XR News Round Up[19 Dec 2022]: VR mastermind John Carmack leaves Meta

John Carmack

It’s December, which means Christmas, the holidays, and New Year’s Eve are approaching. Well, we know you’re not getting over that thrilling final like dammit! Anyway, the GOAT debate is done, and Mbappe has won all of our hearts, and you’re probably wondering what we’re supposed to do now that FIFA is over that is why we are here to entertain you with the latest innovative news on AR/VR, so let us close this year with some fantastic news roundups! But, as you wait for the days when you can finally unwind, enjoy this roundup of the week’s most intriguing XR news!

1.The NBA’s Official AR Game Launches January 2023

NBA’s Official AR Game

Niantic’s next augmented reality game will be available free to play on iOS and Android smartphones.

This past June, we learned that the National Basketball Association (NBA) and National Basketball Players Association (NBPA) are partnering with Niantic, the developer behind Pokémon GO and Pikmin Bloom, on NBA All-World, a location-based augmented reality (AR) mobile game that will have you exploring the real world in search of digital collectibles and interactive mini-games.

We learnt this week that the officially licenced game will be available for iOS and Android devices on January 24th, 2023. The news was made alongside a brief video teaser on the game’s official Twitter account.

According to the crew, further behind-the-scenes footage and player lessons will be provided in the following weeks. As you battle head-to-head with NBA luminaries, you’ll need all the aid you can get. As you conquer the virtual court, you’ll get access to officially licenced NBA items that you can use to personalise you’re in-game character. NBA All-World is set to debut on January 24th, 2023. The game will be accessible for free on iOS and Android smartphones.

 

 
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2.How Meta is Approaching the Future of work

The parent company of Facebook is shaping the next generation of work

Meta, a leading immersive technology start-up, showed its Meta Quest Pro and Horizon Workroomsapplications last Thursday at its Kings Cross Office in London. The display was designed to demonstrate Meta’s objective of influencing the future of work through immersive mixed reality (MR) solutions.

Steve Hatch, Meta’s VP for Northern Europe, began the seminar by pointing out how drasticallydifferent some regions work now compared to the Covid limitations of the past. Remote and hybrid working has become more popular since the Covid epidemic. Furthermore, the advent of videoconferencing and new immersive collaboration solutions is supporting firms in taking advantage of remote working arrangements.

Hatch stated:

“Not long ago, the concept of flexible work or remote work was viewed as a bonus, a benefit, or perhaps something a bit less desirable at times. But now, I believe that every organisation recognises that the capacity to operate in more flexible ways that are centred on people is the only way for them to thrive”.

Businesses may better prepare themselves to tackle the future of work as a result of a better knowledge of remote employment. Remote or hybrid working is debatably the most effective type of employment with video conferencing equipment. However, remote corporate cooperation is not without flaws. Factors like as Zoom fatigue, a lack of human ties, and a loss of corporate culture pose new challenges for B2B digital service providers to address.

Meta on Work’s Future Securing

Many immersive companies, such as Meta, feel that current remote working issues may be solved with extended reality (XR) solutions. Furthermore, many classic digital communications tools are integrated into immersive collaboration solutions and remote instruction systems. An immersive hardware solution might enhance how workers explore applications like Teams or Zoom utilising technologies like smart glasses with eye-tracking.

Meta’s product portfolio also seeks to provide the greatest enterprise grade for users and clients. Many factors influence the effective implementation of an immersive collaboration system. Inclusion is critical, and Meta is striving to develop an experience that mirrors the interactions of its users and employees with a business. Horizon Workrooms allows users to portray themselves anyway they want with features such as avatar customization. Horizon users may also customise their avatar clothes to fit different digital social contexts.

Horizon Workrooms in Action

A significant event of Meta’s demonstration evening was a hands-on demo of the freshly released Meta Quest Pro and the Horizon Workrooms environment. Meta employees set up two distinct conference rooms, each with a Meta Quest Pro for each attendee. Following a brief orientation, the invited groups entered a shared immersive Workroom environment.

While Meta separated the two groups into different rooms, the immersive avatar and spatial audio systems rapidly captivated everyone. Meta officials also took advantage of the opportunity to demonstrate the hand-tracking capabilities of the Quest Pro. While originally challenging to learn, Meta’s hand-tracking system has improved compared to Quest 2. Users must pinch a selected option to navigate menus in the Meta Quest Pro. Again, Quest Pro navigation is challenging at first, however it should be emphasised that hand-tracking technology is still very new, so users can expect a minor learning curve. Meta demonstrated numerous immersive settings at the event. A representative described how a corporation might insert its brand within an immersive workspace to personalise the setting.

The participants were immersed in the scenario, but corporate officials guided the session to ensure it ran well. Of course, not every contemporary firm has the skills or resources to use the Workroom programme at the same degree of proficiency. Meta is collaborating with significant client Accenture to boost the deployment of its immersive workplace technologies across the organisation. Although the display was spectacular, it primarily depicted the level of XR now, rather than future.

 
 

3. HTC’s VR/AR Headset Will Be Revealed at CES 2023

HTC’s VR/AR Headset

The mixed reality gadget will allegedly have a lightweight design as well as hand-tracking capability. HTC revealed this week that it would launch a new consumer-friendly VR headset next month at CES 2023 in Las Vegas, Nevada. According to The Verge, the all-in-one VR gadget is being positioned as a direct competition to Meta Quest Pro.


“It’s about taking all of these advances that we’ve made in not just the design components, but also the technological bits, and turning them into something that’s significant and compelling for customers,” HTC’s global head of product, Shen Ye, told The Verge in an interview. According to the rumour, the mystery standalone gadget will have compatibility for both VR as well as augmented reality (AR) activities. Front and side-facing cameras will deliver full-color mixed reality comparable to that of Meta Quest Pro. You can also connect the gadget to a VR-capable PC to have access to more sophisticated material.
Not only that, but owing to built-in hand-tracking, you’ll be able to interact with games and applications with your bare hands. Shen Ye added that the gadget is built for gaming, entertainment, and fitness as well as productivity and enterprise.


According to The Verge, the following are some major features:
• Mixed reality in full colour
• Hand-tracking
• 2-hour battery life
• six degrees of freedom (6DoF)
• Stand-alone functionality
• A depth sensor for more sophisticated room mapping

According to XR hardware researcher Brad Lynch, the lightweight gadget might include a modular construction with pancake lenses to minimise its total size. It appears like we will hear more about the
hybrid VR/AR gadget next month at CES 2023.

 

4.Microsoft announces huge momentum on HoloLens, fully integrates Teams

Microsoft announces huge momentum on HoloLens

Microsoft has combined several of its collaborative tools for augmented reality.


What you should know
• Microsoft has published a number of success stories related to their HoloLens 2 headgear.
• Dynamic 365 Guides and Dynamic 365 Remote Assist have been combined into a single
experience by the firm.
• Microsoft Teams now fully integrates with HoloLens 2, giving an experience suited for the
augmented reality headset’s virtual canvas.
• Microsoft also detailed the HoloLens platform’s future, including indications of a HoloLens 3.


Microsoft published a pair of blog entries (opens in new tab) outlining the progress and success of its HoloLens 2. The tech giant has brought together several of its popular services and capabilities to boost cooperation within augmented reality. Full Microsoft Teams integration with HoloLens 2 is the highlight of a slew of collaboration-focused upgrades. Microsoft also highlighted other agreements, including its work with Toyota. The business also talked about, or hinted at, the upcoming iteration of HoloLens. The HoloLens 3, or whatever Microsoft decides to call its future AR headgear, is said to be in limbo.  Microsoft has gone on record today, declaring that the next gadget must represent a “significant” leap in hardware and capabilities.

Microsoft has had collaboration features since the release of the HoloLens, but it is now combining them. Microsoft 365 Guides and Microsoft Dynamics 365 Remote Assist are now available through a
single experience. The integrated technologies allow users to transition between different modes of cooperation, such as Microsoft Teams meetings and leading people through a process using first-
person recording and augmented reality advice. 

“Someone can pick up a HoloLens, launch a Guides session, and have a trainer actually in their mind,” stated Scott Evans, Microsoft Vice President of Mixed Reality. “If they do need help, they can call an expert immediately from the app.”

Microsoft Teams and Microsoft HoloLens 

The mixed reality toolbar in Teams desktop allows players to mark up the actual environment seen by a HoloLens 2 headset. A person on a desktop can draw on their own screen and have those markings joined in virtual space to the perspective of a HoloLens 2 user. The phrase “electronic commerce” refers to the online sale of products and services. Instead of a single virtual window for Teams, distinct functions can be divided into resizable holograms. According to Microsoft, a user has one window
displaying a shared PDF document and another displaying a video call and a chat thread.


A narrative of pounding a door guard on a car was used to highlight the benefits of HoloLens 2. A worker at a Toyota Logistics Center in New Jersey tried to pound the panel with the proper amount of
power. Using too much or too little power might jeopardise the work. A colleague in California may guide the worker using HoloLens 2, encouraging them to listen for a certain sound and then passing
that tone through. Instead of merely being utilised to assist in a single situation, the experience was filmed using HoloLens 2 and uploaded as a Microsoft Dynamics 365 Guide to assist future personnel.

5. VR mastermind John Carmack leaves Meta for good and goes all in on AGI

John Carmack, the father of virtual reality, is leaving Meta for good. The industry has lost a visionary and a vital voice with his departure.


After portions of the correspondence were exposed to the public, Carmack published his departure letter on Facebook. Carmack, as usual, is blunt in his message to staff. He cites inefficiency and his
inability to alter anything about the situation as causes.


“We have a fantastic quantity of employees and resources, but we constantly self-sabotage and waste effort. The term “responsible tourism” refers to the practise of allowing people to visit a location
without having to pay a fee. It’s been challenging for me. I have a strong voice here, so it appears like I should be able to move things, but I’m clearly not persuasive enough.”


Carmack, who is tired of battling, claims to have his own business to operate. But the struggle for virtual reality’s success is still winnable, he believes. “Enough with the whining. I wearied of the struggle and have my own business to run, but the war is still winnable! VR can deliver benefit to most of the people in the world, and no firm is better positioned to achieve it than Meta.”


Carmack’s VR career: from pioneer to critic Carmack spent a little more than a decade in the VR sector, changing it significantly. In 2012, the famed coder launched the VR buzz, joined Oculus a year later as
chief technology officer, and continued in that post after Facebook purchased the firm. He spearheaded the development of Samsung Gear VR and Oculus Go, two VR devices that paved the road for Meta Quest.


Carmack’s idea from the start was for VR to be self-contained, with no cords, external sensors, or connections to other players. An insight that eventually proved to be ground-breaking, propelling Meta Quest 2 to become the most popular VR headset to date. He stepped down as Oculus’ chief technical officer at the end of 2019 to focus on artificial intelligence research. From then on, he worked with Meta as an external consultant. Carmack said in August that he still spent roughly 20% of his work time on VR and AR projects for the firm.


Carmack and Zuckerberg disagree.


The phrase “electronic commerce” refers to the sale of electronic items. The programmer criticised expensive costs and wasted resources in an interview with podcaster Lex Fridman. Carmack is recognised for his honest and open speeches about the state of the business, which he gives every year at Meta’s VR and AR conference. In his most recent address, in October, he also discussed the company’s failings openly.


On Twitter, he elaborates on his reasons for leaving and alluded to issues with Zuckerberg. “There is a significant strategic divergence between Mark Zuckerberg and me, so I knew it would be extremely
hard to maintain promoting my views within.” Carmack now intends to devote his whole career to the advancement of generic artificial intelligence through his AI business Keen Technologies.


We at Twin Reality are currently working on developing latest tech in metaverse and solving major business problems using our AR/VR platforms and we even work with some of major companies
creating event’s and apps for them and well if you wish to know more about our company and what we do you can visit our website and visit our collaboration and contacts page that can answer all your
questions.

XR News Round Up [ 5 Dec 2022]: Samsung new VR headset coming soon, Quest Pro New updates

We began this month with some exciting news in AR/VR space well it’s already been almost 2 weeks now and while everyone is excited about tomorrow’s football match but we are excited about Samsung new Headset for Developers Next Year that’s not all and Quest pro just announced about their new update for headsets, well guess what we’ve got some of exciting news about the AR/VR scenes so fasten your seatbelts and let us take you to around this week’s roundup blog.

1.Quest Pro Update to Bring MR Passthrough Recording, Quest 2 Support for Pro Controllers

The Quest platform’s v47 software update is chock-full of quality-of-life enhancements that aim to improve the user experience across Quest Pro and Quest 2, including enhanced media sync, an avatar mirror, and the option to instantly give applications from your Wishlist to friends and family. More notably, Quest Pro now has mixed reality passthrough recording in v47, as well as Quest 2 controller compatibility.

First, let’s look at Quest Pro-specific changes, followed by improvements that affect the whole Quest platform.

Updates for Quest Pro

Meta intends to make good use of the extra horsepower in Quest Pro by gradually rolling out background audio playback as an experimental feature, which will allow you to listen to music and podcasts Browser as well as Progressive Web Applications (PWAs), which include 2D apps like Instagram, Facebook, and Spike, but also WebXR-based stuff.

When Quest Pro first released in late October, the inability to record mixed reality footage was a bit of a bummer, but Meta now claims that v47 will soon (again, in a slow rollout) allow users to shoot images and movies while using mixed reality in passthrough mode. Here’s how to effortlessly switch from VR to passthrough MR during the same recording:

Updates to the Quest

In terms of video capture, Meta has added capture controller shortcuts to Quest, making it quicker to take video and photographs. Once you have v47, you can capture photographs by holding down the Oculus button and pushing the right controller trigger. Hold the Oculus button and the right controller trigger simultaneously to capture video.

And synchronising media should be a better experience as well, as Meta claims it will improve how you view, edit, and share your VR photographs and films. We’re hopeful that the new synchronisation technique will be faster and more dependable than the previous one, which claimed to immediately sync to the Oculus app but sometimes left us waiting for days for photos and video to appear.

In addition, Meta is enabling Quest Pro Touch controller compatibility with Quest 2 in v47. Because of the incorporation of its own camera sensors, Quest Pro’s controller is the company’s first inside-out tracked controller. Because there is no direct line of sight between the headset and the controllers, you have a greater range of motion in-game.

Many social VR apps, like Quest, offer mirrors for simpler avatar control. With a new mirror added to Home, the v47 update allows you to view and alter your avatar. This will be progressively rolled out and will initially be available in four environments: Desert Terrace, Space Station, Winter Lodge, and Cascadia.

Here are a handful newer features in v47:

Universal Menu Customization – From the home screen, you may initiate, find, and join a multiplayer session with your pals. For speedier access to apps, you’ll be able to pin and unpin apps from your library to the Universal Menu.

Redesigned device management screen – Now you can see when your headset needs to be charged.

Wishlists that can be shared – Make your app wishlist public and share the link with friends and family. You may change your wishlist by going to the Store page on your headset or the Meta Quest mobile app. Friends and relatives will be able to give applications directly from your wishlist.

Meta Quest Digital Gift Cards can be used to purchase any software or game in the Meta Quest Store.

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2. Meta Shows How Quest Pro Uses Shared Point Clouds for Local Multiplayer

Meta hasn’t yet pushed out colocation services for the full Quest platform, which means a pair of Quest 2 headsets won’t automatically ‘see’ one other in the same physical play space, but this isn’t totally true for the company’s newest headset, the Quest Pro.

Meta has released a small instructional video demonstrating how local multiplayer works between two Quest Pros. The gist is as follows, albeit the explanation can also be found in the video below:

Quest Pro creates point clouds that may be shared with other Quest Pros in order to track the room and superimpose virtual visuals over your physical surroundings in mixed reality. Users may choose whether or not to share point cloud data, Meta states in the educational video, however this is done with Meta’s servers acting as a mediator.

This is a significant difference from how local multiplayer works (or doesn’t function) on Quest 2, since games normally require some shared room marker to calibrate the relative locations of players inside a pre-defined region. In terms of general ‘avatar-to-person’ tracking fidelity, this type of ad hoc local multiplayer can produce varying results, but by being able to sync up point clouds, you should (in practise) have the highest level of positional precision between two players.

Meta (in relation to Facebook) has been discussing colocation on Quest for quite some time. Beginning in 2018, the business demonstrated an arena-scale multiplayer prototype based on the VR shooter Dead & Buried, which we believed would eventually lead to the company providing colocation services for the Quest platform. A year later, the firm disclosed code in the Oculus Unity Integration pointing to a Quest colocation API, yet we appear to be no closer to colocation on Quest 2.

It’s worth noting that the business is now only enabling colocation on Quest Pro, their $1,500 mixed reality headset that debuted in late October. Meta appears to be improving its value offer for Quest Pro, and colocation services appear to be a ‘pro’ feature.

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3. Snapchat Is Adding Paid Power-Ups to AR Lenses

Lens Fest 2022, Snap’s annual developer conference dedicated on its worldwide community of augmented reality (AR) makers, kicked off today. The business got things started this morning with the announcement of a new feature that lets chosen developers to offer premium upgrades to their AR Lenses. Snap Tokens, Snapchat’s official in-app money, may be used to purchase additional content such as digital items, effects, and tools, according to the company. As part of an early pilot programme, the business is now evaluating the functionality with a small group of creators and developers.

“AR is now an essential part of the Snapchat experience,” the company stated in an official update. “We foresee even more possibilities for hardware to raise it to a new level over time.” “With glasses that allow you to engage with AR around you with your hands, our objective is to make AR even more natural.”

“Advanced hardware and software, distribution channels, and methods we promote growth through the Snap AR platform all work together to power the creativity and businesses of our global AR community,” the firm continued.

According to Engadget, participating Lenses will be available in certain regions across Australia and New Zealand over the coming several weeks. They may be found in the Lens Carousel and Lens Explorer sections of the Snapchat app, which is accessible for free on iOS and Android smartphones.

Snap has made significant investments in its AR Lens inventory as well as its range of Spectacles AR spectacles over the last two years. According to the corporation, AR studio Paper Triangles made around $4 million in 2021 producing Lenses for a number of prominent companies. Following a 20% reduction in staff size, the firm stated in September that it was moving its long-term focus to community expansion, revenue growth, and AR technologies.

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4. Samsung Reportedly Plans Headset for Developers Next Year

According to the South Korean newspaper Electronic Times, Samsung has already developed prototypes and is evaluating samples for production. The objective is to provide developers the hardware and SDK they need to produce content in order to “create a market by developing an ecosystem rather than delivering goods quickly.”

Samsung has been a hardware partner for both Meta and Microsoft’s VR aspirations, but has yet to venture into the platform space.

It collaborated with Facebook on the phone-based Gear VR, effectively the first widely marketed consumer VR device, beginning in 2014. However, by 2019, then-CTO John Carmack pronounced it dead, citing the friction required in inserting your phone, which meant standalone headsets took control. The platform’s upgrades formally ended in 2020.

freestar

Samsung released Odyssey, a Windows VR headset, in late 2017, followed by Odyssey+ a year later. Both utilised OLED screens similar to the original Oculus Quest and HTC Vive Pro, with lens separation adjustability and built-in headphones. In 2020, China’s intellectual property authority granted Samsung a patent for a successor with four tracking cameras, but no product was released as a result.

For more over four years, rumours have persisted that Samsung is developing its own standalone AR/VR headset. Nothing has been formally confirmed, but with the popularity of Meta’s Quest and new entrants like Apple on the horizon, may Samsung finally be ready to genuinely enter?

We at twin reality are working on building the new age metaverse and solving some of major problems is metaverse using AR/VR apps and we provide business solutions to all your needs. For more information and if you really want to explore and get to know more about our company kindly visit our website and don’t forget to drop your queries.

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XR News Round Up [ 28 Oct 2022]:Sony Motion Trackers, Neuralink launched

We began December anticipating that there will be intriguing happenings to discuss in our summary post. And we were not let down. So, to begin, Sony Reveals New Lightweight Motion Trackers for VR. And Elon Musk’s Neuralink has been making headlines this week, as he recently declared that he will be implanting the goddamn chip into his own brain. He’s clearly insane these days, and while all of this is going on, we’ve got LiBEST, which is all prepared to Reveal Flexible Battery Metaverse Device.

So, let’s kick off this month with another collection of incredible AR/VR news! Let’s take a look at the most exciting developments in immersive reality…

1.Sony Reveals New Lightweight Motion Trackers For VR

Mocopi

Sony will also make available an SDK that will allow you to incorporate motion capture data into 3D animation software. Remember the Sony Walkman’s influence on music? The revolutionary technology let you to listen to your favourite music on the fly. Sony has now returned with yet another game-changing portable, the Mocopi motion capture technology.

The six brightly coloured and individually labelled motion-tracking bands are worn on your feet, wrists, head, and back, and each sensor is Bluetooth-connected to your smartphone. They will then record your motions and offer you with a range of data points that you may utilise in YouTube films or social VR sites such as VRChat.

Mocopi also includes a software development kit, which allows you to import your captures into 3D animation tools and other 3D software. Mocopi will also be compatible with platforms such as Unity and Autodesk’s MotionBuilder, an animation and motion capture tool. According to the corporation, this will enable you to establish new services relating to fitness, the metaverse, and other topics. It is entirely up to you how you employ them.

Sony appears to have prioritised portability with the Mocopi’s lightweight design. Each of the six sensors is 11.6mm thick and may be clipped or velcro-banded to your head, wrist, ankles, and hip. Typically, motion capture is seen in major Hollywood films. Sony’s entrance, on the other hand, makes it easier for normal YouTubers to create their own animated videos. On the professional front, the Mocopi might aid filmmakers and animators in capturing lifelike motions in a matter of minutes.

Each sensor has a battery life of up to 10 hours and can be charged using a normal USB-C cord. The gadget is also dustproof and waterproof, and it works with most iPhone models running iOS 15.7.1 and any Android handset running Android 11 or above. The Mocopi sensors do not require any form of external tracking equipment, such as a base station, because they link to your mobile smartphone. What is unknown is if Mocopi will track and record using a special iOS and Android app.

“VRChat has lead the industry in complete tracking with PC VR headsets.” “With the release of Sony’s’mocopi,’ we are happy to be able to provide the same capability for standalone VR headsets,” stated Jesse Joundry, CTO and Co-Founder of VRChat. “There are several VR

headsets available on the market. We want users of all headsets to be able to fully enjoy VRChat’s tracking capability in conjunction with’mocopi.'”

The Sony Mocopi will be available in Japan beginning in January 2023 for 49,500 yen ($360 USD) through Sony’s specialised retailers. It is unclear when the gadget will be accessible in other locations or whether it will be compatible with Sony’s PSVR 2. However, it is compatible with both PC VR headsets and the Meta Quest 2 game.

 

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2.‘Super Smash Bros’ Creator Masahiro Sakurai Says VR is “Truly the perfect fit” for Some Games

Masahiro Sakurai has a distinguished career in game development. Though he is most known as the developer and director of the Super Smash Bros series, the first game was really his fourth game. He originally got his start in 1992 with another well-known franchise… Kirby.

Sakurai, who has 30 years of expertise, just launched his own YouTube channel to share his game design philosophy with the globe. Masahiro Sakurai on Creating Games is a series that covers everything from game pitching to game design to managing a dev team in bite-sized films that are short, pleasant, and intended for budding devs.

Sakurai mentioned VR briefly in one of his recent films on selecting the best field-of-view for a certain game. Speaking on VR’s pros and weaknesses, he finally invites his viewers to play VR racing games to get a sense of what a VR headset can provide in terms of field-of-view and immersive first-person viewpoint.

Sakurai hasn’t developed any VR material while obviously enjoying the unique experience that a VR headset can provide to a game. According to NintendoLife, Oculus offered Sakurai a contract to produce a VR game in 2015, but he rejected due to the medium’s modest audience size. While the VR audience is still small in comparison to conventional gaming, it has grown dramatically since 2015; I wonder what Sakurai would think of the VR world now.

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3.Neuralink “Show & Tell” Coming on November 30th, Hints at Thought- controlled Typing

Neurolink

Elon Musk’s Neuralink brain-machine interface (BMI) startup has been rather silent since it last demonstrated a live trial of the company’s implant in a macaque early last year. Despite being slated for October 31st, Musk claims a “show and tell” upgrade will be released on November 30th.

The event is scheduled for November 30th at 6:00 PM PT (local time here). In an announcement, the company’s Twitter page hinted to this year’s version, which looks to be centred on text input.

According to the company’s application FAQ, clinical trials have not yet commenced, while BMI text input may be tough to show in non-human individuals, so we’ll have to wait and see. Neuralink, like many of Musk’s firms, has ambitious aspirations. The business claims it intends to aid people with paralysis and neurological illnesses and disorders in the short term and “lower AI danger to mankind in the long run.”

Here’s a brief rundown of what happened to get you ready for Wednesday’s show and tell: – Elon Musk Unveils Neuralink & Outlines Prototype N1 Sensor in July 2019

– Neuralink Demonstrates Rudimentary Limb-tracking through Brain-Interface in Live Pigs in August 2020

– Neuralink reveals a monkey playing ‘Pong’ with only its brain in April 2021.
– Neuralink raises $205 million in Series C funding in July 2021.

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4.LiBEST to Reveal Flexible Battery Metaverse Device

Libest

South Korean start-up LiBEST has collaborated with humanoid robotics company Mand.ro to create a metaverse gadget that will use the former’s flexible rechargeable batteries. Both parties intend to unveil the collaborative endeavour on January 5, 2023, at the Consumer Electronics Show. Among the collaboration’s products are the Exo-Sensor and Exo-Skeleton Gloves. The former gives wireless robot arms motion orders, while the latter augments human strength.

The solutions were created by the firms, with LiBEST merging its battery technology with Mand.ro’s electronic prosthetic limb, which includes ultra-small motor and gear solutions. In addition, the corporations have collaborated with international experts to increase the endurance of battery components used in metaverse devices. Designers may create battery- powered gloves for the forearms, fingers, wrists, and other body parts, as well as wearable bracelets and rings.

Furthermore, LiBEST has created smaller, thinner form factors with changeable sizes. It intends to produce wearable batteries that detect human activity and allow remote gadgets to be controlled regardless of location. The announcement comes as industrial and commercial metaverse devices continue to develop with a slew of new options. Companies like SenseGlove, Meta Platforms, PrecisionOS, and HaptX have pioneered haptic gloves capable of manipulating and detecting things hundreds of kilometres distant with near-zero latency.

The ReSkin technology from Meta Platform has the potential to bring open-source haptic glove solutions to the worldwide market for a tenth of the cost of business versions. This will also serve as a platform for companies to design custom haptic technology products for their enterprises.

Metaverse Device Push from South Korea

South Korean companies and universities have begun to create next-generation haptics and motor technologies. A paper on augmented reality (AR) wearable devices that utilise artificial muscle actuators was recently released by Samsung researchers. The study, co-authored by Samsung Research and Ajou University, details plan to produce actuators controlled by AR- powered smart glasses and haptic gloves.

Ulsan National Institute of Science and Technology (UNIST) has also developed haptic gloves that sense head and vibration. The 3D-printed gadgets track hand and finger motions in real time by combining liquid metal with precise motor sensors. To increase immersion in XR experiences, the gadgets might be used for gaming, training, remote devices, and virtual reality (VR) controllers. Initially, users could feel a variety of sensations while emulating wood, metal, fire, and other materials.

We at twin reality are working on future of metaverse projects and mainly focusing on the AR/VR part of it and we also provide business solutions to all your queries related to AR/VR make sure you visit our website for more info about it.


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Magic Leap 2 Review

The Magic Leap 1 is an early AR headset that drew a lot of attention from buyers.
With its elegant, ergonomic form factor and easy user experience, the Magic Leap 1 achieved several significant breakthroughs.

The only issue is its pricing, which is prohibitively expensive not only for mid-sized businesses but also for larger corporations.

And it all cost the magic jump a startling 93 percent reduction in valuation, or $450 million, from $6.4 billion the previous year. This resulted in widespread layoffs and, later, the resignation of the company’s CEO, Rony Abovitz.

However, the business was able to develop the Magic Leap 2 headgear, which was released on September 30.

With the new Chief Executive Peggy Johnson, a Microsoft and Qualcomm alumni, the company’s position as a top-tier corporate product has advanced.

Watch this CNET review: 

Magic Leap 2

To attract business clients, Magic Leap headset 2 offers pre-built solutions for various use cases such as healthcare, manufacturing, 3D visualisation, collaboration, and more. The headset is capable of both AR and VR. 

Magic Leap 2 is significantly lighter than its predecessors, weighing only 252 grammes, making it more comfortable to wear for extended periods of time. 

There are many intriguing points about the Magic Leap 2 that you can learn about here as well.

New HTC Vive headset Pictures leaked: Fast, slim and modular

HTC New headset

HTC has been teasing a new VR headset for several weeks. YouTuber Brad Lynch claims to have obtained information on the design and technology.

Lynch obtained photographs of the VR headgear from industry insiders, notably those in the supply chain. Lynch had 3D artist Marcus Kane construct renderings of the gadget based on those pictures to protect the sources of the leak. Lynch has previously collaborated with Kane on his Quest Pro leaks. Kane had to take design liberties in several parts since the photographs released to Lynch did not show the headgear from all sides.

A Mix of Vive Flow and Vive Focus 3

HTC’s latest headset is yet to be named. Lynch refers to it as the HTC Vive “Flowcus” because it combines the HTC Vive Flow’s design and small form factor with the HTC Vive Focus 3’s technological capability (review).

The housing is visually similar to the Vive Flow and features pancake lenses, thus the headset itself is fairly small. Technically, the gadget is far more powerful: It functions totally autonomously, much as the Vive Focus 3.

As a portable PC, Vive Flow still required a smartphone. According to Lynch’s sources, the integrated SoC is “far quicker” than the Snapdragon XR2 Gen 1, which is used in Meta Quest 2 and Vive Focus 3, among other games.

Lynch’s sources were unable to determine which chip it is. The Snapdragon XR2 Gen 2 is the most probable contender, and it is expected to be introduced tonight. It might provide up to three times the graphics performance of the previous generation CPU. According to Lynch, the HTC Vive “Flowcus” is a complete 6-DoF headset. As input devices, the Vive Focus 3 controllers are employed. Although Vive Flow had 6-DoF, it only had a 3-DoF smartphone controller.

Colour passthrough and diopter adjustment are now available in the new Vive headset

HTC’s latest headgear, like the Pico 4, includes four tracking cameras and an RGB sensor. colour passthrough is said to be available with the HTC Vive “Flowcus.” The VR headgear contains two integrated LC screens with 1,920 by 1,920-pixel resolution and a maximum refresh rate of 120 hertz.

The HTC Vive “Flowcus” incorporates what is perhaps the nicest feature of the HTC Vive Flow: a visual acuity adjustment right on the lenses, allowing you to select your diopter number without the need for a headset or contact lenses. In contrast to the HTC Vive Flow, the lens

distance may be changed via a physical slider. A light shield may be attached to the enclosure for complete VR immersion.

The new HTC headset is compatible with both PC and USB-C connections

The modular design of the HTC Vive “Flowcus” is one of its most intriguing features: the back component of the head mount, which also houses the battery, can be replaced.

This enables the gadget to be utilised as very lightweight glasses for on-the-go use, with a USB-C connection connecting it to an external player (such as a smartphone or PC) (see cover picture). The temples may be folded down like genuine glasses in this “glasses mode.”

The audio is provided via inbuilt stereo speakers. Lynch The HTC Vive “Flowcus” also features a USB-C connector, according to Lynch. This might be for eye and facial tracking modules, similar to the Vive Focus 3, allowing the headset to be updated with hardware features in the future.

According to Lynch’s sources, the device will be released in early 2023 at a cost to customers. Since HTC is not known for subsidizing hardware, the headset will probably not be cheap anyway. According to Lynch’s insiders, the price will be less than $1,000. HTC could unveil the device in January at CES 2023. 

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