Steve Thomas - IT Consultant

While virtual reality (VR) often draws the attention of tech enthusiasts, its real-world applications offer tangible benefits for businesses. Using VR technology, companies can create highly realistic and customizable simulations that enhance training programs, improve customer engagement, and so much more. Let’s dive into some of the key advantages of adopting VR for business operations.

Streamlined remote inspections and audits

One of the most impactful uses of VR in business is for remote inspections and audits. Traditionally, these processes required physical presence, which could be time-consuming and costly. VR technology now allows businesses to conduct inspections and audits virtually, offering a comprehensive view of locations or assets from anywhere in the world.

Industries that would benefit the most from VR-powered inspections include construction and manufacturing, where regular inspections are crucial. By using VR, companies can save time, reduce travel expenses, and ensure that inspections are thorough and consistent.

Immersive virtual tours

Showcasing a property or physical location to potential clients or investors can be challenging, especially when they are several miles away. With VR technology, businesses no longer have to rely on photographs and videos to showcase their assets. They can now offer immersive virtual tours that give users the sensation of being physically present in the space.

Real estate agents, property managers, and even tourist destinations can utilize VR to offer potential clients or guests an immersive preview of the space before they commit to a purchase or visit. Additionally, VR tours can help businesses save on costs associated with physical tours and give clients the convenience of exploring at their own pace.

Engaging training experiences

Employee training, such as safety drills, technical skills development, and customer service training, can often be dull and unengaging. It would typically require employees to sit through presentations or read manuals, which may not be the most effective way of learning.

However, VR turns monotonous training lectures over their heads, creating far more engaging and realistic training experiences for employees. Through VR simulations, employees can practice handling hazardous materials or high-risk situations in a safe and controlled environment. Heavy machinery operators, field technicians, and medical professionals can benefit greatly from this type of training. Plus, VR training environments can be replicated and reused, allowing for consistent training while reducing costs.

Collaborative virtual workspaces

By creating virtual workspaces through VR, businesses can bring employees together from different locations for meetings, training sessions, or project collaborations. Virtual workspaces are particularly useful for more visual tasks such as product design, engineering, and architecture. Instead of trying to visualize concepts through sketches or 2D models, VR allows for a 3D immersive experience where teams can collaborate in real time. This not only improves team communication and productivity but also reduces costly errors that may occur during traditional design processes.

Enhanced marketing experiences

In marketing, VR offers more creative ways to present products and services. One example is virtual showrooms, where customers can see and interact with products in a simulated environment, giving them a better understanding of a product’s dimensions, features, and customization options. Potential customers can also visualize how a product would fit into their own space, leading to more confident purchasing decisions.

VR is just one of the many technologies businesses can use to enhance their operations and gain new levels of efficiency. If you want to learn more about cutting-edge technology and how it can benefit your business, contact us today for the latest advancements.

Virtual reality (VR) allows users to experience and interact with digital environments. While it has been primarily associated with entertainment, VR offers numerous benefits for businesses as well. In this blog, we’ll delve into how VR is reshaping the business landscape, exploring its impact on training, marketing, and beyond.

Streamlined remote inspections and audits

One of the most impactful uses of VR in business is for remote inspections and audits. Traditionally, these processes required physical presence, which could be time-consuming and costly. VR technology now allows businesses to conduct inspections and audits virtually, offering a comprehensive view of locations or assets from anywhere in the world.

Industries that would benefit the most from VR-powered inspections include construction and manufacturing, where regular inspections are crucial. By using VR, companies can save time, reduce travel expenses, and ensure that inspections are thorough and consistent.

Immersive virtual tours

Showcasing a property or physical location to potential clients or investors can be challenging, especially when they are several miles away. With VR technology, businesses no longer have to rely on photographs and videos to showcase their assets. They can now offer immersive virtual tours that give users the sensation of being physically present in the space.

Real estate agents, property managers, and even tourist destinations can utilize VR to offer potential clients or guests an immersive preview of the space before they commit to a purchase or visit. Additionally, VR tours can help businesses save on costs associated with physical tours and give clients the convenience of exploring at their own pace.

Engaging training experiences

Employee training, such as safety drills, technical skills development, and customer service training, can often be dull and unengaging. It would typically require employees to sit through presentations or read manuals, which may not be the most effective way of learning.

However, VR turns monotonous training lectures over their heads, creating far more engaging and realistic training experiences for employees. Through VR simulations, employees can practice handling hazardous materials or high-risk situations in a safe and controlled environment. Heavy machinery operators, field technicians, and medical professionals can benefit greatly from this type of training. Plus, VR training environments can be replicated and reused, allowing for consistent training while reducing costs.

Collaborative virtual workspaces

By creating virtual workspaces through VR, businesses can bring employees together from different locations for meetings, training sessions, or project collaborations. Virtual workspaces are particularly useful for more visual tasks such as product design, engineering, and architecture. Instead of trying to visualize concepts through sketches or 2D models, VR allows for a 3D immersive experience where teams can collaborate in real time. This not only improves team communication and productivity but also reduces costly errors that may occur during traditional design processes.

Enhanced marketing experiences

In marketing, VR offers more creative ways to present products and services. One example is virtual showrooms, where customers can see and interact with products in a simulated environment, giving them a better understanding of a product’s dimensions, features, and customization options. Potential customers can also visualize how a product would fit into their own space, leading to more confident purchasing decisions.

VR is just one of the many technologies businesses can use to enhance their operations and gain new levels of efficiency. If you want to learn more about cutting-edge technology and how it can benefit your business, contact us today for the latest advancements.

Virtual reality (VR) is typically known for its entertainment and gaming uses, but its potential applications for businesses can often go overlooked. By creating immersive digital environments, VR is transforming how companies approach everything from training and product design to customer engagement and remote collaboration. In this blog, we’ll explore how VR is unlocking new possibilities and revolutionizing business operations across various industries.

Streamlined remote inspections and audits

One of the most impactful uses of VR in business is for remote inspections and audits. Traditionally, these processes required physical presence, which could be time-consuming and costly. VR technology now allows businesses to conduct inspections and audits virtually, offering a comprehensive view of locations or assets from anywhere in the world.

Industries that would benefit the most from VR-powered inspections include construction and manufacturing, where regular inspections are crucial. By using VR, companies can save time, reduce travel expenses, and ensure that inspections are thorough and consistent.

Immersive virtual tours

Showcasing a property or physical location to potential clients or investors can be challenging, especially when they are several miles away. With VR technology, businesses no longer have to rely on photographs and videos to showcase their assets. They can now offer immersive virtual tours that give users the sensation of being physically present in the space.

Real estate agents, property managers, and even tourist destinations can utilize VR to offer potential clients or guests an immersive preview of the space before they commit to a purchase or visit. Additionally, VR tours can help businesses save on costs associated with physical tours and give clients the convenience of exploring at their own pace.

Engaging training experiences

Employee training, such as safety drills, technical skills development, and customer service training, can often be dull and unengaging. It would typically require employees to sit through presentations or read manuals, which may not be the most effective way of learning.

However, VR turns monotonous training lectures over their heads, creating far more engaging and realistic training experiences for employees. Through VR simulations, employees can practice handling hazardous materials or high-risk situations in a safe and controlled environment. Heavy machinery operators, field technicians, and medical professionals can benefit greatly from this type of training. Plus, VR training environments can be replicated and reused, allowing for consistent training while reducing costs.

Collaborative virtual workspaces

By creating virtual workspaces through VR, businesses can bring employees together from different locations for meetings, training sessions, or project collaborations. Virtual workspaces are particularly useful for more visual tasks such as product design, engineering, and architecture. Instead of trying to visualize concepts through sketches or 2D models, VR allows for a 3D immersive experience where teams can collaborate in real time. This not only improves team communication and productivity but also reduces costly errors that may occur during traditional design processes.

Enhanced marketing experiences

In marketing, VR offers more creative ways to present products and services. One example is virtual showrooms, where customers can see and interact with products in a simulated environment, giving them a better understanding of a product’s dimensions, features, and customization options. Potential customers can also visualize how a product would fit into their own space, leading to more confident purchasing decisions.

VR is just one of the many technologies businesses can use to enhance their operations and gain new levels of efficiency. If you want to learn more about cutting-edge technology and how it can benefit your business, contact us today for the latest advancements.

Apple’s Vision Pro launch resembles its Apple Watch debut in more ways than one, but to me the most telling similarity is in the marketing approach. Apple has striven to distance the Vision Pro from the existing crop of virtual reality (and even mixed reality) devices — many of which are objective failures — by […]

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We’ve seen the rise of no-code and low-code platforms being applied to any number of applications and use-cases. What would happen if this thinking was applied to metaverse-style virtual worlds? What would be built?

Certainly, with Apple’s recent announcement of the launch of the Apple Vision Pro headset, there is renewed interest in the ‘metaverse’, and investors appear to be coming back to start-ups in the sector amid this newly rebranded era of ‘spatial computing’. Indeeed, Immersed, for instance, recently launched its first headset, the Visor XR, and it’s winning plaudits so far.

Amid this renewed interest is VLGE, a France-based startup which has banked $4 million in funding from the likes of Venrex VC and L’Oreal. It now plans to hand over the tools to build immersive, scalable, and intuitive digital worlds to the experience-obsessed industries of fashion, beauty, and art – specifically – so that they can create and monetize their own worlds. This, rather than rely on the likes of, say, Meta and Mark Zuckerberg.

VLGE is building out V-Suite, its proprietary, no-code world-builder and asset management tools, and has now opened applications for creators and brands to get their hands on its SDK (you can apply here).

Given SDKs have played a pivotal role in standardizing and advancing ecosystems for new builders, it should appeal to those wanting to kick the tires on this new upstart in virtual reality. (VLGE isn’t the only one banking on an SDK strategy. Crucible, a metaverse company that creates tools for game developers, recently launched its Emergence software development kit (SDK) for Unreal Engine, for instance).

As well as Venrex and BOLD (the venture capital fund of L’Oréal), investors in VLGE include the British Fashion Council and The VR Fund. It also retains advisors from companies like Wave, Sandbox, and Paper Magazine.

VLGE was launched by Evelyn Mora, a Finnish entrepreneur and sustainability strategist based in France. A former fashion photographer, Mora is also a veteran of the fashion industry who also pioneered Finland’s sustainable fashion week and mounted the first 3D Fashion Week globally.

“We firmly believe that in our industry, it is not about adopting a winner-takes-it-all mentality. Instead, we are genuinely excited to operate within a diverse ecosystem of world-building solutions,” Mora told me.

“Existing platforms are prohibitively expensive, and not user-friendly or scalable. VLGE aims to empower creators and brands to turn their visions into destinations by creating immersive virtual experiences in a scalable and affordable fashion,” she said.

“My dream is to push the boundaries of the virtual experiences that we all engage in. We want to find unique monetization models using immersive online experiences with which brands can reduce their physical footprint while upholding their well-earned reputations as cultural leaders, artistic trendsetters, storytellers, and innovators,” she added.

Against this backdrop, VLGE wants to make it simpler for world builders to create their own metaverses, uploading their own assets and connecting integrations with V-BLDR, a no-code drag-and-drop design tool to build within VLGE. Users will be able to choose from from a number of templates, such as beachfronts, forests or cities.

VLGE also plans to combine its platform with the ability to monetise in various ways, such as via NFTs. And it’s not the only one eyeing this approach.

Spatial, which has raised $47.3 million, allows NFT creators to customize a virtual space and gather for events such as exhibitions, brand experiences, and conferences. It also has a free meeting app which has won a few fans.

Exclusible, is also a Web3 partner for brands – as VLGE aspires to be – and it has a digital collectibles platform, tailored towards luxury brands. It’s raised a €2.2 million seed round funding co-led by Tioga Capital, White Star Capital, and Indico Capital Partners.

So all-in-all, VLGE seems to be gunning for a rejuvanated metaverse market, despite the vagaries and whims of the Zuckerverse, which now appears to be more interested in cloning Twitter/X than in realising its original vision.

When Bret Taylor announced he was stepping down as co-CEO and co-chair at Salesforce in November, it was easy to be cynical about him saying he wanted to go build again. Well, guess what? He wanted to go build again — and today he and long time Google engineering veteran Clay Bavor announced they were teaming up on a new mystery project.

Bavor, who spent almost seven years as the VP of AR and VR at Google as part of an 18 year career with the company, was coy in a LinkedIn post about what is coming next, but he was clear he’s doing it with his pal Taylor.

He wrote that the two have known each other for years, since they broke in at Google together, and that he “always admired [Taylor’s] keen product sense and entrepreneurial spirit, his technical chops, and, above all, his character and integrity.”

Perhaps hinting at what comes next, Bavor wrote, “We share an obsession with recent advances in AI, and we’re excited to build a new company to apply AI to solve some of the most important problems in business.” Will it have an AR/VR flavor? It’s impossible to say right now, but the two have something cooking.

Whatever it is, he wasn’t saying specifically, but we might know more next month. “I’ll be setting out with Bret on this next adventure in March, and will have more to share once we get started. Until then, I’ll be focusing on transitioning my teams and projects, and wrapping things up properly at Google.”

Taylor spent four years at Google starting in March 2003 before undertaking an entrepreneurial journey, founding early social network FriendFeed in 2007, right after leaving Google. The company was purchased by Facebook in 2009 and Taylor had a stint as CTO at the company.

He would later found Quip, an enterprise document collaboration company, which was acquired by Salesforce in 2016 for $750 million. He climbed through the ranks to co-CEO, and now will be returning to his company building roots.

Whatever’s coming next, it should be interesting to find out.

Former Salesforce exec Bret Taylor is teaming up with Google AR/VR vet Clay Bavor on mystery startup by Ron Miller originally published on TechCrunch

The property industry now requires high quality photographs, floor plans and virtual tours, so the industry for software providers in the space is booming. The whole are was accelerated during the pandemic when many property viewings migrated from physical to virtual, and this trend has continued to tick upwards.

Players in the space include Walnut, Stonly, Capterra… the list goes on. There is also Matterport which does virtual tours, but its clients are photographers.

Back in 2020, another player, Giraffe360 raised $4.5 million in a funding round led by LAUNCHub Ventures and Hoxton Ventures.

It has a robotic camera, combined with a subscription service, which enables real estate agents and brokers to generate high-resolution photos of properties, floor plans and virtual tours. The subscription gains the owner access to the camera, an AI-based image processing software and cloud storage, and other services.

When estate agents use Giraffe360, this essentially removes photographers from the process.

It’s now raised $16 million in new funds led by Founders Fund, the San Francisco-based VC, whose portfolio boasts names such as Airbnb, Spotify and SpaceX.

Existing investors LAUNCHub Ventures, Hoxton Ventures, HCVC (Hardware Club) and Change Ventures also participated.

To date, the company has raised $22m in equity and $9m in venture debt. It was founded in 2016 in Riga, Latvia by two brothers, Mikus Opelts and Madars Opelts, and is headquartered in London, U.K.

Giraffe360 camera

Giraffe360 camera

The startup is also launching the latest, upgraded version of its camera, branded the Giraffe Go Cam. This is 30% lighter, which charge faster and comes with 500 GB of on-board storage. The camera uses uses a high-specification sensor, LIDAR laser and robotics. 

Founders Fund principal Delian Asparouhov said in a statement: “After being involved in a number of PropTech startups such as OpenDoor, we’ve recognised that some of these tech forward companies aren’t having their needs met, which means that the mass market definitely isn’t having their needs met. Giraffe360 was a no-brainer, and is really well suited to meet the needs of the market from both the hardware and software front.”

In conjunction with the latest equity raise, Giraffe360 secured additional $6m in long-term loans from the London-based venture debt provider Columbia Lake Partners.

Giraffe360 CEO, Mikus Opelts, commented: “We are very excited to partner up with Founders Fund. It is one of the strongest brands in the VC industry, with a strong track record of backing category-defining companies. The new Giraffe Go Cam and funding will help guide the transition toward more immersive experiences of properties online, as the world takes on a more remote, online approach to properties.”

As demand for real estate VR booms, Founders Fund leads $16M round into Giraffe360 platform by Mike Butcher originally published on TechCrunch

EU lawmakers are moving in on the metaverse and making it plain that, whatever newfangled virtual world/s and/or immersive social connectivity that tech industry hype involving the term may refer to, these next-gen virtual spaces won’t escape one hard reality: Regulation.

There may be a second metaverse certainty too, if the Commission gets its way: Network infrastructure taxes.

The EU’s internal market commissioner, Thierry Breton, said today it believes some of the profits made in an increasingly immersive software realm should flow to providers of the network backbone required to host these virtual spaces — a suggestion that’s sure to trigger a fresh round of net neutrality pearl-clutching.

The Commission has been signalling for some months that it wants to find a way to support mobile operators to expand rollouts of next-gen cellular technologies — via imposing some kind of a levy on US tech giants to help fund European network infrastructure — following heavy lobbying by local telcos.

Last week, Breton revealed it plans to consult on network infrastructure cost contribution ideas in Q1 next year — as part of a wider metaverse-focused initiative, with the latter proposal coming later in the year.

More details of the bloc’s thinking on fostering development of virtual spaces and the network pipes needed to connect them has emerged today.

EU initiative on virtual worlds

In a Letter of Intent published today, setting out the bloc’s policy priorities for 2023 — and accompanying her annual State of the European Union speech — the EU’s president, Ursula von der Leyen, confirmed the Commission will put forward an “Initiative on virtual worlds, such as metaverse” next year.

The letter offers scant details on what exactly will be inside the EU’s virtual worlds package. But Breton — via a blog post on LinkedIn of all places — has picked up the baton to flesh out his views on how to deal, in broad-brush policy terms, with (the) metaverse(s) — something he couches as “one of the pressing digital challenges ahead of us”.

Breton presents his remarks as “Europe’s plan to thrive in the metaverse”. Though it remains to be (officially) confirmed whether he’s flying a little solo here — or playing advanced messenger on the direction of next year’s initiative. (We asked the Commission for more on the forthcoming virtual worlds initiative but with so much EU action today our contact warned there could be a delayed response — before pointing back to Breton’s blog, suggesting he is indeed signposting where the bloc is headed on virtual worlds.)

First up, both Breton (at length) and von der Leyen (in passing) are clear in planting a regulatory stake in virtual ground — by pointing out that would-be metaverse monopolists will have to contend with existing EU rules, such as the recent major EU digital rule reboot.

Rebooted digital rules

In her letter penned in difficult geopolitical and economic times, von der Leyen urges the bloc to stay the course on the green and digital transitions — which formed a key plank of her policy plan when she took up her mandate at the end of 2019. “This is about building a better future for the next generation and making ourselves more resilient and more prepared for challenges to come,” she writes, encouraging EU institutions to stick with the transformative push for sustainability and digitalization and implement key pieces of the plan already agreed on.

“This includes implementing the landmark agreements on the Digital Markets Act (DMA) and the Digital Services Act (DSA) which saw the EU take global leadership in regulating the digital space to make it safer and more open,” she goes on, name checking two big components of the digital reboot agreed by the EU’s institutions earlier this year — before adding a further nod to what else may be coming: “We will continue looking at new digital opportunities and trends, such as the metaverse.”

In his blog post, Breton makes it even more plain that metaverse builders are already subject to EU rules. “With the DSA and DMA, Europe has now strong and future-proof regulatory tools for the digital space,” he writes, pointedly adding: “We have also learned a lesson from this work: We will not witness a new Wild West or new private monopolies.

“We intend to shape from the outset the development of truly safe and thriving metaverses.”

This conviction was doubtless cemented by Facebook’s corporate pivot last year to Meta — a self-declared “metaverse company” — as the tech giant sought to escape years of operational scandals and reputational toxicity stuck like a barnacle to its social media brand by deploying a crisis PR rebranding tactic that implies a pivot, without it having to make meaningful reform to its business or business model.

While no one can say for sure whether the metaverse will ever exist (or merely remain an amorphous marketing label), should anything of substance actually materialize it’s pretty clear it won’t be located that far away from the kind of social connectivity Meta already monetizes through mass surveillance-based profiling and behavioural ads. So it seems a safe bet Zuckerberg is hoping to bankroll Facebook’s ‘metaverse’ future via plenty of user-profiling and behavioral ads too, at least in large part.

But if the Facebook founder was betting on a little corporate rebranding exercise to get Meta ahead of pesky regulators — such as privacy watchdogs in Europe that are finally starting to land some sizeable lumps on the company — he may be disappointed to find virtual worlds aren’t an escapist paradise after all.

Out with the old growth playbook

Taken as a whole, Breton’s remarks suggest the EU will be coming with a blended ‘sow and scythe’ package for virtual worlds — offering support initiatives (to encourage development and infrastructure) but also warnings that it will step in actively to steer and shape development, to ensure any new wave of ever-more-immersive socio-digital spaces don’t just repeat the same toxic growth playbook as Facebook.

Key EU preoccupations here appear to be enforcing user-centric safety issues (such as in areas like content moderation); and ensuring platforms remain open and contestable to the whole market (via mandating interoperability standards).

“Our European way to foster the virtual worlds is threefold: People, technologies and infrastructure,” Breton writes, summarizing the planned approach. “This new virtual environment must embed European values from the outset. People should feel as safe in the virtual worlds as they do in the real one.

“Private metaverses should develop based on interoperable standards and no single private player should hold the key to the public square or set its terms and conditions. Innovators and technologies should be allowed to thrive unhindered.”

There is also a reference to launching a “creative and interdisciplinary movement” — with the goal of developing “standards, increas[ing] interoperability, maximising impact” — a movement Breton says he wants to involve IT experts, regulatory experts citizens’ organisations and youth, in a similar fashion to the new European Bauhaus initiative the EU has applied to encourage engagement with sustainability-focused ‘green deal’ goals.

This piece of the EU plan contrasts to the more single-minded focus of Meta president (and former EU lawmaker), Nick Clegg, who — in his role evangelizing metaverse for Meta — has spent a lot of words talking up the volume of developer jobs that will be needed to build the immersive future Meta is betting its corporate continuity on.

Breton’s point appears to be that the EU wants a far more diverse mix of expertise to be involved in any ‘metaverse’ development. (Or, tl;dr: ‘We all know what happens when tech worlds are built, owned and operated by too many techbros — and we sure don’t want a repeat of that!’)

Ecosystem support — and infrastructure taxes?

A second big chunk of Breton’s blog post focuses on the technologies and tech skills the Commission sees as necessary for the bloc to have the power to bend virtual world makers to “European values”.

Breton notes these span many areas — of “software, platforms, middleware, 5G, HPC, clouds, etc” — but with “immersive technologies and virtual reality” identified as being “at the heart” of the metaverse “phenomenon”. So immersive tech looks to be where the EU will direct the meatiest ecosystem support in the forthcoming virtual worlds package.

But for starters Breton has announced the launch of a VR and AR industry coalition.

“The Commission has been laying the groundwork to structure this ecosystem,” he writes. “Today, I am happy to launch the Virtual and Augmented Reality Industrial Coalition, bringing together stakeholders from key metaverse technologies. We have developed a roadmap endorsed by over 40 EU organisations active in this space, from large organisations to SMEs, and universities.”

He also gives a nod to the European Chips Act — which aims to mobilize public and private investment to drive on-shore semiconductor manufacture in a supply chain resilience and digital sovereignty drive — with the commissioner recognizing that hardware development and production is a core component for virtual worlds, underpinning its development (and, ultimately, most likely, determining whether or not immersive technologies like VR and AR remain a niche (sometimes) nausea-inducing pass-time for the geeky few or actually make the leap into a transformative mainstream medium).

“The next step will be a quantum leap from current virtual reality and other enabling technologies to a world that truly blends the real with the virtual,” pens Breton, a former telco exec, in full tech evangelist mode.

The EU commissioner saves the most controversial piece of the upcoming metaverse plan for last: A plan for infrastructure taxes to come down the policy pipe. And he confines himself to trying to tamp down any objections by laying out a case for some form of levy to fund the necessary connectivity — aka the high capacity, high bandwidth, high speed, low latency networks we’re told will be needed to sustain these hyper immersive virtual spaces we’re also told we’ll want to pause our off-line existence to spend time in.

There are no firm details on what the EU is proposing on virtual world taxes as yet — just an affirmation that a consultation is coming down the pipe.

“The current situation, exacerbated during the Covid pandemic, shows a paradox of increasing volumes of data being carried on the infrastructures but decreasing revenues and appetite to invest to strengthen them and make them resilient,” writes Breton, drawing on long-standing telco gripes about scale of network investment demanded to roll out techs like 5G vs dwindling returns.

“The current economic climate sees stagnating rewards for investment and increasing deployment costs for pure connectivity infrastructure,” he goes on. “In Europe, all market players benefiting from the digital transformation should make a fair and proportionate contribution to public goods, services and infrastructures, for the benefit of all Europeans.”

Case made, Breton ends by trailing what he couches as a “comprehensive reflection and consultation on the vision and business model of the infrastructure that we need to carry the volumes of data and the instant and continuous interactions which will happen in the metaverses” — thereby landing a second blow of his case-hammer backing metaverse infrastructure taxes.

Still, you have to admire the EU’s repurposing of the tech industry’s latest shiny new hype vehicle to truck back the other way and deliver an age-old demand for a revenue share.

 

Europe wants to shape the future of virtual worlds with rules and taxes by Natasha Lomas originally published on TechCrunch

Applications in the metaverse often feel like more of a marketing gimmick than something that a critical mass of consumers would use, let alone pay for. But turn to the enterprise, and there appears to be a very lucrative opportunity that’s well into finding traction. Today, one of the early movers in building solutions for that market is announcing a round of funding to double down on the opportunity.

Varjo, which builds hardware and integrated software for “professional grade” virtual and augmented reality for industrial and other enterprise applications, has raised $40 million, a Series D that it will be using both to continue R&D for its headsets, as well as to delve further into software applications and tools for the Varjo Reality Cloud, its own streaming platform that it launched earlier this year.

The company is headquartered in Helsinki, Finland — founded and run by longtime veterans from Nokia cast asunder when that company, once a leading smartphone and mobile maker, went into a tailspin last decade — and its backers in this round include a number of big investors out of the region.

They include EQT Ventures, Atomico, strategic backer Volvo Car Tech Fund, Lifeline Ventures, and Tesi, the Finnish government VC and PE fund; with new backers Mirabaud and Foxconn also participating. Varjo describes the latter two as strategic: it’s not clear how the Swiss finance and banking giant is working with Varjo, but Foxconn is being tapped to help manufacture its devices, CEO Timo Toikkanen said in an interview.

Varjo is not disclosing valuation, but data from PitchBook estimates that its last round in 2020 valued it at $146 million and Toikkanen (who used to lead all of Nokia mobile phones business before and after it was acquired by Microsoft) noted that the new valuation is “very positive.”

In a hardware landscape that is dominated by big tech companies — particularly in VR hardware — Varjo is notable for being an independent player, and not one that’s prone to gobbling lots of cash to stay that way: it’s only raised around $150 million since being founded in 2016. Toikkanen declined to say whether Varjo has been approached by others for acquisition, but given that Nokia background, I’d hazard to say that he and others on the team understand first-hand the value of remaining a smaller company when it comes to innovation.

“We are very fond of what we do at this size,” he said. “There are great benefits to independence. We are fast moving and we have the ability to respond to customer needs.”

Perhaps the independence has also lent the company a greater degree of focus. A number of players in the area of XR have been focusing on headsets and applications for consumers, and some would argue that the quality of those efforts has been variable: Meta was roundly ridiculed when Mark Zuckerberg provided a preview its Horizon Worlds expansion; but others are making efforts to improve the experience.

And there are also a number of companies that have also put their money on the B2B opportunity (they include Meta building enterprise applications, HP, and ByteDance-owned Pico), although even in that area, some like Spatial have pivoted away to other aspects of the “metaverse.”

Within that spectrum, Varjo is among those that took a position early on that the first adopters (and perhaps the main ones?) of XR products would be enterprise customers, and it has stuck to it.

”Consumer and corporation expectations towards metaverse are globally high. To meet these expectations, both technology that is easy to use and accurate as well as high-quality software and content are needed. Varjo’s tech – namely, the new XR streaming platform ’Varjo Reality Cloud’ in combination with the company’s XR-3, VR-3 and Aero products – enables professional, fully virtual work in various sectors, anytime and anywhere,” said Keith Bonnici, investment director at Tesi, in a statement. “This then promotes global remote work, boosting efficiency and decreasing CO2 emissions from work travel.”

In terms of its products, Varjo’s focus is on producing premium, business-critical services and devices (read: expensive, but for a customer that is less sensitive on pricing), and to take an approach that virtual and augmented reality would go hand-in-hand as mixed reality. Toikkanen believes that prescience has been integral to its success.

“We have never been a ‘hype’ company,” he said in his understated, Finnish clip. “We have been very consistent in saying that the entry point from the beginning is mixed reality. Eventually everything has worked out to be built that way. We also said that the ultimate incarnation would need to be as good as real life. Pixelated holographic would never be good enough.”

The company currently makes three different headsets — the XR-3, the VR-3 and the Aero, ranging in prices respectively from about $6,500 to $1,500 with additional costs for software subscriptions to use with them (which appear to start at around $1,500 annually), as well as a separate development environments for its Reality Cloud and another next-generation product it calls Teleport that is still in alpha.

Its focus these days is on applications in areas like design and manufacturing, engineering, education, and healthcare, and in addition to Volvo, its customers include Lockheed Martin, Boeing, Aston Martin, Kia — in all, about 25% of the Fortune 100, the company said — as well as “various departments across the United States and European Governments.”

With found Urho Konttori, another Nokia alum, on board as Varjo’s CTO, the startup also owns seven patent families related to XR.

“Varjo is very intellectual property-protection oriented,” Toikkanen said, noting that the company has been approached by other tech companies to license that IP, but that it has yet to develop that business. “Today the focus is on building it into our own products and services. That is the way you can can get access.”

 

Last week, Mark Zuckerberg was roundly mocked for the bad graphics in his preview of a new expansion of Horizon Worlds, Meta’s metaverse effort. His quick response promising better avatars for the actual launch speaks to just how much appearances do matter in these situations. Now, in a spot of perfect timing, a startup out of Talinn, Estonia, called Ready Player Me — which has built a popular platform for creating dynamic, animated avatars to use across virtual worlds built and operated by others — is announcing $56 million in funding to grow its business.

The company today handles about 5 million avatars from across some 3,000 partners, and the funding will be used in three basic areas: to continue hiring (the company has offices in NYC); to expand the platform with more developer tools, including those for monetization, and to build more services for creators using Ready Player Me (it offers both an SDK and API); and to double down on the idea that creating single avatars, and identities, that are interoperable and can be used across multiple virtual environments will improve overall user experience, and thus help grow user numbers.

“Our bigger vision is to connect the metaverse through avatars,” said Timmu Toke, co-founder and CEO, Ready Player Me, in an interview. “There may be metaverse [experiences] owned by big companies, who will make all the rules, but there is a vision of an open one where people can travel, built by millions of developers, where no one controls the whole thing. Like the internet. We’re trying to push the world towards that metaverse.”

The Series B is being led by Andreessen Horowitz, the storied VC that has in recent times doubled down on all things web3, including metaverse technology; and it is being joined by a longer list of equally big names. David Baszucki, co-founder of Roblox; Justin Kan, co-founder of Twitch; Sebastian Knutsson & Riccardo Zacconi, King Games co-founders; sports and entertainment company Endeavor; Kevin Hart and Hartbeat Ventures; the TikTok-y D’Amelio family; Punk6529; Snowfro; Collab Currency; Plural; Konvoy Ventures; Robin Chan, co-founder of Fractal; and others are also participating.

Ready Player Me isn’t disclosing a valuation — Toke said “it’s good” — but the round is coming swiftly on the heels of the company’s last round, a Series A of $13 million earlier this year in January in a round led by Taavet + Sten (a VC led by Taavet Hinrikus former of Wise/TransferWise and Sten Tamkivi, formerly of Teleport and once an EIR at a16z; it’s also in this Series B).

Between then and now, Ready Player Me has been growing like a weed. The over 3,000 partners that it works with is more than triple the number it had in January (when the number was around 900).

That number says something about the fragmentation in the space at the moment — and something about how long-tail the audience is right now, too — two reasons why having companies building services that work across all of these different walled gardens makes some sense.

Whether that concept will have staying power over time — for example if we start to see some consolidation and concentration of audiences, or if bigger players (like Meta) want to take the creation and control of avatars into their own hands — remains to be seen. That is definitely one potential gating factor for startups like this one. Or, potentially, an opportunity: it makes a company like Ready Player Me an acquisition target for those hoping to be the single more powerful platform extending across the metaverse; but it also gives the startup some potential strategic impetus to grow and become that platform itself.

In support of the latter route, Ready Player Me says that its tech was eight years in the making: the company was hatched out of Wolf3D,  which worked with companies like Tencent, Verizon, HTC and Wargaming to build them custom avatar systems.

That work led to the company aggregating a proprietary database of more than 20,000 face scans, created using the company’s own 3D scanners. That database was used in turn used to build a deep-learning-based platform, which can produce real-time animated avatars not unlike the Animojis you get on Apple’s iOS, except that with Ready Player Me, the animated avatars are created to “accurately predict and render realistic faces from a single 2D photo,” which can be used on desktop, web, and mobile. It can also work off 3D images.

(Wolf3D still has a site as you can see from the link above, although the site hasn’t been updated since 2021, when Ready Player Me was unveiled. Toke told me it is a great lead generator so it’s kept it up, but that enterprise/B2B business has been rolled up for now.

These days, Ready Player Me’s partners span both web3 and web2 environments, and they include VRChat, Spatial, Somnium Space, RTFKT, said the company. The startup said it works with creators and fashion brands — customers include Adidas, New Balance, Dior, Pull&Bear, and Warner Brothers — to help them build cross-game avatar “assets” across the metaverse. The partners are the ones building platforms, or games and other experiences within those other platforms; and so part of what Ready Player Me also offers is a chance for its network of partners to integrate their avatars into those other experiences.

“Our core target today is the midsized gaming company rather than the big companies. We talk with Meta and others too,” Toke said, “but we think that the bigger will grow rapidly and so it makes sense to work with them first.” He noted that a lot of its partners “are still building experiences so a big part of the network is still not activated, and there is a lot more growth to come.”

The idea of building a platform to create avatars that work across multiple environments is central to how a lot of proponents of web3 think the whole effort will become more viable in the long term. Some of the big issues in metaverse business models up to now have been accessibility and user experience — in effect, you have to buy into device ownership and it’s all a little on the clumsy side to use, really aimed more at early adopters willing to take on that baggage than the mass market — so creating at least one piece of tech to make it easier to port one’s identity from one virtual world to another — complete with a single user ID — removes one of the obstacles.

“Ready Player Me is loved by both developers and players as the largest platform for avatar-systems-as-a-service, and is well on their way to building the interoperable identity protocol for the open Metaverse,” said Jonathan Lai, a general partner at Andreessen Horowitz, in a statement. “We’ve been deeply impressed by the team’s blend of developer empathy, technical chops, and entrepreneurial pragmatism, and couldn’t be more excited to partner with them on this journey.”

Dating giant Match Group announced a series of changes to Tinder’s management team alongside the announcement of disappointing second quarter earnings on Tuesday. Notably, Tinder CEO Renate Nyborg will be departing the company after less than a year in the top job. Match Group is also killing Tinder’s plans to adopt new technology, like cryptocurrencies and metaverse-based dating.

In a shareholder letter, Match Group CEO Bernard Kim expressed frustration with Tinder’s current performance, noting the popular dating app has not been able to realize its typical monetization success over the past few quarters and is failing to meet the company’s original expectations for revenue growth for the latter half of 2022.

Kim chalked up Tinder’s troubles to “disappointing execution on several optimizations and new product initiatives,” but added that Tinder’s product execution and velocity could still be improved.

Alongside the departure of Nyborg, Tinder will have a re-organized management team that also includes:

  • COO Faye Iosotaluno, formerly Match Group’s Chief Strategy Officer, as Tinder’s COO
  • CPO Mark van Ryswyk, as Tinder’s Chief Product Officer. Ryswyk is an experienced gaming executive who joined the company in June.
  • CMO Melissa Hobley, formerly OKCupid’s CMO, as Tinder’s Chief Marketing Officer
  • CTO Tom Jacques, as Tinder’s Chief Technology Officer. An 11-year Match Group veteran, who has been Tinder’s CTO for the last 5 years.
  • Advisor Amaranth Thombre. The current CEO of Match Group Americas and 15-year Match Group veteran will advise the Tinder management team on product roadmap and growth.

Kim said he will oversee the team while Tinder searches for a permanent CEO.

Reading between the lines, there was also a hint that the younger generation of users may have lost its appetite for dating apps like Tinder — a culture shift which can’t just be chalked up to lingering pandemic impacts. The letter notes that people have moved past Covid lockdowns and re-entered “a more normal way of life,” but their willingness to try online dating apps for the first time hasn’t returned to pre-pandemic levels.

Instead, Match Group reports that its highest engagement is now coming from existing users.

As part of its revamp, Tinder’s “dating metaverse” ambitions have been dramatically scaled back. The company had been planning to leverage its Hyperconnect acquisition to create a new form of online dating in a virtual environment, but those ideas are on pause as Match Group now has to address broader issues.

“…Given uncertainty about the ultimate contours of the metaverse and what will or won’t work, as well as the more challenging operating environment, I’ve instructed the Hyperconnect team to iterate but not invest heavily in metaverse at this time,” wrote Kim. “We’ll continue to evaluate this space carefully, and we will consider moving forward at the appropriate time when we have more clarity on the overall opportunity and feel we have a service that is well-positioned to succeed.”

Also on the chopping block was crypto.

“After seeing mixed results from testing Tinder Coins, we’ve decided to take a step back and re-examine that initiative so that it can more effectively contribute to Tinder’s revenue,” said Kim. “We also intend to do more thinking about virtual goods to ensure that they can be a real driver for Tinder’s next leg of growth and help us unlock the untapped power users on the platform,” he added.

The company says it’s still planning developing features to make Tinder more appealing to women, including a subscription-based package that will provide “curated recommendations” as well as features designed to get friends involved in introductions. Across other products, it will also look to new features, like live streaming video, to drive adoption.

Overall, Match posted Q2 2022 revenue of $795 million, up 12% year-over-year, but below average Wall St. estimates of $804.22 million. It also posted a loss of $31.86 million, or 11 cents per share, versus 46 cents in the year-ago quarter. Analysts were expecting earnings of 57 cents per share. Match said its operating loss was $10 million, impacted by a $217 million write down of intangibles related to lower financial outlooks for its Azar and Hakuna apps from Hyperconnect.

Estimates for the quarter ahead weren’t good either, with Match Group forecasting flat Q3 growth to $790 million to $800 million in revenue, below estimates of $883 million. Tinder revenue growth is expected to be I the “mid single digits.”

Shares dropped over 20% in after-hours trading on the news.

When I spoke to Roblox in 2020, the company was in the midst of rebuilding its entire underlying infrastructure. It had been running into issues with downtime due to insufficient resources to meet demand and needed to build a modern, cloud-native system to handle its growing user base.

But beyond the nuts and bolts of that system rebuild, Roblox had some ideas for their developer users as well. The gaming platform was also looking at its developer tool set and how it could prepare for a world where the venerable web browser was no longer its main delivery mechanism.

Roblox aims to democratize game development, letting its users build games regardless of their technical skill. You could be a 10-year-old in Peoria or a team of professional game developers in Tokyo — whatever your skill level or motivation, the idea is to provide a platform where people can build games.

But the company believes that the Roblox platform could have more uses and is building a new approach to accommodate the required flexibility while keeping it easy to use. By hiding the underlying complexity from less experienced developers and building a flexible new system for more technical users, Roblox is looking to move beyond games into other experiences like virtual concerts, commerce and more creative approaches.

“We look in some ways like a very specialized cloud provider, and our community comes in and builds all this stuff on top of it.” Dan Sturman, CTO, Roblox

We recently caught up with Roblox CTO Dan Sturman to get an inside look at how this project is coming together, the challenges of building a tech stack for the masses and the company’s foray into virtual currency.

Rethinking the tool set

While the terms “web3” and “metaverse” get tossed around quite often these days, especially when talking about a social gaming platform with a monetization engine, Roblox wants to avoid the jargon. Instead, the company wants to build a flexible platform that moves content seamlessly across device types, whether it’s phones, headsets or desktop computers.

“Metaverse is a term that’s been blown up and overused and it’s non-specific. But I tend to go back to these two core elements: 3D and social. There’s so many interesting things you can do when it’s a 3D environment. It’s within a collaborative sort of mode with some group of people — your friends, your colleagues, people with the same interests, whatever that is. Those two coming together, I think, have a ton of power behind it,” he said.