ReportWire

Tag: Virtual and augmented reality

  • Europe’s Ryder Cup team uses VR headsets to prepare for noise and insults at Bethpage Black

    VIRGINIA WATER, England — Whatever heckling European players might face at the Ryder Cup in New York could be what they already have heard before, all because of virtual reality headsets that Rory McIlroy says can be adjusted to hear the harshest abuse.

    Ryder Cup captain Luke Donald has said his European team will be prepared for the noise at Bethpage Black, the public course with the reputation for having among the rowdiest and at times obnoxious golf fans.

    McIlroy told reporters after the BMW PGA Championship on Sunday that Donald handed players the VR equipment on Tuesday night after a team gathering. It allows players to visualize the course while adjusting the noise — and insults — from outside the ropes.

    “It is just to simulate the sights and sounds and noise,” McIlroy said. “That’s the stuff that we are going to have to deal with. So it’s better to try to de-sensitize yourself as much as possible before you get in there. You can get them to say whatever you want them to say.

    “So you can go as close to the bone as you like.”

    Europe had 11 players at Wentworth and was headed for New York for practice at Bethpage Black. Sepp Straka was home with a newborn last week and is expected to join them.

    Straka is among five European players who have never competed at Bethpage Black.

    Europe last won the Ryder Cup on U.S. soil in 2012 at Medinah, and that required a stunning comeback led by Ian Poulter.

    “We are doing everything we can to best prepare ourselves for what it is going to feel like on Friday week,” McIlroy said. “But nothing can really prepare you until you’re actually in that. You can wear all the VR headsets you want and do all the different things we’ve been trying to do to get ourselves ready but once the first tee comes on Friday it’s real and we just have to deal with whatever’s given.”

    Europe can at least count on more support than its last road Ryder Cup. That was in 2021 at Whistling Straits, with worldwide travel restrictions from COVID-19 still in place. There were hardly any European fans at all in an American rout.

    ___

    AP golf: https://apnews.com/hub/golf

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  • Why Apple is pushing the term ‘spatial computing’ along with its new Vision Pro headset

    Why Apple is pushing the term ‘spatial computing’ along with its new Vision Pro headset


    SAN FRANCISCO — With Apple’s hotly anticipated Vision Pro headset hitting store shelves Friday, you’re probably going to start to see more people wearing the futuristic googles that are supposed to usher in the age of “spatial computing.”

    It’s an esoteric mode of technology that Apple executives and their marketing gurus are trying to thrust into the mainstream. This while avoiding other more widely used terms such as “augmented reality” and “virtual reality” to describe the transformative powers of a product that’s being touted as potentially monumental as the iPhone that came out in 2007.

    “We can’t wait for people to experience the magic,” Apple CEO Tim Cook gushed Thursday while discussing the Vision Pro with analysts.

    The Vision Pro also will be among Apple’s most expensive products at $3,500 — a price point that has most analysts predicting the company may only sell 1 million or fewer devices during its first year. But Apple only sold about 4 million iPhones during that device’s first year on the market and now sells more than 200 million of them annually, so there is a history of what initially appears to be a niche product turning into something that becomes enmeshed in how people live and work.

    If that happens with the Vision Pro, references to spatial computing could become as ingrained in modern-day vernacular as mobile and personal computing — two previous technological revolutions that Apple played an integral role in creating.

    So what is spatial computing? It’s a way to describe the intersection between the physical world around us and a virtual world fabricated by technology, while enabling humans and machines to harmoniously manipulate objects and spaces. Accomplishing these tasks often incorporates elements of augmented reality, or AR, and artificial intelligence, or AI — two subsets of technology that are helping to make spatial computing happen, said Cathy Hackl, a long-time industry consultant who is now running a startup working on apps for the Vision Pro.

    “This is a pivotal moment,” Hackl said. “Spatial computing will enable devices to understand the world in ways they never have been able to do before. It is going to change human to computer interaction, and eventually every interface — whether it’s a car or a watch — will become spatial computing devices.”

    In a sign of the excitement surrounding the Vision Pro, more than 600 newly designed apps will be available to use on the headset right away, according to Apple. The range of apps will include a wide selection of television networks, video streaming services (although Netflix and Google’s YouTube are notably absent from the list) video games and various educational options. On the work side of things, videoconferencing service Zoom and other companies that provide online meeting tools have built apps for the Vision Pro, too.

    But the Vision Pro could expose yet another disturbing side of technology if its use of spatial computing is so compelling that people start seeing the world differently when they aren’t wearing the headset and start to believe life is far more interesting when seen through the goggles. That scenario could worsen the screen addictions that have become endemic since the iPhone’s debut and deepen the isolation that digital dependence tends to cultivate.

    Apple is far from the only prominent technology company working on spatial computing products. For the past few years, Google has been working on a three-dimensional videoconferencing service called “Project Starline” that draws upon “photorealistic” images and a “magic window” so two people sitting in different cities feel like they are in the same room together. But Starline still hasn’t been widely released. Facebook’s corporate parent, Meta Platforms, also has for years been selling the Quest headset that could be seen as a platform for spatial computing, although that company so far hasn’t positioned the device in that manner.

    Vision Pro, in contrast, is being backed by a company with the marketing prowess and customer allegiance that tend to trigger trends.

    Although it might be heralded as a breakthrough if Apple realizes its vision with Vision Pro, the concept of spatial computing has been around for at least 20 years. In a 132-page research paper on the subject published in 2003 by the Massachusetts Institute of Technology, Simon Greenwold made a case for automatically flushing toilets to be a primitive form of spatial computing. Greenwold supported his reasoning by pointing out the toilet “senses the user’s movement away to trigger a flush” and “the space of the system’s engagement is a real human space.”

    The Vision Pro, of course, is far more sophisticated than a toilet. One of the most compelling features in the Vision Pro are its high-resolution screens that can play back three-dimensional video recordings of events and people to make it seem like the encounters are happening all over again. Apple already laid the groundwork for selling the Vision Pro by including the ability to record what it calls “spatial video” on the premium iPhone 15 models released in September.

    Apple’s headset also reacts to a user’s hand gestures and eye movements in an attempt to make the device seem like another piece of human physiology. While wearing the headset, users will also be able use just their hands to pull up and arrange an array of virtual computer screens, similar to a scene featuring Tom Cruise in the 2002 film “Minority Report.”

    Spatial computing “is a technology that’s starting to adapt to the user instead of requiring the user adapting to the technology,” Hackl said. “It’s all supposed to be very natural.”

    It remains to be seen how natural it may seem if you are sitting down to have dinner with someone else wearing the goggles instead of intermittently gazing at their smartphone.



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  • Google lays off hundreds in hardware, voice assistant teams amid cost-cutting drive

    Google lays off hundreds in hardware, voice assistant teams amid cost-cutting drive

    Google has laid off hundreds of employees working on its hardware, voice assistance and engineering teams as part of cost-cutting measures.

    The cuts come as Google looks towards “responsibly investing in our company’s biggest priorities and the significant opportunities ahead,” the company said in a statement.

    “Some teams are continuing to make these kinds of organizational changes, which include some role eliminations globally,” it said.

    Google earlier said it was eliminating a few hundred roles, with most of the impact on its augmented reality hardware team.

    The cuts follow pledges by executives of Google and its parent company Alphabet to reduce costs. A year ago, Google said it would lay off 12,000 employees or around 6% of its workforce.

    In a post on X — previously known as Twitter — the Alphabet Workers Union described the job cuts as “another round of needless layoffs.”

    “Our members and teammates work hard every day to build great products for our users, and the company cannot continue to fire our coworkers while making billions every quarter,” the union wrote. “We won’t stop fighting until our jobs are safe!”

    Google is not the only technology company cutting back. In the past year, Meta — the parent company of Facebook — has slashed more than 20,000 jobs to reassure investors. Meta’s stock price gained about 178% in 2023.

    Spotify said in December that it was axing 17% of its global workforce, the music streaming service’s third round of layoffs in 2023 as it moved to slash costs and improve its profitability.

    Earlier this week, Amazon laid off hundreds of employees in its Prime Video and studios units. It also will lay off about 500 employees who work on its livestreaming platform Twitch.

    Amazon has cut thousands of jobs after a hiring surge during the pandemic. In March, Amazon announced that it planned to lay off 9,000 employees, on top of 18,000 employees it said that it would lay off in January 2023.

    Google is currently locked in a fierce rivalry with Microsoft as both firms strive to lead in the artificial intelligence domain.

    Microsoft has stepped up its artificial intelligence offerings to rival Google’s. In September, Microsoft introduced a Copilot feature that incorporates artificial intelligence into products like search engine Bing, browser Edge as well as Windows for its corporate customers.

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  • China’s Xi urges countries unite in tackling AI challenges

    China’s Xi urges countries unite in tackling AI challenges

    BEIJING — Chinese President Xi Jinping said Wednesday that potential risks associated with artificial intelligence are challenges that countries should deal with together, remarks that come against the backdrop of China’s rigid control of free speech on the internet.

    At the same time, China has also maximized the internet’s economic benefits and social media’s propaganda contributions to the ruling Communist Party’s authoritarian agenda.

    Xi’s prerecorded speech was broadcast at the opening of the World Internet Conference Summit in the eastern city of Wuzhen.

    He called for common security in cyberspace instead of confrontation. He said China would work with other countries to address risks brought by the development of AI and expressed his objections to “cyberspace hegemony.”

    China is ready to “promote the safe development of AI,” he said, with the implementation of the Global AI Governance Initiative, a proposal launched by the Chinese government last month calling for an open and fair environment for AI development.

    Li Shulei, director of the Communist Party’s publicity department, echoed Xi’s remarks at the conference, saying China would work with other countries to “improve the safety, reliability, controllability and fairness of artificial intelligence technology.”

    The conference was first launched as an annual event in 2014 by the Chinese government to discuss internet development. China blocks most overseas news and social media sites, but lifts them in the Wuzhen area for the duration of the conference.

    As recently as June, Chinese state-backed hackers foiled Microsoft’s cloud-based security in breaching the email accounts of officials at multiple U.S. agencies that deal with China ahead of Secretary of State Antony Blinken’s trip to Beijing.

    The surgical, targeted espionage accessed the email of a small number of individuals at an unspecified number of U.S. agencies and was discovered in mid-June by the State Department, U.S. officials said. They said none of the breached systems were classified, nor was any of the stolen data.

    The hacked officials included Commerce Secretary Gina Raimondo, whose agency imposed export controls that have stung multiple Chinese companies.

    In September 2020, the Justice Department has charged five Chinese citizens with hacks targeting more than 100 companies and institutions in the United States and abroad, including social media and video game companies as well as universities and telecommunications providers

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  • An app shows how ancient Greek sites looked thousands of years ago. It’s a glimpse of future tech

    An app shows how ancient Greek sites looked thousands of years ago. It’s a glimpse of future tech

    ATHENS, Greece — Tourists at the Acropolis this holiday season can witness the resolution of one of the world’s most heated debates on cultural heritage.

    All they need is a smartphone.

    Visitors can now pinch and zoom their way around the ancient Greek site, with a digital overlay showing how it once looked. That includes a collection of marble sculptures removed from the Parthenon more than 200 years ago that are now on display at the British Museum in London. Greece has demanded they be returned.

    For now, an app supported by Greece’s Culture Ministry allows visitors to point their phones at the Parthenon temple, and the sculptures housed in London appear back on the monument as archaeologists believe they looked 2,500 years ago.

    Other, less widely known features also appear: Many of the sculptures on the Acropolis were painted in striking colors. A statue of goddess Athena in the main chamber of the Parthenon also stood over a shallow pool of water.

    “That’s really impressive … the only time I’ve seen that kind of technology before is at the dentist,” Shriya Parsotam Chitnavis, a tourist from London, said after checking out the app on a hot afternoon at the hilltop Acropolis, Greece’s most popular archaeological site.

    “I didn’t know much about the (Acropolis), and I had to be convinced to come up here. Seeing this has made it more interesting — seeing it in color,” she said. “I’m more of a visual person, so this being interactive really helped me appreciate it.”

    The virtual restoration works anywhere and could spare some visitors the crowded uphill walk and long wait to see the iconic monuments up close. It might also help the country’s campaign to make Greek cities year-round destinations.

    Tourism, vital for the Greek economy, has roared back since the COVID-19 pandemic, even as wildfires chased visitors from the island of Rhodes and affected other areas this summer. The number of inbound visitors from January through July was up 21.9% to 16.2 million compared with a year ago, according to the Bank of Greece. Revenue was up just over 20%, to 10.3 billion euros ($10.8 billion).

    The app, called “Chronos” after the mythological king of the Titans and Greek word for “time,” uses augmented reality to place the ancient impression of the site onto the screen, matching the real-world view as you walk around.

    AR is reaching consumers after a long wait and is set to affect a huge range of professional and leisure activities.

    Medical surgery, military training and specialized machine repair as well as retail and live event experiences are all in the sights of big tech companies betting on a lucrative future in immersive services. Tech giant like Meta and Apple are pushing into VR headsets that can cost thousands of dollars.

    The high price tag will keep the cellphone as the main AR delivery platform to consumers for some time, said Maria Engberg, co-author of the book “Reality Media” on augmented and virtual reality.

    She says services for travelers will soon offer a better integrated experience, allowing for more sharing options on tours and overlaying archive photos and videos.

    “AR and VR have been lagging behind other kinds of things like games and movies that we’re consuming digitally,” said Engberg, an associate professor of computer science and media technology at Malmo University in Sweden.

    “I think we will see really interesting customer experiences in the next few years as more content from museums and archives becomes digitized,” she said.

    Greece’s Culture Ministry and national tourism authority are late but enthusiastic converts to technology. The popular video game Assassin’s Creed Odyssey, which allows players to roam ancient Athens, was used to attract young travelers from China to Greece with a state-organized photo contest.

    Microsoft partnered with the Culture Ministry two years ago to launch an immersive digital tour at ancient Olympia, birthplace of the Olympic Games in southern Greece.

    Culture Minister Lina Mendoni said the innovations would boost accessibility to Greece’s ancient monuments, supplementing the recent installation of ramps and anti-slip pathways.

    “Accessibility is extending to the digital space,” Mendoni said at a preview launch event for the Chronos app in May. “Real visitors and virtual visitors anywhere around the world can share historical knowledge.”

    Developed by Greek telecoms provider Cosmote, the free app’s designers say they hope to build on existing features that include an artificial intelligence-powered virtual guide, Clio.

    “As technologies and networks advance, with better bandwidth and lower latencies, mobile devices will be able to download even higher-quality content,” said Panayiotis Gabrielides, a senior official at the telecom company involved in the project.

    Virtual reconstructions using Chronos also cover three other monuments at the Acropolis, an adjacent Roman theater and parts of the Acropolis Museum built at the foot of the rock.

    ___ AP photographer Petros Giannakouris in Athens contributed.

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  • An app shows how ancient Greek sites looked thousands of years ago. It’s a glimpse of future tech

    An app shows how ancient Greek sites looked thousands of years ago. It’s a glimpse of future tech

    ATHENS, Greece — Tourists at the Acropolis this holiday season can witness the resolution of one of the world’s most heated debates on cultural heritage.

    All they need is a smartphone.

    Visitors can now pinch and zoom their way around the ancient Greek site, with a digital overlay showing how it once looked. That includes a collection of marble sculptures removed from the Parthenon more than 200 years ago that are now on display at the British Museum in London. Greece has demanded they be returned.

    For now, an app supported by Greece’s Culture Ministry allows visitors to point their phones at the Parthenon temple, and the sculptures housed in London appear back on the monument as archaeologists believe they looked 2,500 years ago.

    Other, less widely known features also appear: Many of the sculptures on the Acropolis were painted in striking colors. A statue of goddess Athena in the main chamber of the Parthenon also stood over a shallow pool of water.

    “That’s really impressive … the only time I’ve seen that kind of technology before is at the dentist,” Shriya Parsotam Chitnavis, a tourist from London, said after checking out the app on a hot afternoon at the hilltop Acropolis, Greece’s most popular archaeological site.

    “I didn’t know much about the (Acropolis), and I had to be convinced to come up here. Seeing this has made it more interesting — seeing it in color,” she said. “I’m more of a visual person, so this being interactive really helped me appreciate it.”

    The virtual restoration works anywhere and could spare some visitors the crowded uphill walk and long wait to see the iconic monuments up close. It might also help the country’s campaign to make Greek cities year-round destinations.

    Tourism, vital for the Greek economy, has roared back since the COVID-19 pandemic, even as wildfires chased visitors from the island of Rhodes and affected other areas this summer. The number of inbound visitors from January through July was up 21.9% to 16.2 million compared with a year ago, according to the Bank of Greece. Revenue was up just over 20%, to 10.3 billion euros ($10.8 billion).

    The app, called “Chronos” after the mythological king of the Titans and Greek word for “time,” uses augmented reality to place the ancient impression of the site onto the screen, matching the real-world view as you walk around.

    AR is reaching consumers after a long wait and is set to affect a huge range of professional and leisure activities.

    Medical surgery, military training and specialized machine repair as well as retail and live event experiences are all in the sights of big tech companies betting on a lucrative future in immersive services. Tech giant like Meta and Apple are pushing into VR headsets that can cost thousands of dollars.

    The high price tag will keep the cellphone as the main AR delivery platform to consumers for some time, said Maria Engberg, co-author of the book “Reality Media” on augmented and virtual reality.

    She says services for travelers will soon offer a better integrated experience, allowing for more sharing options on tours and overlaying archive photos and videos.

    “AR and VR have been lagging behind other kinds of things like games and movies that we’re consuming digitally,” said Engberg, an associate professor of computer science and media technology at Malmo University in Sweden.

    “I think we will see really interesting customer experiences in the next few years as more content from museums and archives becomes digitized,” she said.

    Greece’s Culture Ministry and national tourism authority are late but enthusiastic converts to technology. The popular video game Assassin’s Creed Odyssey, which allows players to roam ancient Athens, was used to attract young travelers from China to Greece with a state-organized photo contest.

    Microsoft partnered with the Culture Ministry two years ago to launch an immersive digital tour at ancient Olympia, birthplace of the Olympic Games in southern Greece.

    Culture Minister Lina Mendoni said the innovations would boost accessibility to Greece’s ancient monuments, supplementing the recent installation of ramps and anti-slip pathways.

    “Accessibility is extending to the digital space,” Mendoni said at a preview launch event for the Chronos app in May. “Real visitors and virtual visitors anywhere around the world can share historical knowledge.”

    Developed by Greek telecoms provider Cosmote, the free app’s designers say they hope to build on existing features that include an artificial intelligence-powered virtual guide, Clio.

    “As technologies and networks advance, with better bandwidth and lower latencies, mobile devices will be able to download even higher-quality content,” said Panayiotis Gabrielides, a senior official at the telecom company involved in the project.

    Virtual reconstructions using Chronos also cover three other monuments at the Acropolis, an adjacent Roman theater and parts of the Acropolis Museum built at the foot of the rock.

    ___ AP photographer Petros Giannakouris in Athens contributed.

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  • An app shows how ancient Greek sites looked thousands of years ago. It’s a glimpse of future tech

    An app shows how ancient Greek sites looked thousands of years ago. It’s a glimpse of future tech

    ATHENS, Greece — Tourists at the Acropolis this holiday season can witness the resolution of one of the world’s most heated debates on cultural heritage.

    All they need is a smartphone.

    Visitors can now pinch and zoom their way around the ancient Greek site, with a digital overlay showing how it once looked. That includes a collection of marble sculptures removed from the Parthenon more than 200 years ago that are now on display at the British Museum in London. Greece has demanded they be returned.

    For now, an app supported by Greece’s Culture Ministry allows visitors to point their phones at the Parthenon temple, and the sculptures housed in London appear back on the monument as archaeologists believe they looked 2,500 years ago.

    Other, less widely known features also appear: Many of the sculptures on the Acropolis were painted in striking colors. A statue of goddess Athena in the main chamber of the Parthenon also stood over a shallow pool of water.

    “That’s really impressive … the only time I’ve seen that kind of technology before is at the dentist,” Shriya Parsotam Chitnavis, a tourist from London, said after checking out the app on a hot afternoon at the hilltop Acropolis, Greece’s most popular archaeological site.

    “I didn’t know much about the (Acropolis), and I had to be convinced to come up here. Seeing this has made it more interesting — seeing it in color,” she said. “I’m more of a visual person, so this being interactive really helped me appreciate it.”

    The virtual restoration works anywhere and could spare some visitors the crowded uphill walk and long wait to see the iconic monuments up close. It might also help the country’s campaign to make Greek cities year-round destinations.

    Tourism, vital for the Greek economy, has roared back since the COVID-19 pandemic, even as wildfires chased visitors from the island of Rhodes and affected other areas this summer. The number of inbound visitors from January through July was up 21.9% to 16.2 million compared with a year ago, according to the Bank of Greece. Revenue was up just over 20%, to 10.3 billion euros ($10.8 billion).

    The app, called “Chronos” after the mythological king of the Titans and Greek word for “time,” uses augmented reality to place the ancient impression of the site onto the screen, matching the real-world view as you walk around.

    AR is reaching consumers after a long wait and is set to affect a huge range of professional and leisure activities.

    Medical surgery, military training and specialized machine repair as well as retail and live event experiences are all in the sights of big tech companies betting on a lucrative future in immersive services. Tech giant like Meta and Apple are pushing into VR headsets that can cost thousands of dollars.

    The high price tag will keep the cellphone as the main AR delivery platform to consumers for some time, said Maria Engberg, co-author of the book “Reality Media” on augmented and virtual reality.

    She says services for travelers will soon offer a better integrated experience, allowing for more sharing options on tours and overlaying archive photos and videos.

    “AR and VR have been lagging behind other kinds of things like games and movies that we’re consuming digitally,” said Engberg, an associate professor of computer science and media technology at Malmo University in Sweden.

    “I think we will see really interesting customer experiences in the next few years as more content from museums and archives becomes digitized,” she said.

    Greece’s Culture Ministry and national tourism authority are late but enthusiastic converts to technology. The popular video game Assassin’s Creed Odyssey, which allows players to roam ancient Athens, was used to attract young travelers from China to Greece with a state-organized photo contest.

    Microsoft partnered with the Culture Ministry two years ago to launch an immersive digital tour at ancient Olympia, birthplace of the Olympic Games in southern Greece.

    Culture Minister Lina Mendoni said the innovations would boost accessibility to Greece’s ancient monuments, supplementing the recent installation of ramps and anti-slip pathways.

    “Accessibility is extending to the digital space,” Mendoni said at a preview launch event for the Chronos app in May. “Real visitors and virtual visitors anywhere around the world can share historical knowledge.”

    Developed by Greek telecoms provider Cosmote, the free app’s designers say they hope to build on existing features that include an artificial intelligence-powered virtual guide, Clio.

    “As technologies and networks advance, with better bandwidth and lower latencies, mobile devices will be able to download even higher-quality content,” said Panayiotis Gabrielides, a senior official at the telecom company involved in the project.

    Virtual reconstructions using Chronos also cover three other monuments at the Acropolis, an adjacent Roman theater and parts of the Acropolis Museum built at the foot of the rock.

    ___ AP photographer Petros Giannakouris in Athens contributed.

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  • Meta CEO Mark Zuckerberg kicks off developer conference with focus on AI, virtual reality

    Meta CEO Mark Zuckerberg kicks off developer conference with focus on AI, virtual reality

    MENLO PARK, California — Meta CEO Mark Zuckerberg kicked off the tech giant’s Connect developer conference on Wednesday with a focus on virtual and augmented reality and artificial intelligence

    The company, which renamed itself Meta two years ago, unveiled the next version of its virtual reality headset, the Quest 3. It will cost $499 and begin shipping Oct. 10.

    Standing in a courtyard at his company’s Menlo Park, California headquarters, Zuckerberg told the audience of developers, employees and journalists that Meta is “focused on building the future of human connection” — and painted a near-future where people interact with hologram versions of their friends or coworkers and with AI bots built to assist them.

    “Soon the physical and digital will come together in what we call the metaverse,” he said.

    Zuckerberg introduced an AI personal assistant people can interact with using any of Meta’s messaging apps — along with a smattering of AI characters he called “a bit more fun,” such as “Max the sous chef,” who can help come up with ideas for dinner, or Lily, a “personal editor and writing partner.”

    “These are just a few we have trained, there are a lot more coming,” he said.

    He also introduced the next version of Meta’s Ray Ban Stories smart glasses, which let people record video or photos, livestream, listen to music and interact with the Meta AI assistant.

    “Smart glasses are the ideal form factor for you to let an AI assistant see what you are seeing and hear what you are hearing,” Zuckerberg said. The glasses will launch Oct. 17 and cost $299.

    Meta is in the midst of a corporate transformation that it says will take years to complete. It wants to evolve from a provider of social platforms to a dominant power in a nascent virtual-reality world called the metaverse — sort of like the internet brought to life, or at least rendered in 3D.

    But this transformation has been slower than expected — and has already cost billions of dollars — and Meta’s main business remains advertising on its social media platforms, Facebook and Instagram. Competition with TikTok remains Meta’s biggest challenge, said Insider Intelligence analyst Yoram Wurmser.

    “A lot of this effort around chatbots and stories and other ways just to keep engagement going (like) AI-driven personalization and stuff like that, that’s the overarching challenge for the company,” he said.

    Squeezed by a slump in online advertising and uncertainty around the global economy, Meta has cut more than 20,000 jobs since last November. Zuckerberg dubbed 2023 the company’s “year of efficiency” as it reduces its workforce while focusing on more technical hires such as experts in AI to focus on Meta’s long-term vision.

    Artificial intelligence is central to that vision. Over the summer, Meta released the next generation of its AI large language model and made the technology, known as Llama 2, free for research and commercial use. On Wednesday, it unveiled an AI image generator named Emu, which creates images based on prompts from users.

    Much like tech peers Google and Microsoft, Meta has long had a big research team of computer scientists devoted to advancing AI technology. But it’s been overshadowed as the release of ChatGPT sparked a rush to profit off of “generative AI” tools that can create new prose, images and other media.

    Zuckerberg said at the time that people can download its new AI models directly or through a partnership that makes them available on Microsoft’s cloud platform Azure “along with Microsoft’s safety and content tools.”

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  • Facebook owner wants preteens to step into virtual reality with its Quest headset

    Facebook owner wants preteens to step into virtual reality with its Quest headset

    The corporate parent of Facebook and Instagram plans to open a digital gateway for kids as young as 10 years old to enter virtual reality through the Meta Quest headset, despite rising concerns about children spending too much time on social media.

    Meta Platforms, which oversees a social media empire created by Facebook founder Mark Zuckerberg, disclosed it will lower the minimum age for a Quest account from 13 years old to 10 years old in a Friday blog post. The Menlo Park, California, company framed the change coming later this year as a family-friendly way for more people to explore artificial realms that Zuckerberg touts as the “metaverse.”

    The move to lure preteens into a virtual world filled with digital avatars and other technological fabrications comes just weeks after U.S. Surgeon General Vivek Murthy called upon tech companies and lawmakers to take steps to protect children from the potentially harmful mental and emotional effects of too much exposure to social media.

    Both Facebook and Instagram for years have been under fire for using tactics that get kids hooked on social media at a young age, undercutting their real-life relationships with friends and families while exposing them to the risk of online bullying and abuse by sexual predators.

    In its blog post, Meta said that parents will retain control over their children’s accounts for the Quest 2 and Quest 3 headsets and promised that preteen access will be limited to “age-appropriate” apps. Preteens won’t be able to have a Quest account without explicit approval from their parents, according to the company.

    “We’re building this with our Responsible Innovation Principles and our commitment to building safe, positive experiences for young people at the forefront,” Meta wrote in the blog post.

    By expanding the potential audience for the Quest, Zuckerberg appears to be taking another significant step toward his goal of sculpting the metaverse into a sphere that eventually will be as popular as Facebook and Instagram have become since he started the company in a college dorm room nearly 20 years ago.

    The metaverse so far has mostly been a digital ghost town, even though millions of Quest headsets have been sold. The Meta division that oversees the Quest headset and metaverse lost $13.7 billion last year while bringing in $2.2 billion in revenue.

    What’s more, Meta is facing formidable new competition from Apple, which last week unveiled a headset called Vision Pro that’s capable of thrusting users into virtual settings, too. The high-end headset, priced at $3,500, received enthusiastic responses in carefully staged demos, but it won’t be in stores until some time early next year.

    Meta already has announced the next Quest headset will cost $500 as a way to get more people to buy it before the Vision Pro is released and now is taking steps to get preteens on board.

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  • See Apple’s pivotal product announcements through history

    See Apple’s pivotal product announcements through history

    Apple has a long history of designing products that aren’t the first to be introduced in a particular category but still redefine the market. With the company unveiling a headset equipped with virtual and augmented reality technology already available in other devices, here is a look back at some of Apple’s other breakthrough products:

    THE MACINTOSH COMPUTER, UNVEILED JANUARY 1984

    Heralded by a now-most famous TV commercial, the Macintosh computer lived up to the revolutionary promise made by Apple co-founder Steve Jobs during its 1984 unveiling. Among other things, the Mac ushered in the era of the graphical user interface (known as “GUI” in tech parlance) and the navigational mouse. In many ways, it was the first realization of Jobs’ vision to turn computers into “a bicycle of the mind.”

    THE IPOD, UNVEILED OCTOBER 2001

    Although it wasn’t the first of its kind, the iPod changed the way people thought about digital music players just like Jimi Hendrix changed the way thought about the guitar. The iPod was compact, stylish, initially capable of storing up to 1,000 songs (the capacity would extend far beyond that of the first model in 2001). It then spawned the iTunes story that provided a legal way to buy and download music at a time of rampant piracy. The device also signaled Apple might evolve into something more than a computer maker.

    THE IPHONE, UNVEILED JANUARY 2007

    It’s difficult to overstate how much the iPhone has changed the world. In technical terms, it introduced the convenience of touchscreens at the time that a physical keyboard was still all the rage on the top-selling smartphone – the BlackBerry – when Jobs first took out what was all-in-one computer, camera and music player out of his pocket in 2007. A year later, Apple would open a store that would make it common to think there must be an app for just about anything, render the BlackBerry obsolete and make smartphones indispensable.

    THE IPAD, UNVEILED JANUARY 2010

    The iPad created a middle ground between laptops and smartphone. The tablet provided people with a quicker, more convenient way to browse the web, check email, and read books than a laptop on a larger screen than smartphones – an advantage that became even more important as video streaming craze took off. The iPad’s success also pressured Microsoft to start building in more touchscreen options and adding other tablet-like features for its Windows operating system that powers most laptop and desktop computers.

    THE APPLE WATCH, UNVEILED SEPTEMBER 2014

    The Apple Watch created a device that made it possible to wear something akin to a smartphone on your wrist because it included cellular capability. It also offered some of the same apps people use on their smartphones. Apple initially marketed its smartwatch almost like a fashion accessory before pivoting once it realized that its fitness and health tracking features were the tools that people seemed to find most valuable.

    AIRPODS, UNVEILED SEPTEMBER 2016

    The AirPods helped popularize wireless headphones with an Apple chip that provided more reliable and stable connections with devices while making it easy to shift from one gadget to another. The product also served another key purpose for Apple: AirPods quickly muted the initial outrage of the company’s decision to remove the headphone jack from iPhones in 2016 while creating another lucrative sales channel.

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  • Apple is expected to unveil a sleek, pricey headset. Is it the device VR has been looking for?

    Apple is expected to unveil a sleek, pricey headset. Is it the device VR has been looking for?

    Apple appears poised to unveil a long-rumored headset that will place its users between the virtual and real world, while also testing the technology trendsetter’s ability to popularize new-fangled devices after others failed to capture the public’s imagination.

    After years of speculation, the stage is set for the widely anticipated announcement to be made Monday at Apple’s annual developers conference in a Cupertino, California, theater named after the company’s late co-founder Steve Jobs. Apple is also likely to use the event to show off its latest Mac computer, preview the next operating system for the iPhone and discuss its strategy for artificial intelligence.

    But the star of the show is expected to be a pair of goggles — perhaps called “Reality Pro,” according to media leaks — that could become another milestone in Apple’s lore of releasing game-changing technology, even though the company hasn’t always been the first to try its hand at making a particular device.

    Apple’s lineage of breakthroughs date back to a bow-tied Jobs peddling the first Mac in 1984 —a tradition that continued with the iPod in 2001, the iPhone in 2007, the iPad in 2010, the Apple Watch in 2014 and its AirPods in 2016.

    But with a hefty price tag that could be in the $3,000 range, Apple’s new headset may also be greeted with a lukewarm reception from all but affluent technophiles.

    If the new device turns out to be a niche product, it would leave Apple in the same bind as other major tech companies and startups that have tried selling headsets or glasses equipped with technology that either thrusts people into artificial worlds or projects digital images with scenery and things that are actually in front of them — a format known as “augmented reality.”

    Apple’s goggles are expected be sleekly designed and capable of toggling between totally virtual or augmented options, a blend sometimes known as “mixed reality.” That flexibility also is sometimes called external reality, or XR for shorthand.

    Facebook founder Mark Zuckerberg has been describing these alternate three-dimensional realities as the “metaverse.” It’s a geeky concept that he tried to push into the mainstream by changing the name of his social networking company to Meta Platforms in 2021 and then pouring billions of dollars into improving the virtual technology.

    But the metaverse largely remains a digital ghost town, although Meta’s virtual reality headset, the Quest, remains the top-selling device in a category that so far has mostly appealed to video game players looking for even more immersive experiences.

    Apple executives seem likely to avoid referring to the metaverse, given the skepticism that has quickly developed around that term, when they discuss the potential of the company’s new headset.

    In recent years, Apple CEO Tim Cook has periodically touted augmented reality as technology’s next quantum leap, while not setting a specific timeline for when it will gain mass appeal.

    “If you look back in a point in time, you know, zoom out to the future and look back, you’ll wonder how you led your life without augmented reality,” Cook, who is 62, said last September while speaking to an audience of students in Italy. “Just like today you wonder how did people like me grow up without the internet. You know, so I think it could be that profound. And it’s not going to be profound overnight.”

    The response to virtual, augmented and mixed reality has been decidedly ho-hum so far. Some of the gadgets deploying the technology have even been derisively mocked, with the most notable example being Google’s internet-connected glasses released more than a decade ago.

    After Google co-founder Sergey Brin initially drummed up excitement about the device by demonstrating an early model’s potential “wow factor” with a skydiving stunt staged during a San Francisco tech conference, consumers quickly became turned off to a product that allowed its users to surreptitiously take pictures and video. The backlash became so intense that people who wore the gear became known as “Glassholes,” leading Google to withdraw the product a few years after its debut.

    Microsoft also has had limited success with HoloLens, a mixed-reality headset released in 2016, although the software maker earlier this year insisted it remains committed to the technology.

    Magic Leap, a startup that stirred excitement with previews of a mixed-reality technology that could conjure the spectacle of a whale breaching through a gymnasium floor, had so much trouble marketing its first headset to consumers in 2018 that it has since shifted its focus to industrial, healthcare and emergency uses.

    Daniel Diez, Magic Leap’s chief transformation officer, said there are four major questions Apple’s goggles will have to answer: “What can people do with it? What does this thing look and feel like? Is it comfortable to wear? And how much is it going to cost?”

    The anticipation that Apple’s goggles are going to sell for several thousand dollars already has dampened expectations for the product. Although he expects Apple’s goggles to boast “jaw dropping” technology, Wedbush Securities analyst Dan Ives said he expects the company to sell just 150,000 units during the device’s first year on the market — a mere speck in the company’s portfolio. By comparison, Apple sells more than 200 million iPhones, its marquee product a year. But the iPhone wasn’t an immediate sensation, with sales of fewer than 12 million units in its first full year on the market.

    In a move apparently aimed at magnifying the expected price of Apple’s goggles, Zuckerberg made a point of saying last week that the next Quest headset will sell for $500, an announcement made four months before Meta Platform plans to showcase the latest device at its tech conference.

    Since 2016, the average annual shipments of virtual- and augmented-reality devices have averaged 8.6 million units, according to the research firm CCS Insight. The firm expects sales to remain sluggish this year, with a sales projection of about 11 million of the devices before gradually climbing to 67 million in 2026.

    But those forecasts were obviously made before it’s known whether Apple might be releasing a product that alters the landscape.

    “I would never count out Apple, especially with the consumer market and especially when it comes to finding those killer applications and solutions,” Magic Leap’s Diez said. “If someone is going to crack the consumer market early, I wouldn’t be surprised it would be Apple.”

    Source link

  • Apple is expected to unveil sleek headset aimed at thrusting the masses into alternate realities

    Apple is expected to unveil sleek headset aimed at thrusting the masses into alternate realities

    Apple appears poised to unveil a long-rumored headset that will place its users between the virtual and real world, while also testing the technology trendsetter’s ability to popularize new-fangled devices after others failed to capture the public’s imagination.

    After years of speculation, the stage is set for the widely anticipated announcement to be made Monday at Apple’s annual developers conference in a Cupertino, California, theater named after the company’s late co-founder Steve Jobs. Apple is also likely to use the event to show off its latest Mac computer, preview the next operating system for the iPhone and discuss its strategy for artificial intelligence.

    But the star of the show is expected to be a pair of goggles — perhaps called “Reality Pro,” according to media leaks — that could become another milestone in Apple’s lore of releasing game-changing technology, even though the company hasn’t always been the first to try its hand at making a particular device.

    Apple’s lineage of breakthroughs date back to a bow-tied Jobs peddling the first Mac in 1984 —a tradition that continued with the iPod in 2001, the iPhone in 2007, the iPad in 2010, the Apple Watch in 2014 and its AirPods in 2016.

    But with a hefty price tag that could be in the $3,000 range, Apple’s new headset may also be greeted with a lukewarm reception from all but affluent technophiles.

    If the new device turns out to be a niche product, it would leave Apple in the same bind as other major tech companies and startups that have tried selling headsets or glasses equipped with technology that either thrusts people into artificial worlds or projects digital images with scenery and things that are actually in front of them — a format known as “augmented reality.”

    Apple’s goggles are expected be sleekly designed and capable of toggling between totally virtual or augmented options, a blend sometimes known as “mixed reality.” That flexibility also is sometimes called external reality, or XR for shorthand.

    Facebook founder Mark Zuckerberg has been describing these alternate three-dimensional realities as the “metaverse.” It’s a geeky concept that he tried to push into the mainstream by changing the name of his social networking company to Meta Platforms in 2021 and then pouring billions of dollars into improving the virtual technology.

    But the metaverse largely remains a digital ghost town, although Meta’s virtual reality headset, the Quest, remains the top-selling device in a category that so far has mostly appealed to video game players looking for even more immersive experiences.

    Apple executives seem likely to avoid referring to the metaverse, given the skepticism that has quickly developed around that term, when they discuss the potential of the company’s new headset.

    In recent years, Apple CEO Tim Cook has periodically touted augmented reality as technology’s next quantum leap, while not setting a specific timeline for when it will gain mass appeal.

    “If you look back in a point in time, you know, zoom out to the future and look back, you’ll wonder how you led your life without augmented reality,” Cook, who is 62, said last September while speaking to an audience of students in Italy. “Just like today you wonder how did people like me grow up without the internet. You know, so I think it could be that profound. And it’s not going to be profound overnight.”

    The response to virtual, augmented and mixed reality has been decidedly ho-hum so far. Some of the gadgets deploying the technology have even been derisively mocked, with the most notable example being Google’s internet-connected glasses released more than a decade ago.

    After Google co-founder Sergey Brin initially drummed up excitement about the device by demonstrating an early model’s potential “wow factor” with a skydiving stunt staged during a San Francisco tech conference, consumers quickly became turned off to a product that allowed its users to surreptitiously take pictures and video. The backlash became so intense that people who wore the gear became known as “Glassholes,” leading Google to withdraw the product a few years after its debut.

    Microsoft also has had limited success with HoloLens, a mixed-reality headset released in 2016, although the software maker earlier this year insisted it remains committed to the technology.

    Magic Leap, a startup that stirred excitement with previews of a mixed-reality technology that could conjure the spectacle of a whale breaching through a gymnasium floor, had so much trouble marketing its first headset to consumers in 2018 that it has since shifted its focus to industrial, healthcare and emergency uses.

    Daniel Diez, Magic Leap’s chief transformation officer, said there are four major questions Apple’s goggles will have to answer: “What can people do with it? What does this thing look and feel like? Is it comfortable to wear? And how much is it going to cost?”

    The anticipation that Apple’s goggles are going to sell for several thousand dollars already has dampened expectations for the product. Although he expects Apple’s goggles to boast “jaw dropping” technology, Wedbush Securities analyst Dan Ives said he expects the company to sell just 150,000 units during the device’s first year on the market — a mere speck in the company’s portfolio. By comparison, Apple sells more than 200 million iPhones, its marquee product a year. But the iPhone wasn’t an immediate sensation, with sales of fewer than 12 million units in its first full year on the market.

    In a move apparently aimed at magnifying the expected price of Apple’s goggles, Zuckerberg made a point of saying last week that the next Quest headset will sell for $500, an announcement made four months before Meta Platform plans to showcase the latest device at its tech conference.

    Since 2016, the average annual shipments of virtual- and augmented-reality devices have averaged 8.6 million units, according to the research firm CCS Insight. The firm expects sales to remain sluggish this year, with a sales projection of about 11 million of the devices before gradually climbing to 67 million in 2026.

    But those forecasts were obviously made before it’s known whether Apple might be releasing a product that alters the landscape.

    “I would never count out Apple, especially with the consumer market and especially when it comes to finding those killer applications and solutions,” Magic Leap’s Diez said. “If someone is going to crack the consumer market early, I wouldn’t be surprised it would be Apple.”

    Source link

  • Apple is expected to unveil sleek headset aimed at thrusting the masses into alternate realities

    Apple is expected to unveil sleek headset aimed at thrusting the masses into alternate realities

    Apple appears poised to unveil a long-rumored headset that will place its users between the virtual and real world, while also testing the technology trendsetter’s ability to popularize new-fangled devices after others failed to capture the public’s imagination.

    After years of speculation, the stage is set for the widely anticipated announcement to be made Monday at Apple’s annual developers conference in a Cupertino, California, theater named after the company’s late co-founder Steve Jobs. Apple is also likely to use the event to show off its latest Mac computer, preview the next operating system for the iPhone and discuss its strategy for artificial intelligence.

    But the star of the show is expected to be a pair of goggles — perhaps called “Reality Pro,” according to media leaks — that could become another milestone in Apple’s lore of releasing game-changing technology, even though the company hasn’t always been the first to try its hand at making a particular device.

    Apple’s lineage of breakthroughs date back to a bow-tied Jobs peddling the first Mac in 1984 —a tradition that continued with the iPod in 2001, the iPhone in 2007, the iPad in 2010, the Apple Watch in 2014 and its AirPods in 2016.

    But with a hefty price tag that could be in the $3,000 range, Apple’s new headset may also be greeted with a lukewarm reception from all but affluent technophiles.

    If the new device turns out to be a niche product, it would leave Apple in the same bind as other major tech companies and startups that have tried selling headsets or glasses equipped with technology that either thrusts people into artificial worlds or projects digital images with scenery and things that are actually in front of them — a format known as “augmented reality.”

    Apple’s goggles are expected be sleekly designed and capable of toggling between totally virtual or augmented options, a blend sometimes known as “mixed reality.” That flexibility also is sometimes called external reality, or XR for shorthand.

    Facebook founder Mark Zuckerberg has been describing these alternate three-dimensional realities as the “metaverse.” It’s a geeky concept that he tried to push into the mainstream by changing the name of his social networking company to Meta Platforms in 2021 and then pouring billions of dollars into improving the virtual technology.

    But the metaverse largely remains a digital ghost town, although Meta’s virtual reality headset, the Quest, remains the top-selling device in a category that so far has mostly appealed to video game players looking for even more immersive experiences.

    Apple executives seem likely to avoid referring to the metaverse, given the skepticism that has quickly developed around that term, when they discuss the potential of the company’s new headset.

    In recent years, Apple CEO Tim Cook has periodically touted augmented reality as technology’s next quantum leap, while not setting a specific timeline for when it will gain mass appeal.

    “If you look back in a point in time, you know, zoom out to the future and look back, you’ll wonder how you led your life without augmented reality,” Cook, who is 62, said last September while speaking to an audience of students in Italy. “Just like today you wonder how did people like me grow up without the internet. You know, so I think it could be that profound. And it’s not going to be profound overnight.”

    The response to virtual, augmented and mixed reality has been decidedly ho-hum so far. Some of the gadgets deploying the technology have even been derisively mocked, with the most notable example being Google’s internet-connected glasses released more than a decade ago.

    After Google co-founder Sergey Brin initially drummed up excitement about the device by demonstrating an early model’s potential “wow factor” with a skydiving stunt staged during a San Francisco tech conference, consumers quickly became turned off to a product that allowed its users to surreptitiously take pictures and video. The backlash became so intense that people who wore the gear became known as “Glassholes,” leading Google to withdraw the product a few years after its debut.

    Microsoft also has had limited success with HoloLens, a mixed-reality headset released in 2016, although the software maker earlier this year insisted it remains committed to the technology.

    Magic Leap, a startup that stirred excitement with previews of a mixed-reality technology that could conjure the spectacle of a whale breaching through a gymnasium floor, had so much trouble marketing its first headset to consumers in 2018 that it has since shifted its focus to industrial, healthcare and emergency uses.

    Daniel Diez, Magic Leap’s chief transformation officer, said there are four major questions Apple’s goggles will have to answer: “What can people do with it? What does this thing look and feel like? Is it comfortable to wear? And how much is it going to cost?”

    The anticipation that Apple’s goggles are going to sell for several thousand dollars already has dampened expectations for the product. Although he expects Apple’s goggles to boast “jaw dropping” technology, Wedbush Securities analyst Dan Ives said he expects the company to sell just 150,000 units during the device’s first year on the market — a mere speck in the company’s portfolio. By comparison, Apple sells more than 200 million iPhones, its marquee product a year. But the iPhone wasn’t an immediate sensation, with sales of fewer than 12 million units in its first full year on the market.

    In a move apparently aimed at magnifying the expected price of Apple’s goggles, Zuckerberg made a point of saying last week that the next Quest headset will sell for $500, an announcement made four months before Meta Platform plans to showcase the latest device at its tech conference.

    Since 2016, the average annual shipments of virtual- and augmented-reality devices have averaged 8.6 million units, according to the research firm CCS Insight. The firm expects sales to remain sluggish this year, with a sales projection of about 11 million of the devices before gradually climbing to 67 million in 2026.

    But those forecasts were obviously made before it’s known whether Apple might be releasing a product that alters the landscape.

    “I would never count out Apple, especially with the consumer market and especially when it comes to finding those killer applications and solutions,” Magic Leap’s Diez said. “If someone is going to crack the consumer market early, I wouldn’t be surprised it would be Apple.”

    Source link

  • Apple is expected to unveil sleek headset aimed at thrusting the masses into alternate realities

    Apple is expected to unveil sleek headset aimed at thrusting the masses into alternate realities

    Apple appears poised to unveil a long-rumored headset that will place its users between the virtual and real world, while also testing the technology trendsetter’s ability to popularize new-fangled devices after others failed to capture the public’s imagination.

    After years of speculation, the stage is set for the widely anticipated announcement to be made Monday at Apple’s annual developers conference in a Cupertino, California, theater named after the company’s late co-founder Steve Jobs. Apple is also likely to use the event to show off its latest Mac computer, preview the next operating system for the iPhone and discuss its strategy for artificial intelligence.

    But the star of the show is expected to be a pair of goggles — perhaps called “Reality Pro,” according to media leaks — that could become another milestone in Apple’s lore of releasing game-changing technology, even though the company hasn’t always been the first to try its hand at making a particular device.

    Apple’s lineage of breakthroughs date back to a bow-tied Jobs peddling the first Mac in 1984 —a tradition that continued with the iPod in 2001, the iPhone in 2007, the iPad in 2010, the Apple Watch in 2014 and its AirPods in 2016.

    But with a hefty price tag that could be in the $3,000 range, Apple’s new headset may also be greeted with a lukewarm reception from all but affluent technophiles.

    If the new device turns out to be a niche product, it would leave Apple in the same bind as other major tech companies and startups that have tried selling headsets or glasses equipped with technology that either thrusts people into artificial worlds or projects digital images with scenery and things that are actually in front of them — a format known as “augmented reality.”

    Apple’s goggles are expected be sleekly designed and capable of toggling between totally virtual or augmented options, a blend sometimes known as “mixed reality.” That flexibility also is sometimes called external reality, or XR for shorthand.

    Facebook founder Mark Zuckerberg has been describing these alternate three-dimensional realities as the “metaverse.” It’s a geeky concept that he tried to push into the mainstream by changing the name of his social networking company to Meta Platforms in 2021 and then pouring billions of dollars into improving the virtual technology.

    But the metaverse largely remains a digital ghost town, although Meta’s virtual reality headset, the Quest, remains the top-selling device in a category that so far has mostly appealed to video game players looking for even more immersive experiences.

    Apple executives seem likely to avoid referring to the metaverse, given the skepticism that has quickly developed around that term, when they discuss the potential of the company’s new headset.

    In recent years, Apple CEO Tim Cook has periodically touted augmented reality as technology’s next quantum leap, while not setting a specific timeline for when it will gain mass appeal.

    “If you look back in a point in time, you know, zoom out to the future and look back, you’ll wonder how you led your life without augmented reality,” Cook, who is 62, said last September while speaking to an audience of students in Italy. “Just like today you wonder how did people like me grow up without the internet. You know, so I think it could be that profound. And it’s not going to be profound overnight.”

    The response to virtual, augmented and mixed reality has been decidedly ho-hum so far. Some of the gadgets deploying the technology have even been derisively mocked, with the most notable example being Google’s internet-connected glasses released more than a decade ago.

    After Google co-founder Sergey Brin initially drummed up excitement about the device by demonstrating an early model’s potential “wow factor” with a skydiving stunt staged during a San Francisco tech conference, consumers quickly became turned off to a product that allowed its users to surreptitiously take pictures and video. The backlash became so intense that people who wore the gear became known as “Glassholes,” leading Google to withdraw the product a few years after its debut.

    Microsoft also has had limited success with HoloLens, a mixed-reality headset released in 2016, although the software maker earlier this year insisted it remains committed to the technology.

    Magic Leap, a startup that stirred excitement with previews of a mixed-reality technology that could conjure the spectacle of a whale breaching through a gymnasium floor, had so much trouble marketing its first headset to consumers in 2018 that it has since shifted its focus to industrial, healthcare and emergency uses.

    Daniel Diez, Magic Leap’s chief transformation officer, said there are four major questions Apple’s goggles will have to answer: “What can people do with it? What does this thing look and feel like? Is it comfortable to wear? And how much is it going to cost?”

    The anticipation that Apple’s goggles are going to sell for several thousand dollars already has dampened expectations for the product. Although he expects Apple’s goggles to boast “jaw dropping” technology, Wedbush Securities analyst Dan Ives said he expects the company to sell just 150,000 units during the device’s first year on the market — a mere speck in the company’s portfolio. By comparison, Apple sells more than 200 million iPhones, its marquee product a year. But the iPhone wasn’t an immediate sensation, with sales of fewer than 12 million units in its first full year on the market.

    In a move apparently aimed at magnifying the expected price of Apple’s goggles, Zuckerberg made a point of saying last week that the next Quest headset will sell for $500, an announcement made four months before Meta Platform plans to showcase the latest device at its tech conference.

    Since 2016, the average annual shipments of virtual- and augmented-reality devices have averaged 8.6 million units, according to the research firm CCS Insight. The firm expects sales to remain sluggish this year, with a sales projection of about 11 million of the devices before gradually climbing to 67 million in 2026.

    But those forecasts were obviously made before it’s known whether Apple might be releasing a product that alters the landscape.

    “I would never count out Apple, especially with the consumer market and especially when it comes to finding those killer applications and solutions,” Magic Leap’s Diez said. “If someone is going to crack the consumer market early, I wouldn’t be surprised it would be Apple.”

    Source link

  • Flights and firefighting: Companies push into the metaverse

    Flights and firefighting: Companies push into the metaverse

    BARCELONA, Spain — I climbed into the front seat of the air taxi, buckled the seat belt and braced as the aircraft lifted off. The futuristic cityscape of Busan, South Korea, dropped away, and a digital avatar popped up on the windscreen with a message.

    I couldn’t answer as a wave of motion sickness hit me. The virtual reality goggles combined with motion-simulating seats pitching back and forth and side to side made it feel like I was actually hovering and maneuvering in the air. They also made me so nauseous I had to close my eyes for the rest of the three-minute journey.

    Welcome to the metaverse — sort of.

    South Korean company SK Telecom’s air taxi mockup was one of the eye-catching demonstrations at MWC, or Mobile World Congress, the world’s biggest telecom industry trade show. Tech companies and wireless carriers at this week’s expo in Barcelona displayed advancements to connect people and businesses online, increasingly in new virtual reality worlds dubbed the metaverse.

    Visitor Mark Varahona also felt woozy after trying the flight experience but is still considering buying a virtual reality headset, the hardware needed to enter any immersive digital universe.

    “I was thinking to buy it before coming here. And maybe now I will buy them,” he said. “They look quite nice.”

    The metaverse exploded in popularity after Facebook founder Mark Zuckerberg in late 2021 pronounced it the next big thing for the internet, renaming his social media empire and socking tens of billions into the idea.

    He portrayed it as 3D community where people can meet, work and play — doing everything from trying on digital clothes, holding a virtual meeting or taking a trip online.

    But doubts about the viability of the metaverse have been creeping in as the initial hype wears off. Sales of virtual reality headsets in the U.S. slipped 2% by December from the previous year, according to NPD Research. Reality Labs, which makes Meta Quest headsets, posted an operating loss of $13.7 billion in 2022.

    Meta has said it plans to hire 10,000 engineers in Europe to work on the metaverse. When asked for an update, the company said, “Our expansion in Europe was always a long-term one planned over a number of years. We remain committed to Europe.”

    The “metaverse has not gone away,” said Ben Wood, principal analyst at CCS Insight. “But I think there’s a lot more skepticism about what role it’s going to play, particularly in the consumer domain beyond the obvious areas of things like gaming.”

    The definition of the metaverse has been hard to pin down, adding to the skepticism. It is not the same as virtual reality and its cousin, augmented reality, said Tuong Nguyen, a Gartner analyst specializing in emerging technologies.

    “So AR and VR very closely related to the metaverse in the same way that computers are related to the Internet,” he said. “Think of it instead as evolution of the Internet, which changes the way that we interact with the world.”

    So how should SK Telecom’s flight simulator be defined?

    “Technically, it’s not metaverse, but kind of metaverse,” said Ken Wohn, a company manager.

    South Korea’s biggest telecom provider teamed up last year with California’s Joby Aviation to develop an electric air taxi service to the country.

    One day the air taxis might operate autonomously, using high-speed 5G wireless connections, Wohn said.

    It was a different experience at French wireless company Orange’s metaverse demonstration, where users were transported to a futuristic neon-hued technoscape with lightning bolts, giant robots and a falcon carrying a green orb in its talons.

    A dancing figure appeared, representing the movements of a real-life dancer wearing motion-capture gear. It was a dazzling display, though what consumer purpose it had was not immediately clear.

    Miguel Angel Almonacid, Orange’s network strategy director for Spain, said it demonstrates how new 5G networks will eliminate lag for metaverse users watching something happening far away.

    The metaverse might be more suited to practical purposes in the workplace, analysts said.

    “That’s where we’ll see traction first because the barriers aren’t as high,” said Gartner’s Nguyen. For example, a worker could use augmented reality glasses to pull up diagnostics or an instruction manual.

    Spanish startup La Frontera uses the metaverse to provide virtual meetings with “realistic avatars,” Marta Ortiz de Lucas-Baquero, a business development executive, said as she guided me through the company’s metaverse.

    We arrived first on a beach, with boulders, palm trees and a light blue sea. Her avatar appeared, a head and shoulders with disembodied hands hovering in front of her chest. We entered a nearby conference room with a boardroom table, where I used handheld controllers to pick up 3D objects like a toy ray gun and a bottle of Champagne.

    Other metaverse applications include training for risky, repetitive or highly detailed procedures, like surgery.

    The beach disappeared, replaced by an overturned tanker truck on fire. A fire extinguisher hung in midair. Ortiz de Lucas-Baquero told me to grab it with my virtual hand and spray it at the flames, which started to die down.

    The virtual world also could be useful for showcasing products too big to move easily, like private jets. She said La Frontera has digitally catalogued NetJets’ fleet so customers can inspect different models online.

    Or they could be too small for humans.

    The scene changed to a sci-fi setting, with crimson walls rising up around us, representing the inside of a blood vessel. Reddish-brown doughnut-shaped blood cells floated past, followed by spiky orbs. The blood vessel’s wall opened up, exposing pulsing white streaks on a blue background, depicting neurons in a brain.

    La Frontera works with pharmaceutical companies to “show how a drug works in the body at a cellular level,” Ortiz de Lucas-Baquero said. In this case, it was a medicine to treat multiple sclerosis, which attacks brain neurons.

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  • FTC didn’t stop Facebook-Instagram. How about Meta-Within?

    FTC didn’t stop Facebook-Instagram. How about Meta-Within?

    SAN JOSE, California — Facebook parent Meta is sparring with government regulators in federal court over its pending acquisition of a virtual reality fitness company Within Unlimited

    CEO Mark Zuckerberg is expected to testify as a witness at the trial in San Jose, California.

    At issue is whether Meta’s acquisition of the small company that makes a VR fitness app called Supernatural will hurt competition in the emerging virtual reality market. If the deal is allowed to go through, the Federal Trade Commission argues, it would violate antitrust laws and dampen innovation, hurting consumers who may face higher prices and fewer options outside of Meta-controlled platforms.

    Meta, the FTC argued in court this week, scrapped its own plans to enter the nascent VR fitness market in the summer of 2021 when it decided to buy Within. Without the competitive threat of the tech giant’s entry into the market, the agency asserts, innovation stalls, hurting end users.

    “The threat is what keeps firms going,” testified economist Hal Singer, a witness for the FTC. “If I know there is a chance that someone could come in and steal my lunch,” he said, companies will innovate and constrain pricing.

    But Meta says it had no concrete plans to create a competing app beyond the initial discussion stage, where it concluded it had no ability to do so. Mark Rabkin, a vice president at Meta who leads its VR efforts, testified that while Meta could definitely build a VR fitness app, its chances of success would be “very low.”

    “Achieving what Supernatural has achieved is remarkable and it would be very difficult for us to replicate that,” Rabkin said during a Zoom hearing Friday.

    Meta, in fact, has a history of trying — and often failing — to copy rival platforms or their features, sometimes when it’s not able to purchase a company or product outright. Meta owns Instagram, which has a Stories feature, for instance, that is very similar to the Story feature on Snapchat. Meta also briefly redesigned Instagram this year to make it look more like rival TikTok, but scrapped the change after an outcry from users, including celebrities.

    The agency and Meta also disagree on how to define the market that Within’s popular app falls into. The FTC defines it narrowly as “VR dedicated fitness apps,” while Meta’s definition includes a wider swath of competitors, many of which don’t need VR goggles to work — such as Peloton, for instance.

    “Meta has talked about how they want to make virtual reality as ubiquitous as your cellphone,” said Lee Hepner, legal counsel, American Economic Liberties Project, an organization that advocates for government action against business consolidation. “It’s the next platform for widespread communication in Meta’s eyes.”

    If the FTC can preserve and boost competition at this stage, Hepner said, there are “different paths that this market could take instead of Meta controlling the whole path, the whole forward trajectory of this market in the next several years.”

    The FTC’s challenge to Meta’s acquisition reflects agency chair Lina Khan’s aggressive stance on Big Tech and antitrust.

    The case, expected to wrap up Tuesday, is being heard by U.S. District Judge Edward Davila, who also oversaw the trial of disgraced Theranos founder Elizabeth Holmes and her partner Ramesh “Sunny” Balwani. Both were sentenced to over a decade in prison for their roles in the company’s blood-testing hoax.

    The FTC also sued this month to block Microsoft’s planned $69 billion takeover of video game company Activision Blizzard, saying it could suppress competition for Microsoft’s Xbox game console and its growing games subscription business.

    In 2020 the agency sued Meta, then called Facebook, over its acquisitions of Instagram and WhatsApp that could force a spinoff of Instagram and WhatsApp. Unraveling those deals, which were made 10 and nine years ago, respectively — and previously approved by the FTC — may be more difficult than blocking the Within purchase, which Meta and Within want to close by the end of this year.

    Under Zuckerberg’s, Meta moved aggressively into virtual reality in 2014 with its acquisition of headset maker Oculus VR. Since then, Meta’s VR headsets have become the cornerstone of its growth in the virtual reality space, the FTC noted in its suit. Fueled by the popularity of its top-selling Quest headsets, Meta’s Quest Store has become a leading U.S. app platform with more than 500 apps available to download, according to the agency.

    Meta bought seven of the most successful virtual-reality development studios, and now has one of the largest virtual-reality content catalogs in the world, the FTC says.

    “It may be true that Meta has become more effective at acquisitions than they are at product innovation,” Hepner said. “But just because they’re better at acquiring and innovating doesn’t mean that it’s legal to do that. The entire tech industry … for the past 20 years has gotten so effective at acquisitions, knowing that they won’t be challenged on it.”

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    This story has been updated to correct the spelling of the FTC chair’s last name. It’s Khan, not Kahn.

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