Author name: Paul Patrick

this-ai-powered-platform-could-predict-the-next-big-flood

This AI-powered platform could predict the next big flood

This AI-powered platform could predict the next big flood

Siôn Geschwindt

Story by

Siôn Geschwindt

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

The European floods of 2021, which affected large areas of Germany and Belgium, took the lives of 209 people and cost over €30bn in damages. Catastrophic floods like these are becoming more and more common as climate change increases the frequency and intensity of extreme weather events. 

While there is no easy fix for preventing floods, there are ways in which we can be more prepared for them. One company tackling this challenge head-on is Norwegian climate tech startup 7Analytics. 

Founded in 2020 by a team of data scientists and geologists, the startup aims to help municipalities and businesses better predict flooding and minimise damage to infrastructure. 

The startup’s main offering, FloodCube, applies AI and machine learning to vast quantities of terrain and land use data in order to predict how a future flood will unfold.  

Whereas the weather forecast tells you when a storm is approaching, 7Analytics will tell you exactly how the water from this storm will travel through your community, to a metre-scale accuracy.  

Recent advancements in computing power and AI couldn’t have come at a better time for the startup. “These technologies enable us to analyse data and generate predictive insights in a way that was impossible just a few years’ ago,” says Jonas Aas Torland, co-founder and CCO of 7analytics. 

Jonas Aas Torland, geologist and co-founder and CCO at 7Analytics. Credit: 7Analytics

While there are a handful of other companies operating in this space in the US and Australia, Jonas says that none of them offer such high resolution data nor do they constantly reprocess data to account for physical changes in the landscape.  

For governments or businesses looking to minimise damage to infrastructure, the value of these predictive insights cannot be understated. “Knowing how a flood will occur in the future gives you the gift of time,” Jonas told TNW. 

“Our platform can tell you if a flood will occur in your area of interest and issue alerts 72 hours in advance so you can take all the necessary actions to protect employees and assets,” he says. 

These insights are also of interest to insurers, who are always looking for more accurate ways to predict future risks to assets.  

So far, 7Analytics has secured contracts with the likes of the Municipality of Bergen, construction giant Skanska, and, most recently, French oil conglomerate Total Energies. 

The startup raised a €2.5m secured its first funding round last year, looks to grow its customer base both in Europe and the US. 

This AI-powered platform could predict the next big flood
A screenshot of 7Analytics’ platform which can pinpoint to metre-scale accuracy how a flood will unfold. Credit: 7Analytics

Adapting to the new climate reality

Investors are pouring trillions into climate mitigation technologies like renewable energies and EVs in an attempt to reduce carbon emissions. While essential, there is increasing acknowledgement that investing in technologies that help humanity adapt to a changing climate is an equally urgent priority.  

In 2021, however, less than $50 billion — or just 10% of all climate finance — was allocated to adaptation measures such as flood and wildfire prevention, resilient agriculture, and clean water supply.  

This is partly because climate adaptation tech investment has often been regarded as the realm of NGOs and government, not private capital, partly due a false perception that there is no money to be made. But this outlook appears to be shifting.  

Bill Gates’s Breakthrough Energy Ventures pledged last year to expand its scope to climate adaptation technologies, while water tech firm Gradiant — which helps companies reduce water usage — hit ‘unicorn’ status last month after a $225m raise. 

Michiel de Bruin, portfolio manager for Dutch investment firm Robeco, says that recent climate disasters are a “wake-up call,” directing “more attention to adaptation.” 

Jonas believes that solutions like his flood prevention platform are part of this new wave of climate adaptation tech. The startup is now plotting its Series A funding round for next year, and looks to expand its offerings to predict landslides and other natural hazards. 

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Robot chef learns to cook by watching humans make the recipes

Robot chef learns to cook by watching humans make the recipes

Ioanna Lykiardopoulou

Story by

Ioanna Lykiardopoulou

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

As a lover of good food, but someone who dislikes cooking, I’ve always fantasised about having a robot chef at home. Now, thanks to the work of researchers at the University of Cambridge, my dream may soon come true.

The research team has succeeded in training a robot to watch cooking videos, learn from them, and then recreate dishes. “We wanted to see whether we could train a robot chef to learn in the same incremental way that humans can — by identifying the ingredients and how they go together in the dish,” said Grzegorz Sochacki from Cambridge’s Department of Engineering, the study’s leading author.

To test that, the scientists created eight simple salad recipes and recorded videos of themselves preparing them. Then, they trained the robot using a publicly available neural network, which had been pre-programmed to identify a variety of objects, including the fruits and vegetables used in the salads.

The robot chef analysed every frame of the video, using computer vision methods. It was able to identify not only distinct objects, such as knives and ingredients, but also the human demonstrator’s actions. The recipes and the videos were converted into vectors and, doing mathematical correlations, the robot recognised similarities between a demonstration and a vector. As a result, it was able to determine which of the recipes were being prepared.

robot chef
The robot identifies objects and human actions. Credit: University of Cambridge

The mechanical chef watched 16 videos in total and managed to identify the correct recipe 93% of the time. In addition, it was able to recognise variations in a recipe and the demonstration of a new, ninth salad, which it added to its cookbook and recreated.

robot chef
The robot making a salad. Credit: University of Cambridge

For now, the robot’s success requires recipes that aren’t complex, while fast-paced food videos on social media would simply be too hard to follow. “But as these robot chefs get better and faster at identifying ingredients in food videos, they might be able to use sites like YouTube to learn a whole range of recipes,” Sochacki said.

The research team notes that the robot chef’s capacity is still limited with many bottlenecks to be overcome. But they have succeeded in showing that the robot can incrementally learn how to cook from human demonstration on video — enabling the easier and cheaper deployment of robotic chefs.

I know I’ll be waiting impatiently for that day to arrive.

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Why the future won’t look like a sci-fi movie

Why the future won’t look like a sci-fi movie

Andrea Hak

Story by

Andrea Hak

Andrea is TNW’s Branded Content Editor and, as a writer, she’s covered a wide range of topics from ClimateTech to AI and gender bias. She’s Andrea is TNW’s Branded Content Editor and, as a writer, she’s covered a wide range of topics from ClimateTech to AI and gender bias. She’s always on the lookout for stories that explore the social and political impact of emerging technology.

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

When we think about the future, our minds tend to conjure up images of cyberpunk cities where flying cars zoom overhead, 3D hologram advertisements pop up as you walk by, and everyone is dressed in sexy post-apocalyptic gear with unidentifiable tech gadgets hanging from Batman-style utility belts.

“We’re sort of stuck in a science fiction fantasy land,” says Nick Foster, former Head of Design at Google X.

Foster has been a designer and futurist for 20 years, working for a wide range of tech companies from Dyson to Sony to Nokia. What he’s discovered over two decades of working in future and speculative design is that:

“Science fiction has really colonised the world of technology futures to an unhelpful degree. It’s very rare that you can build something that came from a book, a movie, or a series that would actually be useful.”

But it’s natural for us to imagine a future of hoverboard skateboards and lightsabers, of evil empires and galactic alliances.

“Whenever we look at the future, because it doesn’t exist yet, by its very nature it has no manifest reality. So we have to tell stories and those stories tend to fall back on the natural tropes of storytelling. They have a hero, they go through an arch, they’re made for entertainment, and they’re mostly dominated by science fiction — exciting space operas and flying machines,” Foster says.

But what’s the problem with living in a sci-fi fantasy vision of the future?

Rejuvenique Face Mask

At CES this year, there was a curious exhibition called The Gallery of Flops including long-lost products like the ill-fated Sony Google TV remote featuring a confusing collection of 88 buttons, magnified Nike sunglasses for runners that required the wearer to glue magnets to their forehead, and a horrifying Jason-like face mask that was meant to restore youthful looks through electric stimulation.

The future may not be sexy, but it sure as hell will be practical for you and me.

What all of these varied products had in common was that they cost their companies millions in lost revenue. Foster states,

The highway of history is littered with the corpses of products like that, where people haven’t done the rigorous work and really thought about how it’s going to fit into people’s lives.

Technology can be intoxicating. Those things become ossified into everyone’s brain both in the consumer space and the creator’s space. So that just becomes the primary dominant method of stimulus for creating new products for the future. I’ve worked in this space long enough to see that happening almost homogeneously across the board.

It’s my job to actually design for the future. If you just tell a fantasy and produce sexy renderings of futuristic vehicles, it just doesn’t go anywhere. It gets clicks but it’s essentially the work of marketing, rather than new product development.

The future mundane

Two NOVAFOOD cans featuring Italian style protein with antiviral wheat pasta

Over the last 10 years, Foster’s switched over to the dark side so to speak. Rather than hoverboards and jet packs, he’s been drawn towards the nuts and bolts of everyday life in the future.

“Thinking about what a middle-income family might be experiencing in 2040 is way more exciting than thinking about the most extreme virtual reality life on Mars,” explains Foster.

What he’s talking about is the future mundane: Trying to think about the future in ways that are relatable, ordinary, and normalised, rather than escapist science fiction fantasy futures.

If we are gonna make flying cars, we have to talk about: where we can park them? How old do you have to be to fly one? Are there motorways in the sky? How do we regulate that? What’s the cost? How do these things refuel? We have to really ask those rigorous questions, otherwise, it’s just a fun escape for the afternoon.

Essentially that means, the future may not be sexy, but it sure as hell will be filled with practical and affordable inventions aimed at making your life and my life better (and for all those who don’t have 10k to shell out for a flying skateboard).

Science fiction has polluted our potential for thinking about the future.

That doesn’t mean we can’t have nice things. Amongst the remnants of product flops past, there was an early Nintendo VR headset from ‘95. Aside from its gender non-inclusive branding (“Virtual Boy”), as we see today, it wasn’t an implausible idea. However, in the 90s, the massive price tag this technology came with was simply not worth the rudimentary 3D graphics (nor the neck and eye spasms it induced in some users). And it was certainly not an option for most of Nintendo’s target audience (children and pre-teen boys).

It is possible to get to some of the ultra-futuristic tech you’re dreaming up, Foster says. But you need to take small steps forward and build on existing architecture. For Nintendo, this would have meant waiting until the technology and price tag had developed enough to make it a viable option for their audience — even if that would take another 30 years. (Which by the way also happens to coincide with the time when their target audience — now full grown adults — has the money to buy said virtual toys).

How to start thinking about the mundanity of everyday life in the future

A dinner receipt showing the bill in USD and ETH

As Foster explained, for companies, it’s just good economics. If you’re just talking at theoretical and abstract levels and not engaging with the lives ordinary people lead, from their desires to the dinners they eat, and the friend and family circles they interact with, you’re not going to convince them to spend money on something new.

His number one tip is to be pluralistic:

We live in such a volatile and changing world now that accurately saying this is where we’ll be in the future is impossible. The further you move out from today, the more uncertain you can be. The way futurists approach long-term projects is by populating them with many different scenarios. As the world changes, you reassess each one. It’s a bit like scenario planning.

Science fiction has gotten into our brains and has polluted our potential for thinking about the future. You need to free yourself of that to build truly useful and sustainable products that real people will use in the future.

Check out Nick Foster’s talk at TNW Conference on June 15-16 to learn more about how to think about the future when designing brand-new products. Use the promo code READ-TNW-25 and get a 25% discount on your business pass for TNW Conference.

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European startup funding to drop 38% in 2023 — but there’s cause for hope

European startup funding to drop 38% in 2023 — but there’s cause for hope

Ioanna Lykiardopoulou

Story by

Ioanna Lykiardopoulou

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

European tech startups will see a 38% investment drop in 2023 compared to 2022 levels, the latest report by Atomico finds. Specifically, startups are expected to raise $51bn in funding — down from $83bn in 2022 and $106bn in 2021.

But Europe isn’t alone in navigating a tough year for tech. The US and China are also looking at a 49% investment decrease in 2023 compared to 2021. According to the report, this global retraction in funding has a domino effect on the flow of capital between the regions. For Europe, this translates to a significant reduction of capital from US investors, which will mostly impact companies raising larger later-stage rounds.

While the funding slowdown is visible across all European countries, the biggest fall between H2’22 and H1’23 is expected in the UK with a 57% investment drop. This is followed by France at 55% and Germany at 44%.

As a result, founders are adjusting to the new reality, which, according to Atomico, means that layoffs were accelerated in Q1 2023, while valuations are dropping and down rounds are increasing.

Don’t worry, it’s not all doom and gloom

Despite the rough funding landscape, the European tech ecosystem’s total value is forecast to reach $1tn this year — climbing back to (the highest ever) 2021 levels.

The ecosystem also accounts for 29% of the global funding going to early-stage companies — almost at parity with the US (at 36%), after nearly halving the gap in the past five years. At the same time, Europe is leveling with the US in terms of startup creation, although the pace has slowed somewhat.

In addition, startups in the continent continue to lead in “purpose-driven tech” that meets the UN’s sustainability goals. Specifically, investments in “climate and purpose” have so far reached an all time high, representing 18% of the total funding.

Notably, the flow of capital in generative AI is also on the rise. This year to date, companies developing the technology have secured 35% of all funding going to AI/ML — the highest share ever — jumping from 5% in 2022.

“We should think about this period as a return to first principles,” said Tom Wehmeier, Partner and Head of Insights at Atomico. “From this cycle we have the opportunity to build an even healthier ecosystem, with a clearer focus on quality. In the short-term, there will be fewer companies started, but the ones that break through will more likely be winners, with a strong foundation of senior talent and greater share of the region’s resources.”

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Label AI-generated content ‘immediately,’ EU urges big tech

Label AI-generated content ‘immediately,’ EU urges big tech

Thomas Macaulay

Story by

Thomas Macaulay

Senior reporter

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

The EU is pushing big tech to apply a new method for tackling AI disinformation: labels.

The bloc wants online platforms to mark any AI-generated photos, videos, and text, a top official announced on Monday.

“The labelling should be done now — immediately,” said European Commission Vice President Vera Jourová, per DW.

The request was made amid explosive growth in synthetic media. ChatGPT has been named the fastest-growing consumer application in history, while the rise of image generators has sparked claims that “art is dead.” Jourová warned that “malicious actors” can use these services to spread fake news.

The EU’s impending AI Act aims to allay the risks, but compliance with the regulation is unlikely to be mandatory before 2026. In the interim, the union has launched a voluntary code of practice on disinformation. Tech giants including Google, Meta, Microsoft, and TikTok have all signed up to the code. Jourova now wants all of them to stamp the synthetic content on their platforms. 

“Signatories who have services with a potential to disseminate AI-generated disinformation should in turn put in place technology to recognise such content and clearly label this to users,” she said.

Her demands, however, could prove ambitious. As the disinformation code is merely voluntary, the signatories have no obligation to comply — and those that try will face major obstacles.

To detect and mark all synthetic media in real-time, platforms will have to overcome immense technical challenges. Furthermore, their labels could be erroneous, edited, attacked, manipulated, or forged.

Jourová, however, said Google has already expressed confidence that it can fulfil her request. She told reporters that she recently asked Sundar Pichai, the Big G’s CEO, whether his company could identify and label AI-generated content.

“His answer was: ‘Yes, but we are developing technologies further’,” she said.

Yet not every tech giant has been so amenable. The most notable rebel is Twitter, which recently opted out of the EU’s anti-disinformation code. Ominously, Jourová said the social media giant had “chosen the hard way.”

“They chose confrontation,” she warned.

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Dutch students use iron balls for safe hydrogen storage and transport

Dutch students use iron balls for safe hydrogen storage and transport

Ioanna Lykiardopoulou

Story by

Ioanna Lykiardopoulou

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

Green hydrogen will almost certainly play a key role in the energy transition, but it does come with a number of inherent challenges. It’s highly flammable and must be stored at high pressures or cryogenic temperatures, which makes hydrogen storage and transport complex and expensive.

A student team at Eindhoven University of Technology, called SOLID, is trying to solve this problem by using small iron balls (iron pellets) as hydrogen energy carriers.

To achieve this, the team has developed a steam-iron process. When iron is exposed to a flow of hot steam under high pressure it reacts with the water molecules, producing hydrogen and iron oxide — also known as rust. Hydrogen can then be extracted to be used as an energy source, while the remaining rust can be regenerated back to iron with the addition of hydrogen. That way, iron works as a circular carrier of hydrogen.

According to the students, the fact that iron is stored and transported in the place of hydrogen brings numerous benefits.

First off, iron has higher energy density and can store approximately three times more energy per volume compared to pressurised hydrogen. In addition, iron pellets can be stored and transported in a safer and more compact way, minising logistical challenges.

“Iron is also one of the most abundant elements on earth, which means that our technology can offer a cheaper alternative for the large-scale storage and distribution of hydrogen in the future,” said Timme Ter Horst, Business Manager at SOLID.

In collaboration with its partners, the student team has built a test installation, the Steam Iron Reactor One (SIR One), to explore and showcase the potential of the technology.

In the next period, the students will use the reactor to improve the efficiency of the process and extend the pellets’ lifespan. They’re also planning to scale up the current system to SIR Two, which will have a fifteen times larger capacity than SIR One at 500kWh.

The aim is to realise a demo in the port of Rotterdam in 2027 and demonstrate the technology on an industrial scale for relevant end-users.

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Meta Shows First Glimpse of Quest 3 Mixed Reality Gameplay and Improvements Over Quest Pro

With Quest 3 now officially announced, Meta is emphasizing the device’s improved MR capabilities.

Meta CEO Mark Zuckerberg took to Instagram to share a first look at mixed reality gameplay on Quest 3 which was announced yesterday.

The video shows the headset’s full color passthrough MR mode, which allows it to present a view of the outside world while selectively adding virtual content to the scene.

We also see some shots of virtual objects attached to the wall, like a glass window into an undersea world, or a zombie jumping through a window into the room to attack the player. While Quest 2 and Quest Pro have done the same in the past, Quest 3’s new depth sensor should make attaching virtual objects to walls, floors, and ceilings more convincing thanks to a more precise map of the world around the headset.

We also see Meta CTO Andrew “Boz” Bosworth jump into the action, showcasing a co-presence experience where both Zuckerberg and Bosworth battle each other virtually but in the same physical space.

Beyond Quest Pro

It’s difficult to tell from the footage how Quest 3’s passthrough resolution compares to Quest Pro. However, it’s notable that the footage doesn’t show any of the obvious color fringing that was an artifact of Quest Pro’s passthrough architecture, which used multiple black-and-white cameras that were fused with the color from a single RGB camera. That ought to be solved now that Quest 3 will include two RGB cameras which will allow stereoscopic capture of color information, rather than monoscopic like with Quest Pro.

Another common artifact of Quest Pro (and Quest 2) passthrough is the warping of objects (especially hands) that are close to the headset. This is caused by a breakdown of the computer-vision depth estimation which struggles with near-field objects, especially when they’re moving.

It’s difficult to tell from the footage we have so far, but there’s a good chance that Quest 3 significantly reduces these passthrough warping artifacts thanks to its included depth sensor. Whereas Quest 2 and Quest Pro estimate the distance to objects and surfaces around the headset with computer vision, Quest 3’s depth sensor will provide much more reliable distance measurements which the system can use to judge how far it should render each part of the scene.

It will be interesting to see if the prior issue with color fringing on Quest Pro manifests in the same way with depth. With a single depth sensor, the headset only has a monoscopic depth view, whereas it will have a stereoscopic visual of the real world. Ostensibly the stereoscopic view of the world will be projected onto the depth map, and ‘depth fringing’ may occur around near field objects for the same reason that we saw color fringing on Quest Pro.

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‘ghostbusters-vr’-co-op-game-coming-to-quest-2-&-psvr-2-this-fall,-gameplay-trailer-here

‘Ghostbusters VR’ Co-op Game Coming to Quest 2 & PSVR 2 This Fall, Gameplay Trailer Here

During Meta’s Quest Gaming Showcase today developer nDreams and publisher Sony Pictures Virtual Reality announced that the long-awaited ghostbusting VR game, Ghostbusters: Rise of the Ghost Lord, is set to launch this fall.

nDreams, also known for Fracked (2021)Phantom: Covert Ops (2020), and upcoming PSVR 2 exclusive Synapse, also released a new trailer featuring a few snippets of gameplay, showing off some of the game’s four-player co-op in action.

In it, we see some a bunch of the franchise’s iconic stuff, such as proton packs, ghost traps, P.K.E. meters, and even the Ecto-1.

If you’re just hearing about Ghostbusters’ first at-home VR title, here’s how the studio describes it:

Strap on your proton pack and step into the world of Ghostbusters in immersive virtual reality. Run your Ghostbusters HQ in a new city, San Francisco, and unravel a rich mystery in a new chapter for the Ghostbusters universe. Wield iconic equipment as you track, blast, and trap ghosts in gripping encounters across an extensive and engrossing campaign. Go it alone, or as a team with up to three friends in co-op to defeat a ghastly new threat – the Ghost Lord. Continue the Ghostbusters’ legacy, protect the city from fiendish ghosts, and experience all the humor and frights from the beloved franchise.

Ghostbusters: Rise of the Ghost Lord is set to launch on Quest 2 and PSVR 2 at some point this fall. Notably, the game’s trailer was captured on PC, so it’s possible we may also see a release on SteamVR as well, although nDreams hasn’t confirmed as much.

In the meantime, you can wishlist the game on PSVR 2 here and Quest 2 here.

‘Ghostbusters VR’ Co-op Game Coming to Quest 2 & PSVR 2 This Fall, Gameplay Trailer Here Read More »

apple’s-rumoured-mixed-reality-headset-may-be-the-miracle-the-european-xr-industry-needs

Apple’s rumoured mixed reality headset may be the miracle the European XR industry needs

Apple’s rumoured mixed reality headset may be the miracle the European XR industry needs

Callum Booth

Story by

Callum Booth

Managing Editor

Callum is the Managing Editor of TNW. He covers the full spectrum of technology, looks after editorial newsletters, and makes the occasional Callum is the Managing Editor of TNW. He covers the full spectrum of technology, looks after editorial newsletters, and makes the occasional odd video.

Apple is a sector definer. While the company rarely creates entirely new products, its hardware ends up being the baseline other devices are measured by. You only need to look at how the iPod, iPhone, and iPad defined what people expect from MP3 players, phones, and tablets.

Now, Apple is hoping it can repeat this trick with an entirely new product: its rumoured VR/AR headset, expected to be announced on June 5th.

This is a huge moment for not only the company, but the European extended reality (XR) sector as a whole. While Apple has had some successes with products like the Apple Watch, it’s not released anything in recent years that has grabbed the world by the scruff of its neck in the way, say, the iPod did.

With its VR/AR headset, the Cupertino giant is on the brink of jumping into an entirely new industry, one that could either reinforce or destroy its reputation as a sector definer.

And for European XR companies? Apple’s hardware has the potential to do miraculous things. To find out exactly what and how, we spoke with several European companies — but before we get there, let’s spend some time analysing what’s actually happening with XR on the continent.

The state of extended reality in Europe

There are two sides you need to consider when looking at mixed reality in Europe: the consumer and the professional.

Let’s begin with the former. Various studies have found the European public are largely nonplussed about virtual reality and the metaverse — two of the current biggest elements of XR. This is something I’m certain many of us have experienced colloquially. It feels as though most people are generally unexcited by extended reality; hell, even those I know with headsets seem to stop using them quickly.

Where the consumer side of XR seems jaded, things are very different on the professional front. These sectors drive the majority of growth in the extended reality market, with the healthcare, industrial, and education sectors embracing the technology wholeheartedly and rapidly.

To put it another way, professional sectors have found uses for XR in Europe — while consumers are still waiting for a reason to adopt the technology. Despite this separation between the two markets, analysts are united in believing the continent’s XR market is about to get bigger. Much bigger.

According to Statista, the AR and VR market in Europe was worth $2.8 billion (€2.61 billion) in 2021. By 2025, this is expected to hit $20.9 billion (€19.4 billion), a 7.5x increase over four years.

This places consumer-focused European companies in the sector in a precarious situation. There’s potential to make a lot of money, but no guarantee that the public will actually embrace the technology.

An Apple-sized gamble

“The magnitude of the opportunity is enormous, but there’s a real risk that the technology could just not take off,” Leo Gebbie — Principal Analyst of Connected Devices at CCS Insight — tells TNW. “We’ve seen Meta pour billions of dollars into VR and the metaverse in recent years, but the technology has failed to inspire the masses.”

When I asked Gebbie why this is the case, he pointed to one major cause: “a lack of killer apps.”

The B2B XR market is growing because those tools have a clear use case, thinking training for surgeons or drivers. The thing is, that’s not the market Apple is after. It wants to put headsets into the homes of the public at large and, with no clear use cases for the public, Apple is taking a gargantuan risk.

The question, then, is what impact this dice roll will have on European companies already working in the sector?

More eyes means more money

There was one common response across all the companies TNW spoke with for this article: the release of Apple’s AR/VR headset will bring a lot of attention to the industry — and that will have financial implications for everyone.

“We expect it to have a substantial impact on the XR space,” Jerome Botbol — the Group Head of Immersive at Happy Finish, a creative production agency — says to TNW. When you consider Apple’s track record, especially when it comes to products that “command market share and drive adoption,” the headset could be “a major milestone for the industry.”

This is coming from a consumer perspective — precisely the market Apple’s headset will be targeting — as, generally, Happy Finish creates immersive experiences for the public on behalf of B2C clients

But will it have the same impact on the B2B sector? Or will things be different?

I put this question to Jakob Way, the CEO of Gleechi, a Stockholm-based development company making VR training software. So far, Gleechi has raised over $33 million (€30.78 million) in funding.

“The launch of Apple’s VR/AR headset holds tremendous potential for our industry,” Way says. “Apple has a history of disrupting markets, and their entry into the VR/AR space could have a transformative effect.”

Way continues, telling me that an Apple headset “could have a significant impact on the adoption and mainstream acceptance of [XR] technologies.”

Apple creating a consumer-focused VR/AR headset will pay dividends for the professional market too. In fact, it will be beneficial for the European industry as a whole, as it increases the knowledge and understanding of the technology across a wide spread of people.

Gebbie from CCS Insight confirms this though: “The VR industry would welcome an Apple entry into the market as it would immediately drive interest and investment from all quarters.”

In other words, Apple entering the XR market will deliver a lot more attention, which will turn on the money taps for European companies and startups in the sector, no matter whether they’re consumer or B2B focused.

An antidote for developer woes

While attracting more eyes to XR in general will be a boon for the European industry, another interesting advantage of Apple’s headset will be the reaction it’s likely to inspire from developers.

As Gebbie previously mentioned, one of the big issues impacting the progression of the consumer XR space in Europe is “a lack of killer apps.” One way this could be remedied is bringing more developers into the fold.

Max Kraynov — Group CEO of FunCorp, an app development company — tells TNW that Apple entering the market could alter the talent balance in the industry. “Another major player providing a platform to develop on” makes it “highly likely” that the industry will see “a spike in VR software development, and talent procuring/nurturing.”

This is something that Gebbie from CCS Insight also believes, saying that “developers who may have stayed away from VR so far due to the small size of the market are likely to show willingness to work with Apple given the potential for a headset from the company to sell in volume.”

The swell in interest that Apple entering the market will cause may motivate European developers who previously didn’t see the point in developing XR applications, or thought the sector was merely a flash-in-the-pan. But when the Cupertino giant gets involved, that’s a signal to professionals everywhere that there may be a shift afoot. 

User experience: A helpful baseline

Apple “has a habit of redefining expectations around a technology and turning new ideas into smash hit products,” Gebbie tells TNW.

As previously discussed, one of the things Apple is most famous for is taking pre-existing devices and giving people a reason to use them. Generally, it has achieved this by creative thinking, attention to user experience, and delightful form factors — a trio of points that the XR industry has historically struggled with.

“The problem we’ve had so far is that people put on a headset, and may have only experienced content that was created by enthusiasts, not professionals,” Matt Littler, CEO and founder, ARK Immersive, a VR production house, says. “There [is] no governance, cinematic language, or real stringent base to build an experience from, which leaves people not wanting to do it again.”

Apple excels at these factors. The company “creates compelling use cases that provide purposeful experiences,” Littler says. “Immersive optimisation is about to begin.”

These factors — and particularly the focus on user-centric design — are key in encouraging consumers to overcome their distrust of extended reality. 

Consider the advent of smartphones. At the beginning of the sector’s journey, there were a myriad of different designs and user experience languages. Yet, with the iPhone, Apple effectively defined the way handsets should operate — many of these elements being adopted by other manufacturers along the way. 

The hope for European XR developers and creators, then, is that Apple’s headset provides a baseline user experience and design language. This may then not only draw the public towards XR as a whole — as the benefits of using it will be clearer — but also provide structure for those making software and content in the space on the continent, something that will benefit B2B applications too.

Will it be all rainbows and stardust?

While we’ve seen that developers and creators of XR content in Europe are likely to benefit from Apple’s headset, one element we haven’t discussed are the businesses making competing hardware.

On first inspection, one would assume Apple’s entry would be negative, with the company usurping those companies’ user bases and gobbling up market share. But is this the case? We put this to Varjo, a Finnish company making advanced VR headsets. To date, it has received over $165.8 million (€154.58 million) in funding over ten rounds.

“Varjo is the only company currently offering high-fidelity video passthrough technology, similar to what Apple is rumoured to be using,” Timo Toikkanen, Varjo’s CEO says. This, he tells TNW, is a validation of his work — and a technology that will be “​​the winning approach [to XR headsets] for a very long time.”

Where Toikkanen is particularly positive though is in how Varjo’s target audience differs from that of Apple’s.

“Instead of trying to go after consumer applications that are untested and unproven, we’ve built a whole market around advanced professional use cases,” he says. “Today, already 25% of Fortune 100 companies are using our products.”

Once again, the separation between consumer and professional XR rears its head.

If B2B-centric XR companies like Varjo are unworried about any negative impact Apple’s headset might have on their own hardware, what about other companies making consumer-focused VR/AR devices?

“Apple would pose a direct threat to headset makers already in the market, such as Meta and Pico,” Gebbie from CCS Insight says. This could somewhat explain why the former company unveiled its Meta Quest 3 headset merely days before the rumoured announcement of Apple’s device. It’s trying to both remain relevant in the XR hardware discussion and ride the wave of publicity Apple is generating.

Despite this, Gebbie believes that the launch of Apple’s headset could actually benefit businesses like Meta, saying that “this negative [threat] would likely be offset by a swell in interest in VR overall, which would likely help all companies to sell more devices.” 

Final thoughts: One headset to rule them all

Whatever happens with the launch of Apple’s headset, it’ll be good for European XR companies —in the short term, at least.

The interest and investment that Apple’s legacy and reputation brings will drag the extended reality market into a previously unseen amount of light. Whether that’s getting more consumer eyes on the market, encouraging developers to get involved, or providing a baseline for XR design language, Apple’s entry will have a positive knock-on effect for any European company in the industry. 

At first. Because if Apple’s headset falls flat, the initial spike in attention will swiftly drop, and this failure will likely be seen as a sign that the whole consumer side of the XR industry is untenable. If Apple can’t make a VR/AR headset an attractive proposition for the public, who can?

Of course, there will remain a thriving B2B market for the technology, but this will hardly be unscathed by the potential failure of Apple’s headset. The more money and interest that flows into a product category, the better and more efficient it will become. The reason laptops and phones are so advanced isn’t because they’re good for business, it’s because everyone wants them — and the same goes for XR headsets.

Apple is on a precipice, one that will shape the fate of the whole European XR industry. But, as Littler from ARK Immersive puts it, “If anyone can simplify the process, improve UX and ultimately get your grandma in a VR headset, it’s Apple.”

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AI trained on ape DNA predicts genetic disease risks for humans

AI trained on ape DNA predicts genetic disease risks for humans

Ioanna Lykiardopoulou

Story by

Ioanna Lykiardopoulou

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

A group of international researchers has shed further light on genetic variants responsible for human diseases by analysing primate DNA data with a novel AI algorithm.

Initially, the scientists sequenced over 800 individual samples from 233 species of non-human primates representing all 16 families, from lemurs to gorillas. To interpret the data, they developed a new algorithm: PrimateAI-3D.

PrimateAI-3D is built on deep-learning language architectures similar to those used in ChatGPT, but designed to model genomic rather than linguistic sequences. The team used natural selection to train its parameters, by presenting it with mutations that are ruled out for disease in our primate relatives. This way, the algorithm learned to recognise benign genetic variants and, by process of elimination, mutations that are likely to cause disease.

Then the scientists applied PrimateAI-3D to identify potentially harmful mutations in humans, using health records and gene variant data of over 400 people who have donated samples to the UK Biobank project. They found that the algorithm showed “impressive improvements” in predicting humans’ increased genetic risk for common diseases.

The method’s claimed ability to identify pathogenic mutations more accurately than existing techniques is also correlated with the fact that it can overcome genetic bias stemming from white European ancestry.

“Even though there are 8 billion of us, our genetic diversity still looks like the original population of 10,000 common ancestors we’re all descended from,” said Kyle Farh, co-author of the study and VP of Artificial Intelligence at collaborating company Illumina.

“There just isn’t enough information to glean from the human species. It became clear several years ago that, to really understand the human genome, the data contained in human genome sequencing was not enough,” he added.

Combining human and non-human primate data is key to that, especially as living primates share more than 90% of our DNA with one another. Research from Illumina has shown that a genetic variant is tolerated by natural selection in another primate, it’s 99% unlikely to cause disease in humans.

The study’s findings can be used to support health research, such as helping scientists prioritise variants that are most likely to pose a risk to humans. They can also help conserve the populations of the other primates.

“I think we’re only at the beginning,” Farh noted. “There’s a tremendous amount that can be learned here. And the idea that you can learn more about our own species from other species is, I think, deeply romantic.”

The full study is published in the journal Science.

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‘Attack on Titan VR’ Coming to Quest This Winter, New Trailer Here

Attack on Titan VR:  Unbreakable was first announced by Japan-based studio UNIVRS late last year, promising to bring the anime’s high-flying action to VR for the first time. It’s coming a little later than advertised, as the game was originally slated to arrive on Quest in Summer 2023; at today’s Quest Gaming Showcase the studio says it’s now targeting a Winter 2023 release.

As recompense, the studio showed off a pretty slick trailer which includes pre-rendered animations, but no actual gameplay.

Still, much of the rope-swinging action seen in the video, courtesy of the franchise’s iconic omni-directional mobility gear, is undoubtedly doable from a VR locomotion standpoint considering we’ve seen the same movement scheme across a number of VR games, such as Windlands, Yupitergrad, and Jet Island to name a few. It’s possible much of the action seen here could translate directly to gameplay, save a bunch of the smooth lighting effects.

UNIVRS says Attack on Titan VR: Unbreakable is set to feature both single player and co-op modes, and will be available in both Japanese and English, dubbed and subbed.

Here’s how the studio describes the action:

In Attack on Titan VR: Unbreakable, players are tasked with taking on unique missions as members of the Scout Regiment. They will need to combine entirely free three-dimensional movement through use of their Omni-directional Mobility (ODM) Gear with cross-range combat in order to defend themselves against killer titans. As players progress, the battle difficulty will increase, so only those with determination and skills critical to making it through to the final battle will survive.

Attack on Titan VR: Unbreakable is coming to Quest 2 and Quest Pro. It’s uncertain whether it’s also targeting other headsets at this time, such as PSVR 2 or SteamVR headsets.

‘Attack on Titan VR’ Coming to Quest This Winter, New Trailer Here Read More »

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OpenAI CEO teases European HQ ahead of fresh talks with EU

Thomas Macaulay

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Thomas Macaulay

Senior reporter

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

Sam Altman’s turbulent relationship with European regulators has taken two more turns. The OpenAI CEO is reportedly set for further talks with the EU — and a new HQ on the continent.

Altman last sparked an uproar after criticising the EU’s AI Act. The 38-year-old threatened to withdraw OpenAI’s services over plans for the landmark legislation, which would force his company to comply with extra obligations. 

Following a fierce backlash from lawmakers, Altman made a swift U-turn. The ChatGPT maker was “excited to continue to operate here,” he tweeted, and had “no plans to leave.”

The charm offensive continued in an interview with Politico. “We really need an office in Europe,” Altman told the outlet. “We also just really want one.” 

Regardless of what he wants, the need is clear. Once the AI Act is passed, OpenAI will require a presence in the EU. But there are still chances to modify the regulation before it’s finalised.

With that in mind, a pair of new additions to Altman’s calendar could prove significant.

The first is scheduled for this Thursday, when he’s due to meet European Commission President Ursula von der Leyen in Brussels. The second is reportedly set for next month, when Altman and EU industry chief Thierry Breton will discuss compliance with the bloc’s impending rules.

Whatever the outcome, OpenAI’s explosive rise shows no signs of slowing down. New research from VezaDigital found that visits to openai.com grew by 54.21% in March to nearly 1bn monthly users — the greatest leap among the world’s top 50 websites. The site jumped 33 positions in the global rankings within just two months.

As for the company’s presence in Europe, Altman said he’d pick France if the choice was purely based on AI research talent. But he added that he’s “been super-impressed by the talent and energy everywhere.” Impressing the EU lawmakers will be the next test of his flattery.

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