Author name: Mike M.

‘vertigo-2’-sandbox-dlc-now-in-development,-letting-you-build-&-share-your-own-levels

‘Vertigo 2’ Sandbox DLC Now in Development, Letting You Build & Share Your Own Levels

Vertigo 2 (2023), the sci-fi VR shooter adventure from Zach Tsiakalis-Brown, readily invites comparisons to Valve’s indomitable Half-Life: Alyx, but now the developer is taking another note out of Valve’s playbook by offering a way to create your own Vertigo-based levels and modes in an upcoming sandbox DLC.

Tsiakalis-Brown announced the level editor today in a tweet:

Tsiakalis-Brown says it will be a free update, and have Steam Workshop support, which means you’ll be able to share your creations much in the same way we’ve seen Half-Life: Alyx mods in the past.

The editor is said to be an in-VR affair, inviting comparisons to the Sandbox DLC released for Vertigo Remastered (2020 ), which includes what Tsiakalis-Brown called at the time “a vast expansion that brings new game modes, new weapons, and a level editor and workshop.”

“Let your creativity run wild and share custom levels with the world, or re-experience the campaign with remixed combat and a brand new arsenal,” the Vertigo Remastered DLC’s description reads.

You can follow along as Tsiakalis-Brown builds the sandbox DLC on Twitch here for more. He says he won’t stream the entirety of the sandbox’s development, although notes it’s “already looking better than the Vertigo Remastered sandbox.”

‘Vertigo 2’ Sandbox DLC Now in Development, Letting You Build & Share Your Own Levels Read More »

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Report: Apple Racing to Build Software & Services for Upcoming Mixed Reality Headset

Apple appears to be getting ready to unveil its first mixed reality headset at its Worldwide Developers Conference (WWDC) in June. Now a report from Bloomberg maintains the Cupertino tech giant is also prepping a dizzying number of first-party apps, including gaming, fitness, video and collaboration tools.

Bloomberg’s Mark Gurman is a lightning rod for all things Apple, and in his new info dump it appears we now have a pretty sizable list of first-party content coming to the still very much under-wraps mixed reality headset.

Here’s all of the major apps and features mentioned in the report:

  • iPad apps adapted for mixed reality: Calendars, Contacts, Files, Home control, Mail, Maps, Messaging, Notes, Photos, Reminders, Music, News, Stocks, and Weather apps.
  • FaceTime: conferencing service will generate 3D versions of users in virtual meeting rooms.
  • Freeform collaboration app: will let users work on virtual whiteboards together while in mixed reality.
  • Work apps: Pages word processing, Numbers spreadsheet and Keynote slide deck apps, as well as iMovie and GarageBand for video and music production.
  • Apple TV: both immersive sports content and traditional video content – the latter presented in virtual environments, such as a desert or the sky.
  • Apple Books: will allow users to read in virtual reality.
  • Fitness+: will let users exercise while watching an instructor in VR.
  • Multitasking & Siri: will be able to run multiple apps at the same time, floating within the mixed reality space. Siri voice control is also present.
  • Camera app: can take pictures from the headset.

Provided all of the above is accurate, Apple may be releasing the industry’s most feature-rich headset out of the gate, as it appears to be hauling in a ton of its mature and battle-tested ecosystem of apps.

It’s also said that gaming will be a major focus—a reversal from previous reports. This could mean we’ll see a wider push for Apple to court third-party developers soon after release, which is said to release a few months after is June unveiling, priced at somewhere around $3,000.

As for hardware, as many suggested in the past, Gurman reconfirms the existence of a dial crown similar to the one seen on Apple Watch, which will let the wearer seamlessly switch between virtual and augmented reality views.

Here’s a compilation list of alleged Apple MR headset features scavenged from previous reports—all of which you should take with a heaping handful of salt. We’ve broken them down into specs and design rumors:

Rumored Apple MR Specs

  • Resolution: Dual Micro OLED displays at 4K resolution (per eye)
  • FOV: 120-degrees, similar to Valve Index
  • Chipset: Two 5nm chips. Includes a main SoC (CPU, GPU, and memory) and a dedicated image signal processor (ISP). Chips communicate via a custom streaming codec to combat latency.
  • Battery: Waist-mounted battery, connected via MagSafe-like power cable to the headset’s headband. Two-hour max battery life, although hotswappable for longer sessions.
  • PassthroughISP chip contains custom high-bandwidth memory made by SK Hynix, providing low latency color passthrough
  • Audio: H2 chip, providing ultra-low latency connection with the second-generation AirPods Pro and future AirPods models. No 3.5mm and possible no support for non-AirPod BT headphones.
  • ControllerApple is said to favor hand-tracking and voice recognition to control the headset, but it has tested a “wand” and a “finger thimble” as alternative control input methods.
  • Prescription Lenses: Magnetically attachable custom prescription lenses for glasses-wearers.
  • IPD Adjustment: Automatic, motorized adjustment to match the wearer’s interpupillary distance.
  • Eye Tracking: At least one camera per-eye for things like avatar presence and foveated rendering
  • Face & Body Tracking: More than a dozen cameras and sensors capture both facial expressions and body movements, including the user’s legs.
  • Room Tracking:  Both short- and long-range LiDAR scanners to map surfaces and distances in three dimensions.
  • App Compatibility: Said to have the ability to run existing iOS apps in 2D.
  • Price: $3,000 – $4,000

Design Rumors

  • Outer Shell: Aluminum, glass, and carbon fiber to reduce its size and weight. Cameras are largely concealed for aesthetic reasons.
  • Presence DisplaysOutward-facing display can show user’s facial expressions and also presumably eye movements. Said to be an always-on display similar in latency and power draw of Apple Watch or iPhone 14 Pro.
  • Dedicated Passthrough Switch: Digital Crown-like dial on its right side to switch between VR and AR.
  • Headstrap: Various available, including consumer-focused headstrap similar in material to Apple Watch sport bands with built-in speakers. Unspecified, but different headstrap targeted at developers.

– – — – –

As you’d imagine, Apple has confirmed absolutely nothing, so we’ll be tuning in for the June 5th keynote to see whether we’ll finally get a big “one more thing” moment we’ve been waiting for.

Report: Apple Racing to Build Software & Services for Upcoming Mixed Reality Headset Read More »

new-research-milestone-could-solve-quantum-scalability

New research milestone could solve quantum scalability

New research milestone could solve quantum scalability

Linnea Ahlgren

Story by

Linnea Ahlgren

Wherever you fall on the quantum sceptic spectrum, you cannot deny that the potential of the technology is fascinating. Don’t worry, we will admit to not understanding it fully yet either, but the founders of QuiX Quantum do. 

Together with scientists from the Leibniz University Hannover, the team has demonstrated a fully-integrated quantum light source on a chip smaller than the size of a one-euro coin. 

The study, called “Fully on-chip photonic turnkey quantum source for entangled qubit/qudit state generation,” just FYI, was published in Nature Photonics this week. Its results could reportedly prove a game-changer for technologies such as quantum computing. 

Photonics offer temperature advantages

Quantum photonics is a field of research that explores the behaviour of light and its interactions with matter at the quantum level. Quantum light sources produce photons that can be used as quantum bits, or qubits. One of the main advantages of photonics compared to superconductor approaches is that it is compatible with room temperature operating conditions. 

However, most sources are external laser systems, making them bulky and non-reproducible and thus unsuitable for out-of-lab use or production at larger scale. Integrated, or on-chip sources are becoming popular due to being more compact and stable.

A fully-integrated light source, such as the one demonstrated by QuiX and Leibniz University scientists, will allow all stages of the Quantum Information Processing (QIP) to be on a single chip, which will lead to greater stability and scalability of the technology.

Plug-and-play photonics solutions

QuiX Quantum was founded in January 2019. Since then, the company has raised over €5.5 million in funding and already become the European market leader for quantum computing hardware based on photonics. They sold their first quantum processors in 2021, and are building 8- and 64-qubit Universal Quantum Computers worth €14 million for the German Aerospace Center. 

The company says its goal is “the continued disruption of quantum computing with our high-tech, scalable, future-proof, plug-and-play integrated photonic solutions.” Its recent breakthrough could not come at a better time. The EU has just launched a €19 million project to help quantum startups transition from lab to market. 

Earlier this year, QuiX Quantum took home the prestigious Prism Award for its 20-mode Quantum Photonic Processor. This award is known as the “Oscars of Photonics,” presented during the Photonics West conference in San Francisco.

“In four years, we went from an idea to delivering award-winning, market-leading hardware for photonic quantum computing,” Stefan Hengesbach, CEO of Quix, stated. “This awarded processor is the core element of our current generation quantum computers, which has already created a huge impact in the quantum ecosystem as an excellent tool to perform fundamental quantum mechanical experiments on-chip.

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Is “Peaky Blinders: The King’s Ransom” Too Much?

Peaky Blinders: The King’s Ransom is a new VR game from Maze Theory inspired by the popular period crime drama. I’m reporting from a virtually reconstructed Garrison pub, so confess – Jon and ARPost are listening.

This review covers major game elements (avoiding juicy spoilers), how VR is implemented, and some ethical considerations. After all, if you’re familiar with Peaky Blinders, you know that some of the content can be pretty challenging – particularly in VR. I almost didn’t want to play it, and ARPost almost didn’t want to cover it.

Welcome to The Peaky Blinders

Peaky Blinders: The King’s Ransom takes place during season five. If you aren’t to that point there’s at least one spoiler. Fortunately, the events of the game don’t have a lot to do with the events of the show, so if you aren’t a fan of the show you can still enjoy the game – just not as much.

A lot of the game felt like fan service. I happen to be a fan of the Peaky Blinders TV show, so I appreciated it. From “Red Right Hand” playing as I walked down Garrison Lane to the bottomless pack of cigarettes in your inventory, some more stylized elements of the game might only feel right if you’re familiar with the show.

In the game, you play a war vet working with the Peaky Blinders in hopes that they will clear your criminal record. Your aunt, an NPC in the game, is a family friend of the Shelbys and a good word from Arthur got you in. Tommy tests your loyalty by asking you to shoot a hooded man in the Garrison about 10 minutes into the game, so things move pretty fast.

Peaky Blinders VR

You’re tasked with finding one of the Peaky Blinders who went missing on the trail of Winston Churchhill’s stolen dispatch box. This sends you to Limehouse, a majority Chinese neighborhood in East London.

There, you find yourself in a serial killer’s crime scene. I was hoping that this would turn into an investigation like the “Blood on the Ice” quest in Skyrim, but you find out pretty quickly that the serial killer happens to be the rival gang leader with the dispatch box.

Gameplay

Peaky Blinders: The King’s Ransom is rated “comfortable” with options to play sitting or roomscale. Analog sticks enable snap turns, though you can also do this by turning your head or your whole body in roomscale.

They also control movement, including crouching, walking, or teleporting. I played most of the game walking, but sometimes you need to teleport to jump. Using teleport to move from cover to cover during a firefight can also be handy. Some items in the environment appear lighter when you can interact with them, for example, crates that you can move out of your way.

Jon was here - Peaky Blinders VR game

I did get a little sick playing the game but if you read my reviews you know that I’m particularly susceptible to VR motion sickness, so I blame my physiology and play style before I blame the developers in most cases.

One of the cooler elements of the game was that your character doesn’t speak. NPCs just accept this as a quirk. You don’t have to hear someone else’s voice coming out of your head, but it also avoids dialogue options – you respond with your actions.

Items and Interactions

A guide to the controls looked intimidating but the controls are very intuitive. Your inventory is arranged around your field of view. Reach over your shoulder and grab to get your journal, reach down and grab to get your gun, reach left and grab to get a cigarette, and reach right and grab to get your lighter.

Your lighter is handy for lighting endless cigarettes, but you also use it to do things like light lamps that help you navigate some of the darker scenes in the game. You also defuse bombs, rebuild radios, open a safe, and uncork bottles of gin.

Drinking and smoking don’t impact gameplay. I think it might’ve been cool if smoking slowed down time or drinking made you less susceptible to injury, but they’re just props. You can also find vials of “Tokyo” (that’s “cocaine” in Peaky Blinders lingo) but they’re just collectible easter eggs.

One of the most common item interactions is reloading your 1911 semi-automatic pistol (sorry Peaky Blinders, no Webleys). This involves loading a clip into the bottom of the gun.

There’s no believable way to hold the gun with two hands because of the controllers and because Peaky Blinders are too cool for stable shooting stances, but you can pass the gun from hand to hand to shoot around cover. You can’t carry extra clips, so you have to look for ammunition boxes in the levels. Count rounds if you want, but I just reloaded whenever I could.

One forced story interaction involves your gun being empty no matter how many rounds you should logically have left in the clip when you enter the interaction, so keeping count just kind of frustrated me. Or, maybe the gun jammed because you have a 1911 instead of a Webley.

Navigating Environments

The environments were the biggest draw for me buying this game. I’m a fan of Peaky Blinders largely because of the settings. Being able to explore faithful reconstructions of some of the iconic locations of the show really scratched an itch for me and the game’s original locations feel authentic and well-developed too. Major playable locations include:

  • Garrison Lane including The Garrison and a garage;
  • Watery Lane including The Shelby Betting Shop and Polly Shelby’s apartment;
  • Charlie Strong’s Boatyard;
  • Limehouse, including a boatyard, a neighborhood, and a rival gang’s operation.

The game never tells you about lighter items being movable, so my first major navigation snag was wandering around an alleyway until I realized I could move a crate blocking my way. One level in Limehouse is also needlessly tricky. I think it was trying to incorporate some puzzle elements, but it didn’t really land for me.

Later in the game, you fight your way out of a burning building while carrying the dispatch box. This level brought all of the game’s control mechanics into play beautifully. You have to teleport to jump over holes in the floor, balance as you walk over beams, and put down the dispatch box to reload.

Finding collectible easter eggs in the game often involves finding tools in the environment to smash open crates. Some of the levels have dysfunctioning radios. Finding the parts, plugging them in, and tuning the radio unlocks radio programs that give you additional context about the level.

After beating the game, the levels remain explorable. I found at least one area that either wasn’t available during story play or I didn’t find the first time around. Either way, there’s a lot to explore.

I Killed a Man in VR Because Tommy Shelby Told Me To

I had reservations about this game. Until now, the most violent thing I’d ever done in VR was knock someone out in Thrill of the Fight. There were situations in this game that made me uncomfortable but it wasn’t as bad as I was expecting.

For one thing, the character animation didn’t blow me away (I was playing on Quest 2, not PC). Sets and items look great but people in the game leave a little to be desired. Further, the violence isn’t terribly graphic. A cartoony blood burst lets you know you hit someone but it isn’t gory. And, all of the violence that you perpetrate is done at a distance, which I think helps.

Most of the times that I did feel uncomfortable, it wasn’t because of graphical believability or a feeling of embodiment. It was because the writing of the game successfully made me ask myself questions about what I was doing and why.

Shelby Peaky Blinders VR game

In one sequence, your character is tied to a chair so you can look around and see your bound hands, which is a little unnerving (you can’t see your body, which is unnerving for a different reason). I don’t know if it was a predictable point in the game or my deep trust in the Peaky Blinders, but I wasn’t afraid at this point – I knew someone would come just in time.

I still think that we should be careful about how and why violence is used in virtual reality entertainment. As far as this game goes, I think that restraint on the part of the developers helped to balance violence as a plot device without going over the top.

Final Thoughts

I was pleased to see that Peaky Blinders: The King’s Ransom only costs $30, but that also meant that I wasn’t too let down that it’s only about three-and-a-half hours of gameplay. The game has already been updated since it was released, so fans can hope for more to come.

Is “Peaky Blinders: The King’s Ransom” Too Much? Read More »

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Green light for €43bn EU Chips Act in big boost for bloc’s semiconductor industry

Green light for €43bn EU Chips Act in big boost for bloc’s semiconductor industry

Siôn Geschwindt

Story by

Siôn Geschwindt

EU member states reached a provisional agreement on Tuesday for a €43 billion plan to bolster domestic production of semiconductor chips — essential components in everything from phones to cars and refrigerators.

The EU Chips Act, proposed by the Commission in February of last year, looks to double the bloc’s global market share in semiconductors from 10% to 20% by 2030. 

The act also seeks to build resilience in Europe’s semiconductor supply chain, which is highly dependent on a limited number of foreign suppliers.

“Chips are essential for all our digital and digitised products,” said Margrethe Vestager, Danish politician and executive vice-president for a Europe Fit for the Digital Age. Vestager said she believes that the agreement will help “secure the supply of innovative semiconductors in Europe” and make Europe’s chip industry more competitive. 

Three pillars

The Commission has proposed three key pillars to deliver on the Act. The first — the Chips for Europe Initiative — aims to support “large-scale technological capacity building” and “bridge the gap” between research and industry. The initiative will be supported by combined investments from the union, member states, and the private sector, including €6.2 billion in public funds.

The second pillar will incentivise public and private investments in manufacturing facilities for chipmakers and their suppliers. This will contribute to the overall public investment in the sector, which is estimated at €43 billion.

The third pillar is for a monitoring and crisis response system to anticipate supply shortages. The EU member states and the Commission will develop a joint coordination programme to boost collaboration, monitor supply, estimate demand, and trigger a “crisis stage” if necessary.   

Thierry Breton, EU Commissioner for Internal Market, said the Chips Act will enable the mobilisation of “considerable public funding” and a supportive regulatory framework to turn these three pillars “into reality.” 

Securing future supply

Semiconductor chips are the building blocks of digital products. Demand for them is expected to double between 2022 and 2030, with the industry predicted to reach a global market value of $1 trillion within the same timeframe.   

But several vital tech sectors in the EU have been suffering from supply shortages in semiconductor chips, in part because they rely on just a few suppliers and countries, in particular Asia for supply, and the US for design. 

This dependency means Europe’s chip reserves in some sectors like the automotive industry could run out in just a few weeks if disrupted. Shortages have also led to price-hikes for electronics, lengthier delivery time for consumer products, and a decrease in manufacturing capacity. 

A typical EV is built using between 1,500 and 3,000 semiconductors, making the industry particularly vulnerable to shortages of the chips.

Against this backdrop, and as Europe looks to scale more sustainable but chip-intensive technologies, like EVs, securing future supply of semiconductor chips has become a top priority for the bloc — hence the Chips Act.   

Ebba Busch, Swedish Minister for energy, business, and industry, said she believes the Act will “secure the EU’s resilience in turbulent times” and transform the EU’s “dependency into leadership, vulnerability into sovereignty, and expenditure into investment.” 

Since the proposal for the Chips Act was announced, investment has already reached between €90-100 billion, including for projects such as Intel’s giant €17bn chip factory planned for Magdeburg, Germany. Now it has winded its way through the EU’s legislature, the Act is expected to boost investment further, and create the skills and knowledge base necessary to reach the bloc’s ambitious targets.

However, many other regions have their own semiconductor strategies that risk undermining the EU’s vision. The US has its $52 billion CHIPS for America Act, and South Korea has pledged hundreds of billions of dollars to boost its chips sector. 

To secure its market share, the bloc should play to its chipmaking strengths, Christopher Cytera, research fellow at the Centre for European Policy Analysis, told Reuters. For instance, Dutch firm ASML is the sole supplier of extreme ultraviolet lithography (EUV) machines, and Germany’s Siemens develops EDA software used in the designs of integrated circuits. 

Both firms, and many others like them, appear to be eligible for funding under the European Chips Act, which now needs to be finalised and endorsed before being formally adopted by both the Council and Parliament.

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prompt-engineering-could-be-the-hottest-job-in-tech,-with-a-paycheck-to-match

Prompt engineering could be the hottest job in tech, with a paycheck to match

Prompt engineering could be the hottest job in tech, with a paycheck to match

Dara Flynn

Story by

Dara Flynn

Dara Flynn is a journalist and content specialist with a background in national newspapers and magazines and a focus on lifestyle, business Dara Flynn is a journalist and content specialist with a background in national newspapers and magazines and a focus on lifestyle, business and tech.

Everybody can breathe out. Next generation artificial intelligence isn’t the existential threat to tech jobs the AI doomers imagined it would be.

In fact, Natural Language Processing (NLP) tools such as OpenAI’s ChatGPT, Google Bard, and Bing Chat are not only revolutionising how we access and share information, they’re shaking things up in tech recruitment, too.

This fast-changing landscape is spawning tons of new opportunities, and among them is the highly specialised role of the prompt engineer.

The prompt engineer is at the coalface of generative AI, responsible for designing the instructions that feed AI tools such as ChatGPT, the poster child of the industry. In a sense, the prompt engineer is to AI what the neurosurgeon is to the patient, helping it to rewire its neural pathways. This is done using prompts.

These carefully worded pieces of text coax the generative AI tool into returning the most accurate and relevant responses. With enough quality prompts, a chatbot learns to filter out inaccuracies and stay on track in user interactions.

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Remember when Microsoft Bing spooked New York Times reporter Kevin Roose by professing its love for him and encouraging him to leave his wife? Good prompt engineering will, in the future, prevent that sort of exchange from happening (whether the user likes it or not).

Why a prompt engineer?

Already, early adopters of ChatGPT have been on social media enthusiastically sharing their hacks for getting better bot responses simply by upping their wording game. Prompt engineers basically do this for a living, but on a much larger scale.

The demand for this new specialism extends far beyond the confines of Silicon Valley. As AI tools go mainstream, scores of new AI companies worldwide (and AI units in established tech giants) are seeking to hire not only prompt engineers, but data scientists and machine learning engineers.

These specialist crack teams are helping companies make their mark in this groundbreaking new sector.

It’s shaping up to be a promising new career

Like other AI-related careers, prompt engineering is a role that could be suitable for a person with transferable skills from other areas of the tech sector, such as NLP engineering, general software engineering, UX research, data science, and linguistics.

Content writing and editing skills are not only highly transferable; they’re a major plus. In fact, for NLP-related jobs, language skills are as important as tech know-how.

A language processing prompt engineer needs to innately understand how people word things when they interact with AI. Sometimes referred to as the ‘AI whisperer’, the prompt engineer makes AI make sense, which is why many of its pioneers are wordsmiths, copywriters, and academics.

As this is a specialised, niche role with growing demand, you can expect a very competitive salary and attractive benefit packages. Last month, Bloomberg reported that prompt engineers at OpenAI’s ChatGPT were being paid $175,000 to $300,000 per annum.

Looking to get into other growing careers in AI?

House of Talent has thousands of exciting roles in this field. Among them is Signal AI, a London-based firm at the cutting edge of AI technology. It is now hiring a range of AI-focused engineers, including a Senior Site Reliability Engineer (SRE).

As part of Signal’s SRE team, you’ll be in a collaborative role alongside members of the product and technology teams.

The right candidate will be proficient in must-have tools such as Terraform, Python, Go, and Clojure, as well as an ace problem-solver and strategic thinker.

You’ll also have a growth mindset that matches the company’s ambitions to scale its operations as the AI boom grows boomier. This is a role that comes with a serious benefits package.

Signal understands that given the novel territory that is AI, you won’t tick every single box from the outset. So if the role excites you and the skillset has a familiar ring to it, don’t let imposter syndrome stand you down.

Right now, Germany-based company Maddox AI is hiring a Senior Machine Learning Engineer. The right candidate will play a crucial role in designing the infrastructure and tools that deploy the company’s machine-learning solutions.

Someone with three or more years of experience in machine learning would be a good fit, and in return Maddox promises a competitive salary, 30 days annual leave and a flat hierarchy working culture that values democracy, communication and teamwork. This job is remote.

In Cork, Ireland meanwhile, Morgan McKinley Recruitment is seeking a data engineer with experience in building machine learning pipelines and operations on a cloud platform such as AWS or Azure.

Ideally, you’ll have two years’ of experience in a similar role, experience performing root cause analysis on internal and external data and you’ll be comfortable extracting value from large, disconnected datasets.

Apply for this hybrid-remote role now at the House of Talent Jobs board.

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Europe’s Juice space mission blasts off towards Jupiter

The ESA’s Jupiter Icy Moons Explorer mission — ‘Juice’ — successfully launched today from Europe’s spaceport in Kourou, French Guiana.    

The launch was supposed to take place yesterday but was postponed due to poor weather conditions. 

Today, the stars aligned and Juice was successfully blasted into orbit at approximately 14: 19 CEST.

It took only two minutes for the Ariane 5 rocket to transport Juice into space, shortly after which it separated from the satellite, which now begins its 8-year journey to Jupiter.

Large-scale clinical studies of Lenire, featured in the October 2020 edition of Science Translational Medicine and the June 2022 edition of Nature, found that between 70% and 86% of participants reported a reduction in symptoms. Furthermore, the decrease in discomfort persisted over a post-therapeutic study phase which lasted up to 12 months. 

Taking Neuromod across the Atlantic

As with most medtech, due to regulatory procedures, the company’s trajectory from inception to trials to market is somewhat longer than for startups in other sectors.

Neuromod Devices was founded in 2010, and the funding raised this week brings the total capital raised to over €55 million. The latest round consists of €15 million in equity investment and €15 million in venture debt, with the latter provided by the European Investment Bank. 

The equity investment is led by Panakés Partners, a venture capital firm based in Milan, with the expressed goal of “providing a better life to people all around the world.” Panakés Partners’ managing director Alessio Beverina will join Neuromod’s board. 

Existing investor Fountain Healthcare Partners also participated in the expansion of the Series B funding. 

With the previous round of Series B funding, which took place in 2020, Neuromod used the funds to expand its presence across Europe. This time, while still looking to increase accessibility to the device in new European markets including the Netherlands, Sweden, and Italy, the funds will also support the launch of Lenire in the US. 

The company has already established a wholly owned subsidiary, Neuromod USA Inc, and gained De Novo approval from the FDA. Initial patient treatment in the US will begin this month. 

Tinnitus treatment is one of the largest unmet clinical needs in the world. For some of the millions of people suffering from phantom sounds around the clock, perhaps Neruomod’s Lenire could provide relief from the constant uninvited companion in their ears. 

Ireland’s Neuromod gets €30M to increase reach of tinnitus treatment tech Read More »

germany-and-intel-in-funding-dispute-over-e17bn-chip-plant

Germany and Intel in funding dispute over €17bn chip plant

Germany and Intel in funding dispute over €17bn chip plant

Siôn Geschwindt

Intel’s plan to construct a massive chip plant in Magdeburg, Germany, is arguably the centrepiece of the EU’s strategy to ramp up domestic production of semiconductors. 

But cash flow has proven to be a major stumbling block for the mega-project. Intel attributes this to rising costs, partly a result of Russia’s invasion of Ukraine. 

To close the funding gap, last month, the US semiconductor giant requested an additional 4-5 billion euros in subsidies to construct the plant.

But German officials want Intel to meet them in the middle — they will consider boosting subsidies, but only if the company is willing to spend more on infrastructure. 

“It’s logical that if the scale of the investment is increased, then the level of subsidy would also rise,” Sven Schultze, the economy minister for Saxony-Anhalt, told the Financial Times. 

Intel had initially estimated that the project would cost €17 billion and had reached an agreement for €6.8 billion in government subsidies. Now, however, the company expects to spend €20 billion, citing rising energy and construction costs.  

Construction of the chip plant has already been delayed, and resolving the funding dispute will be critical if Intel is to deliver on its broader plans to invest €80 billion over the next decade into the EU’s semiconductor industry.  

While it may seem a simple matter of throwing a few billions more at the project, the chipmaker is facing serious cash flow problems. Late last year, Intel CEO Pat Gelsinger, said the company would cut as much as $10 billion in annual spending by 2025. 

The German ministry said it is currently discussing ways to fill the project’s cost gap. It also added that any additional funding would likely need approval from the European Commission first.  

Additional subsidies for the project could come from the European Chips Act, which aims to mobilise more than €43 billion to end Europe’s dependence on China and produce 20% of the world’s semiconductors by 2030. 

The act is expected to get the green light next week, which could throw Intel a crucial financial lifeline.

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Italy’s new rules for ChatGPT could become a template for the rest of the EU

Last month, Italy became the first Western country to temporarily ban ChatGPT within its borders.

Prompted by a data breach that occurred on March 20, the Italian data protection agency, known as Garante, accused OpenAI of “unlawful” collection of personal data — against the EU’s General Data Protection Regulation (GDPR) — and the absence of an age verification system for minors.

Correspondingly, it ordered the US-based company to cease offering access to ChatGPT in the country.

Now, Garante has announced nine measures OpenAI must comply with for the ban to be lifted. These can be summarised in five main demands:

Transparency

OpenAI will have to publish an information notice detailing ChatGPT’s data processing (either necessary for its operation, or for the training of its algorithms), as well as the rights afforded to data subjects, including users and non-users alike.

The information notice must be easily accessible and placed in such a way that will as to make it immediately visible to users right when accessing the service and before signing up.

Exercising data rights

The Italian watchdog is also asking for a new set of tools that will enable both users and non-users to have control over how their data is handled.

They will be able not only to object to OpenAI’s processing of their personal data for training purposes, but also ask for corrections of false personal information. In case the latter isn’t technically feasible, there is the option of data deletion.

Legal basis

Regarding the legal basis for ChatGPT’s data processing for algorithm training, Garante has narrowed down the available options to two: obtaining consent or demonstrating legitimate interests.

This means that the agency is removing all references to performance of a contract, which in practice allows the processing of personal data in exchange for access to OpenAI’s service.

Minor protection

According to Garante’s orders, all new and existing users must go through an age gate upon accessing ChatGPT, to allow the AI system to filter out underage users.

OpenAI is also required to develop age verification tools that will prevent access for users aged under 13 as well as users aged between 13 and 18 who can’t provide parental consent.

Awareness campaign

OpenAI is to promote a “non-marketing” campaign on all the country’s main mass media, informing Italians that their personal data may have been used for ChatGPT’s training, while raising awareness of the new information policy and attached data rights.

The road ahead

Garante has given OpenAI until April 30 to fulfil most of its demands. However, he US-based company has been granted a more generous timeline for the campaign promotion — by May 15. Furthermore, it has until May 31 to submit a plan for the age verification system, which is to be in place by September 30.

If these measures are sufficiently implemented, the Italian agency will lift ChatGPT’s ban, but it may decide “to take additional or different measures if this proves necessary.”

With other data protection agencies — including France’s, Ireland’s, and Spain’s — paying close attention to the developments, Italy might set a European precedent regarding the regulation not just of ChatGPT, but of the overall use of the increasingly widespread large language models.

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Psychic VR Lab’s Metaverse Platform STYLY Aims to Transform Urban Entertainment With XR Experiences

Imagine strolling through the bustling streets of New York City or the vibrant alleys of Tokyo—while also immersed in breathtaking XR experiences seamlessly integrated with your surroundings.

Psychic VR Lab’s STYLY platform is revolutionizing urban entertainment, blending physical and digital worlds to create unforgettable, interactive experiences. The company believes that “in the post-Covid era, it is important not to ‘replace’ real space, but to open the metaverse to cities and create a new hybrid lifestyle that can increase the experience value of the city itself by ‘fusing’ the real and the virtual.”

With a recent funding boost, Psychic VR Lab, a Tokyo-based company behind the XR metaverse platform STYLY, is set to take its innovative vision to new heights and redefine what it means to explore cities.

Psychic VR Lab - STYLY - urban XR entertainment

The company has recently successfully raised an additional $3.7 million in funding, bringing the total funding amount to $19.7 million. This funding round featured the participation of J. CVC fund (GP) invested by Front Retailing Co., Ltd., Nippon Steel Kowa Real Estate Co., Ltd., TV Asahi Holdings Co., Ltd., JR West Japan Innovations Co., Ltd., Tokyu Fudosan Holdings Co., Ltd., and SBI Investment Co., Ltd.

With this financial support, Psychic VR Lab aims to enhance urban entertainment experiences worldwide by fusing art, music, video, and commercial facilities through its “real metaverse platform” STYLY.

“The successful conclusion of this recent funding round highlights the drive to expand XR into every facet of life, making our cities smarter and more adaptable using immersive technology,” said Ryohei Watanabe, CMO of Psychic VR Lab, in a press release shared with ARPost.

What Is Urban XR Entertainment?

Urban XR entertainment utilizes XR technology to transform an urban environment into an immersive and interactive medium of entertainment. The use of XR technology in urban environments can offer users a diverse range of immersive experiences similar to switching TV channels. By overlaying XR content onto the real world, a highly engaging experience can be created and potentially increase foot traffic in the city.

Through its platform STYLY, Psychic VR Lab aims to promote urban XR entertainment that improves the attractiveness of locations and revitalizes tourism. The idea behind the platform is to create and distribute XR content linked to cities worldwide, such as Tokyo, Kumamoto, Niigata, New York, and Barcelona.

Urban XR entertainment - Psychic VR Lab - metaverse platform STYLY

“Together with Psychic VR Lab, which strongly aspires to the XR entertainment business based on ‘real’, we will create countless XR services linked to all experiences such as entertainment, art, travel, tourism, and business in the real world, including the West Japan area, so that people can connect,” said Makoto Okuno, President of JR West Innovations Co., Ltd., one of the investors.

STYLY Platform: AR and MR Meet Urban Exploration

With the ability to import 3D geomap data of cities into STYLY, Psychic VR Lab aims to revolutionize the way we experience urban spaces.

“Through this investment and business alliance, we hope to create a space full of art and entertainment that provides unprecedented experiences through synergies with the company and its stakeholders and contribute to improving the attractiveness of the city,” said Managing Executive Officer at J. Front Retailing Co., Ltd., Naotaka Hayashi.

Future Impact of Urban XR Entertainment on Industries and Society

Urban XR entertainment has the potential to profoundly impact various industries, including tourism, retail, and real estate.

“Nippon Steel Kowa Real Estate will create new value in real estate together with Psychic for a future in which new lifestyles and work styles that fuse the real and virtual will become commonplace,” said Yasuhiko Imaizumi, President and CEO of Nippon Steel Kowa Real Estate Co., Ltd., one of the investors in the latest funding round.

Overall, investors see the potential in STYLY and Psychic VR Lab’s vision of creating a real metaverse platform. They aim to create new value by combining their expertise and resources with Psychic VR Lab’s technology and driving force, contributing to the growth of the company and the advancement of the industry.

As Psychic VR Lab continues to expand its urban XR entertainment initiatives, we can expect to see more cities embracing this technology and its benefits. Psychic VR Lab is opening the door to a new era of urban experiences, transforming the way we interact with and enjoy our surroundings. With their recent funding and ongoing projects, the future of urban entertainment is all the more promising and exciting.

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Europe surpasses US in private spacetech investment for first time, report finds

For the first time ever, Europe has surpassed the US in private spacetech investment, according to new research.

A study by Seraphim, a leading spacetech VC firm, found the European sector attracted $565m in the first quarter of this year. The whole of North America, meanwhile, raised $456m. Asia followed, with investments of $306m, while the rest of the world totalled around $29m.

The figures made Europe the world’s biggest market for private spacetech funding.

The quarterly investment in Europe hit almost 50% of the entire previous year. In contrast, US investment has fallen further compared to 2022. Asia was the only region that experienced growth last year, but could not maintain that trend last quarter, and lost its lead over Europe.

Europeaninvestment in 2023 seems poised to match or even exceed 2022
US investments have shrunk dramatically since 2021, but Europe is on track to exceed 2022’s funding. Credit: Seraphim Space

Serphim’s findings represent a rally in European investments — and a dramatic dip for the US.

Over the previous year, the economic downturn had pushed funding down to levels last seen before 2021. According to Seraphim, growth investors have shifted towards earlier-stage deals to avoid high burn rates and capital requirements.

Growth-stage startups have also delayed fundraising. Instead, they’ve sought alternative financing sources and tried to extend runways until economic conditions improve.

Despite these challenges, Seraphim gave cause for optimism about spacetech funding. For one, investment and deal numbers remain well above historical norms.

Although funding has shrunk from the record highs of 2021 and 2022, those peaks were largely driven by mega-rounds from sector giants such as SpaceX, OneWeb, and Virgin Galactic. After adjusting for these outliers, Seraphim ranked Q1 2023 as the fifth-highest funding quarter to date. 

in the trailing twelve months to Q1 2023, deal numbers in asia and europe continued their rapid growth, a trend first observed last year.
Q1 growth was particularly strong in the UK, which accounted for a quarter of all spacetech deals in Europe. Credit: Seraphim 

Overall, activity in the space economy appears sustained. Rob Desborough, Managing Partner at Seraphim — and a speaker at last month’s TNW València — pointed to a “very significant rebound” this year — particularly in Europe.

“Investment was up 75% on last quarter with the highest number of deals [128] ever recorded,” Desborough told TNW. “As a global investor, what’s really exciting for us to see is the growth of activity in Europe.”

One reason for that excitement is found in spacetech’s biggest deals. European companies secured five of the top 10 investments last quarter — including the largest of them all: a $165m round closed by Isar Aerospace. The German rocket maker is the first European company to lead Serpahim’s rankings since OneWeb in Q3 2021.

european companies secured 5 of the top 10 investments this quarter
In total, $1.4bn of international investment went into private space startups — up 75% from $801m in Q4 2022. Credit: Seraphim Space

As calls grow for European launch services to compete with US rivals, Isar can be upbeat about future funding opportunities. Indeed, the continent’s entire spacetech sector has been boosted by a push for sovereign capabilities.

“European governments have put an enormous focus on space sovereignty in launch, constellations, and communications in 2023, which is really catalysing investment,” said Desborough.

For investors, sovereign support for startups in emerging geographies can reduce their perceived financial risks. If the backing yields results, European spacetech could continue expanding across the cosmos.

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