Author name: Mike M.

with-spotify’s-‘jam’-your-whole-squad-becomes-the-dj

With Spotify’s ‘Jam’ your whole squad becomes the DJ

Spotify has launched a new feature today called “Jam,” which will give you and your buddies a way to curate a shared playlist and listen to it together in real-time.  

Unlike existing multi-playlist features Blend and Duo Mix, Jam will sync everyone’s playback so you’re all listening to the same songs simultaneously — whether you’re in the same room, or scattered across the world. 

Now, explains the hugely successful Swedish company, instead of having one person in control of the music at a social gathering, everyone can have their say.  

The feature is available to both free and Premium subscribers, but only the latter will be able to start a session and invite others to join as its host. 

The <3 of EU tech

The latest rumblings from the EU tech scene, a story from our wise ol’ founder Boris, and some questionable AI art. It’s free, every week, in your inbox. Sign up now!

If you’re a Premium user, you can select any song or playlist, and then tap the speaker icon at the bottom of your screen or the three-dot menu at the top. From there, you can select the new option “Start a Jam”.

To invite friends, you can enable Bluetooth and tap your phones together, share the QR code on screen, or send the link over a messaging app. Anyone who’s on the same shared Wi-Fi network will be prompted to join the Jam when they open their Spotify app.

As people add tracks to the shared queue, you’ll see profiles the song in question so you’ll know who chose which tune. Up to 32 people can be in the Jam’s private session at the same time. 

Those who’d rather stream music alone but still be able to discover new songs and artists would probably enjoy Spotify’s “daylist” feature more. The new playlist, launched earlier this month, keeps changing throughout the day, based on the kind of music the user typically listens to.

Meanwhile, Spotify has increased its Premium membership price by 1, and the company is also rumoured to be launching its lossless Supremium service shortly. In a string of recent additions, the Swedish company announced a new artificial intelligence-powered feature this week that can translate podcasts into different languages using the host’s own voice.

Published

Back to top

With Spotify’s ‘Jam’ your whole squad becomes the DJ Read More »

eu-blocks-booking’s-e1.6b-takeover-of-online-travel-agency-etraveli

EU blocks Booking’s €1.6B takeover of online travel agency Etraveli

The EU Commission has blocked Booking’s €1.6bn takeover of Swedish online travel agency Etraveli, citing competition concerns.

“Booking’s acquisition of Etraveli would strengthen Booking’s dominant position in the online travel agencies market and likely lead to higher costs for hotels and, possibly, consumers,” said Didier Reynders, Commissioner for Justice.

According to the Commission, Booking is already the leading online hotel agency in the EEA, accounting for a 60% share of the total market. Meanwhile, Etraveli is the number two provider of flight services.

The merger would, therefore, enable the travel giant to broaden its travel services ecosystem, increase traffic on its platforms, and enhance its network effect. As a result, Booking could further boost its dominant position in the hotel industry and, ultimately, make market entry or expansion more challenging for competitors.

The EU regulator found Booking’s proposed remedy “not sufficiently comprehensive and effective,” failing to fully address the identified competition concerns. Specifically, the company suggested a choice screen on the flight check-out page, displaying hotel options from competing providers. The Commission claims that the solution would still favour Booking.

“Our decision to block the merger means that European hotels and travellers will not be further limited in the options available to offer their services and book their trips. This also means that the drive for competitive prices and innovation will be preserved in this important part of the travel industry,” Reynders added.

In response, the travel giant announced its intention to appeal. “The European Commission’s decision not only departs from settled law and precedent, but it deprives consumers of travel options that they are entitled to have,” said Glenn Fogel, Booking Holdings’ CEO.

The company noted that it will continue working together with Etraveli, extending their partnership through 2028.

The takeover’s veto comes less than a month after the EU announced the six tech giants that will face the strictest set of its new digital market rules, known as the DMA. While Booking was absent from the list, the Commission’s latest antitrust decision indicates that the bloc’s aim to ensure a fair digital economy will go beyond traditional big tech. 

Published

Back to top

EU blocks Booking’s €1.6B takeover of online travel agency Etraveli Read More »

new-erotic-roleplaying-chatbots-promise-to-indulge-your-sexual-fantasies

New erotic roleplaying chatbots promise to indulge your sexual fantasies

AI has thrust deeper into carnal pleasures with the launch of a new “roleplaying” chatbot system.

The feature is the brainchild of Bloom, an erotic audio platform based in Germany. The app also comes with 800 original sex stories, which range from the vanilla to the kinky (anyone for sploshing?).

Some of the tales offer guided erotic play, while others feature creator content from real couples. There are even stories that synchronise with the vibrations of sex toys.

The new chatbots add another level of interaction. Hannah Albertshauser, Bloom’s CEO, says the feature takes the character-driven storytelling “to the next level.”

“Our unique approach captivates the mind more than just the eyes,” Albertshauser tells TNW. 

The <3 of EU tech

The latest rumblings from the EU tech scene, a story from our wise ol’ founder Boris, and some questionable AI art. It’s free, every week, in your inbox. Sign up now!

As a selfless service to our faithful readers, TNW put her claim to the test.

First dates

Ahead of the launch, TNW received a demo with a choice of seven characters: Lizzy, Noah, Barry, Noah as the Architect, Joel, Fleur as Mistress Mia, and Joel as the Ranch Hand.

According to Bloom, the underlying AI models are trained to represent the charm, personality, and language of each character. Rob the Ranch Hand, for instance, may call you “darlin’,” while Mistress Mia could ask what pet name you like to be called.

Eagle-eyed readers may have noticed that most of the personas are male. Albertshauser said this reflects an “overwhelming desire” from users to connect with those specific individuals.

That desire may also mirror broader consumer tastes. Studies have consistently shown that sex stories are particularly popular with women, whereas men are more likely to watch porn (more on that later).

Albertshauser promises that additional “strong female characters” will soon make appearances. But TNW felt sufficiently indulged with seven virtual sweethearts at our beck and call.

In an interface that resembles dating apps, we slide into the DMs of the AI-powered characters. An amorous opening message then asks about our fantasies to set the tone of the conversation. 

After entering a prompt, the chatbot replies with personalised voice and text messages. As the questions and responses flow, the feature engenders an immersive and customisable experience.

A screenshot showing messages from one of the roleplaying chatbots
Noah is one of Bloom’s most popular characters. Credit: Bloom

We’ll leave the juicy details to your sordid imaginations, but we were impressed by the personalised and natural interactions. The most striking aspect was the integration of details from user prompts.

The more dynamic and customisable an experience can be, the more a user’s exact preferences and desires can be satisfied,” Albertshauser says.

“This is what we set out to change by introducing a feature where users can tell their favourite voices exactly what they are in the mood for and what fantasies they want to explore.” 

Those voices may, however, be seen more than they’re heard. While a free version provides unlimited text responses, the audio messages are only available to premium users. Subscribers receive 15 of them per month. Additional voice message tokens can then be purchased in the app.

“We believe Bloom chat can strengthen real-world connections.

To determine the format of each response, Bloom developed an algorithm that selects either a text or audio response. Albertshauser says that it takes “several factors” into consideration.

“There is also an element of chance to keep the voice message output randomised in a way that is exciting for the user and makes the voice messages feel special,” she adds.

At times, the system did decline our seedier requests. According to Bloom, the chatbots will not engage in anything that breaches the platform’s community guidelines. 

The characters can also integrate consent and safewords to ensure the user’s comfort. Another feature, which was still being built at the time of our demo, will let users report individual messages.

These safety features are just the tip of Bloom’s plan to promote positive sexual interactions.

Safe sex

Bloom’s chatbots are designed for inclusive and consensual adult interactions. They aim to set realistic standards for pleasure, which cater to a wide range of audiences and sexualities.

The erotica offers a different experience to visual pornography, which can skew perceptions of sex, relationships, and boundaries. Mainstream porn also predominately caters to the male gaze. Female pleasure is often relegated to something that only exists to please men. 

Bloom introduces a welcome alternative. In a similar manner to podcasts, audio erotica creates an intimacy between the speaker and listener. The chatbots make the connection even closer.

“The interactive side of Bloom chat, really feeling like you are the main focus, is what separates us from video pornography and something that is very valued by our users,” Albertshauser says.

The feature could also serve as a confidence-building tool. Albertshauser hopes people use the chatbots to become more comfortable exploring and expressing their sexual interests.

“We believe Bloom Chat can actually help strengthen real-world connections. As our users chat openly with the bots about their sexual desires and fantasies, it strips away the shame and fear many people feel when talking about these things with partners, and helps users practise these conversations before bringing them into the real world.”

Bloom also promises that all user data is anonymised and never shared with third parties or used for other purposes.

Bloom founders Mike and Hannah Albertshauser
Bloom was cofounded by Hannah Albertshauser and her husband Mike. Credit: Bloom

To substantiate its claims about the feature’s benefits, Bloom sought input from Suzannah Weiss, a certified sex educator.

Weiss responded with a ringing endorsement.

“The characters are very respectful and affirming of your desires, which could make this function helpful for people who are overcoming sexual trauma, relationship abuse, or body image issues,” she says.

“It provides an example of what a positive sexual interaction looks like! I left the conversation with my chosen character feeling uplifted and excited to try out some of the fantasies we discussed with a live person.” 

Happy endings

Bloom has also vowed to mitigate a common concern about AI: the danger of machines replacing human workers.

The training data for the chatbots includes the scripts and voice profiles of every character. It also contains AI voice-training materials recorded by each actor.

To protect their livelihoods, the performers could “opt-in” for a licensing model that provides compensation for their work. Once the terms were agreed, they were consulted to ensure the chatbots accurately represented their characters.

Bloom assures the voice actors, writers, and illustrators that the AI will not diminish their roles. Instead, the company says the feature will amplify their work, as the chatbots are modelled on characters and narratives that they created. Stories crafted and curated by humans will still be the platform’s core.

Those pledges won’t allay every concern about tech’s impact on relationships. The rise of deepfake porn, sex robots, and virtual girlfriends has aroused alarm that future sex will become inhuman. But Bloom’s chatbots show AI can at least offer artificial intimacy.

New erotic roleplaying chatbots promise to indulge your sexual fantasies Read More »

valve-launches-steamvr-2.0-beta,-bringing-long-awaited-platform-features-into-vr

Valve Launches SteamVR 2.0 Beta, Bringing Long-awaited Platform Features into VR

After a period of significant silence about VR from the company, Valve today surprise-released a beta for SteamVR 2.0, a major upgrade to the platform’s VR interface which finally brings more of the platform’s core capabilities into VR.

Valve originally said it planned to release “SteamVR 2.0” in 2020. But it would be Valve without the infamous Valve Time. So here we are three years later and SteamVR 2.0 has been released in beta.

This is a major upgrade to the SteamVR interface which better aligns SteamVR with the modern Steam and Steam Deck experiences.

Image courtesy Valve

Valve says that with the update “most of the current features of Steam and Steam Deck are now part of SteamVR.” That appears to include things that have been long-missing a native implementation into SteamVR, like chats, voice chats, and the modern Steam Store and Library. The update also adds an updated keyboard with the addition of emojis, themes, and more languages.

Valve says the beta update is “just the beginning of SteamVR 2.0’s journey, and we’ll have more to share in the coming weeks and months as we collect feedback and work on the features mentioned above. This beta will give us a chance to work out the kinks as more and more people try it out. As with all betas, this means SteamVR 2.0 will get better and better as we prepare it for its eventual full public launch.”

How to Install SteamVR 2.0 Beta

If you want to try the SteamVR 2.0 beta today, before it’s pushed out to all users, you need to opt into both the Steam beta branch, and the SteamVR beta branch. Here’s how:

Steam beta:
  1. Open Steam > Click ‘Steam’ in menu bar > Settings > Interface > Client Beta Participation.
  2. Set Client Beta Participation to ‘Steam Beta Update’
  3. Steam will restart
SteamVR beta:
  1. Open Steam library > right-click SteamVR > Properties > Betas > Beta Participation.
  2. Set Beta Participation to ‘beta – SteamVR Beta Update’
  3. Once you close the window, SteamVR will begin updating to the beta branch.

A Taste of Things to Come?

SteamVR 2.0 might be about more than just improving the platform’s VR interface. Recent work by the company that’s been happening right alongside these interface improvements also suggests Valve is still working on a standalone VR headset. Whether we’ll see that any time soon is unclear… Valve Time never ceases to surprise.

Valve Launches SteamVR 2.0 Beta, Bringing Long-awaited Platform Features into VR Read More »

new-airpods-pro-support-‘groundbreaking-ultra-low-latency-audio-protocol’-for-vision-pro

New AirPods Pro Support ‘groundbreaking ultra-low latency audio protocol’ for Vision Pro

With the early 2024 release of Vision Pro quickly approaching, Apple is steadily updating its products to prepare for the new headset.

In addition to an upcoming spatial capture feature on iPhone 15 Pro, Apple also says its latest AirPods Pro wireless earbuds (2nd-gen, now with USB-C) will support lossless audio with ‘ultra-low latency’ to ensure that what you see and what you hear are closely synchronized for an immersive experience.

What Apple is calling a “groundbreaking wireless audio protocol” is powered by the H2 chip in the AirPods Pro 2 and Vision Pro. The specifics of the protocol haven’t been divulged, but the company says it will deliver 20-bit, 48 kHz lossless audio with a “massive reduction in audio latency.”

Image courtesy Apple

Low latency in XR is important because a headset’s visuals need to be as low latency as possible in order to keep users comfortable. Having audio that’s just as responsive (in order to keep sight and sounds in sync) sometimes comes at the cost of quality. The audio protocol Apple is now touting seems designed specifically to maintain lossless audio while also keeping latency as low as possible.

The AirPods Pro 2 have been out for a while, but when the company revealed its latest phones earlier this month with USB-C connectors for the first time, it also took the time to release the refreshed version of the Airpods Pro 2, now with USB-C as well.

This is also when we saw the first mention of the new low latency audio protocol; though considering that the original AirPods Pro 2 (with lightning connector) also has an H2 chip, we certainly hope it will also support the new protocol. As for the non-Pro version of AirPods—which only have an H1 chip—it isn’t clear if they will get support. We’ve reached out to Apple for more clarity on which devices will be supported.

New AirPods Pro Support ‘groundbreaking ultra-low latency audio protocol’ for Vision Pro Read More »

‘neos-vr’-metaverse-creator-unveils-spiritual-successor-‘resonite’

‘Neos VR’ Metaverse Creator Unveils Spiritual Successor ‘Resonite’

It’s been a bumpy ride for social VR platform Neos VR over the past two years partly due to being removed from Steam for heavily featuring its own cryptocurrency. While Neos VR was eventually reinstated on Steam, original Neos VR developer Tomáš “Frooxius” Mariančík has since departed the project and now announced a spiritual successor called Resonite.

There’s a fair bit of drama surrounding Neos VR, something you can read up on over at Ryan Schulz’s blog, which delves into the cryptocurrency-fueled rift between Mariančík and Karel Hulec, CEO of the app’s publisher Sorilax. The two have completely parted ways, with Hulec still managing Neos while Mariančík has headed a new team developing Resonite.

From what by all accounts was a bitter split, Resonite is emerging from the controversy, bringing with it what Mariančík describes as a “novel digital universe with infinite possibilities.”

“Whether you resonate with people around the world in a casual conversation, playing games and socializing or you riff off each other when creating anything from art to programming complex games, you’ll find your place here,” the app’s Steam description reads.

Like Neos VR, Resonite heavily focuses on in-app content creation, allowing users to create their own interactive avatars, art, gadgets, and “complex interactive worlds and games.”

There’s no release date yet for Resonite, however the app’s Steam page says it’s launching into early access sometime in October. Whatever the case, Resonite doesn’t appear to have ambitions to launch on Quest, PSVR 2, or mobile hardware currently, essentially setting it up to be a PC-exclusive experience likely appealing mostly to enthusiasts.

We’re curious to learn more about Resonite, and what sets it apart from Neos. Whatever the case, there seems to be a fairly substantial expected migration of Neos users to Resonite, as Resonite’s Patreon page already boasts over $14,000 monthly donations.

According to cached pages, support for Neos VR’s Patreon has decreased significantly in the past two years since the project included its own cryptocurrency and friction arose between its creators; near its all-time high of over $18,000 per-month donations, today Neos garners a little under $5,000 per month from backers.

‘Neos VR’ Metaverse Creator Unveils Spiritual Successor ‘Resonite’ Read More »

bioniq-taps-big-data-algorithms-to-make-supplements-bespoke

Bioniq taps big data algorithms to make supplements bespoke

London-based startup Bioniq, which creates hyper-personalised supplements for its customers — who range from pro athletes to regular people on the quest for longer life — has gone global.

Founded in 2019, Bioniq leverages a patented algorithm based on blood test data from more than 40,000 people across 4 million biochemical data points to create a supplement regime tailor-made to your body and health goals. 

“STOP GUESSING which mass-made supplements to take. None are meant for you,” it exclaims on its website. 

The company was founded by former German national team basketball player Vadim Fedotov and Dr Konstantin Karuzin, a neurosurgeon who previously developed a system to improve the cognitive and physical functions of professional athletes in Switzerland.  

Bioniq taps big data to achieve hyper-personalisation, which it claims to be 200,000 times higher than similar products on the market. The whole idea is to customise healthcare to the greatest extent possible.  

The <3 of EU tech

The latest rumblings from the EU tech scene, a story from our wise ol’ founder Boris, and some questionable AI art. It’s free, every week, in your inbox. Sign up now!

By helping to address underlying micronutrient imbalances, Bioniq’s personalised supplements enable clients to benefit from improved energy, better sleep quality, faster recovery and healthier ageing — at least that’s what it says on the bottle. 

“I couldn’t be more proud of the work we’ve done to bring this level of unprecedented precision to the supplements market,” said founder Fedotov. “Identifying real nutrient imbalances and taking a personalized supplement formula to address them can help individuals not only feel better but also perform better and stay healthier over time.”

Bioniq is one of many startups flooding into the new, but steadily growing, biohacking industry. Biohacking refers to a wide range of incremental changes a person can make to their bodies and lifestyles, from taking supplements and using wearable technology to monitor health, to using implanted devices.

Bioniq is backed by several European investment funds, including HV Capital, and Unbound, Rocket Internet, Porsche Ventures, and others. It has raised a total of $15mn to date.

Published

Back to top

Bioniq taps big data algorithms to make supplements bespoke Read More »

eu-online-piracy-on-the-rise-as-consumers-feel-the-pinch

EU online piracy on the rise as consumers feel the pinch

With the plethora of legitimate streaming options available today, you’d be forgiven for thinking pirated TV shows were a thing of the past. But a new study by the EU’s Intellectual Property Office (EUIPO) shows that after a multi-year decline, online piracy is on the up. 

The study, based on data from UK piracy tracking firm MUSO, suggests that there was a notable increase in piracy levels over the past two years. 

“The main finding is that the declining trend seen in the earlier studies seems to be reversing, with piracy increasing again, mainly due to increases in piracy of TV content and publications,” the report reads.

While current piracy levels are still nowhere near what they were five years ago, a trend reversal is notable and may suggest that we’re at a pivotal point in time, especially as legal streaming services face slowed growth amid increased competition and an economic downturn.   

TV piracy is booming

The study found that TV shows are by far the most pirated type of content in the EU, accounting for nearly half (48%) of all piracy. Illegal streaming of live events, such as sports games, is also on the rise, while piracy of software and publications also showed a significant increase in 2022. However, piracy of films and music is still decreasing.  

According to the study, streaming has become the most popular method to access illicit TV content, with 58% of piracy in the EU occurring via streaming and 32% through downloading via sites such as Piratebay or Torrentz.

Various countries also differ in the volume and type of content consumed. Piracy is most popular in Estonia and Latvia, while it’s relatively unpopular in Germany and Italy. There are also different preferences for the type of content. In Greece, film piracy makes up 25% of the total piracy volume, for example, while in Poland it’s as low as 5%.  

Why is piracy on the rise again?

In the 2000s, I and pretty much everyone I knew was consuming pirated content.  It was simply the only way for us cash-strapped high schoolers to access the titles we wanted, when we wanted. 

While the online media landscape has changed a lot since then, the EUIPO report shows people are streaming illegal content today for much the same reasons they did 10 or 20 years before — a lack of legal options and high subscription or purchase costs.   

The econometric analysis, which is limited to the movie, TV, and music categories, shows that the number of available legal alternatives reduces piracy. This means that the availability of more legal streaming services correlates to lower piracy numbers.

Meanwhile, the income level of a country also has a significant impact on piracy rates. Low per capita income, a high degree of income inequality, and high youth unemployment are all associated with increased consumption of pirated content.

“Understanding the underlying mechanisms of piracy is essential to adopt effective policies and measures that contribute to reducing it,” remarked Christian Archambeau, EUIPO’s executive director.

As the economic crunch affects everyone’s bottom line and streaming services offer declining bang for their buck, consuming pirated content may become increasingly inviting for years to come. 

EU online piracy on the rise as consumers feel the pinch Read More »

world’s-first-self-stabilising-walking-exoskeleton-enters-stroke-rehab-trial

World’s first self-stabilising walking exoskeleton enters stroke rehab trial

The world’s first self-stabilising walking exoskeleton, Atlante X,  has entered a rehabilitation trial in Germany.

The exoskeleton will be provided to patients with hemiparesis, an after-effect of stroke that causes muscle weakness on one side of the body. Atalante X’s efficacy will be compared with standard rehabilitation methods.

The trial, named EarlyExo, will take place at two renowned neurorehabilitation clinics: the Vivantes Klinikum Spandau in Berlin and Schön Klinik Bad Aibling Harthausen near Munich. Both clinics will this month begin recruiting a total of 66 patients.

“Recovery from a stroke and other acute neurological conditions is complex and can take patients, treating therapists, physicians, and carers significant time, effort, and resources,” Professor Jörg Wissel, a neurologist at Vivantes Klinikum Spandau, said in a statement.

The <3 of EU tech

The latest rumblings from the EU tech scene, a story from our wise ol’ founder Boris, and some questionable AI art. It’s free, every week, in your inbox. Sign up now!

“We look forward to evaluating the potential impact that Atalante X can add in helping patients recover walking ability, trunk stability, balance, weight transfer, and limb function.”

A patient in the Atalante X exoskeleton high-fiving a physical therapist
Atalante X enables multitasking via various exercises from an upright position. Credit: Wandercraft

Atalante X was developed by Wandercraft, a healthtech firm based in Paris. Founded in 2012, the company wants to build a better solution for people deprived of walking than a wheelchair. Its opening proposal, Atalante, was launched in 2019. Wandercraft believes it was the first bipedal walking robot to become a full commercial product.

Atalante X is the second iteration of the tool. Using a proprietary self-balancing feature, the exoskeleton provides hands-free and multi-directional locomotion. Therapists can use the device to personalise task-orientated treatments for each patient’s needs.

Regulators have shown growing faith in the system. In January, the US Food and Drug Administration (FDA) cleared Atalante for use in stroke rehabilitation. Investors have also provided strong support, ploughing a total of around $67mn (€63mn) into Wandercraft.

The trial in Germany provides another opportunity to develop the product.

“This launch in one of Europe’s largest markets reinforces the position of Wandercraft as a global leader in the field of self-stabilizing, assisted locomotion,” said Matthieu Masselin, CEO of Wandercraft.

“It helps provide us with the opportunity to extend the reach of our assistive technology to greater patient populations for treatment and rehabilitation.”

The German launch expands Wandercraft’s strong commercial presence in Europe, which also includes footholds in France and Spain.  The company is now targeting the biggest market of them all: the USA.

World’s first self-stabilising walking exoskeleton enters stroke rehab trial Read More »

fast-travel-games-partners-with-moonhood-on-claymation-based-vr-game

Fast Travel Games Partners with MoonHood on Claymation-based VR Game

Fast Travel Games announced it’s partnering with MoonHood, a new game studio founded by the creators of Lost in Random (2021) and VR game Ghost Giant (2019). MoonHood is creating a VR-supported game that aims to replicate the look and feel of claymation.

Based in Gothenburg, Sweden, MoonHood aims to “immerse players in strange worlds handcrafted in actual clay, cardboard and what have you,” studio says on its new website.

MoonHood says it’s hired a team of sculptors and miniature painters to create physical objects as the basis of their first project, which is currently unnamed. The sculptures are then 3D scanned and presumably animated in Blender and other engines. The game is slated to target consoles, PC, and VR headsets—no word on exact platforms for now.

In the partnership announcement seen below, MoonHood says it’s partnering with Fast Travel’s publishing wing, but also a second unnamed partner. The studio says on its website that the project is being funded by “one of the biggest platforms,” which, considering the VR landscape right now, basically means Meta. The studio hasn’t confirmed this, as the video conveniently teases the name as a part of a redaction.

As a publisher, Fast Travel Games has brought a number of VR games to life, including third-party titles Virtuoso, EVERSLAUGHT Invasion, and Ghost Signal: A Stellaris Game. It’s also developed a number of well-recieved VR games including upcoming single-player RPG Vampire: The Masquerade – Justice and asymmetric multiplayer Mannequin.

Fast Travel Games Partners with MoonHood on Claymation-based VR Game Read More »

varjo-cuts-price-of-high-end-aero-pc-vr-headset-by-50%

Varjo Cuts Price of High-end Aero PC VR Headset by 50%

Varjo, the Finland-based creator of high-end XR headsets, announced their businesses and prosumer-focused SteamVR headset Aero is now permanently 50% off its original $2,000 price tag.

Aero is essentially a pared down version of the company’s strictly enterprise headsets, offering industry-leading fidelity and advanced features such as eye-tracking.

Released in October 2021, Aero was (and still is) the company’s least expensive headset; it’s now priced at $990 (€990), bringing the Helsinki, Finland-based company into a new price segment which its hoping will appeal to at-home simulator fans.

Photo by Road to VR

Ther news was revealed during the company’s hour-long ‘Aeroversity’ livestream celebrating the device’s two years since launch. Besides the price drop reveal, Varjo focused heavily on the headset’s use in both driving and flight sims.

When we reviewed Varjo Aero in late 2021, we called it the “dream headset for VR simmers who aren’t afraid to trade cash for immersion,” as it offered some pretty stunning clarity (35 PPD) that’s beaten only by the company’s more expensive headsets.

Notably, the $990 package doesn’t include SteamVR base stations and motion controllers, making it appeal mostly to users already in the SteamVR tracking ecosystem. What’s in the box: Varjo Aero headset, VR adapter, power supply unit with 6 x power plugs (EURO, UK, US, AUS, KOR, CHN), in-ear headphones with microphone, user guide, cleaning cloth.

The price drop looks to be, in part, a response to the growing number of new PC VR headsets offering higher resolution micro displays, notably with the Bigscreen Beyond leading the charge at $1,000 for just the headset, which includes 2,560 × 2,560 (6.5MP) per-eye resolution microOLEDs clocked at 75/90Hz.

Check out the specs below:

Varjo Aero Specs

Resolution 2,880 x 2,720 (7.8MP) per-eye, mini-LED LCD (2x)
Refresh Rate 90Hz
Lenses Aspheric
Field-of-view (claimed) 134° diagonal, 115° horizontal (at 12mm eye-relief)
Optical Adjustments IPD (automatic motor driven)
IPD Adjustment Range 57–73mm
Connectors USB-C → breakout box (USB-A 3.0, DisplayPort 1.4)
Cable Length 5m
Tracking SteamVR Tracking 1.0 or 2.0 (external beacons)
On-board cameras 2x eye-tracking
Input None included (supports SteamVR controllers)
Audio 3.5mm aux port
Microphone None (supports external mic through aux port)
Pass-through view No
Weight 487g + 230g headstrap with counterweight

Varjo Cuts Price of High-end Aero PC VR Headset by 50% Read More »

biotech-startup-opens-uk’s-first-pilot-facility-for-cultivated-animal-fat

Biotech startup opens UK’s first pilot facility for cultivated animal fat

Hoxton Farms, a London-based biotech startup, has opened today the UK’s first pilot production facility for cultivated animal fat.

Launched in 2020, the company combines cell biology and mathematical modelling to produce cultivated fat from pig and cow stem cells as an ingredient for plant-based meat. Its targets food ingredient suppliers, distributors, and manufacturers of meat alternatives.

According to the startup, optimised taste isn’t its sole advantage. Cultivated fat also requires less water, less land, and less energy than intensive agriculture — all without harming animals.

“It’s no secret that the traditional meat industry is broken, but consumers are disappointed when they seek quality alternatives,” said Max Jamilly, co-founder of Hoxton Farms. “But as people turn away from meat because of concerns over health, environmental impact, or animal welfare, flexitarianism is booming.”

Cultivated animal fat is “the missing ingredient,” Jamilly added, both in terms of taste and of environmental and ethical impact.

The pilot facility key to scaling up

Hoxton Farms’ London facility will enable it to advance research, develop prototypes with customers, and scale up production. Specifically, the team expects to increase production capacity to 10 tonnes of cultivated fat each year, on track to achieve cost-parity with plant oils at commercial scale.

The facility also includes a hardware workshop, where Hoxton Farms will manufacture its own bioreactors, designed to enhance fat cell growth with lower capital. Meanwhile, the additional space can help realise employee growth from 40 to 100 people.

“By bringing cellular agriculture to the city on a wider scale, rather than a remote business park, we are in the best place possible to find the customers, partners, investors, and talent that we need, and to raise awareness of cultivated fat in a market that has shown it is ready for meat alternatives,” said co-founder Ed Steele.

The pilot facility follows a £20mm Series A funding round in October 2022, led by Collaborative Fund and Fine Structure Ventures, and represents a significant step for Hoxton Farms as it seeks regulatory approval for its ingredient.

Published

Back to top

Biotech startup opens UK’s first pilot facility for cultivated animal fat Read More »