Digital Trends Live: HP Spectre x360 review, Microsoft event, and more
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The upcoming Hand Tracking feature for Oculus Quest reduces battery life by just 7 minutes, according to Facebook.
Hand Tracking was announced during the week at Oculus Connect 6, Facebook’s annual VR/AR conference. Releasing early next year, it will allow users to interact with the Quest menu and supported apps without using the Touch controllers.
During the developer talk ‘Hand Tracking Deep Dive: Technology, Design, and Experiences’, Engineering Manager Robert Wang explained that keeping power usage low was a top priority in developing the feature.
Part of the explanation for this is that Hand Tracking cannot be used at the same time as Touch Controllers. The headset tracks the user’s fingers or their Touch controllers, but not both at once. Thus, the normal power usage of controller tracking is not present.
The team used breakthroughs from recently published machine learning papers such as depthwise convolutions and inverted residual networks. They also used 8 bit integers instead of floating point numbers.
This is the first time we’ve seen finger tracking in a standalone headset. HTC’s Vive Focus offers basic hand tracking but rather than tracking individual fingers it only recognizes a set of predefined gestures.
With Facebook’s Hand Tracking confirmed to not have a significant impact on battery life, media apps like BigScreen and passive experiences should be able to make hand tracking their default input method and still let users play for hours. This also opens up the potential of a successor to the Oculus Go for which hand tracking is the only included input.
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Microsoft’s upcoming next generation flight simulator will not support VR at launch, according to a YouTuber who was given hands-on access at a Microsoft hosted event.
However, Microsoft did apparently tell the YouTuber, Pete Wright, that it would “maybe” come later on, as “perhaps a longer term goal”.
Microsoft Flight Simulator was announced at E3 2019, for Windows 10 and Xbox One. It uses ultra-high resolution aerial imagery from Bing Maps. Machine learning technology in Microsoft’s Azure cloud generates 3D scenery from these images on a global scale. The sim will work offline too, but the world will be significantly less detailed.
Games journalists who have gone hands-on so far have reported the map generation being so accurate that they’re able to recognize their own apartment complex from the air. The graphical realism is also reportedly far ahead of any other simulator on the market. From the screenshots, it almost looks photo-realistic.
The weather data is also pulled in from the live real world conditions, and the ambient AI models real flights happening in real-time. Even natural disasters can be experienced in real-time in the simulation.
Microsoft’s simulator is clearly the true next generation of flight sims. We’re disappointed that it won’t support VR at launch, as it’s difficult to go back to the limited perspective of a monitor once you’ve experienced virtually being in a cockpit. Nonetheless, we’ll be watching this sim closely as it develops.
For now, we’ll just have to be satisfied with Aerofly FS2 and DCS on Steam.
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Researchers at the Swiss Federal Institute of Technology (EPFL) developed a soft flexible “artificial skin” which could deliver high fidelity haptics in VR.
Haptic feedback in VR refers to the artificial sensation of actually feeling virtual objects and materials. Imagine one day putting on a VR glove and feeling the smoothness of rubber and the roughness of sandpaper.
The “skin” is made of silicone. Tiny pneumatic actuators pump air into a membrane which causes it to inflate and deflate rapidly. These actuators have a variable frequency, up to 100 Hz, and variable pressure. This allows a wide range of touch materials to be simulated.
A strain sensor, made of liquid-solid gallium mixture, measures the movement of the user’s finger. This can be used to adapt the haptic frequency and pressure based on the finger’s position and deformation.
The researchers claim this skin can be stretched for up to one million cycles, which could make it suitable for consumer products one day.
Right now this is just a research project, but the researchers say their next step will be to develop a “fully wearable prototype” to prove out its viability.
This technology sounds somewhat similar to one of the haptic VR glove patents we’ve seen from Facebook Reality Labs. Pneumatics may play an important role in delivering the rich haptic hands we all want to see in VR one day in the future — although another technology may prove to be the answer instead.
Study Link: Closed-Loop Haptic Feedback Control Using a Self-Sensing Soft Pneumatic Actuator Skin
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If you haven’t bought into Woof & Wood’s The Exorcist: Legion VR series yet, a great chance is coming.
Steam just listed The Exorcist: Legion VR Deluxe Edition for release in October. According to the store page, it contains all five episodes of the series for PC VR headsets. Not only that but there are apparently enhanced graphics and animations as well as upgraded movement controls. The game also features native support for the Valve Index controllers and Rift S.
Each episode of Legion VR originally released over the course of 2017/2018. Though the series has an overarching story, each episode takes you to a new environment to investigate different cases.
No price is given for the deluxe edition, but buying each episode on its own could come to around $25. Expect it to be in that range, if not a little cheaper.
We reviewed the full season of Legion VR back in 2018, awarding it 9/10. We said it was easily one of the best VR horrors experiences out there. “It honestly felt like I could hear the voices inside my own head and I could feel the heat from my crucifix as I stared down the faces of demon and eradicated the evil within,” David Jagneaux wrote. “The Exorcist: Legion VR will turn even the most hardened horror fans into whimpering piles of fear.”
This release was perhaps inevitable; the game launched on Oculus Quest earlier this year as a full package. No word yet on if the PSVR edition could see a similar release.
Since its release Wolf & Wood has gone on to launch a new game in Early Access. Hotel R’n’R is quite different from the developer’s usual brand of scares. You smash up hotel rooms as quickly and efficiently as possible.
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Every month we aim to round up each and every VR game release for you in one single place — this is September 2019’s list. Check the bolded and underlined entries for ones we feel are particularly worth your time.
Curious about what’s coming this month to a VR headset near you? Then we’ve got you covered. And don’t forget to watch VRecap every Friday to stay on top of the top news stories, top new releases, and enter into our weekly VR game giveaway.
If you’re a VR game developer planning to release a game soon — let us know! You can get in touch with me directly by emailing david@uploadvr.com or hit all of the editorial team by emailing tips@uploadvr.com. Please contact us about your upcoming releases so that we can know what you’re working on and include you in release lists!
Unless otherwise stated, all PC VR releases are the Steam versions.
R42 ($17.99) – September 2nd – Rift, Vive, Index
GameDevVR ($8.99) – September 2nd – Rift, Vive, Index
RealFlight 9 ($99.99) – September 3rd – Rift, Vive, Index
Hunting in Ancient Asia ($16.99) – September 3rd – Rift, Vive, Index
From the Earth ($6.99) – September 4th – Rift, Vive, Index
Grid Clash VR ($8.99) – September 4th – Rift, Vive, Index
Little Awesome Dudes ($6.99) – September 5th – Rift, Vive, Index
Banana Invaders ($4.99) – September 5th – Rift, Vive
Touring Karts Early Access ($17.99) – September 5th – Rift via Home
The Lost ($14.99) – September 5th – Rift, Vive
Final Archer VR ($6.99) – September 5th – Vive, Index
Fantasy Little Job ($8.99) – September 6th – Rift, Vive, Index
Differently Fast ($14.99) – September 6th – Rift, Vive, Index, Windows VR
Falcon Age ($19.99) – September 6th – Rift, Vive (Read PSVR Review)
Project VR Wild Hunt ($9.99) – September 8th – Rift, Vive, Index
Hellsplit: Arena ($24.99) – September 9th – Rift, Vive, Windows VR
Battlewake ($29.99) – September 10th – Rift, Vive (Read Preview)
Bullet Roulette VR ($5.99) – September 11th – Rift, Vive, Index
Calm Down, Stalin – VR ($9.99) – September 12th – Rift, Vive (Read Impressions)
Wolves Team ($24.99) – September 12th – Vive
Millionaire Dancer ($9.99) – September 12th – Rift via Home
GrowRilla VR ($9.99) – September 12th – Rift, Vive, Index, Windows VR
Deep Diving VR ($19.99) – September 12th – Rift, Vive
PartyLine VR ($14.99) – September 13th – Rift, Vive, Index, Windows VR
Critter Kart ($4.99) – September 13th – Rift, Vive
hoVRboard ($11.99) – September 13th – Rift, Vive, Index
Wacktory (Free) – September 13th – Rift, Vive
WW2 Zombie Range VR ($19.99) – September 16th – Rift
Groundhog Day: Like Father Like Son ($29.99) – September 17th – Rift, Vive (Read Review)
ZomB ($7.99) – September 17th – Vive, Index, Windows VR
Spuds Unearthed ($19.99) – September 19th – Rift, Vive
GrapplingHook (Free) – September 19th – Rift, Vive, Index, Windows VR
Ebullition LBVR ($24.99) – September 19th – Rift, Vive, Index, Windows VR
Hot Squat 2: New Glory ($6.99) – September 19th – Vive, Index
VR Takibi ($19.99) – September 20th – Vive
N.a.N Industry VR ($5.99) – September 20th – Rift, Vive, Index, Windows VR
Inside the Cubes ($3.99) – September 20th – Vive
Polyfuru Feat. Asano Ruri ($17.99) – September 20th – Rift, Vive, Index, Windows VR
Dream Golf VR – Infinity Towers DLC ($4.99) – September 20th – Rift, Vive, Index, Windows VR
Overboard ($9.99) – September 20th – Rift, Vive, Index
Scooter Delivery VR ($9.99) – September 20th – Vive, Index
Warzone ($9.99) – September 20th – Rift via Home
Doors of Silence: The Prologue ($19.99) – September 20th – Rift via Home
Last Chance VR (Free) – September 22nd – Vive, Index
After-H (Free) – September 23rd – Rift, Vive, Index, Windows VR
GlaiveZ ($3.99) – September 24th – Rift, Vive, Index
Attack of the Retro Bots ($14.99) – September 24th – Rift, Vive, Index, Windows VR
Vader Immortal: Episode II ($9.99) – September 25th – Rift via Home (Read Review)
MetalArms ($1.99) – September 25th – Vive, Index
Beach Body Bros (Free) – September 25th – Rift, Vive, Index
Chicks and Tricks VR ($4.99) – September 26th – Rift, Vive, Index
Anima ($0.99) – September 26th – Rift, Vive, Index, Windows VR
M.A.D. Cliff – All Quiet on the Bridge ($5.99) – September 26th – Rift, Vive, Index, Windows VR
Intruders: Hide and Seek ($19.99) – September 26th – Rift, Vive, Windows VR
Brood ($9.99) – September 26th – Rift via Home
Wookie’s Blade ($5.99) – September 26th – Rift, Vive, Index, Windows VR
Let’s Go! Skiing VR ($9.99) – September 27th – Rift, Vive, Windows VR
Flying Aces – Navy Pilot Simulator ($19.99) – September 27th – Rift, Vive
Knife Road ($1.99) – September 30th – Vive, Windows VR
Phantom Astronaut Lucid VR ($7.99) – September 30th – Vive
Elven Assassin ($14.99) – September 5th – Quest
Skyworld: Kingdom Brawl ($9.99) – September 5th – Quest
RicoShooter ($4.99) – September 5th – Go, Gear VR
Adam Savage’s Tested VR (Free) – September 11th – Go
Real VR Fishing ($19.99) – September 12th – Quest (Read Preview)
AltSpaceVR (Free) – September 12th – Quest
Half + Half ($14.99) – September 12th – Quest
Drunkn Bar Fight ($TBD) – September 12th – Quest
Traveling While Black (Free) – September 13th – Quest
Cyclops Stairs ($1.50) – September 16th – Go Sideloaded
Horror Asylum (Free) – September 19th – Go, Gear VR
Song Beat: Quite My Tempo! ($4.99) – September 19th – Go, Gear VR
Cave Digger: Quest ($19.99) – September 19th – Quest
TribeXR DJ School ($19.99) – September 19th – Quest
Wands ($19.99) – September 19th – Quest
Perpetuum Mobile ($2.99) – September 21st – Quest Sideloaded
Vader Immortal: Episode II ($9.99) – September 25th – Quest (Read Review)
Pond ($1.99) – September 26th – Go
Death Horizon: Reloaded ($19.99) – September 26th – Quest
Lightness ($1.50) – September 28th – Go Sideloaded
Blindfold: A Vérité VR Experience ($1.99) – September 3rd (Read Review)
Spice & Wolf VR ($24.99) – September 5th (Read Review)
Battlewake ($29.99) – September 10th (Read Preview)
Witching Tower ($19.99) – September 17th (Read PC Review)
Groundhog Day: Like Father Like Son ($29.99) – September 17th – Rift, Vive (Read Review)
L.A. Noire: The VR Case Files ($29.99) – September 24th (Read PC VR Review)
No Way Out – A Dead Realm Tale ($19.99) – September 30th
As a point of emphasis: reach out to david@uploadvr.com or tips@uploadvr.com to let us know about your upcoming VR game releases!
Editor’s Note: This list will be continuously updated.
Last Updated: 9/30/2019
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Every year VR Intelligence – the organiser of the VRX conference – publishes a report on the XR industry, detailing growth and other trends in both the consumer and enterprise sectors. The XR Industry Insight Report 2019-2020 has recently been released, finding that enterprise use of virtual reality (VR) and augmented reality (AR) is far exceeding consumer adoption.
The report compiles information from interviews and surveys of more than 750 XR professionals to gauge the state of the XR industry as a whole. In an ever-growing trend, the report finds that most businesses involved in VR or AR development support themselves through corporate work, with almost half (49.2%) of respondents reporting that growth on the consumer side was weaker than expected, as opposed to just 25.7% in the VR for enterprise segment.
Naturally, developers are chasing this growth, with 73% of companies working on VR for enterprise functions while under 65% doing the same for AR/MR. When it comes to the consumer market less than half of these companies are working on VR and 37.4% working on AR/MR notes the report.
“One explanation of dip in XR for consumer applications may be the gaming industry; a significant source of early growth for XR, this years’ survey shows far less interest in gaming from XR technology companies: in 2018, 50% of respondents said that they intended to work within the gaming industry over the next 12 months, but this had fallen to just a third of respondents from the supply side of XR in the 2019 results,” notes Kathryn Bloxham, Events Director & Head of Innovation, VR Intelligence / VRX, in a statement.
On a more positive note, the report found that 93% of enterprise users said VR had had a positive impact on their business and 88.4% said the same for AR/MR. The next year may see an uptick in consumer XR thanks to new VR hardware being released in 2019, and a wider variety of AR content now available.
The VRX Conference & Expo will be returning for another year in December, held in San Francisco from 12th – 13th December 2019. There’s a strong lineup of speakers this year and tickets are still available starting at $399 USD for the Exhibition Floor pass. To save a bit more off the normal price use this VRFocus exclusive code – 5049VRFOCUS100. For further updates on VRX 2019, keep reading VRFocus.
Community Download is a weekly discussion-focused articles series published (usually) every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. For today, we want to know if you think the newly announced Oculus Link feature is going to basically “kill” the Oculus Rift S?
At Oculus Connect 6 (OC6) this past week Facebook unveiled a feature that most enthusiasts assumed was being worked on but probably didn’t expect to see just mere months after the Quest and Rift S launched. The feature is named Oculus Link and it will enable you to plug your Oculus Quest standalone inside-out tracked headset into your PC with a single USB-C cable to then access and run Oculus Rift content. It’s coming this November.
From what we tried based on a 10-minute demo, it seems to basically turn the Quest into a Rift S. Granted, it isn’t perfect, but it’s shockingly close. Tracking won’t be as good with the alternate camera placement and fewer overall cameras, there is slightly higher latency reportedly, and visually the image is slightly compressed compared to the Rift S natively on a PC (plus 72Hz vs 80Hz) but other than it’s extremely capable and for most users will be way better than just good enough.
Since the Rift S and Quest both cost $400 (Facebook’s official Link cable will be $79 but according to them others should work as well) do you think the company is cannibalizing their own product? Or in other words: Do you think Oculus Link for Quest will kill the Rift S? Why or why not? Would you honestly recommend someone buy a new Rift S if they could just get a Quest and Link cable to add the option or portability or PC VR connected?
It’s an interesting topic. Let us know what you think down in the comments below!
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Sadly, last week did not bring news of an Iron Man VR release date. But! We might still get that news this week.
Camouflaj’s anticipated PSVR-exclusive adventure will star in the Marvel Games Panel at New York Comic Con. That takes place on October 4 at 3pm ET. Joining Tony Stark will be MARVEL Contest of Champions on mobile and that divisive Avengers game coming to consoles.
Iron Man VR has been billed for a 2019 release. If it is still due this year then we’d expect to find out the full release date in the near future. This panel seems as good a bet as any. We had hoped to hear the release date at last week’s State of Play broadcast but no dice. We did, however, get a look at plenty of other upcoming PSVR games like Humanity and After The Fall.
We’ve been hands-on with the game quite a few times ourselves now. We’ve always been impressed with how liberating the game’s flight is, defying PSVR’s tracking expectations. Still, we’ve seen very little from that game that’s actually new since its reveal earlier this year.
The panel won’t be the only place to catch Iron Man VR in New York. On October 5 the voice actors behind Stark (Josh Keaton) and villain Ghost (Chantelle Barry) will join creative director Ryan Payton to discuss the game. There will be a signing following the event, which kicks off at 1:45pm.
Finally, at 12:45pm on October 6 you can go ‘Behind the Script’ of the game in a session with Payton, Marvel illustrator and costume designer Adi Granov and Marvel Writer Christos Gage.
There’s plenty of reasons to suit up for New York, this October, then.
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Oculus Quest virtually dominated the keynote address at Oculus Connect 6 (OC6), from the sales figures and the impressive hand tracking to Oculus Link, an update which will enable the device to tether to a PC for improved Oculus Rift style graphics. This last one was particularly interesting due to the fact that it means the standalone headset is an even greater rival to its purely PC-based sibling Oculus Rift S. Could this mean Facebook is solely focused on Quest going forward, and do you get the same quality?
VRFocus tried Oculus Link at OC6 and even after the demo wasn’t entirely convinced Oculus Rift S owners have anything to worry about just yet. On test was Insomniac Games’ to be released Stormland, an impressive-looking title at the best of times and one that would probably never make it to Oculus Quest.
Having played Stormland earlier in the day on Oculus Rift S it was a nice easy comparison to make. While the title played fine as both headsets use the same controller mechanics, the visuals were another matter – and one of the main reasons for Oculus Link obviously. The quality was good yet definitely lagged behind Rift S in terms of detail and sharpness. It was more than acceptable – especially as the title isn’t native to the headset – yet there is a difference.
That’s more than expected when considering the signal is being run through a USB-C cable, adding extra steps in the process from the graphics card instead of a direct connection. New virtual reality (VR) devices are striving for better clarity and therefore immersion, which wasn’t exactly proven in this case. It does look like Oculus has tried to keep things nice and tidy with a couple of clips attached around the head strap which presumably will come with the premium Oculus-branded cable the company announced. Details haven’t been released regarding cable length or cost but you can use a third-party one – which will probably be cheaper.
Sure it’s great that Oculus Quest owners will be able to play Rift S videogames on the portable headset, making it even better value for money. However, one of the other factors to immersion is that freedom of being able to wander freely around a virtual world untethered, untethered, surely that means Oculus Quest would be taking a step backwards by connecting to a PC.
Oculus Quest’s biggest draw is its ease of use, essentially charge up, put it on your head and away you go, play almost anywhere you like. Oculus Link, while useful if you have a PC, isn’t even on the same level as the hand tracking announcement (which didn’t include Rift S) – which could have massive potential across a range of applications.
If Oculus Link could provide exactly the same experience on Quest as Rift S then it would be a no brainer, you’d always plump for Oculus Quest. Enjoy the big PC VR titles via cable then Quest’s slightly more curated store the rest of the time. That’s not the case (currently anyway), so for the very best Oculus VR experience, it would still be the Rift S.
As the OC6 keynote proved Oculus Quest is very much the company’s golden child, and more time, money and effort is going to be put into getting the device into consumers hands than Oculus’ other headsets. Oculus Link doesn’t make Oculus Rift S a pointless purchase at the moment, they’re both good VR devices. In the next year, however, the Oculus ecosystem may not need all these competing headsets.
At one of the panels at last week’s Oculus Connect 6 conference, Facebook gave an update on its Spark AR platform, including some new applications for retail and shopping environments.
The panel, titled “Bridge Virtual and Real Worlds with AR”, started off with an introduction to Facebook’s perspective on AR now and in the future, centered around its Spark AR platform, and the ways in which the technology is being adopted.
“We’ve been looking to see if augmented reality can provide the experiences that resonate in actual reality,” said Matt Hanson, Spark AR Project Design Manager. “And we’re seeing pretty strong indications that it can.” Over 1 billion people have used AR experiences across a variety of Facebook platforms in the last year, including on Facebook itself, Instagram, Messenger and Portal.
“I love VR, but it’s difficult to get your content to a huge audience in an immersive way. But because AR and VR are so complimentary, we can exchange assets with relative ease, and by leveraging spark, you can now reach the eyeballs that you couldn’t without headsets.”
Although Hanson didn’t give extensive details, he announced that Spark AR will soon support “other exciting applications”, one of which is AR shopping. Hanson said that the service would facilitate being able to virtually try products through AR on a phone camera, without having to go to a physical shop to do so. The three examples he gave, pictured below, were being able to try sunglasses on, being able to try on makeup such as lipstick, and testing out what a piece of furniture would look like when placed in a room.
He also spoke about using Spark AR to create, implement and present AR experiences in places and spaces, such as a recent experience available to visitors at the Tate Britain museum in London.
How do you feel about trying on products through an AR camera service? Do you think it could replace the real thing? Let us know in the comments below.
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Last month Labrodex Inc. launched a user-generated content creation videogame onto Steam Early Access called Humans 101. Featuring a single-player story campaign as well as an ‘Experiment Builder’ to unleash your own weird ideas, the studio has recently added a new feature to greatly enhance the gameplay, the ability to play other human-created experiments.
Humans 101 is a parody on the classic alien abduction, so rather than extraterrestrials taking humans against their will for all manner of experiments this time the little green creatures have asked for volunteers. As a ‘willing’ participant who wants to help these long-distance travellers learn more about homo sapiens, there’s just one little snag, all their info so far comes from TV signals seeping into space. Meaning all the experiments are based on pop culture.
That the main crux of the Story Mode. Once complete it’s time to create experiments of your own with the level editor. However, completing your own experiments is never as fun as those built by others, which is why Labrodex has introduced an online option. This enables you to upload your own experiments for others to play whilst downloading theirs.
“We’ve already seen some incredible experiments created by the players and being able to share them with others adds an exciting community-driven dimension to the game,” said Jim Ivon of Labrodex Studios in a statement. “With our online option, players can share their experiments with the entire player base.”
The team expects Humans 101 to be in Early Access for around four months, aiming for a Winter 2019 launch. In that time the story mode will be fleshed out and the asset library for the experiment builder increased.
As Labrodex Studios announced earlier this month it’s not solely working on consumer entertainment content. Announcing an expansion of its Enterprise AR & VR Solutions Division, this group is working on several corporate client projects which further support the company’s other VR efforts. The studio is best known for its first-person shooter (FPS) Scraper: First Strike, released in 2018 for HTC Vive and Oculus Rift followed by PlayStation VR this summer. VRFocus will continue its coverage of Labrodex Inc. reporting back with the latest updates.
Borderlands 3 VR might not be a thing (yet), but Harmonix’s Audica brings you a bit closer to it.
Revealed last week (which we missed because, you know, Oculus Connect), Audica is bringing Borderlands 3’s Maliwan Pistol into VR. The gun has orange and blue variants to fit the game’s rhythm-based action. It doesn’t change the gameplay itself in any way, but it’s a really cool way to crossover with another gaming series.
Audica is a little like a shooter version of Beat Saber. Notes fly in from in front of you and you have to blast them based on the corresponding colors. At release, we thought the game was fun if bare bones. There’s been plenty of updates bringing in new features and more tracks since then, though.
The Borderlands 3 guns arrived as part of a free update last week. Said update also brought in new calibration options for better audio syncing, Twitch Chat integration and a few other things.
Of course, Borderlands 3’s predecessor, Borderlands 2, already got the VR treatment on PSVR. A PC VR version of the game is due to launch later this month with all the DLC intact. As for Borderlands 3 VR? Gearbox says its been talked about but doesn’t have any real plans as of right now. Hopefully, that changes in the near future.
Elsewhere, we know that Audica is on the way to PSVR later this year. For now, the game remains in Early Access on PC VR headsets. What other iconic videogame guns would you like to get hold of in Audica?
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IRIS VR is in the final couple of days of its Kickstarter crowd-funding campaign for ambitious virtual reality (VR) experience Low-Fi. The title easily achieved its funding target after a few days, chasing several stretch goals over the course of September. With a couple of days still to go the team has released a big update for backers, detailing more about development and possible future platform support.
Up until now, Low-Fi has been purely designated a PC VR title with an outside chance of PlayStation VR support via a lofty $256k USD stretch goal. While that target is unlikely to be hit – the campaign currently sits at just under $98k – it seems as though IRIS VR has future plans of VR support, just not for the current generation.
The blog post notes: “Another Stretch goal that we can technically say was hit, is PSVR support. Just not on PS4. We will however support the yet unofficially announced next-generation PlayStation console and VR headset when it arrives. The main limitation for us right now is not as much the power of the PS4 as it is the PSMove Controllers. We will undoubtedly be able to support “PS5” VR as we assume Sony will also be updating their controllers for the next generation.
“So, YES! We will support PSVR.”
The PlayStation VR announcements maybe a little premature at this time, what’s not is the Oculus Quest news. The standalone device was another stretch goal at $600k but thanks to Oculus’ announcement last week this is now a real possibility. That announcement was, of course, Oculus Link, allowing Oculus Rift titles to be played on Quest via a USB-C cable.
The team has confirmed that Low-Fi will include finger tracking support on Oculus Touch and Valve Index controllers, and shown another important factor to players, the size of the world. From the start, IRIS VR has been promising a big open-world which players have the freedom to explore as a police officer. In the video below IRIS VR founder Blair Renaud flies through the city, all the way from street level.
Low-Fi already looks very impressive, as further details are released VRFocus will keep you updated.
NBA Digital have announced several ways that NBA fans can view the 2019-20 season in VR, through Oculus Venues and NextVR, marking the second consecutive season of NBA content available in VR.
Ahead of the start of the NBA season in late October, NBA Digital and their official live VR partner, NextVR, announced the schedule of games across the season. Each week, one game will be selected and broadcast in stereoscopic 3D on Oculus Venues and NextVR.
The NextVR app is available on several platforms. In order to access the weekly VR game through NextVR, you will be have to be a NBA League Pass subscriber, which also allows you to watch live games online. In addition to the weekly stereoscopic 3D game, all NBA League Pass games will also be broadcast in 2D with NextVR Screening Room, a theatre-sized screen.
If you’re not a NBA League Pass subscriber, you’ll also have the option to buy a pass for a single game through NextVR.
The same weekly stereoscopic 3D game will also be broadcast on Oculus Venues, available on the Quest, Go and GearVR. It’s unclear whether the games will be paid or free when viewed through Venues, however Venues content has traditionally had no charge attached.
In contrast to the NextVR service, Venues allows you to talk and interact with others watching the content in VR at the same time as you. This means you’ll be able to cheer, boo and trash talk each team alongside other viewers, just like watching sport in real life. I recently attended a Billie Eilish concert in Venues and interacted with the people sitting around me, which made for an interesting experience.
The NBA VR schedule is available online now, with the New Orleans Pelicans and the Houston Rockets kicking off the VR-ready portion of the NBA season.
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This weekend’s Raindance Immersive Awards celebrated the best of VR moviemaking and beyond in 2019.
The awards, hosted in the center of London, included ten categories. They recognized everything from animation and interaction to documentary making and even gaming. The night’s big winner was Gloomy Eyes, the Atlas V and 3dar-produced animated love story narrated by Colin Farrell. The adorable short, in which a zombie called Gloomy falls for a human girl, picked up the Artistic Achievement and Audio Achievement awards.
Afterlife was another double winner. The searing 360 narrative, which deals with a family’s loss of a child, was awarded Best Cinematic Experience and Best Debut Experience.
Meanwhile, Immersive Game (which, for full disclosure, I was a judge on) featured hot competition between Maze Theory’s Doctor Who: The Edge Of Time, Fast Travel Games’ The Curious Tale Of The Stolen Pets, Italic Pig’s Infinite Hotel and Hello Games’ No Man’s Sky. It was The Curious Tale that took home the award.
The Spirit of Raindance award, meanwhile, went to Cosmos Within Us. The piece follows the story of an elderly man trying to recall childhood memories. It utilizes the audiences’ sense of smell and touch in a theatrical twist.
Other winners at the awards included A Box In The Desert, a theatrical VR performance in which audience members have their sense of obligation and trust test. Animated Experience went to Battlescar. The full list of winners (with trailers) follows below:
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Mixed reality has the potential to transform our lives, but there’s a lot that we don’t know about the technology and its impact on people and society, particularly when it comes to privacy and safety issues.
These technologies rely on constant, real-time analysis of users and the space around them. Unlike a phone or computer, you can’t just tape over the camera and still use them — without spatial data, AR/VR experiences could cause cybersickness or accidentally make users walk into walls. The sensors that are essential in making VR/AR apps work can pose a significant threat to user privacy.
Editor’s Note: This guest post by Diane Hosfelt originally appeared on VentureBeat.
That’s why privacy is an existential question for spatial computing — can we use mixed reality while maintaining privacy and agency? We need to figure this out before these devices and apps become a part of our daily lives.
What do we mean when we talk about virtual and augmented reality? In virtual reality, you’re entirely immersed in a digital world. In augmented reality, digital objects appear as if they’re in the physical world. Both AR and VR use similar underlying concepts like spatial computing and 3D elements, so we bundle them under the umbrella term “mixed reality” (XR, or sometimes MR).
Mixed reality experiences require a bunch of sensors (including cameras) to be on for extended periods of time in order to function. Mixed reality headsets are covered in sensors — not only cameras, but also infrared detectors, gaze trackers, accelerometers, and microphones.
XR is already being used for education and emergency first-responder training, and it’s going to continue to grow. Before this technology becomes as common as the smartphone, we need to think about how it can be built for safety and privacy.
There is a reason why flight attendants review safety procedures and schools have fire drills. When you’re prepared for an emergency, you can handle things better. But, drills can only prepare us for a fraction of the real experience. With XR, we can immerse emergency responders in situations that closely resemble real life. Being in a more lifelike experience can prepare responders for a real emergency, and it can also highlight any holes that need to be filled.
We know that VR can affect brain processing and psychology. Some VR applications are already being used to help treat PTSD via exposure therapy. Is it also possible to induce negative effects? This is something we need to study.
Social VR experiences allow us to connect more directly with friends and family, even if they live across the world. Not only does social VR provide space for stronger connections, but it also allows you to take on a new virtual persona. You can quite literally become someone else, even a cat.
Taking on a different identity in the virtual world is appealing for many reasons, one of them being potential online harassment. Social VR combines the worst of both in-person and virtual harassment — abusers are protected by the anonymity of the Internet, while their targets suffer more due to virtual embodiment. Getting trolled on Twitter is already unpleasant, and unfortunately, or victims of online harassment, this means they may feel the effects more viscerally.
The way we interact in a virtual space is unique to each of us. While this could be used as an authentication mechanism, it also poses a fingerprinting risk — anything that can be used for authentication must be uniquely identifying. Imagine if you use a VR headset in your job, then go home and enter a social VR space to fundraise as a volunteer for a political campaign. What if your employer can link your work persona to your personal avatar, simply based on your unique motion and interactions with virtual space, and that employer disapproves of that campaign?
This type of fingerprinting allows even more severe privacy violations than current device fingerprinting methods, which use specific information about the hardware and software you’re using. Without privacy, we lack agency and the ability to fully express ourselves.
Education is another emerging application. Students can ride a virtual version of the Magic School Bus, exploring space without ever leaving the classroom. These lessons can lead to increased engagement, especially for special needs children. However, we don’t know the psychological effects of immersing kids in XR.
Unlike adults, children are still learning how to distinguish between fantasy and reality, and their nervous systems are still developing. Because of this, kids are especially sensitive to potential risks in immersive experiences.
And it’s not just young children that we need to be concerned about. In the outdoor augmented reality game, Alien Contact, older students (aged 11-16 years) asked researchers if aliens had actually crashed at their school and if the researchers were FBI agents (Dunleavy et al., 2009). -Dr. Erica Southgate
How does participating in immersive experiences affect developing brains? Are there differences between the effects on children and adults? Is it possible that an immersive experience can have physical side effects after exiting? These are all questions that we don’t have answers to yet.
With these studies in mind, we need to consider both the effects on children and the privacy implications. Most societies recognize the need to treat children and adults differently when it comes to data processing and collection. XR experiences need to process data in order to work and headsets generate large amounts of data, regardless of the user’s age. How can we enable educational opportunities, while making wise choices about data collection and protecting children’s data?
We must work together to make mixed reality a safe technology. As with any new science, there’s a huge potential for good, but there are risks that go beyond the physical and mental impacts of XR immersion.
Mitigating risks is a part of the process, but unfortunately, it’s a step that’s sometimes overlooked. Having conversations about the potential risks of mixed reality is already a step towards safety. Developers can consider different scenarios, such as what happens when those who don’t have good intentions use this technology, and then design the technology with additional privacy and safety measures.
This is perhaps why many prominent technologists and even companies are raising their voices in favor of more mindful technological development. The Center for Humane Technology is an independent non-profit that seeks to drive more humane development centered around the impact on mental health, the breakdown of truth in society, and digital addiction, among others. The founders hail from Google, Mozilla, the CIA, Apple, and Microsoft. These are people who fight for innovation but who all recognize the need for research and responsibility.
Tony Fadell, the founder of Nest Labs and inventor of the iPod, has said, “Did we bring a nuclear bomb with information that can — as we see with fake news — reprogram people? Or did we bring light to people who never had information, who can now be empowered?” Fadell was referring to the smartphone specifically, but more generally to the unknown impact of new technology that has the power to distort users reality — impact mixed reality may have even stronger than the smartphone, with even more potentially negative results
Instead of writing about our regrets again in another five years, we need to start addressing these issues right now. As far as concrete steps, developers can use APIs that provide already abstracted data (like the geometry of the room), instead of using raw camera access to analyze the area around a user. In short, they can build for privacy first. As mixed reality evolves there will be other solutions, but in order to find them engineers first need to start asking questions of themselves, their users and of the true purpose of their technology.
Diane Hosfelt is the privacy and security lead for Mozilla Mixed Reality. This guest post originally appeared on VentureBeat.
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It may be warm still but Autumn is definitely upon us and that means doing away with the light clothing and grabbing something warm and snuggly. As the seasons change its as good a time as any for a change in circumstances and job, with some quality vacancies available this week.
Location | Company | Role | Link |
Toronto, Canada | Lucky VR | Unity 3D Developer | Click Here to Apply |
Toronto, Canada | Lucky VR | VR Quality Assurance | Click Here to Apply |
Toronto, Canada | Lucky VR | 3D Artist | Click Here to Apply |
Guildford, UK | Fireproof Games | QA Tester | Click Here to Apply |
Guildford, UK | Fireproof Games | 3D Artist | Click Here to Apply |
Los Angeles, US | Respawn Entertainment | Development Tester | Click Here to Apply |
Vancouver, Canada | Cloudhead Games | Intermediate to Senior Programmer | Click Here to Apply |
Vancouver, Canada | Cloudhead Games | Game Designer | Click Here to Apply |
Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.
If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (pgraham@vrfocus.com).
We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.
Every industry is noticing the effects of changing generational preferences and technological progress. The ways we shop, socialize, and amuse ourselves have all shifted into the digital age, limiting our opportunities to make real, in-person connections. The tasks that once got us out and about among our communities are now handled through screens, slipping us into a space of digital isolation.
However, the need for social and emotional experiences hasn’t gone away, and this shift is fueling a growing desire for real-life experiences and face-to-face interaction. As recently stated in Forbes, “Consumers are [now] looking for places to be—not things to buy—when they leave the house.” In fact, 74 percent of Americans said they’d rather spend money on an experience than a physical product.
The search for new, more entertaining ways of using shared social spaces and bringing people together has begun. With nearly 100,000 stores hit by the “retail apocalypse”, there’s ample real estate in need of revitalization and millennials, who currently make up more than half of the United States’ workforce, know just what to do with it.
Having grown up witness to the internet’s revolution, millennials saw how quickly communities changed with technology, giving them a very different viewpoint than that of surrounding generations. But the value of relationships remained, and they learned just as much from friends and teachers as they did from Nintendo and AOL Instant Messaging.
This generation is now the one with influence, and their memories of the pre-internet good ole’ days, combined with their love of technology, is driving the future economy. Through their nostalgia for genuine, emotional experiences, millennials are creating a new wave of location-based entertainment (or LBE) and positioning it as a prominent solution to empty real estate and struggling retail.
Location-based entertainment (LBE) is about bringing people together, in real life, to share experiences. Arcades, water parks, and family entertainment centers — built by baby boomers and Gen X — gave millennials great childhood memories and a particular fondness for LBE. However during their youths, this focus was quietly overshadowed by the advent of the internet, and the scramble to secure smooth, online experiences caused innovation in LBE to stall.
Now, as the novelty of online experiences starts to wear down, millennials want to go back and recreate those childhood memories in grown-up, more immersive and tech-enhanced versions. Traditional occupants of brick-and-mortar retail continue to move into online distribution, opening up more and more real estate. At the same time, technology becomes even more accessible, creating perfect conditions for innovation in the LBE market.
Don’t get me wrong, putt-putt — laser tag, and movie theaters (the first generation of modern LBE) are still awesome things to do, but the potential for new experiences — to use modern technology and progress LBE into a new generation — is ready to be explored.
Having spent up to 9,000 hours of their childhood playing games, millennials are well qualified to call themselves the first generation of gamers. Now, they’re shifting into a new role — as game developers, forming the second generation of gaming. What was created by the first gen (Galaga, Pacman, etc.) has advanced beyond what we could’ve imagined, and now, the first kids to grow up playing these games are creating experiences of their own.
In this, millennials are charged with overcoming a whole new set of entertainment challenges. While LBE offers a variety of investment opportunities, a sustainable business model is still a tricky thing. In order for an LBE company to be successful, experiences have to appeal to broad audiences and have some level of repeatability — two aspects that one-dimensional places, like VR arcades, are struggling to remedy.
Yet, numerous businesses have already shown success by grouping a variety of experiences in one area, adding entertainment value and accommodating a much broader audience — which makes for a more compelling, inclusive business model and heightens the user experience.
Places like Area 15 combine retail, art, entertainment, and technology, falling “somewhere in the no man’s land between shopping mall and amusement park.” Our organization, Two Bit Circus, is attempting to redefine both the arcade and the amusement park, with a 38k square-foot Big Top housing a variety of evolving, high-tech entertainment, along with a bar, food, and more to ensure that there’s something for everyone to enjoy.
Another company LiggettVille adds a “WOW factor” to existing retail locations by transforming empty space into adventure rope courses, aiming to create memorable experiences for shoppers. The same trend can be seen with Toys “R” Us who, unable to compete with less expensive online retailers (and vulture capitalists), enlisted the help of a company called b8ta to update their stores and turn them into interactive playgrounds.
There is a chance here for LBE to create new and wonderful social spaces — for malls to evolve into immersive entertainment and community culture centers, filled with inclusive experiences where everyone can create genuine, happy memories. With all of these factors together — the availability of real estate, decreased need for physical retail stores, increased need for human interaction, and the desire for unique, memorable experiences — the potential for innovation is huge.
This post by Kim Schaefer originally appeared on VentureBeat. Shaefer is the president of Two Bit Circus, a Los Angeles-based experiential entertainment company.
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We are all waiting for the predictions of Mike Abrash to come true. The head of Facebook’s Reality Lab believes virtual reality has the same potential as the personal computer, and that it will become the most powerful creative and collaborative environment ever. As he does each year, he pointed to a bright future in a speech at Oculus Connect 6, Facebook’s annual VR conference in San Jose, California.
But we have to survive the good old days first.
“VR hasn’t changed the world yet, but it will,” Abrash said. “The interesting question is, ‘When?’ I have some good news and some bad news.”
Abrash admitted being a bit too optimistic, and that he doesn’t know when the full vision for VR will materialize. He still believes that it will happen, and that’s good thing. A lot of venture capital investors, software developers, and others have been burned on their investments, and they no longer believe. While those folks have given up, Abrash is still trying to invent the future.
For consumer virtual reality to survive the gap of disappointment, everybody has to believe in it. Consumers. Game developers. Other app makers. Investors. And platform owners. OC6 gave us some clues on what Oculus believes about the future of consumer VR. To me, the moves I saw show just how many tradeoffs there are.
The small victories that help feed belief have come. Beat Saber has sold more than a million copies across all VR platforms. And I was delighted to hear at OC6 that the Johnson & Johnson Institute wants to scale virtual surgery training to all doctors around the world.
But after the hype went out of the VR bubble, the collapse was tough. Google retreated from the Daydream VR business. Apple still hasn’t launched its rumored augmented reality product. Magic Leap’s AR device feels like it’s a long way from a consumer reality. And so that leaves Facebook, Valve, and HTC to carry the torch. HTC continues to feed products into the high end in the hopes that enterprise VR will take off. Oculus is going after that market, too. I’m not sure what Valve is really doing.
But consumers aren’t going to go for $800 devices, no matter how good they are. Oculus is putting its investment behind the Quest, a $400 wireless headset which is selling as fast as the company can make them, according to Facebook boss Mark Zuckerberg. The company didn’t announce a new high-end Rift headset. Rather, it announced the Oculus Link, which uses a USB-C link to enable Rift titles to run on a Quest. Oculus also showed off hand-tracking technology so you can use your fingers in VR, without hand controllers. That is coming next year, only for the Quest.
Chief technology officer John Carmack sang the praises of the Quest in his keynote talk on Wednesday. He thinks 5G technology will help on the wireless front. And Zuckerberg said people are using the Quest repeatedly and the company is selling the Quest units as fast as it can make them.
In other words, the $400 Quest looks like the prettiest baby. The Oculus Go, at $200, appeared to have too few features to take off. And the wired Rift doesn’t have a real roadmap.
Of all of the major efforts that Facebook made — pouring as much as $500 million into game and app investments — a few of the biggest titles are coming home. What did Facebook get for that investment? Well, Zuckerberg proudly announced that the Oculus Store has generated $100 million in revenues. As you can guess, that math doesn’t add up. Luckily, Zuckerberg is still a believer, as his talk at OC6 suggested.
He was quite excited about hand-tracking, as it is an accessible way to interact in VR. It’s a sign that VR is making steady progress, as a platform that improves over time. It is slowly getting rid of the wires.
“The hardware is getting out of the way,” Zuckerberg said. “With each step, we are getting to a more immersive and natural experience.”
I tried it out, and it was a nice demo. But it had no haptic — the sensation of touch — feedback, and so my hand kept going through objects. I was trying to pick up a ball and my fingers went through it. I worry it will fragment the platform further. It is promising, but needs work.
But as you can see from a picture of my hands, Oculus Connect 6 did not happen in a vacuum this week. Disney and Lucasfilm held an event in the Presidio in San Francisco where they showed off their retail merchandise for Triple Force Friday — October 4 — where the company will start selling its products related to the next film, Star Wars: The Rise of Skywalker (December 20); the video game Star Wars: Jedi Fallen Order (November 15), and Star Wars: The Mandalorian (November 12).
Disney showed off its new D-O droid, Lego toys, clothing, smartwatches, and mobile phone cases. But there were no augmented reality or virtual reality products, as there were in years past. ILMxLab showed off Episode 2 of Vader Immortal, a VR experience that tells a new story about Darth Vader. But this is a short episode, and it’s not necessarily going to move the needle on consumer VR. Nor does it suggest that Disney believes in VR.
Sony also had a big event this week with the revelation of the story, theme, trailer, and some gameplay for The Last of Us Part II, which is arriving on February 21. That reminded me that some of the biggest efforts underway in video games are still in traditional titles for consoles such as the Sony PlayStation 4.
Medal of Honor: Above and Beyond is not meant to compete with The Last of Us Part II. It just can’t.
Sony is going to keep on investing in games like this as it gears up to launch the PlayStation 4. With more than 100 million units sold, it can guarantee that it will invest in big titles for new products like its upcoming PlayStation 5. I have no disbelief about Sony’s platform.
Oculus showed off some outstanding games at OC6, including Insomniac’s Stormland (coming November 14), Sanzaru’s Asgard’s Wrath (October 10), and Respawn’s Medal of Honor: Above and Beyond (2020). These are real, meaty games that promise dozens of hours of gameplay. These titles have to knock it out of the park, but I’m not sure there is a lot more coming.
Consider how massive the Medal of Honor game is. Peter Hirschmann, director at Respawn, said in an interview that the game has been in the works for 2-and-half years, and it has 180 people working on it. If you’re making a game like Beat Saber, which has sold more than a million units, then you can afford to have a larger staff. (Beat Saber was made with just three people). Respawn’s effort is a huge expression of belief in VR. But it’s a one-of-a-kind title, and it’s not coming for a while.
But Hironao Kunimitsu, a VR believer and CEO of Japan’s Gumi, said in an interview at OC6 that it’s more realistic to make a game with about 30 people. That’s how many are working on Swords of Gargantua, which Kunimitsu hopes will sell hundreds of thousands of copies … or even a million. He continues to invest in the game in the hopes of turning it into an ongoing massively multiplayer online role-playing game. But he was surprised to learn that Respawn is investing so much money into Medal of Honor.
There is a scary truth about what VR has to accomplish. When a new piece of hardware or a new game arrives, it doesn’t have to just capture the attention of VR aficionados, of which there are too few. It should dominate all of entertainment for the time that it comes out. That’s what The Last of Us Part II will do.
Zuckerberg is hoping that the answer will be Facebook Horizon. There are hundreds of people working on this virtual world for VR. It’s a kind of PlayStation Home, or maybe the correct analogy is more like Second Life or Minecraft. Zuckerberg believes that making VR more social is the path to making it the next big computing platform.
I tried out Facebook Horizon. It’s easy for individual creators to build little worlds within Horizon. These user-generated places will enabe a lot more people to express themselves in VR. I played a cute game called Wing Strikers, which was a kind of Quidditch multiplayer game that you play in toy airplanes. If Facebook isn’t funding a ton of new hardcore VR games, perhaps it will create more believers and strike gold with Horizon.
Peter Moore, who spearheaded the launch of the Sega Dreamcast 20 years ago, once told me that they keep “moving the goal posts back” in terms of all of the things the platform had to do in order to be a success. That’s happening with VR, too. As much as it has achieved, it still has such a long way to go.
I think the next big steps are clear. Moore’s Law and other technologies have to advance, enabling engineers to accomplish feats like getting rid of the wire and the PC on the Rift. VR is still too solitary, so we should be able to stream the experience that we see inside the Quest to a TV, so spectators can see it. And the price of something like the Rift or the Quest has to come down to $200 or $300. And those games like Stormland, Asgard’s Wrath, and Medal of Honor: Above and Beyond have to make not just a nice revenue impact. They have to make a cultural impact on the world. Maybe that’s the job of Facebook Horizon.
And Facebook can’t just advance this all on its own. The consumers have to come along. They have to offer their feedback on what Facebook and Oculus are doing to help guide it to the next goal.
I am as anxious to see some of the cool things that Abrash is making in his lab come to the market. Like the full-body avatars that mimic your movements and facial expressions in real-time. Between now and then, there is so much engineering to do. There is so much belief that has to be created in consumers who find something magical about VR. Abrash said he doesn’t have any regrets about diving in early, either into PC games or VR. I don’t have any regrets about all the time I have put into VR, like playing Beat Saber or trying out Medal of Honor: Above and Beyond.
“VR technologies will need to be woven together into a complete, tightly integrated platform in order to make that quantum leap,” he said. “It’s the sum of those parts that will lead to that breakthrough experience, not technologies in isolation.”
This post by Dean Takahashi originally appeared on VentureBeat.
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