playing leadership roles, and that’s not always going to be available. All this experience can create a bottleneck if the teams’ goals and ambitions aren’t aligned.

Having a balance between junior and senior members is going to be better and also increases developer retention because expectations and growth can be better managed.

3. Cost of running the team

Software engineering teams are significantly different from teams in other professions. They can work from remote locations, have flexible working hours, and sharpen their knowledge with continuous learning.

So, if we can utilize these factors, we can look at optimizing the costs involved.

Experience comes with a cost

As we discussed earlier, finding experienced individuals on a particular technology or domain comes with a cost. And since it’s not a binary decision to have all experienced or none, we can balance the experience levels also considering the cost structure.

Multiple workplaces

This is also another dimension to think about when managing the costs of software development teams.

However, having multiple workplaces can either increase or reduce the cost of your project.

If you have more than one workplace, you’ll have to pay bills, maintenance for each workplace, and without a doubt, it will increase the utility costs.

But, on the bright side, we can look for locations to attract more talent or have tax benefits. Besides, if you can arrange a workplace in a country where the living expenses are low, you can effectively reduce the costs.

Remote workers and outsourcing

So, if you look at the other options available, you can outsource your work either to a remote worker or a company where the costs are low.

However, there are few other challenges you should address when making your distributed team effective.

  1. Increase the overlap

If your team is working in different time zones, it’s good to have reasonable overlap whenever possible. This could be achieved by either shifting working hours or having designated time for collaboration.

2. Balancing expertise and dividing the work

Also, it’s necessary to balance the experience of individuals and partition the work, reducing the dependencies across time zones.

3. Streamlined processors

A proper set of processors is needed when working with remote teams or outsourcing (e.g., agile processors such as Scrum, Kanban). It will help to align all the team members towards the end goal.

As you can see, there are various ways of reducing the costs by maximizing the outcome.

Summary

This article has discussed several factors you need to consider when deciding the team structure for effective software engineering teams.

Some of these decisions you’ll need to make upfront, so you won’t know what needs to be adjusted until the team gets rolling. After some time, it’ll be easier to identify where changes need to be made, whether it’s costs or collaboration.

How to build a great software engineering team Read More »

digital-fashion-week-new-york:-reimagining-the-future-of-phygital-fashion

Digital Fashion Week New York: Reimagining the Future of Phygital Fashion

The 2023 Digital Fashion Week New York was a three-day event that was a hub for phygital fashion experiences. Merging the physical and digital fashion worlds, the Web3 event provided audiences with immersive phygital fashion experiences, as well as informative discussions, and networking opportunities, and acted as a digital venue for independent designers around the world to showcase their designs.

In a press release shared with ARPost, the Digital Fashion Week NY team expected to see a variety of attendees, including industry specialists, tech CEOs, fashion industry executives, investors, designers, and artists, among other guests.

Phygital Fashion Took the Center Stage

The three-day event kicked off on Thursday, February 9, with a Networking and Speaker Summit, which featured global panel discussions on the role of AI in transforming design protocols. On Friday, February 10, the event hosted the opening of the Metaverse Fashion Experience where attendees could explore virtual worlds through digital avatars. These digital avatars donned custom special drops from digital fashion week design winners.

Aside from the opening of the Metaverse Exhibition, there were also global panel discussions. Some of the members of the panel and speakers during the panel discussions included ZERO10’s Chief Product Officer Maxim Raykhrud, Exclusible’s Chief Commercial Officer Olivier Moingeon, and Sensorium’s Deputy CEO Sasha Tityanko.

During the last day of the Digital Fashion Week NY, Saturday, February 11, attendees could experience an array of immersive digital experiences, which combined physical and digital assets. These phygital fashion experiences included holograms, virtual showrooms, and animation screenings from some of the world’s leading artists and fashion designers who work within the Web3 space.

ZERO10 at the 2023 Digital Fashion Week NY

The AR fashion platform ZERO10 also showcased activations, alongside LODE. Through these phygital fashion experiences, attendees were able to learn more about how modern technology could play a role in transforming digital fashion and how this, in turn, could give them a new channel for self-expression.

Aside from activations, ZERO10 also showcased a recreation of five designs from independent phygital fashion designers, in particular, pieces from Private Policy’s Fall/Winter ‘23 collection, transforming them into augmented reality.

ZERO10 designs on Digital Fashion Week NYC 2023

Private Policy, a New York-based inclusive fashion brand, debuted its F/W ‘23 collection, entitled “We Are All Animals” and is a celebration of the interconnectedness of all the earth’s living beings. Pieces from the collection featured graphic designs of endangered and critically endangered species, such as the Amur Leopard and the Yangtze Finless Porpoise.

The collection combines utilitarian features, such as harnesses and tactile pockets, with sustainable materials. For instance, components like slanted checker pieces are made using reclaimed or unwanted denim garments, while statement outerwear designs are crafted using recycled poly faux fur.

Aside from promoting sustainability through the collection’s materials, Private Policy’s newest collection also distills the beauty and vigor of nature, combining it with elements that give it an urban edge.

Of the five designs, two had physical representations that were showcased at the show in New York City on February 11. These physical representations will also be made available for viewing in London on February 18. The Digital Fashion Week London runs from Friday, February 17 to Saturday, February 18.

ZERO10 on Digital Fashion Week 2023 NYC - The Marine Explorer #manipulator

As for the other three designs, they will remain digital and will be made available for NYFW 2023 guests to try on. Furthermore, Private Policy’s collaboration with ZERO10 will enable fans to virtually try on pieces from the collection via the ZERO10 app.

Through ZERO10’s integration, attendees and fashion enthusiasts have a new way of interacting and learning more about immersive phygital fashion through augmented reality.

Aside from ZERO10 and LODE, some of the other artists, designers, and brands that were present during the Digital Fashion Week NY included Anastasia Sladkova, Clo B, DOPE GLOBAL, Maya ES, MOS Brand, Schieva x Tokyo White, Tony Murray, and Zoha Khan. S

Digital Fashion Week - phygital fashion - Design by Maya ES
Fashion by Maya ES

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vr’s-favorite-mini-golf-game-is-coming-to-psvr-2-soon

VR’s Favorite Mini-Golf Game is Coming to PSVR 2 Soon

Indie VR studio Mighty Coconut announced its smash success VR mini-golfing game Walkabout Mini Golf is making its way to PSVR 2.

Arguably one of VR’s most favorite social gaming experiences, Walkabout Mini Golf is said to arrive on PSVR 2 “soon”, which is set to include cross-play with all supported versions of the game; this includes versions available through Steam, Meta Quest Store, Viveport, and Pico’s European-facing digital store.

Ranking consistently as one of the most highly-rated games on the Quest StoreWalkabout Mini Golf supports both single-player and up to four-player multiplayer, offering up a wide selection of mini-golfing courses.

We don’t know precisely when the hit mini-golfing game is coming to PSVR 2, although Mighty Coconut says it’s set to bring all of the main content at launch, including eight easy and eight hard mode courses, and paid access to all DLC courses and bundles.

We’ll be keeping our eyes out for a more precise launch date in the coming weeks, as Sony’s next-gen VR headset is launching on February 22nd. PlayStation VR 2’s so-called “launch window” content extends into March, so we’ll be keeping our fingers crossed that we’ll see it on PSVR 2 sooner rather than later.

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EU gets closer to blockbuster investment into domestic semiconductor chip production

EU gets closer to blockbuster investment into domestic semiconductor chip production

Ioanna Lykiardopoulou

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Ioanna Lykiardopoulou

Ioanna is a writer at SHIFT. She likes the transition from old to modern, and she’s all about shifting perspectives. Ioanna is a writer at SHIFT. She likes the transition from old to modern, and she’s all about shifting perspectives.

According to EU data, numerous vital tech sectors in the bloc have been suffering from supply shortages in semiconductor chips, mainly as a result of the European dependency on imports from a limited number of companies and countries. To address this issue, the union aims to boost its domestic industry by implementing new legislation.

On Wednesday, the European Parliament adopted its position on two proposed draft bills: the Chips Act and the Chips Joint Undertaking.

On the Chips Act, MEPs endorsed the text put forward by the Industry Committee and expressed their support of its three main measures:

  1. Reinforcing technological capacity and innovation and attracting talent.
  2. Encouraging investment and increasing production capacity.
  3. Implementing a crisis response mechanism, enabling the Commission to monitor semiconductor supply, assess risks, and anticipate shortages.

Commenting on the Chips Act, rapporteur Dan Nica said that it should establish Europe as a “key player” in the global semiconductor market. “Not only does the budget need to be commensurate with the challenges and funded through fresh money, but the EU should lead in research and innovation, have a business-friendly environment, a fast permitting process and invest in a skilled workforce for the semiconductor sector,” he added.

On a separate vote, MEPs also backed the Chips Joint Undertaking proposal, which implements the measures put forward under the Chips for Europe initiative, and complements the Digital Europe and Horizon Europe programmes. Its aim is to increase investment in research, development, and innovation infrastructure in order to bolster large-scale capacity building.

“Microchips are integral to the EU’s digital and green transitions as well as our geopolitical agenda,” rapporteur on the Chips Joint Undertaking Eva Maydell said. “We are calling for fresh funding that reflects the strategic importance of Europe’s chips sector. Europe’s partners and competitors are also investing heavily in their semiconductor facilities, skills, and innovation.”

The European Parliament is now ready to begin talks with the Council on both bills. If negotiations are successful, the Chips Act could be a game changer for Europe. Earmarked at €43 billion and aiming to account for 20% of the world’s supply by 2030, the act could help the EU reinforce its competitiveness and sovereignty in the sector.

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PSVR 2 Review – Sony Takes Several Steps Forward for Consumer VR

More than six years after its VR debut, Sony is ready to bring next-gen VR to PS5 with PSVR 2. Does PlayStation VR 2 make a substantial improvement over its predecessor? And how does it stack up to other VR headsets on the market? Read on to find out.

With PSVR 2, Sony is not just improving on the prior headset, it’s also raising some bars for consumer headsets overall as the first device in its class to bring eye-tracking, HDR, and new haptic capabilities to the market. Let’s start out with a look at PSVR 2’s specs and how they compare to the original PSVR:

PSVR 2 vs. PSVR Specs

PSVR 2 PSVR
Resolution 2,000 x 2,040 (4.1MP) per-eye, OLED, HDR 960 x 1,080 (1.0MP) per-eye, RGB OLED
Refresh Rate 90Hz, 120Hz 90Hz, 120Hz
Lenses Fresnel Single element non-Fresnel
Field-of-view (claimed) 110° (diagonal presumed) 100° (diagonal presumed)
Optical Adjustments IPD, eye-relief Eye-relief
Connectors USB-C (no breakout box) USB, HDMI (breakout box)
Cable Length 4.5m 4.4m
Tracking Inside-out (no external beacons) Outside-in (external camera)
On-board cameras 4x IR (external), 2x IR (internal) None
Pass-through View Yes No
Input PSVR 2 Sense controllers (rechargable), DualShock 5 (rechargable) eye-tracking DualShock 4 (rechargeable), PS Move (rechargeable), PS Aim (rechargeable), voice
Audio 3.5mm aux output 3.5mm aux output
Microphone Yes Yes
Haptics Controllers, headset Controllers
Weight 560g 600g
Release Date February 22nd, 2023 October 13th, 2016
Console Compatibility PS5 PS4, PS4 Pro, PS5 (with adapter, only PS4 compatible VR games)

PSVR 2 Review

One of the most important parts of a VR headset is how things look when you peer through the lenses, so that’s where we’re going to start.

Clarity

Photo by Road to VR

How good things look inside of a VR headset depends on much more than just resolution, so we like to boil things down to the point of talking about ‘clarity’, ie: how clear does the virtual world look inside the headset.

PSVR 2 gets a big jump in clarity over its predecessor thanks first and foremost to a big leap in resolution (from 1.0MP per-eye to 4.1MP per-eye). From a resolution standpoint, that puts PSVR 2 on par with other headsets on the market like Quest 2.

While the image through PSVR 2’s lenses certainly looks much better than the original PSVR, it’s hampered a bit by two notable issues: sweet spot and motion blur.

PSVR 2’s Fresnel lenses actually have fairly good edge-to-edge clarity, but only if you can get your eyes in the headset’s rather small eye-box (AKA sweet spot). Unfortunately not everyone will be able to get their eyes into the ideal position because the sweet spot seems to be designed at a distance that makes it so you’d have to cram the headset uncomfortably against your face in order to keep the lenses in the perfect spot. Thanks to an eye-relief adjustment it’s easy to move the lenses far enough away that they aren’t crushing your nose, but for every little bit that you do you give up some sharpness on the edges and some field-of-view.

The small eye-box also means that if you don’t dial the headsets ergonomic adjustments in just right you’ll see things like chromatic aberration and more blur around the edges than you would otherwise.

Thankfully Sony has included a guided calibration step (which makes use of the headset’s eye-tracking) and helps users find that ideal spot by guiding them toward the correct IPD and lens alignment. This definitely helps reduce the issue of having a small sweet spot, and I find myself running calibration every few times that I pick up the headset just to be sure things haven’t jostled out of place. Luckily Sony has made it easy to run the calibration step at any point—even in the middle of a game.

I also mentioned motion blur as something that’s holding back the clarity on PSVR 2. I still don’t know exactly why I’m seeing a fair bit of motion blur on PSVR 2—whether its persistence blur, ghosting, reprojection, or something else—but it somwhat reduces the sharpness of the image whenever your head is in motion (which in VR is most of the time). It’s a shame because you can see just how sharp everything is when you head is still, and then as soon as you go to look at something else, the world around you becomes a bit more blurry.

And unfortunately PSVR 2’s Fresnel lenses aren’t an exception to the rule: its still easy to spot god rays and some glare in high contrast scenes.

Displays & HDR

Photo by Road to VR

Sweet spot issues aside, PSVR 2 is packing a pair of impressive OLED displays that make colors feel more rich and saturated while allowing dark parts of the scene to get truly dark instead of just dark grey.

This makes a big difference when it comes to content like Horizon Call of the Mountain which aims to immerse players in a world full of lush scenery.

While it’s great to have OLED black levels on a modern headset, PSVR 2’s displays do suffer from more mura than seen on its contemporaries, which manifests as a bit of speckling on the screen that’s more visible when seen against certain colors.

But that’s the price you pay for those deep blacks and purported ‘HDR’ capabilities, though I’ve yet to hear Sony confirm key parts of that capability, like peak brightness.

In my experience with the headset I can’t say I’ve felt like its showing significantly more peak brightness than other headsets, but it feels like the HDR is paying off more in the mid and lower tones.

Field-of-view

Photo by Road to VR

Similar to the small sweet spot, PSVR 2’s field-of-view is technically quite large—at times feeling like it meets even Valve’s Index—but that’s only if you can push the lenses exceptionally (and for me, uncomfortably) close to your eyes; so close that the lenses are putting a lot of pressure on your nose. Between where it’s actually comfortable for me to have the lenses sit and where I would get the maximum field-of-view, it feels like I’m leaving a non-trivial amount of FoV on the table. That said, even the comfortable position leaves me with a fairly sizable field-of-view that exceeds something like Quest 2.

IPD & Eye-tracking

Photo by Road to VR

PSVR 2 is the first consumer VR headset to ship with eye-tracking. While this has the potential to be very useful across a range of applications, I’ve yet to see any game that’s putting it to seriously good use. So far the closest any game has come is Horizon Call of the Mountain which uses eye-tracking to improve the accuracy of the game’s subtle auto-aim.

For its part, Sony is making use of the eye-tracking to help users set their correct IPD (which is very useful, especially considering the headset’s small sweet spot), and even adjust the tilt of the headset on the user’s head.

While I appreciate that smart touch, I wish the calibration step would actually provide a number to accompany the IPD setting; that way you could simply remember your number and dial it in every time. Instead, the guided calibration just shows a visual indicator of how close your eyes are to the center of the lenses. It works well, but without a number to go by you need to dial things in visually every time.

Continue on Page 2: Audio, Tracking & Controllers, Haptics »

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Sports Training App ‘REZZIL PLAYER’ Coming to PSVR 2 Soon

Indie VR studio REZZIL today announced it’s bringing REZZIL PLAYER, the VR sports training game, to PSVR 2 soon.

Initially launched on Quest in 2021 and later brought to SteamVR headsets in 2022, Rezzil Player offers up a growing collection of sports training games that aim to improve performance and reaction times across sports like football, soccer, and basketball. The immersive training game now boasts over 160 levels and 40 items of sports kit for avatars.

The studio announced Rezzil Player is officially coming to PSVR 2 during its launch window, which PlayStation says extends into March.

The studio says the PSVR 2 version is slated to use the next-gen headset’s advanced features, including haptic feedback to feel the impact of a ball on their head, and eye-tracking for foveated rendering.

“We are thrilled to announce the release of REZZIL PLAYER on PlayStation VR 2,” said Gareth Thatcher, Director at Rezzil. “Combining our virtual and physical sports training games with the power of PlayStation 5 is something we are proud of and excited to bring to a new audience.”

Rezzil Player is set to launch on PSVR 2 for $10 “within the official launch window,” the studio says, which PlayStation has defined as starting at the headset’s launch on February 22nd leading into March.

We’ll keep our eyes peeled for a more precise launch date and PlayStation Store links in the coming weeks.

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PSVR 2 Team Shooter ‘Firewall Ultra’ Confirmed for 2023 Release

Firewall Ultra, the team shooter exclusive to PSVR 2, doesn’t have a release date yet, however developers First Contact Entertainment confirmed with Road to VR it’s indeed releasing sometime this year. In the meantime, the studio has revealed a new character to its lineup of Contractors.

Firewall Ultra is the upcoming sequel to the well-recieved squad-based shooter Firewall Zero Hour, which launched on the original PSVR in 2018. While we were hoping to hear news of the sequel’s actual release date, it appears we’ll have to wait a little longer, as the studio announced it’s confirmed for 2023 release.

We didn’t know when it was going to launch when it was initially announced back in September. At the time we speculated it may even be a launch day title, but now given the indefinite ‘2023’ launch window, it seems we’ll be left waiting.

PSVR 2 is set to launch on February 22nd, and to keep the hype for what could become the platform’s most prominent team shooter, the studio also revealed a new character to the lineup. Here’s what First Contact says about the new character, Havoc:

Havoc joins the fray in Firewall Ultra as a brand-new Contractor. With a background as a decorated former elite military operative, he is well-trained, well-conditioned, and well-equipped to get the job done—despite his cocky attitude. He was kicked out of the program after a big disagreement with a superior and is now looking to make a name for himself in the world of private contracting.

In Firewall Ultra, his Conditioned skill increases his resistance to bullet damage and deploys a mine once he’s eliminated from battle.

In the meantime, you can wishlist the PSVR 2 exclusive game here.

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