Author name: Rejus Almole

preview:-‘the-light-brigade’-is-a-promising-roguelike-packing-realistic-ww2-guns-&-plenty-of-magic

Preview: ‘The Light Brigade’ is a Promising Roguelike Packing Realistic WW2 Guns & Plenty of Magic

Slated to arrive on all major VR headsets later this month, The Light Brigade is well positioned to make a name among the top VR roguelikes, as it follows most visibly in the footsteps of bowshooter In Death (2018) in all the right ways. In our hands-on, we got to see just how Light Brigade is setting itself apart though with a strong focus on an array of realistic WWII-era weapons and magical upgrades galore.

Coming February 22nd, The Light Brigade is the latest VR title from Funktronic Labs, the team behind Fujii (2019) and Cosmic Trip (2017). With a few hours of Quest 2 gameplay under my belt, I can say that The Light Brigade is certainly something to watch out for when it lands on PSVR 2, PSVR, Quest 2, and SteamVR headsets in the next two weeks.

Although The Light Brigade isn’t related to the award-winning roguelike bowshooter—In Death was developed by Sólfar Studios and Superbright—there are more than a few comparisons here to make. The Light Brigade similarly features a high degree of visual polish, well-realized enemy classes, and a fun array of weapons that make you really second guess stepping out from behind cover.

It’s also culty as all hell, as you battle it out as an acolyte warrior of light on a quest to pry the world from the grasps of the (totally not Nazi-inspired) Obsidian Forces.

What the hell does that all mean? I can’t say just yet, but it all ends up feeling like a cool mix of World War-inspired trench warfare mixed in with a heaping dose of medieval-style religious quackery and magic.

The Light Brigade tosses a smorgasbord of realistic weapons your way, all of which require a deft hand at manually reloading in the middle of a firefight. You’ll get your hands on rifles and pistols, all of which are upgradeable. Besides the Mauser C96 (aka ‘Broomhandle Mauser’), most everything is what you’d consider WWII standard stuff, including Gewehr 43, Sturmgewehr 44, Colt 1911, M3 submachine gun (aka ‘grease gun’), and Nambu Pistol Model 14. Guns have a virtual weight to them too, so you won’t be waggling around a 10-pound rifle or running too fast either when you’re supporting the gun with your non-dominant hand.

Each gun has three upgradeable power levels, which also let you tack on things like red dot scopes and powerful trinkets that allow you to charge and execute special shots. There are also so mini potato masher-style grenades, health kits, and interesting tools like deployable decoys which draw enemy fire away from you.

You’ll have to grind it out to level up each gun, which usually means sticking with the corresponding class long enough to generate points to sink into upgrades. The game’s actual difficulty seems to scale relative to your weapon’s current upgrade level, giving you more and different baddies to encounter as you head back in after your inevitable death—although that’s a bit of speculation on my side. There are two user-selectable difficulty levels though should things get too tough, ‘Arcade’ and ‘Realistic’.

Levels start out fairly small in size, although all of them encourage exploration thanks to the important items that can be found around every corner, such as the game’s tarot card upgrades that you’ll find in glittering chests. These buffs stay in effect for your entire run, and are automatically applied when you choose one of the three presented to you from each chest.

Image courtesy Funktronic Labs

My typical level run goes more or less like this: kill every enemy in the level, comb the entire level again for lootable chests and other goodies, and then summarily step into a trap, like the sort of couter-weighted log traps Arnold Schwarzenegger tangoed with in the original Predator (1987), or even a simple bear trap.

Once I’ve dusted off my stupidity, it’s time to head to the level gate, which requires you to bring your hands together in prayer to activate—a really cool and immersive touch. There are level bosses, although I only ever made it to the first, which I won’t spoil for your here.

Image courtesy Funktronic Labs

Meanwhile, I’ll be playing a lot more of The Light Brigade’s and reserving my thoughts on game mechanics and immersion for the full review later this month. Still, it’s safe to say I really enjoyed the entire vibe.

One thing to note is that Funktronic Labs included a good number of comfort modes, including smooth turn, variable snap-turn, smooth locomotion, and teleportation. Currently, the game’s inventory system includes a hip-mounted holster, which can be difficult to access whilst seated, making standing gameplay recommended at the time of this writing. We’ll have more info in our deep dive review when the game launches on February 22nd.

In the meantime, you can wishlist the game on Steam (PC VR), pre-order on PSVR 2 and PSVR, and pre-order on Quest 2—priced at $25. Also, in case you missed out on the announce trailer, take a gander below:

Preview: ‘The Light Brigade’ is a Promising Roguelike Packing Realistic WW2 Guns & Plenty of Magic Read More »

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We asked Hardt Hyperloop which modes of transport are over- or underrated

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.

Magnetic floating pods traveling through a series of tubes sounds like a scene from sci-fi movies, right? But what if they could become a new mode of mass transport? Yes, we’re talking about the hyperloop.

One of the companies working on the tech is Hardt Hyperloop. Since 2020, the Netherlands-based startup has developed numerous prototypes and test benches. It’s also part of the European Hyperloop Center and has received €15 million in funding from the EU Commission.

The company is developing hyperloop tech for passengers and cargo, enabling travel through a network of low-pressure tubes using magnetic levitation. The pods are expected to reach a 700km/h cruising speed and a 1,000km/h top speed, drastically reducing travel time. And sustainability-wise, the system doesn’t produce direct emissions and can be powered by green electricity.

We caught up with Mars Geuze — Hardt Hyperloops’ Chief Commercial Officer — at TNW 2022 and asked him what’s hyperloop’s advantage and which modes of transport are over- or underrated. The result was a fast-paced, fun video, which you can find embedded at the top of this article, or watch right here.

Geuze argues that hyperloop is still underrated, even though it can travel with 10 times less energy than aviation, or road transport. But optimistically, “in the latest survey, there was about 35% acceptance rating, scoring higher than autonomous cars,” he told us.

Trains and buses are underrated for Geuze as well. Trains, in particular, can aptly connect cities and provide high capacity with a lower carbon footprint compared to cars, he explained.

In contrast, Geuze finds passenger cars an overrated means of transport. “They’re the biggest contributor to your energy footprint and we need to shift away from them,” he noted.

But what does he think of golf carts… or pogo sticks? Click here to get his answers and watch the full interview.

We asked Hardt Hyperloop which modes of transport are over- or underrated Read More »

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PINKO Experience Powered by Emperia Amid Funding Announcement

Virtual store builder Emperia recently announced a new funding round, as well as hints at how that funding round will impact their roadmap going forward. In the meantime, PINKO is joining the list of retailers showing us what Emperia is already capable of.

PINKO’s Virtual Store From Emperia

Emperia isn’t a Harry Potter spell, it’s a tech company that “marries the reach and accessibility of e-commerce with the impact of physical customer service shopping experience.” ARPost first met Emperia about a year ago when the company launched “Artemis”, its software-as-a-service solution for virtual storefronts.

“With the realization that clients will be using these spaces in the long term, and the need to constantly change/update the virtual store the same way they would change their physical space, Emperia created a platform that enables full customization of product displays as well as decor, allowing brands full creative control,” Emperia co-founder and CEO Olga Dogadkina said last year.

Emperia PINKO virtual store

PINKO, the other name in our story, might be less familiar to ARPost readers. The Italian womens fashion brand is using Emperia to open its first virtual storefront and explore virtual sale items. The opening of their first virtual store coincides with the opening of a new brick-and-mortar boutique location in Milan, according to a release shared with ARPost.

“Opening in such a prestigious and internationally established location, we decided as a mission statement to give global resonance to our new and unique store,” said PINKO CEO and founder Pietro Negra. “The virtual shop is the most innovative environment that can guarantee us the possibility of expanding our vision of engagement for our consumers everywhere.”

A Look at the Virtual Store

To be clear, PINKO isn’t a stranger to e-commerce generally. The company’s online purchasing infrastructure is already robust. However, there’s a big difference between experiencing the PINKO shopping experience online and the PINKO shopping experience in one of their stores. Their virtual store from Emperia is partially intended to help bridge that gap.

PINKO virtual store Emperia - handbags

Further, PINKO’s one-room virtual storefront in the clouds isn’t only for physical goods. Interactive 3D models of PINKO’s recognizable handbags help users understand the physical bags that they can purchase through the experience. Some of the 3D models also represent “Meta Love Bags” – an exclusive line of NFTs.

PINKO x Experia virtual store handbags

“Our 3D technology ensures a high merchandise-viewing quality, which complements its real-life twin product, to the smallest detail, allowing PINKO to present and directly-sell its exclusive capsule collection in a way that simulates a realistic shopping experience,” Dogadkina said in the release.

$10M Can Do a Lot for a Good Roadmap

Of course, there’s also big news for Emperia. The company recently announced a $10M series A funding round led by Base10 but including a number of other funders including the Sony Innovation Fund.

“I’m confident that the pool of participating investors in this round, from both the U.S and Europe, will make for a great network of advisors as Emperia continues its global expansion, pioneering e-commerce’s next generation,” said Dogadkina “I’m looking forward to delivering an even more impactful experience for our brand partners.”

The release also included some insights into what the company plans to do with the funding round. Goals include growing the team, improving Artemis, developing its customer data suite, and increasing the platform’s market presence. The release also expresses the intent to work with more partners in the space, which is always exciting for the product and the general field.

Speaking of the general field, the comments provided by investors help to speak to Emperia’s exact position within the emerging technology ecosystem. Base10 partner Luci Fonseca described Emperia as a “Web 2.5” solution.

“It is a device-agnostic bridge for brands to engage with a new generation of consumers while driving real commerce,” Fonseca said in the release. “Emperia is pioneering the development of virtual store creation and maintenance, and we’re excited to be partnering with a team that is truly building for the future of e-commerce.”

InfiniteWorld CEO Brad Allen used “Web 2.5” to describe his company “building a bridge to Web3” in an October interview with ARPost. The term is gaining traction in the industry to describe experiences that utilize and explore emerging trends like immersive tech or blockchain without relying on them completely as a business model.

More Coming Soon

It’s naturally exciting to see a company in the space clear funding rounds, particularly with prodigious investors like those backing Emperia. It’s even more exciting to see the sorts of plans that the company has for that money. Checking in with companies like PINKO to see how these movements are affecting their business models also sounds like a promising discussion.

PINKO Experience Powered by Emperia Amid Funding Announcement Read More »

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‘Squid Game’ Multiplayer VR Experience Coming to Sandbox Locations This Year

Sandbox VR, the location-based VR destination, announced a new partnership with Netflix to create a virtual reality experience based on South Korean hit show Squid Game.

Netflix’s most watched show of all time will soon have its own location-based VR experience, which will let fans take on the role of Squid Game contestant.

Set to roll out to Sandbox locations in late 2023, the location-based VR game promises “pulse-pounding challenges” where users compete against each other to be the last one standing. What’s more, game sessions include personalized highlight videos capturing in-game reactions for post-game review.

There’s no trailer for the Squid Game VR game, although the company’s hype video should give you a good idea of what to expect:

Sandbox’s locations feature motion-tracking technology, which captures the movements of a player’s body and props, such as guns. Its haptic system also provides players with added realism to go along with the large room-scale VR experience.

The company currently features six proprietary experiences based on both exclusively licensed IP (Star Trek: Discovery), as well as in-house experiences. All Sandbox VR experiences are developed by an in-house gaming studio, which tailors the company’s social experiences for groups of up to six users at a time.

The Squid Game licensing deal is likely the direct result of its $37 million Series B funding round from November 2021. The company has made a strong rebound from the stagnation caused by the COVID-19 pandemic, seeing the company’s eventual reemergence from Chapter 11 bankruptcy following debt restructure.

Sandbox now operates 30 VR locations, spanning major cities in North America, Europe, and Asia. The company says it’s launched a dozen such locations over the past twelve months, making for one of its largest growths spurts.

‘Squid Game’ Multiplayer VR Experience Coming to Sandbox Locations This Year Read More »

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Meta Affirms Plans for Quest 3 Launch This Year, Despite Layoffs and Focus on “Efficiency”

Despite major layoffs from Meta, the company has affirmed that its next-gen consumer headset, Quest 3, is planned for release this year. While it will adopt some of the features from Quest Pro, not all will make the leap.

In November last year, Meta announced plans to reduce its workforce by 13%—a whopping 11,000 cut jobs. And though CEO Mark Zuckerberg said recently in the company’s latest earnings call that 2023 would be focused on streamlining the company, Meta continues to prioritize its VR headset lineup and plans to launch Quest 3 sometime this year.

Meta’s XR division, Reality Labs, is burning more money than ever in its pursuit of beating tech-sector rivals Apple, Google, et all to the metaverse and XR. And even though the company is slashing some XR projects, it’s still full-steam ahead with its consumer headset, says Zuckerberg.

“Later this year, we’re going to launch our next generation consumer headset, which will feature Meta Reality, [like Quest Pro], and I expect that this is going to establish this technology as the baseline for all headsets going forward, and eventually of course for AR glasses as well,” Zuckerberg told investors.

“Meta Reality,” as the company calls it, is Meta’s color passthrough AR solution which was first included with Quest Pron—meaning Quest 3 will include similar color passthrough AR capabilities.

While Quest 3 is likely to adopt the passthrough AR system of Quest Pro, it sounds like it won’t get the eye and face-tracking features of that headset. Meta CTO Andrew “Boz” Bosworth said as much during a Q&A session on Instagram last week.

Replying to a question about when face-tracking would come to consumer-priced headsets, Boz noted, “it’s gonna be a little while… it’s gonna be years. The reason is simple: all those extra cameras and the compute power required to actually do the face-geometry and recognition has a lot of tradeoffs with it, and one of the main tradeoffs is cost.”

This lines up with leaks from last year that also pointed to a Quest 3 with color passthrough AR and no face-tracking; however the lauded ‘pancake’ lenses from Quest Pro may flip to the consumer side.

While the Quest headset line continues, not all of Meta’s hardware projects have been spared the axe. Last year Meta discontinued its Portal video-calling smart speakers, and reportedly cancelled two unreleased smartwatch projects, according to The Verge. That Meta is charging ahead with more headsets shows the company’s priorities remain focused on immersive devices.

Along with those cancellations, Zuckerberg during the earnings call told investors that he was marking 2023 as the “year of efficiency”; an effort to streamline the hulking company to be more nimble and get more done.

“We closed last year with some difficult layoffs and restructuring some teams. When we did this, I said clearly that this was the beginning of our focus on efficiency and not the end. Since then, we’ve taken some additional steps like working with our infrastructure team on how to deliver our roadmap while spending less on capex. Next, we’re working on flattening our org structure and removing some layers of middle management to make decisions faster, as well as deploying AI tools to help our engineers be more productive. As part of this, we’re going to be more proactive about cutting projects that aren’t performing or may no longer be as crucial, but my main focus is on increasing the efficiency of how we execute our top priorities.”

Meta Affirms Plans for Quest 3 Launch This Year, Despite Layoffs and Focus on “Efficiency” Read More »

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Samsung Partners with Google & Qualcomm to Release Android-powered XR Device

Samsung’s 2023 Unpacked event was all about the company’s Galaxy S23 hardware, although at the end of its hour-long presentation the South Korean tech giant announced it was working with Qualcomm and Google to develop an XR device.

TM Roh, Samsung’s president and head of mobile experiences, didn’t reveal any more than what was said on stage, namely the existence of the partnership itself, however speaking to The Washington Post he announced the companies are “getting there,” and that the XR device was “not too far away.”

It’s not clear what sort of device it will be, since ‘XR’ essentially covers the entire gamut of immersive headsets, including augmented reality (e.g. HoloLens), virtual reality (e.g. Meta Quest 2), and mixed reality (e.g. Meta Quest Pro). Our best bet though is on a standalone MR headset, which uses passthrough cameras to layer computer-generated visuals on top of the user’s physical space, essentially replicating the experience you might have on a see-through AR display, albeit on a VR device.

MR headsets include Meta Quest Pro, HTC Vive XR Elite, and Apple’s rumored headset which is reportedly set to arrive sometime early this year at around $3,000.

Meta Quest Pro | Image courtesy Meta

As you’d imagine, Qualcomm is tasked with building the XR device’s chipset, while Samsung will manufacture the headset’s hardware. Software will be provided by Google; WaPo reports it will be running on “the unannounced version of the Android operating system meant specifically to power devices such as wearable displays.”

With the exception of Qualcomm, which not only produces XR-specific chipsets but also regularly shows of its own XR headset references, both Samsung and Google’s commitment to the project are kind of a long-awaited homecoming.

Samsung was one of the first truly massive tech companies to develop VR hardware. Starting in 2014, the company partnered with Meta (then Oculus) on the Samsung Gear VR platform, which paired the Galaxy Note 4 phone with a headset shell sporting an optimized intertidal Measurment unit (IMU). Samsung Gear VR was essentially the first high-quality 3DOF mobile VR experience offered to consumers, marking a stark departure from the sort VR experiences you could find on Google’s more open, but decidedly lower-quality Cardboard platform.

Notably, Samsung hasn’t released a VR product since the launch of the PC VR headset Odyssey+. Like seemingly all big tech firms these days, it appears to be working on AR glasses.

Smasung Odyssey+ | Image courtesy Samsung

Google, although reportedly also working on AR device, similarly shelved its VR ambitions when it discontinued its standalone Daydream platform in 2019, something which at the time was essentially the nail in the company’s Android VR coffin. Google previously worked with Lenovo in 2018 to produce its first and only standalone Daydream VR headset, the Lenovo Mirage Solo, which offered 6DOF room-scale tracking while providing only a single 3DOF clicker-style controller.

Since then, Google has only really been vocal about its experimental system for immersive video chatting, Project Starline, which lets people engage in face-to-face video chats without needing an AR or VR headset.

Typically, we’d say Mobile World Congress 2023 would be the next logical place to share more info about the XR hardware partnership. Samsung, Qualcomm and Google will all be present, so we may just learn more there when the week-long event kicks off in Barcelona, Spain on February 27th.

Samsung Partners with Google & Qualcomm to Release Android-powered XR Device Read More »

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‘Half-Life’ Inspired VR Adventure ‘Vertigo 2’ Shows Off Branching Story & New Bosses in Behind-the-Scenes Video

If you’re like us, you’ve probably been hotly awaiting the release of Vertigo 2 for a few years now. And as we approach the March launch date of the Half-Life-inspired PC VR adventure, Zulubo Productions has tossed out a new behind-the-scenes video showing off more of its branching narrative and gameplay, in addition to a ton of new screenshots to whet your appetite.

With less than two months to go until its March 30th release on SteamVR headsets, developer Zach Tsiakalis-Brown has released a new explainer video that delves into gameplay mechanics of their upcoming Half-Life-like (aka ‘Half-Like’) adventure.

You can catch the latest trailer, hosted by Vertigo 2 voice actor Gianni Matragrano, above and below this article. In it, we get a good look at a number of never-before-seen areas and bosses, in addition to some behind-the-scenes stuff.

Zulubo tossed out a ton of new images too, which you can see below:

Vertigo 2 has been hotly anticipated since the release of the original Vertigo in 2016, although many may better recognize the game from its refinement Vertigo Remastered, which came out in 2020.

In case you haven’t watched the explainer video (above and below), or played the free demo on Steam, here’s the setup: Vertigo 2 returns you to an underground facility that’s teeming with aliens and security robots. Deep in the reaches of Quantum Reactor VII, you make your way towards the center of the reactor, along the way trying to determine which faction will be an ally, and which will be your foe.

Featuring a branching story, developer Zach Tsiakalis-Brown says we can expect a pretty substantial campaign, including 18 chapters, or what Tsiakalis-Brown calles “many times as much content as Vertigo 1.”

“This kind of [Half-Like] game is marked by building a believable, interactive world telling a story through a continuous first-person viewpoint and indulging in plenty of spectacular set pieces,” Matragrano says in the video. “The setting will be familiar, primarily taking place in an underground science facility with a chronic case of loose inter-universal aliens.”

Matragrano says a third of the game takes place in “more exotic environments, including the open ocean, flora-filled caverns, and an entire underground city.”

You can wishlist the game on Steam hereVertigo 2 is launching on SteamVR headsets on March 30th, which includes PC VR headsets like Valve Index and Rift S, as well as PC-linked standalones such as Quest 2, Vive XR Elite, and Pico 4.

‘Half-Life’ Inspired VR Adventure ‘Vertigo 2’ Shows Off Branching Story & New Bosses in Behind-the-Scenes Video Read More »

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Car with no human inside drives on European road for first time

Car with no human inside drives on European road for first time

Thomas Macaulay

Story by

Thomas Macaulay

Writer at Neural by TNW Writer at Neural by TNW

For the first time, a car with no human inside has driven on a public road in Europe.

The feat was accomplished by Vay, a German startup. The company uses an approach called “teledriving” to remote-control cars from sites located miles away.

Operators pilot the vehicles with steering wheels, petals, and monitors. They also recieve road traffic sounds via microphones and headphones.

The system resembles racing simulators for video games — only the action on the screens is happening for real.

Redundant mobile networks provide the data transmission. In the event of a network failures or emergency, the vehicle automatically come to a safe stop.

Vay teledrive station
Vay’s teledrive stations display a field of vision across monitors. Credit: Vay

Vay trialled the tech without safety drivers after receiving an exemption permit from Harmburg. The company announced on Tuesday that it’s now completed its first test-drives on predefined routes in the city.

“As a leading teledriving company, we have been driving remotely-controlled electric cars on public roads in Berlin and Hamburg for more than three years,” Vay CEO and co-founder Thomas von der Ohe said in a statement.

“With the exemption permit received in December 2022, we were now able to successfully drive the first car without a safety driver on a public road.”

Vay fouders
Vay was cofounded by (left to right) Fabrizio Scelsi, Thomas von der Ohe, and Bogdan Djukic. Credit: Vay

Vay was founded in Berlin in 2018. The startup has gone on to build a team of over 150 people, which combines software and product experience from Silicon Valley with automotive hardware and safety engineering from Europe.

The company eventually plans to sell their tech in two ways. The first is a door-to-door mobility service. A car will be teledriven to a user’s location, where the customer will take the wheel and drive to their destination, at which point the remote operator takes over again. The second service is teledriving a car while the user sits in the back.

Vay's tech has been installed in Kia electric vehicles. Credit: Vay
Vay’s tech has been installed in Kia electric vehicles. Credit: Vay

Vay argues that teledriving will be safer for passengers and more convenient for drivers, while reducing inner and private vehicle ownership. The services aim to compete with existing car-sharing and ride-hailing providers.

Anjes Tjarks, Hamburg’s Senator for Transport and Mobility Transition, envisions further benefits.

“Vay creates such added value with its teledrive service: no need to search for a parking space, emission-free, digitally bookable and as a convenient service, for example for the ‘last mile’ from the bus or train station to your own front door,” he said.

Vay will also use its test data to develop self-driving features. Perhaps teledriving can give a jumpstart to the stalling autonomous vehicle sector.

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Danish wind turbine maker discovers way to make blades recyclable

No matter how beneficial increasing wind energy generation is, at the end of their lives, wind turbine blades end up in landfills. But now a major European wind turbine manufacturer — Denmark-based Vestas — has found a way to make the blades recyclable and circular.

Unlike the vast majority of a turbine’s components that have established recycling circles, blade recycling has posed a serious challenge. That’s because of the presence of epoxy resin, a resilient substance that has so far proved problematic to break down into reusable components.

“Until now, the wind industry has believed that turbine blade material calls for a new approach to design and manufacture to be either recyclable, or beyond this, circular, at end of life,” Lisa Elkstrand, VP and Head of Sustainability at Vestas, said.

The company’s solution is a novel chemical process that can break down epoxy resin into virgin-grade materials. Vestas claims that the process doesn’t require any changes in design or material composition. It, moreover, relies on widely available chemicals and boasts its compatibility for industrialisation and, in turn, its potential to easily scale up.

To develop this technology the Danish manufacturer worked together with Aarhus University, the Danish Technological Institute, and epoxy producer Olin — all partners of the CETEC initiative, which is exploring the recyclability of wind blades. Vestas will also use a newly-established value chain with Olin and Stena Recycling to commercialise the chemical process.

The aim is the production of new turbine blades made from reused material from existing blades at the end of operation. In the future, the company envisions using epoxy-based composite materials for industries beyond wind energy.

“Once this new technology is implemented at scale, legacy blade material currently sitting in landfills, as well as a blade material in active wind farms, can be disassembled and reused. This signals a new era for the wind industry and accelerates our journey towards achieving circularity,” Elkstrand added.

If Vestas’ technology accomplishes its mission, the potential benefits would be tremendous. According to estimates, around 25,000 tonnes of blades will reach the end of their operational life annually by 2025 in Europe.

The focus on wind blade recycling has been gaining momentum the past couple of years with wind energy manufacturers such as Siemens Gamesa and Iberdola intensifying efforts. However, further initiatives are needed to boost this niche industry and for this reason WindEurope, the continent’s association of wind power, has called for regulation banning the disposal of wind blades altogether.

Danish wind turbine maker discovers way to make blades recyclable Read More »

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Can the UK’s approach to AI regulation give it an edge over the EU?

The EU’s landmark AI Act is moving closer to reality, as a rival rulebook forms across the English Channel.

The union aims to agree on draft rules for the world-first AI statute next month, Reuters reported on Monday.

“We are still in good time to fulfil the overall target and calendar that we assumed in the very beginning, which is to wrap it up during this mandate,” Dragos Tudorache, an MEP and co-rapporteur of the EU AI Act, told the news agency.

As the EU legislation nears enactment, lawmakers in the UK are shaping a very different approach. Their priorities are stimulating business, providing a competitive advantage, and supporting responsible innovation.

The vision was first laid out in a policy paper last July. In the document, the government said it plans to build the “most pro-innovation regulatory environment in the world.” 

Regulation that’s proportionate, light-touch and forward-looking is essential.

Ministers noted that the UK ranks third in the world for number of academic journal citations, and received more investment in AI companies than France and Germany combined in 2021. The new regulatory environment, they hope, will further boost business use of AI, attract international investment, and nurture talent.

A regulatory framework that is proportionate, light-touch and forward-looking is essential to keep pace with the speed of developments in these technologies,” said then-digital secretary Nadine Dorries.

Notably, the British government has publicy criticised the EU’s AI regulation. In a December press release celebrating the UK tech sector’s position as the most valuable in Europe, the country’s “less centralised approach” was spotlighted for praise.

This approach will leave regulation up to existing organisations — such as Ofcom, which regulates broadcasting — rather than a single overarching body. As a result, rules can be tailored to different sectors and amended over time. But this flexibility entails certain risks.

Critics fear the sectoral focus will lead some areas to fall through the gaps. There are also concerns about potentially conflicting rules, and existing regulators monitoring AI without sufficient expertise.

There are currently no plans to back the plan with new laws. Instead, regulators will be guided by core principles, such as safety, transparency, and fairness.  This could reduce arduous obligations, but detractors warn it will increase AI risks.

“It’s clear they’re looking for comparative strength.

The proposals for “lighter touch” options, meanwhile, include guidance, voluntary measures, and creating sandboxes. The government hopes this lures businesses to the UK.

“It’s clear from the tone and what the government’s saying that they’re looking for comparative strength on AI — and the EU is the most proximate comparator, by geography and by market,”  Joe Jones, Director of Research and Insights at the International Association of Privacy Professionals, told TNW.

The EU’s legislation takes a broader approach. A new body, the European AI Board, will oversee the framework, with member states able to create their own enforcement bodies.

Uses of AI will be categorised into different risk levels. Systems with the highest risks could be prohibited, while less risky ones would have minimal requirements.

As is the case with the GDPR, rule-breakers could face heavy penalties. Violations would be punishable by fines of up to €30 million or 6% of global turnover.

Further amendments are expected to come. The EU’s AI Act still has to work its way through a lengthy legislative process, while the UK’s white paper on the rules has been delayed.

Ultimately, both regulators are searching for the elusive balance sought from all tech legislation: reducing risks without stifling innovation. Their priorities, however, have diverged.

The EU has placed heavy weight on safety, while the UK has emphasised the business case. Their choices could shape the continent’s AI landscape for years to come.

Can the UK’s approach to AI regulation give it an edge over the EU? Read More »

this-is-the-‘world’s-first’-100%-cultivated-steak-fillet.-fancy-a-bite?

This is the ‘world’s first’ 100% cultivated steak fillet. Fancy a bite?

A UK startup has produced another milestone in the strange science of lab-grown meat: the first-ever cultivated steak fillet.

The landmark was laid by 3D Bio-Tissues (3DBT), a bio-tech firm based in Newcastle. Founded in 2019, the company cultivated human corneas for vision-impaired people before applying its techniques to meat.

3DBT has good reasons for the move. CE Delft, an independent research firm, estimates that cultivated meat could cause 92% less global warming and 93% less air pollution, while using 95% less land and 78% less water.

There is also a strong business case for the produce. Consulting firm McKinsey predicts the market for cultivated meat could reach $25 billion (€26 billion) by 2030.

The finished product
Made entirely made from pork cells, the fillet measured 9cm in width, 4cm in length, and 1 cm in height. Credit: 3DBT

3DBT’s landmark fillet began life as cells extracted from pigs. The cells were then grown, divided, and turned into structured meat.

One ingredient the company didn’t use is fetal bovine serum (FBS), a common cell growth component. The liquid’s popularity has plummeted amid an outcry over its production from cattle foetuses.

Instead of FBS, 3DBT uses a patented cell booster called City-mix, which provides structural integrity to the meat. 

Cell booster
City-mixTM is a standalone commercially available product. Credit: 3DBT

That’s all well-and-good, but the real test is in the taste. According to 3DBT, the product passed with flying colours.

The steak, the company said, replicated the flavour, texture, and appearance of a regular pork meat fillet.

“We are absolutely delighted with the appearance, taste, aroma, and texture of our cultivated pork, which is the first time we have fully sampled our product,” Che Connon, CEO of 3DBT, said in a statement.

“Our cruelty-free fillet has exceeded our expectations in all respects, and we are extremely excited about the technological progress we are making and the impact this could have on our industry.”

The company now plans to soon showcase at a public event in London.

Frying the pork steak
When fried, the fillet had the familiar charring, crisping, and aromas of traditional pork. Credit: 3DBT

As a vegetarian whose childhood favourite food was steak, the fillet is another challenge to my (extremely loose) morals. Naturally, I’ve asked for a taste of the lab-grown delicacy.

We’ll let you know if my request is approved. In  the meantime, we’d love to hear your thoughts on the latest cellular flesh. Whether you’re a sinless vegetarian or a good old fashioned murderer, let us know whether you’d try it via the usual channels.

This is the ‘world’s first’ 100% cultivated steak fillet. Fancy a bite? Read More »

europe-plots-to-replace-natural-gas-with-geothermal-energy

Europe plots to replace natural gas with geothermal energy

Europe plots to replace natural gas with geothermal energy

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.

Europe has a long tradition in geothermal energy, with Iceland, France, and Hungary historically dominating the industry. In recent years, however, a range of other countries have entered the sector.

Their motivations are clear: geothermal energy is 100% renewable, endless, and reliable. And the attraction has only intensified amid the drive to reduce dependence on Russian natural gas.

Currently, Germany is leading the transition. At the end of 2022, the country’s government published a plan targeting a tenfold increase in geothermal output: 10TWh by 2030.

“We’re sitting on a gold mine,” Christian Peltl, director of geothermal energy at SWR, the operator of a geothermal plant in Munich, told AFP. “There was really a boom in orders since the beginning of the [energy] crisis,” he added.

Meanwhile, the French government recently announced an action plan for the development of surface and deep geothermal energy. The goal is to produce enough geothermal heat in 15 to 20 years to save annually 100TWh of gas and achieve carbon neutrality by 2050. In 2021, geothermal energy accounted for only 1% of the country’s final heat consumption, which translates to approximately 6TWh.

Similarly, the Italian government is discussing how to support the expansion of geothermal energy, while Hungary aims to upscale production of geothermal energy and subsequently replace about 1-1.5 billion cubic metres of natural gas per year. And Europe’s largest geothermal heating plant, in the city of Aarhus in Denmark, is expected to be completed by 2030, with the capacity to cover 30% of the district’s energy needs.

According to EU data, replacing fossil fuels with geothermal energy could decarbonise up to 25% of the bloc’s population energy needs, while also reducing bills. Geothermal plants could also supply up to 10% of Europe’s power demand. And it seems that the renewable resource is finally getting the necessary traction to boost the continent’s energy independence and help meet its climate targets.

Germany’s target of 10 TWh of geothermal output from medium-depth and deep resources is an ambitious one. To realise the goal, the country aims to add at least 100 additional geothermal projects by 2030. These would connect to the heating grid and supply energy to residential buildings and industrial companies.

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