Author name: Mike M.

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Getir shuts down Amsterdam dark stores, withdraws from 6 Dutch cities

There seems to be no end in sight for Getir’s woes in Europe. Following exits from multiple markets, the rapid grocery delivery platform is now reducing operations in the Netherlands as well.

The Turkish startup is set to close four dark stores in Amsterdam, the company told local paper Het Parool. This is a result of the city council’s new zoning plan which no longer allows the establishment of such stores in exclusively residential areas, following complaints about noise, waste, and traffic nuisance.

The five locations are on Karperstraat, Baarsjesweg, Overtoom, Eerste Jacob van Campenstraat, and on Jan Rebelstraat.

While Getir expressed optimism about its future in Amsterdam (where about 15 dark stores will remain), it’s disappearing completely from six other Dutch cities. These are Leiden, Breda, Delft, Eindhoven, Tilburg, and Groningen.

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The closures are part of a global restructuring aimed to increase the startup’s operational efficiency. To this end, the firm announced Wednesday that it’s laying off nearly 11% of its staff, which amounts to about 2,500 employees.

A series of tough months

Amid inflation, investor wariness, and a declining appetite for rapid grocery delivery after the pandemic, Getir has been struggling to keep its business afloat.

Since June, the startup has announced its exit from France, Spain, Portugal, and Italy. This reduces Getir’s presence in Europe to the Netherlands, Germany, and the UK.

But staying alive in these markets has been no bed of roses either. Besides pulling out of six Dutch cities, the startup is reportedly ceasing its service in 17 of the 23 cities in which it operates across Germany. Most notably, July saw Getir’s UK branch auctioning off equipment and aiming for a fresh round of funding.

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Hands-On Review: YOGES Handle Attachments for Quest 2 Controllers

There are a lot of possible interactions in virtual reality. The standard Quest 2 controllers just don’t always cut it anymore. Fortunately, there’s a large market of accessories manufacturers making adapters for different games and use cases. Not least among them is YOGES.

YOGES at It Again

YOGES specializes in accessories for the Meta Quest 2 headset and Quest 2 controllers. We’ve already reviewed one of their head strap alternatives for the device and found it to be comfortable and competitively priced. When they invited us to try out their “handle attachments” of course we were curious.

The adapters are designed for the Quest 2 controllers and are reported to work with games including Beat Saber, Gorilla Tag, Kayak VR: Mirage, Real VR Fishing, and others. In this writing, I used the grips to play Playin Pickleball, Bait!, and Kizuna AI – Touch the Beat! (That’s a Beat Saber clone with super-short sabers).

Before we jump into the playthroughs, let’s look at what’s in the box.

Unboxing

The minimal YOGES packaging for the handle attachments packs one handle for each controller, one detachable lanyard for each controller, and a connector piece turning the whole set into one two-headed controller. There are also two extra velcro ties to hold the controllers into the adapters – just in case. A set of directions is included as well, but it’s a simple setup.

Hands-On Review: YOGES Handle Attachments for Quest 2 Controllers

The standard Quest 2 controller sits into the adapters, which are each labeled “L” or “R”. Then, a velcro tab secures the controller into the adapter via the tracking ring – so, likely not compatible with the Quest Pro controllers. The bottoms of each adapter are threaded. Screw on a lanyard attachment or screw one of the adapters into either end of the connector piece.

The lightweight adapters are hollow core encased in durable-feeling molded foam. That hollow core keeps the weight and probably the cost down, but it also means that you can insert your Quest 2 controllers without removing the lanyards from them. That’s a handy feature because you might not want these adapters for everything that you do in VR.

The full rig measures in at almost exactly two feet. Each controller in a separate adapter with the lanyard attachment measures in at about ten inches – that’s some five-and-a-half inches longer than the Quest 2 controller by itself.

The adapters extend the Quest 2 controllers but don’t allow you to interact with them in any way. That is, you’ve still got to be holding the controller to press buttons and triggers. Fortunately, the lanyard on the end is long enough that you can put it around your wrist and still reach over the entire adapter to reach the controller.

Playtesting the Adapters for Quest 2 Controllers

I was worried that that length was going to throw off my game. It seems to me that if the adapter adds a few inches, that means that the Quest 2 thinks that my arm is a few inches longer than it is – right? This shouldn’t make much difference saber beating or gorilla tagging, but I was all set for playing pickleball to be a nightmare.

Playin Pickleball

But then, it wasn’t. I don’t know if the Quest 2 is smarter than I gave it credit for or if my brain was a lot more ready to accept the extended controller as a part of my arm, but I had no trouble hitting the ball reliably into targets in a practice mode.

layin Pickleball also might be the game that has seen the most flying Quest 2 controllers in my home – lanyards are a must. However, I didn’t use the lanyards to play with the YOGES adapter – the extra length and the molded foam made it significantly easier to hold onto a paddle.

Kizuna AI – Touch the Beat!

I had a bit more of a time getting used to the adapters when I played a round of Kizuna AI – Touch the Beat!. If you haven’t played the game, it’s very similar to Beat Saber but with smaller targets, smaller sabers, and different motion challenges.

Things took some more getting used to, possibly because the sabers are narrower than a pickleball paddle so my movements needed to be even more precise. I did also hit my overhead light at least once, though I’m not entirely sure that that was because of the adapter. Still, by the end of the first song, I had a pretty memorable streak going.

Bait!

From here, I really wanted to use the adapter as a sword handle in Battle Talent, but in Battle Talent you need to hold the trigger to hold the weapon, so that was a no-go. You also pump both arms and use the joysticks to run, so I couldn’t just leave a controller down and dedicate myself to two-handed weapons. I wondered about how the handle might work as a fishing rod in Bait!.

In Bait! you hold the rod and cast with one hand but use the trigger on the other controller to real it in. I let the left-hand controller (sans adapter) hang off of my left wrist as I used the right controller (with adapter) to do a double-handed cast. It was a little awkward because Bait! was still tracking the left-hand controller as it flopped through the air, but the cast was beautiful.

Is it Worth the Price?

Depending on where, when, and how you buy the YOGES Handle Attachments, they run between $18.58 (the price on Amazon at the time of writing) and $33.98 (the price currently listed on the YOGES website). That’s fairly competitive for adapters of this kind – and most adapter sets don’t include the connector piece.

YOGES adapters for Quest 2 Controllers velcro strap

As always, whether or not that’s worth the price depends on the games that you play. For as many games as I found improved by the adapters, I have at least as many that wouldn’t work. Maybe that’s not the case for you. Or maybe it is but you feel really passionate about improving your VR fishing cast or your virtual pickleball game.

I will say that on all of the games that were compatible with these adapters for Quest 2 controllers (and Bait!) my game was improved – or at least felt improved.

Parting Thoughts

So far, I continue to be pleased with YOGES. The Quest 2 Controller Handle Attachments, like the headset strap, are lightweight and low-cost comfortable adapters. While they may not be for all people or in all cases, they certainly have their place in the VR accessories ecosystem.

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11 Tools for Painting, Modeling, Designing & Animating in VR

Though gaming is likely VR’s most visible use-case so far, it’s capable of so much more. Creatives are using VR for a wide range of artistic endeavors including painting, drawing, 3D modeling & sculpting, animating and more. If you’re interested in exploring your creativity in VR, here’s 11 tools worth checking out.

Updated – August 9th, 2023

First, here’s a quick breakdown of the tools and their capabilities, so that you can hone in on what kind of creative tool you’re looking for the VR headset of your choice. A note about the ‘Feature Focus’ categories below: while some of these tools may support all of the features in limited ways, we marked each based on the workflows they primarily cater to.

That’s the short and skinny, below you can check out more info on each tool to get a better idea what they, what skill level they’re built for, and their cost.


Open Brush – Quest, PC VR (free)

Feature Focus:  Painting

From the Developer:  Open Brush is the community created successor to Tilt Brush, a room-scale 3D-painting virtual-reality application available from Google, originally developed by Skillman & Hackett.

Open Brush lets you paint in 3D space with VR. Unleash your creativity with three-dimensional brush strokes, choosing from a wide palette, of brushes, including stars, light, and even fire. Your room is your canvas. Your palette is your imagination.


Quill – PC VR (free)

Feature Focus: Painting, Animation

From the Developer:  Quill by Smoothstep is the VR illustration and animation tool built to empower artists, designers and storytellers. You can create fully animated self-contained VR films ready for release, or use it to produce traditional 3D or 2D artwork, or assets for a game engine. It’s designed to be expressive, precise and to let the artist’s “hand” come through clearly – whether that’s a watercolor style, pencil style, oil painting style or other.


Kingspray Graffiti – Quest, PC VR ($15)

Feature Focus: Painting

From the Developer: Creating amazing street art would be much more fun without the jail time, and now you can! Kingspray is a Multiplayer VR Graffiti Simulator, with battle-tested realistic spray, colors, drips, metallics, and more! Using a wide range of caps, ultra-detailed environments and paint surfaces, unleash your creativity (just see what some of our fans have already created!) and express your style!


Gravity Sketch – Quest, PC VR, (free)

Feature Focus:  Modeling, Design

From the Developer:  Gravity Sketch is the immersive 3D design tool that empowers you to create, share and collaborate on your best design ideas. Go beyond the bounds of 2D sketching to express yourself in a virtual studio and explore iterations of designs. Communicate design intent with greater clarity, and invite others to help shape your ideas and decision-making.


ShapesXR – Quest (free)

Feature Focus:  Design, Modeling

From the Developer:  In ShapesXR anybody can start creating in 3D without prior experience within minutes. You can design and prototype your immersive app, invite others to co-create in real-time, or present your ideas using ShapesXR storyboard feature. You can also share your creation with anybody without a VR headset via Web, the Unity plugin or just a picture for your 2D deck.


AnimVR – PC VR ($30)

Feature Focus: Painting, Animation

From the Developer:  AnimVR revolutionizes your 3D content production with a powerful timeline, virtual cameras, audio recording, fading & editing, combined with industry standard import and export capabilities, like Alembic Cache and Pixar’s USD. Hand-drawn animation in VR combines the best parts of traditional animation with the advantages of digital content creation tools. Jump right into story telling, without worrying about topology, rigging or skinning. Create environment layouts, 3D story boards, animatics and whole experiences!


SculptVR – Quest, PC VR ($20)

Feature Focus: Modeling

From the Developer: Create sprawling, brilliant worlds and explore them with your friends! Invite your friends to an online game, then race to the finish with hang-gliders, or switch to climbing mode for even more fun. Discover thousands of amazing creations in the interactive gallery then remix them however you want! When you’re happy with your creation, you can upload to the SculptrVR content gallery and let others see the incredible things you’ve made.


Masterpiece X – Quest (Free)

Feature Focus: Animation, Modeling

From the Developer:  Masterpiece X is the 3D creation platform for modern creators! It’s designed for anyone who wants to start creating in 3D but isn’t sure where to start, or those frustrated with complex tools.You don’t need to start from scratch! Get a head start with a complete model and easily remix it into whatever inspires you!


Adobe Substance 3D Modeler  – PC VR (subscription required)

Feature Focus: Modeling

From the Developer:  Adobe Substance 3D Modeler is an innovative sculpting and modeling app that aims at redefining how we create in 3D by combining VR and desktop experiences with a more natural approach to 3D modeling. Substance 3D Modeler frees you from technical constraints. With a Sparse Distance Field (SDF) engine at its core, Modeler allows you to model and sculpt without worrying about polycount, topology or subdivision levels. Sculpt away and add matter to your scene without ever the need to retopologize. Start your creation from scratch or import an existing model and convert it to clay to start sculpting.


Vermillion – Quest, PC VR ($20)

Feature Focus: Painting

From the Developer:  It’s time to discover your inner artist! With Vermillion, you get a fully equipped oil painting studio in your home, without any of the mess. Ready for the unrivaled sense of accomplishment from creating your first painting? Learn with your favorite YouTube artists using the built-in web browser, trace reference images directly on the canvas, or even better—learn to paint from (new) friends in multiplayer!


Painting VR – Quest, PC VR ($20)

Feature Focus: Painting

From the Developer:  It’s time to discover your inner artist! With Vermillion, you get a fully equipped oil painting studio in your home, without any of the mess. Ready for the unrivaled sense of accomplishment from creating your first painting? Learn with your favorite YouTube artists using the built-in web browser, trace reference images directly on the canvas, or even better—learn to paint from (new) friends in multiplayer!

Interested in seeing what talented artists can do with VR? Check out Anna Dream Brush and Rosie Summers.

Not finding the kind of creative VR tool you’re looking for? Let us know in the comments below.

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Collaborative Spatial Design App ‘ShapesXR’ Raises $8.6M, Expanding to Apple Vision Pro & Other Headsets

ShapesXR is a collaborative spatial design app built to make it easy to prototype spatial interfaces, interactions, and environments. The company announced today it has raised an $8.6 million seed investment, part of which the company plans to use to expand to more headsets.

While so many VR interfaces and interactions borrow heavily (if not entirely) from existing ‘flat’ design paradigms, ShapesXR is built on the premise that in order to build spatial applications you need spatial design tools. With that in mind, the app functions like a freeform canvas that allows users to mock up designs inside of VR to understand how everything fits together at scale and in 3D. With collaborative functionality, multiple people can work on projects simultaneously.

Right now that collaboration is limited to those with a Quest headset, but as part of an $8.6 million seed investment, ShapesXR says it plans to expand the app to Apple Vision Pro, Pico, and Magic Leap headsets, opening the door to broader accessibility and cross-headset collaboration.

Image courtesy ShapesXR

The seed investment was led by Supernode Global, with participation from Triptyq VC, Boost VC, Hartmann Capital, and Geek Ventures.

Inga Petryaevskaya, CEO and Founder of ShapesXR says, “VR has such huge potential to transform how we all collaborate on projects and design new products, however, one of the main barriers to entry is the level of technical skill required to get started. ShapesXR has been built to remove these hurdles—it’s as easy to learn as PowerPoint. This truly democratizes 3D content creation and enables anyone to become a VR, AR and mixed reality storyteller.”

Beyond just creating shapes and scenes, ShapesXR also has a ‘layers’ function which lets users create slideshows of spatial content. This works like a simple flip-book animation, except in a 3D environment instead of a flat doodle at the corner of your notebook. Using the layers function, designers can prototype and show how spatial content should interact with the user, which allows design work to be done before any of the interactions are actually programmed.

“ShapesXR’s goal is to become the de facto industry standard for [spatial] UI/UX design—achieving for spatial computing what Figma did for the mobile computing era,” the company said in its seed investment announcement.

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News organisations push for AI regulation to safeguard public trust in media

A number of the world’s largest media organisations have assembled to call for greater transparency in regard to the training of generative AI models. In an open letter to policymakers published yesterday, they ask to be involved in creating standards for the use of artificial intelligence, especially as it relates to intellectual property rights. 

With generative AI, it is now possible to produce and distribute synthetic content at a previously unimagined pace and scale. The threat, the letter states, is that the irresponsible use of the technology could come to endanger the media ecosystem as a whole by eroding the public’s trust in the independence and quality of content.

The signatories of the letter say that they support the responsible advancement and deployment of generative AI technology. However, they also believe that “a legal framework must be developed to protect the content that powers AI applications as well as maintain public trust in the media that promotes facts and fuels our democracies.”

Guidelines for AI training and disclosure

In the letter, titled “Preserving public trust in media through unified AI regulation and practices,” they also lay out priorities when it comes to regulating the rapidly advancing technology. 

These include transparency as to the makeup of all training sets used to create AI models, consent of intellectual property rights holders for the use of their material, and the collective negotiation between media groups and AI model operators and developers. 

Several media companies and artists have sued AI developers for copyright infringement. For instance, Getty Images filed a case against Stability AI in February, and comedian Sarah Silverman against OpenAI last month.

But there is also a precedent for collaboration. In July, OpenAI and The Associated Press made a deal for the GPT developer to licence AP’s archive of news stories. The parties did not reveal the financial details of the deal. 

The letter writers also demand that generative AI models and users “clearly, specifically, and consistently identify their outputs and interactions as including AI-generated content,” and take steps to eliminate bias and misinformation from their services. 

Far-reaching implications of unchecked AI deployment

Generative AI has been hailed as the next frontier in productivity, and studies suggest it could add up to $4.4 trillion (€3.99 trillion) of value to the global economy yearly. Meanwhile, concerns of its applications range from fake online reviews to dissemination of disinformation, mass surveillance and discrimination, job losses, and even the eventual extinction of the human race. 

Among the organisations behind the letter is the European Publishers’ Council (EPC), a high level group of Chairpeople and CEOs of leading European media corporations. Since 1991, the group has lobbied on over 250 different EU proposals and directives.

Agence France-Presse, European Pressphoto Agency, Gannett | USA TODAY Network, Getty Images, National Press Photographers Association, National Writers Union, News Media Alliance, The Associated Press, and the Authors Guild also signed the letter. 

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Influencers have made social media a booming market for counterfeit goods, study finds

Social media influencers are facilitating the trade in counterfeit goods, according to new research by Portsmouth University.

After analysing surveys of 2,000 people in the UK, the study team found around 22% of consumers who are active on social media have bought counterfeits endorsed by influencers. The researchers believe it’s the first-ever estimate of its kind. They warn that counterfeiters are exploiting the popularity of influencers to peddle harmful products.

“Counterfeit products injure and kill hundreds of thousands of people across the world,”  Dr David Shepherd,  the study’s lead author, said in a statement. “The working conditions in the counterfeit factories are unsafe with subsistence-level wages. Don’t be fooled by social media influencers.”

Their dubious charms are particularly appealing to young people and males. According to the study, people between 16 and 13 years old are three times as likely to purchase endorsed counterfeits as those aged 34 to 60. Males, meanwhile, accounted for 70% of all the buyers.

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The researchers attribute these inclinations to specific characteristics.

The consumers tended to have a low-risk awareness, a high-risk appetite, and a propensity to morally justify counterfeit purchases, due to factors such as the high prices of genuine brands. They also had a broader vulnerability to influence. Buyers of endorsed counterfeits were twice as susceptible to the influence of friends and social media.

“Social commerce is the new frontier for marketing, and the social media influencers are the new royalty,” Professor Mark Button, the study’s co-author, said. “Consumers in this marketplace often rely on remote recommendations by third parties, and these influencers have increasingly replaced the customers’ own evaluations of purchasing risk.”

While the new research only covers the UK, the findings highlight an international problem.

Influencers and e-commerce have made social media a global catalogue for counterfeit goods, with deep social and economic impacts. According to a study by the EU’s Intellectual Property Office counterfeits such as bags, clothing, and electrical goods cost the bloc €60bn and 434,000 job losses every year.

“This study raises serious concerns about the impact of deviant influencer marketing on consumer behaviour, particularly among vulnerable demographics,” said Button. “It is crucial for brands, regulators, and law enforcement agencies to take action and disrupt the activities of these illicit influencers and the networks that support them.”

You can read the open-access study in the Deviant Behaviour Journal.

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UK may emulate US ban on China tech investments

On Wednesday, US President Joe Biden unveiled an executive order banning new investments in certain tech sectors in China, citing security risks. The order is set to come into effect next year, and the US will be waiting to see if its closest ally will follow suit. However, for now, the UK says it will consider the measures taken by its transatlantic partner, as it continues to evaluate security implications.

“This executive order on outward investment gives important clarity on the US approach,” a spokesperson for the government said in a statement shared with the Financial Times earlier today. “The UK will consider these new measures closely as we continue to assess potential national security risks attached to some investments.”

The forthcoming ban includes new private-equity, venture-capital and joint-venture investments in advanced computer chips, quantum computers, and certain AI systems. Furthermore, companies already doing business in China will need to notify the government of new investments in the sectors. The goal is to hinder the Chinese military from obtaining both US technology and money. 

Needless to say, China did not respond kindly to the order, stating it considered the measures to be “blatant economic coercion and technological bullying.” 

Tech trade balancing act

This leaves Rishi Sunak and his government with a bit of a diplomatic conundrum. In the declaration on cooperation on export controls between the US and the UK signed in June, the parties agreed to undertake a review of export control, focusing on “end users of concern.” Britain further said it would update its control regime to better “tackle sensitive technology transfers.”

The UK has also stated it is ready to remain closely tied to the approach of the US, especially when it comes to military technologies, and “respond effectively” to any impact British capital and technology could have on shared security concerns. 

Mainland China is not a huge destination for UK foreign investment, attracting £10.7bn (€12.4bn) in 2021, compared to the £461.4bn (€537.5bn) that flowed westward across the Atlantic. However, in an update on the government’s foreign policy plan from May, Britain says it will endeavour to shield critical supply chains, but also emphasises the importance of UK-China trade for the British economy. 

As technology, economics, and national security is becoming ever increasingly intertwined, it seems we are going to need a whole new school of high-stakes tech diplomacy.

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Europe’s SpaceX competitor pushes rocket launch back to 2024

The European Space Agency’s next-generation heavy-lift rocket, Ariane 6, definitely won’t launch until at least 2024, the agency’s director general confirmed this week. 

Ariane 6 was first scheduled to launch four years ago. However, the rocket has suffered a series of delays, attributed to technical issues, COVID-19, and design changes. 

The ESA said the most recent setback was because it failed to complete a short hot firing test,, mimicking the environment in space to provide data to operators,of Ariane’s engine system in a July attempt. The ESA wants to reattempt the test on August 29, with tentative plans for a long hot fire test on September 26, at the agency’s spaceport in French Guiana

With Ariane 5 officially decommissioned and Italy’s Vega C rocket grounded following launch failure in December, Europe is now without independent access to space satellites. Until Ariane 6 gets up and running, the EU will be forced to contract the work to Elon Musk’s SpaceX — the company’s Falcon rocket is the only viable alternative for hauling large satellites into orbit.

Exactly when Ariane 6 will embark on its maiden voyage is uncertain. A press briefing with the Ariane 6 Launcher Task Force is scheduled for September 4 to provide an update on the launcher, ESA announced on Tuesday. 

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Arianespace CEO Stéphane Israël tweeted a timeline on Tuesday laying out the next steps for Ariane 6 testing ahead of an inaugural flight in 2024.

[1/5] Here below please find the updated schedule for #Ariane6 development. With this, @ESA, @ArianeGroup, @Arianespace and @CNES confirm that the inaugural launch is now targeted for 2024.

👉https://t.co/iQxSkDWCOc

— Stéphane Israël (@arianespaceceo) August 8, 2023

Despite its setbacks, Ariane 6 has a number of institutional launches to carry out, and it has been attracting commercial contracts, including 18 launches for Amazon’s Kuiper broadband megaconstellation project.

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Challenges Behind Applying Real-World Laws to XR Spaces and Ensuring User Safety

Immersive technologies bridging the gap between the physical and digital worlds can create new business opportunities. However, it also gives rise to new challenges in regulation and applying real-world laws to XR spaces. According to a World Economic Forum report, we are relatively slow in innovating new legal frameworks for emerging technologies like AR and VR.

Common Challenges of Applying Laws to AR and VR

XR technologies like AR and VR are already considered beneficial and are used in industries like medicine and education. However, XR still harbors risks to human rights, according to an Electronic Frontier Foundation (EFF) article.

Issues like data harvesting and online harassment pose real threats to users, and self-regulation when it comes to data protection and ethical guidelines is insufficient in mitigating such risks. Some common challenges that crop up when applying real-world laws to AR and VR include intellectual property, virtual privacy and security, and product liability.

There’s also the need for a new framework tailored to fit emerging technologies, but legislative attempts at regulation may face several hurdles. It’s also worth noting that while regulation can help keep users safe, it may also potentially hamper the development of such technologies, according to Digikonn co-founder Chirag Prajapati.

Can Real-World Laws Be Applied to XR Spaces?

In an interview with IEEE Spectrum in 2018, Robyn Chatwood, an intellectual property and information technology partner at Dentons Australia, gave an example of an incident that occurred in a VR space where a user experienced sexual assault. Unfortunately, Chatwood remarked that there are no laws saying that sexual assault in VR is the same as in the real world. When asked when she thinks these issues will be addressed, Chatwood remarked that, in several years, another incident could draw more widespread attention to the problems in XR spaces. It’s also possible that, through increased adoption, society will begin to recognize the need to develop regulations for XR spaces.

On a more positive note, the trend toward regulations for XR spaces has been changing recently. For instance, Meta has rolled out a minimum distance between avatars in Horizon Worlds, its VR social media platform. This boundary prevents other avatars from getting into your avatar’s personal space. This system works by halting a user’s forward movement as they get closer to the said boundary.

There are also new laws being drafted to protect users in online spaces. In particular, the UK’s Online Safety Bill, which had its second reading in the House of Commons in April 2022, aims to protect users by ensuring that online platforms have safety measures in place against harmful and illegal content and covers four new criminal offenses.

In the paper, The Law and Ethics of Virtual Assault, author John Danaher proposes a broader definition of virtual sexual assault, which allows for what he calls the different “sub-types of virtual sexual assault.” Danaher also provides suggestions on when virtual acts should be criminalized and how virtual sexual assault can be criminalized. The paper also touches on topics like consent and criminal responsibility for such crimes.

There’s even a short film that brings to light pressing metaverse concerns. Privacy Lost aims to educate policymakers about the potential dangers, such as manipulation, that come with emerging technologies.

While many legal issues in the virtual world are resolved through criminal courts and tort systems, according to Gamma Law’s David B. Hoppe, these approaches lack the necessary nuance and context to resolve such legal disputes. Hoppe remarks that real-world laws may not have the specificity that will allow them to tackle new privacy issues in XR spaces and shares that there is a need for a more nuanced legal strategy and tailored legal documents to help protect users in XR spaces.

Issues with Existing Cyber Laws

The novelty of AR and VR technologies makes it challenging to implement legislation. However, for users to maximize the benefits of such technologies, their needs should be considered by developers, policymakers, and organizations that implement them. While cyber laws are in place, persistent issues still need to be tackled, such as challenges in executing sanctions for offenders and the lack of adequate responses.

The United Nations Office on Drugs and Crime (UNODC) also cites several obstacles to cybercrime investigations, such as user anonymity from technologies, attribution, which determines who or what is responsible for the crime, and traceback, which can be time-consuming. The UNODC also notes that the lack of coordinated national cybercrime laws and international standards for evidence can hamper cybercrime investigations.

Creating Safer XR Spaces for Users

Based on guidelines provided by the World Economic Forum, there are several key considerations that legislators should consider. These include how laws and regulations apply to XR conduct governed by private platforms and how rules can potentially apply when an XR user’s activities have direct, real-world effects.

The XR Association (XRA) has also provided guidelines to help create safe and inclusive immersive spaces. Its conduct policy tips to address abuse include creating tailored policies that align with a business’ product and community and including notifications of possible violations. Moreover, the XRA has been proactive in rolling out measures for the responsible development and adoption of XR. For instance, it has held discussions on user privacy and safety in mixed reality spaces, zeroing in on how developers, policymakers, and organizations can better promote privacy, safety, and inclusion, as well as tackle issues that are unique to XR spaces. It also works with XRA member companies to create guidelines for age-appropriate use of XR technology, helping develop safer virtual spaces for younger users.

Other Key Players in XR Safety

Aside from the XRA, other organizations are also taking steps to create safer XR spaces. X Reality Safety Intelligence (XRSI), formerly known as X Reality Safety Initiative, is one of the world’s leading organizations focused on providing intelligence and advisory services to promote the safety and well-being of ecosystems for emerging technologies.

It has created a number of programs that help tackle critical issues and risks in the metaverse focusing on aspects like diversity and inclusion, trustworthy journalism, and child safety. For instance, the organization has shown support for the Kids PRIVACY Act, a legislation that aims to implement more robust measures to protect younger users online.

XRSI has also published research and shared guidelines to create standards for XR spaces. It has partnered with Standards Australia to create the first-ever Metaverse Standards whitepaper, which serves as a guide for standards in the metaverse to protect users against risks unique to the metaverse. These are categorized as Human Risks, Regulatory Risks, Financial Risks, and Legal Risks, among other metaverse-unique risks.

The whitepaper is a collaborative effort that brings together cybersecurity experts, VR and AR pioneers, strategists, and AI and metaverse specialists. One of its authors, Dr. Catriona Wallace, is the founder of the social enterprise The Responsible Metaverse Alliance. Cybersecurity professional Kavya Pearlman, the founder and CEO of XRSI, is also one of its authors. Pearlman works with various organizations and governments, advising on policymaking and cybersecurity to help keep users safe in emerging technology ecosystems.

One such issue that’s being highlighted by the XRSI is the risks that come with XR data collection in three areas: medical XR and healthcare, learning and education, and employment and work. The report highlights how emerging technologies create new privacy and safety concerns, risks such as the lack of inclusivity, the lack of equality in education, and the lack of experience in using data collected in XR spaces are cropping up.

In light of these issues, the XRSI has created goals and guidelines to help address these risks. Some of the goals include establishing a standards-based workflow to manage XR-collected data and adopting a new approach to classifying such data.

The EU is also taking steps to ensure data protection in emerging technologies, with new EU laws aiming to complement the GDPR’s requirements for XR technologies and services. Moreover, the EU data protection law applies to most XR technologies, particularly for commercial applications. It’s possible that a user’s explicit consent may be required to make data processing operations legitimate.

According to the Information Technology & Innovation Foundation (ITIF), policymakers need to mitigate so-called regulatory uncertainty by making it clear how and when laws apply to AR and VR technologies. The same ITIF report stresses that they need to collaborate with stakeholder communities and industry leaders to create and implement comprehensive guidelines and clear standards for AR and VR use.

However, while creating safer XR spaces is of utmost importance, the ITIF also highlights the risks of over-regulation, which can stifle the development of new technologies. To mitigate this risk, policymakers can instead focus on developing regulations that help promote innovation in the field, such as creating best practices for law enforcement agencies to tackle cybercrime and focusing on funding for user safety research.

Moreover, the ITIF also provides some guidelines regarding privacy concerns from AR in public spaces, as well as what steps leaders and policymakers could take to mitigate the risks and challenges that come with the use of immersive technologies.

The EFF also shares that governments need to execute or update data protection legislation to protect users and their data.

There is still a long way to go when applying real-world laws to XR spaces. However, many organizations, policymakers, and stakeholders are already taking steps to help make such spaces safer for users.

Challenges Behind Applying Real-World Laws to XR Spaces and Ensuring User Safety Read More »

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‘Digital Lens’ Plugin for Eye-tracking Headsets Improves Visual Clarity & Pupil Swim

Imaging company Almalence has released a trial plugin for its Digital Lens technology which makes use of eye-tracking to purportedly increase the resolving power and clarity of XR headsets.

Almalense argues that the lenses on most XR headsets today aren’t being used to their fullest potential. By taking advantage of eye-tracking and smarter calibration, the company says its image pre-processing technology can actually increase the resolving power of a headset, including expanding the ‘sweet spot’ (the part of the lens with the highest visual fidelity).

The company has released a trial version of its technology through a plugin that works with Pico 3 Neo Pro Eye, HP Reverb G2 Omnicept, and HTC Vive Pro Eye. The plugin works with OpenXR compatible content, and even allows users to switch back and forth between each headset’s built-in image processing and the Almalence Digital Lens processing.

Based on through-the-lens demonstrations by the company, the technology does objectively increase the resolving power of the headsets. The company focuses on doing more advanced pre-processing to account for artifacts introduced by the lens, like chromatic aberration and image distortion. In essence the software increases the sharpness of the image by making the light passing through the lens land more precisely where it’s supposed to.

Almalence has shared heat maps comparing the changes in visual quality with and without its image technology, along with a broader explanation of how it works.

Another big advantage over the status quo, Almalence says, is the Digital Lens tech uses eye-tracking to perform these corrections in real-time, meaning that as you move your eyes around the scene (and off-axis from the center of the lens), the corrections are updated to account for the new angles. This can expand the ‘sweet spot’ of the lens and ‘pupil swim’ by making adjustments to account for the position of the pupil relative to the center of the lens. This video demonstrates the pupil swim correction:

The plugin, which anyone can use until January 2024, aims to demonstrate the company’s claims. Ultimately it appears the company wants to license its technology to headset makers to improve image quality out of the box.

‘Digital Lens’ Plugin for Eye-tracking Headsets Improves Visual Clarity & Pupil Swim Read More »

dev-world-mourns-loss-of-vim-creator-bram-moolenaar

Dev world mourns loss of Vim creator Bram Moolenaar

Developers across the world are mourning the loss of Bram Moolenaar, renowned Dutch software engineer and creator of the Vim text editor.

Moolenaar passed away on August 3, 2023, after suffering from a medical condition that “rapidly progressed over the last few weeks,” according to a statement shared by his family on the Vim-announce Google Group.

Vim, short for “Vi IMproved,” is a free and open-source, screen-based text editor that has been at the forefront of many software developments since its release in 1991.

RIP Bram Moolenaar – 1961-2023https://t.co/2R95NMLF8B pic.twitter.com/UuS7zuruvN

— Guillermo Rauch (@rauchg) August 5, 2023

Vim is a modal editor, boasting both command-line and graphical user interface forms, and has been a lifesaver for countless developers over the years, offering an efficient and sophisticated platform for coding. 

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Besides Linux, where Vim is the default editor in many distros, the programme is also available for Unix, macOS, OS/2, DOS, and Windows.

“I can say without a shadow of a doubt that the speed and fluidity of Vim has given me a major edge in my career. I will always have a deep appreciation for what Bram did for the world. RIP,” said one Reddit user.

“Vim is a legendary bit of kit, its name known to everyone even outside the ‘nix and open source worlds,” said another.  

Beyond creating an industry standard for text editing software, Moolenaar also pioneered an open-source and community-driven approach to its development. 

He was the first to coin the term “charityware.”  Although users may use and copy Vim for free, they are encouraged to donate to the International Child Care Fund Holland to help children in Uganda. 

“I have never wanted to make money from Vim,” said Moolenaar in an interview last year. “It started as a hobby and most of the time I had a job that paid well enough.” 

Rest in peace Bram Moolenaar, creator of Vim and one of the best free and open source developers of our times. Your legacy will survive for ages, but your modesty and kind attitude in sharing will be hardly matched by anyone. https://t.co/f0I6UuIFfB pic.twitter.com/pV3bea4Is4

— Jaromil (@jaromil) August 5, 2023

Donations amount to around €30,000 per year — enough to help about 50 children finish their education, from primary school to university. 

Moolenaar, who was based in the Netherlands, spent much of his life dedicated to Vim — creating, maintaining, and consistently improving the software. 

The last full version of Vim is 9.0, which appeared more than a year ago. However, until a month ago, Moolenaar was still making updates to the tool.  

During his career, Moolenaar also worked on a variety of projects that included a system for distributed software development called A-A-P, a programming language called Zimbu, and his latest stint was at Google working on modernising the Merchant Center.

While he might have logged off from this world for good, Moolenaar’s legacy and Vim — a text editor that continues to empower developers across the globe — lives on.   

Dev world mourns loss of Vim creator Bram Moolenaar Read More »

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‘Asgard’s Wrath 2’ Video Teases ‘endless dungeon’ Mode with Asynchronous Social Gameplay

Meta’s Sanzaru Games released a new look at Asgard’s Wrath 2 in a developer diary video that, in addition to showing off more of the upcoming action RPG, teases an opportunity to put your combat skills to the test against other players.

The studio says that in addition to its main narrative-driven quest, Asgard’s Wrath 2 is going to feature an “asynchronously social dungeon-crawling mode” where you as the Cosmic Guardian will “take part in an ongoing battle that evolves over time,” the studio says in a blogpost.

We’re due to learn more about the newly teased dungeon mode in the game’s next deep dive video, where the studio says it will further explore the so-called ‘Uncharted Rifts’.

Announced during the Quest Gaming Showcase in June, the Asgard’s Wrath sequel is headed exclusively to the Quest platform, which includes Quest 2, Quest Pro, and the upcoming Quest 3 headset.

In it, you travel across the realms in pursuit of the trickster god Loki, taking on the role of four mortal heroes with various weapons and playstyles. Like the first, which was a Rift exclusive, the new Quest-only title is said to be packed with creatures, quests, puzzles, and the ability to convert loyal animals into fierce warrior companions. The studio says we can expect “60 hours of exploration [and] viscous combat” when the game launches in Winter 2023.

You can also now pre-order the game, priced at $60. Pre-orders include exclusive in-game weapon and armor set, a free download of Asgard’s Wrath 1 on PC, a Meta Quest home environment, and an exclusive Asgard’s Wrath 2 character bundle for battle royale shooter POPULATION: ONE.

‘Asgard’s Wrath 2’ Video Teases ‘endless dungeon’ Mode with Asynchronous Social Gameplay Read More »