Steve Thomas - IT Consultant

Following its announcement late last month, Facebook’s new 128GB model of the Oculus Quest 2 is now available to buy. You can purchase the VR headset from the company’s website for the same $299 price as the previous 64GB base model. “Long story short? We’ve created this 128GB model so that players can easily store and access more games and apps on a single device,” Facebook says of the new variant.

Facebook announced the 128GB model at the same time it issued a voluntary recall of the Quest 2 to address an issue with the original face insert that came with the headset. The company temporarily stopped selling the Quest 2 for about a month so that it could add a new silicone face cover inside the box of each new unit. If you’re a current Quest 2 owner, you can request Facebook send you the new silicone cover by visiting the My Devices section of the account settings. The new 128GB model also comes with the silicone cover inside the box.

Editor’s note: This post originally appeared on Engadget.

eYs3D Microelectronics, a fabless design house that focuses on end-to-end software and hardware systems for computer vision technology, has raised a $7 million Series A. Participants included ARM IoT Capital, WI Harper and Marubun Corporation, who will each serve as strategic investors.

Based in Taipei, Taiwan, eYs3D was spun out of Etron, a fabless IC and system-in-package (SiP) design firm, in 2016. It will use its new funding to build its embedded chip business in new markets. The company’s technology, including integrated circuits, 3D sensors, camera modules and AI-based software, have a wide range of applications, such as robotics, touchless controls, autonomous vehicles and smart retail. eYs3D’s products have been used in the Facebook Oculus Rift S and Valve Index virtual reality headsets, and Techman Robots.

ARM, the microprocessor company, will integrate eYs3D’s chips into its CPU and NPUs. WI Harper, a cross-border investment firm with offices in Taipei, Beijing and San Francisco, will give eYs3D access to its international network of industrial partners. Marubun Corporation, a Japan-based company that distributes semiconductors and other electronic components, will open new distribution channels for eYs3D.

In a press statement, ARM IoT Capital chairman Peter Hsieh said, “As we look to the future, enhanced computer vision support plays a key role in ARM’s AI architecture and deployment. eYs3D’s innovative 3D computer vision capability can offer the market major benefits, and we are pleased to partner with the company and invest in the creation of more AI-capable vision processors.”

The new funding will also be used to expand eYs3D’s product development and launch a series of 3D computer vision modules. It will also work with new business partners to expand its platform and hire more talent.

eYs3D’s chief strategy officer James Wang told TechCrunch that the global chip shortage and Taiwan’s drought haven’t significantly impacted the company’s business or production plans, because it works with Etron as its integrated circuits manufacturing service.

“Etron Technology is one of the major accounts for the Taiwanese foundry sector and has strong relationships with the foundries, so eYs3D can receive products for its customers as required,” he said. “Meanwhile, eYs3D works closly with its major customers to schedule a just-in-time supply chain for their production pipelines.”

The company’s systems combine silicon design and algorithms to manage information collected from different sensor sources, including thermal, 3D and neural network perception. Its technology is capable of supporting visual simultaneous location and mapping (vSLAM), object feature depth recognition, and gesture-based commands.

Yang said eYs3D can provide end-to-end services, from integrated circuit design to ready-to-use products, and works closely with clients to determine what they need. For example, it offered its chip solution to an autonomous robot company for obstacle avoidance and people-tracing features.

“Since their expertise is in robotic motor controls and mechanicals, they needed a more complete solution for a design module for 3D sensing, as well as object and people recognition. We provided them with one of our 3D depth camera solutions and SDK along with middleware algorithm samples for their validation,” said Yang. “The customer took our design package and seamlessly integrated our 3D depth camera solution for proof-of-concept within a short period of time. Next, we helped them to retrofit the camera design to fit in their robot body prior to commercialization of the robot.”

YouTube has a host of big product updates coming this year, and it just detailed a lot of them in a blog post from Chief Product Officer Neal Mohan. Google’s streaming video site plans to expand its TikTok-esque Shorts mobile video creation and consumption tool to the U.S. (it’s currently in beta in India), make YouTube TV a more full-featured in-home cable alternative, add customization and control options to YouTube Kids and more.

Many of the product updates detailed by Mohan are expansions of existing tests and beta features, but there are also entirely new developments that could significantly change how YouTube works for both creators and audiences. YouTube’s focus on monetization and new formats also indicates a desire to keep creators happy, which makes a lot of sense in the context of the platform’s popular new mobile-first competitor TikTok.

Here’s a TL;DR of everything YouTube announced today for its 2021 roadmap:

  • Expansion of its in-video e-commerce shopping experience beyond the current limited beta
  • Expansion of Applause tipping feature
  • YouTube Shorts launching in the U.S.
  • Adding the ability for parents to specify individual channels and videos for their kids to be able to watch on YouTube Kids
  • New features for user playlists on YouTube Music, and making those playlists more discoverable to others
  • A new paid add-on coming to YouTube TV that offers 4K streaming, DVR for off-line playback, and unlimited simultaneous in-home streams
  • Automatic video chaptering for some videos that don’t have creator-defined ones
  • A redesigned YouTube VR experience focused on accessibility, search and better navigation

YouTube has a big year planned, and some of these changes could significantly alter the dynamics of the platform. Making it possible for every creator to turn their channel in a mini shopping channel has a lot of potential to alter what it looks like to build a business on the platform, while YouTube TV’s transformation narrows the gap even further between that service and traditional cable and satellite provider offerings.

A new report suggests there’s a pricey Apple VR headset in the works, Facebook’s Oversight Board will examine one of the social network’s most consequential decisions and we review the Samsung Galaxy S21 Ultra. This is your Daily Crunch for January 21, 2021.

The big story: Apple might be working on a VR headset

Apple is developing a standalone virtual reality headset that could debut in 2022, according to Bloomberg.

The headset is supposed to include a processor more powerful than the M1 chip currently included in the MacBook Air and 13-inch MacBook Pro. And it would cost more than most competing products (so possibly in the $1,000 range or more).

It sounds, in other words, like this is meant to be a specialist product, perhaps paving the way for a more mass-market device later.

The tech giants

Facebook’s Oversight Board will review the decision to suspend Trump — Facebook VP Nick Clegg called the circumstances around Trump’s suspension an “unprecedented set of events which called for unprecedented action.”

Samsung Galaxy S21 Ultra review: Camera refinements are nice, but the price drop’s the thing — The updates are mostly iterative for an already solid handset, but we won’t say “no” to a $200 price drop.

YouTube launches hashtag landing pages to all users — The company has been quietly working on a new feature that allows users to discover content using hashtags.

Startups, funding and venture capital

TripActions raises $155M at $5B valuation as corporate travel recovers from pandemic lows — The company became something of a poster-child for the impact of COVID-19 on certain startup categories.

Omnipresent raises $15.8M Series A for its platform to employ remote-workers globally — Omnipresent says it ensures the process of remote-hiring costs a fraction of what it normally would.

Soci raises $80M for its localized marketing platform — National and global companies like Ace Hardware, Anytime Fitness, The Hertz Corporation and Nekter Juice Bar use Soci to coordinate marketing across individual stores.

Advice and analysis from Extra Crunch

Eight VCs agree: Behavioral support and remote visits make digital health a strong bet for 2021 — In 2020, more of us saw our doctor on video than ever before.

Hot IPOs hang onto gains as investors keep betting on tech — Lemonade is a great example.

Decrypted: With more SolarWinds fallout, Biden picks his cybersecurity team — In this week’s Decrypted, we look at the ongoing fallout from the SolarWinds breach and who the incoming president wants to lead the path to recovery.

(Extra Crunch is our membership program, which helps founders and startup teams get ahead. You can sign up here.)

Everything else

The biggest step the Biden administration took on climate yesterday wasn’t rejoining the Paris Agreement — Instead, it was a move to get to the basics of monitoring and accounting, of metrics and dashboards.

How Bitcoin is helping middle-class users survive the pandemic — People like Saeed, an Iranian immigrant to France, see cryptocurrency as a necessity.

MIT aims to speed up robot movements to match robot thoughts using custom chips — The method results in custom computer chips that can offer hardware acceleration as a means to faster response times.

The Daily Crunch is TechCrunch’s roundup of our biggest and most important stories. If you’d like to get this delivered to your inbox every day at around 3pm Pacific, you can subscribe here.

Apple is reportedly working on developing a high-end virtual reality headset for a potential sales debut in 2022, per a new Bloomberg report. The headset would include its own built-in processors and power supply, and could feature a chip even more powerful than the M1 Apple Silicon processor that the company currently ships on its MacBook Air and 13-inch MacBook Pro, according to the report’s sources.

As is typical for a report this far out from a target launch date, Bloomberg offers a caveat that these plans could be changed or cancelled altogether. Apple undoubtedly kills a lot of its projects before they ever see the light of day, even in cases where they include a lot of time and capital investment. And the headset will reportedly cost even more than some of the current higher-priced VR headset offerings on the market, which can range up to nearly $1,000, with the intent of selling it initially as a low-volume niche device aimed at specialist customers – kind of like the Mac Pro and Pro Display XDR that Apple currently sells.

The headset will reportedly focus mostly on VR, but will also include some augmented reality features, in a limited capacity, for overlaying visuals on real world views fed in by external cameras. This differs from prior reports that suggested Apple was pursuing consumer AR smart glasses as its likely first headset product in the mixed reality category for consumer distribution. Bloomberg reports that while this VR headset is at a late prototype stage of development, its AR glasses are much earlier in the design process and could follow the VR headset introduction by at least a year or more.

The strategy here appears to be creating a high-tech, high-performance and high-priced device that will only ever sell in small volume, but that will help it begin to develop efficiencies and lower the production costs of technologies involved, in order to pave the way for more mass-market devices later.

The report suggests the product could be roughly the same size as the Oculus Quest, with a fabric exterior to help reduce weight. The external cameras could also be used for environment and hand tracking, and there is the possibility that it will debut with its own App Store designed for VR content.

Virtual reality is still a nascent category even as measured by the most successful products currently available in the market, the Oculus Quest and the PlayStation VR. But Facebook at least seems to see a lot of long-term value in continuing to invest in and iterate its VR product, and Apple’s view could be similar. The company has already put a lot of focus and technical development effort into AR on the iPhone, and CEO Tim Cook has expressed a lot of optimism about AR’s future in a number of interviews.

The COVID-19 pandemic shined a harsh spotlight on the challenges many elderly people face. Older adults are among the highest-risk groups for developing cases that need hospitalization and nursing homes were especially vulnerable to outbreaks. While dealing with COVID-19, the elderly have also faced many other problems, including the difficulty of accessing medical care for chronic conditions during lockdowns and isolation.

Many of these issues won’t go away after the pandemic. According to the United Nations, the global population of people 65 and over is growing faster than any other age group. At the same time, there is a critical shortage of caregivers, especially for elderly people who want to continue living at home instead of moving into nursing homes.

Tech can help in many ways: by helping caregivers (and reducing burnout), allowing seniors to perform health monitoring at home and creating tools to combat isolation. During CES, there were several “age-tech” presentations. One of the most notable was AARP Innovation Lab, the non-profit’s startup accelerator program. It presented nine companies at the virtual show.

Zibrio's smart scale for assessing postural stability, or balance

Zibrio’s smart scale for assessing postural stability, or balance

One common theme among AARP’s group was tech that helps elderly people “age in place,” or stay in their homes or communities instead of moving into a nursing home. For example, Wheel Pad designs accessible home and work spaces that can be installed into existing structures and sites. Mighty Health is an app that pairs users with health coaches, certified trainers and personalized nutrition plans, while Zibrio, a scale that assesses users’ balance to predict if they are at risk for a fall, can also be incorporated into at-home routines.

Other startups from AARP Innovation Lab focus on helping caregivers, too. For example, FallCall Solutions’ creates Apple Watch apps that send alerts if a fall is detected and help family members check on users. Another app, called Ianacare, helps family members coordinate caregiving tasks and ask for support. End-of-life planning is one of the most emotionally difficult processes for families, and Cake, an “end-of-life platform” helps by providing tools for estate and health care planning, as well as resources to help relatives cope with caregiving issues and grief.

Other startups center on medical care. For people with chronic conditions, Folia Health helps monitor the progress of treatments. On the clinical side, Embleema’s software allows clinical investigators to share data and design studies, making pharmaceutical research more efficient.

Other noteworthy age-tech startups at CES included Nobi, a smart lamp that automatically turns on when users stand up and sends alerts to family members if they fall. Nobi can also be used in residences and nursing homes.

Caregiver Smart Solution's app for caregivers to coordinate tasks

Caregiver Smart Solution’s app for caregivers to coordinate tasks

Caregiver Smart Solutions is a multi-faceted platform that makes it easier for seniors to stay at home with a machine learning-based app for early detection of potential health issues, fall sensors, monitors and emergency buttons. For people with incontinence, DFree, a wearable device, can reduce stress by monitoring how full their bladder is with an ultrasound sensor and keeping track of their average time between bathroom visits. It’s available for both consumers and health care facilities.

A diagram of companion robot Cutii's features

A diagram of companion robot Cutii’s features

For elderly people living in nursing homes, Rendever is a virtual reality platform that wants to help reduce isolation. It can be used with reminiscence therapy, which guides individuals with dementia through experiences that remind them of their pasts, and to allow virtual travel to landmarks. Cutii, a companion robot, also seeks to reduce loneliness. While companion robots have been a mainstay of CES for years, Cutii sets itself apart with entertainment like music, games and live events. It also has video call and night patrol features.

NextMind debuted its Dev Kit hardware at CES last year, but the hardware is now actually shipping out, and the startup shared with me the production version to take a test drive. The NextMind controller is a sensor that reads electrical signals from your brain’s visual cortex, and translates those into input signals for a connected PC. A lot of companies have developed novel input solutions that use either eye-tracking or electrical impulse input from the body, but NextMind’s is the first I’ve tried that worked instantly and wonderfully, providing a truly amazing experience of a kind that’s hard to find in the current world of relatively mature computing paradigms.

The basics

NextMind’s developer kit is just that – a product aimed at developers that’s meant to give them everything they need to get building software that works with NextMind’s hardware and APIs. It includes the NextMind sensor which works with a range of headgear including simple straps, Oculus VR headsets, and even baseball hats, along with the software and SDK required to make it work on your PC.

Image Credits: NextMind

The package that NextMind provided me included the sensor, a fabric headband, a Surface PC with the engine pre-installed, and a USB gamepad for use with one of the company’s pre-build software demos.

The sensor itself is lightweight, and can operate for up to eight hours continuously on a single charge. It can charge via USB-C, and its software is compatible with both Mac and PC, along with Oculus, HTC Vive and also Microsoft’s HoloLens.

Design and features

The NextMind sensor itself is surprisingly small and light – it fits in the palm of your hand, with two arms that extend slightly beyond that. It features an integrated clip mount that can be used to attach it to just about anything to secure it to your head. In terms of fit, you just need to ensure that the 9 sets of two-pronged electrode sensors make contact with your skin, which NextMind provides instructions on doing by essentially making sure it straps snugly to your head, and then ‘combing’ the device slightly (moving it up and down to get your hair out of the way).

It wears comfortably, though you will notice the electrodes pressing into your skin, especially over longer use periods. The ability to use a standard baseball cap with the clip makes it super convenient to install and wear, and it worked with the Oculus Rift and Oculus Quest headstraps easily and instantly, too.

Image Credits: NextMind

Setup was a breeze. I was guided by NextMind’s co-creators, but the app provides clear instructions as well. There’s a calibration process during which you look at an animation being displayed on the host PC, which helps the sensor identify the specific signals that your occipital lobe is emitting when performing the target behaviour that you’ll later use to actually interact with NextMind-optimized software.

Here’s where it’s worth pausing to explain how NextMind is actually ‘reading your thoughts’: The sensor basically learns what it looks like when your brain is engaged in what the company calls “active, visual focus.” It does this using a common signal that it overlays on controllable elements of a software’s graphical user interface. That way, when you focus on a specific item, it can translate that into a ‘press’ action, or a ‘hold and move,’ or any other number of potential output results.

NextMind’s system is elegantly simple in conception, which is probably why it feels so powerful and rich in use. After the calibration process, I immediately jumped into the demos and was performing a range of actions effectively with my brain. First was media playback and window management on a desktop, and from there I moved on to composing music, entering a pin on a number pad, and playing multiple games, including a platformer where my mind control was supplementing my physical input on a USB gamepad to create a whole new level of fun and complex gameplay that wouldn’t be possible otherwise.

This is a Dev Kit, so the included software is just a small sampling of what could be possible with NextMind eventually, now that developers are able to build their own. What’s amazing is that the included samples are breathtaking on their own, providing an overall experience that is mind-bending in all the best possible ways. Imagining a future where NextMind hardware is even smaller and a seamless part of an overall computing experience that also includes traditional input is tantalizing, indeed.

Bottom line

NextMind’s Dev Kit is definitely just that – a Dev Kit. It’s intended for developers who are going to use it to write their own software that will take advantage of this unique, safe and convenient form of brain-computer interface (BCI). The kit retails for 399.00 € (around $487 USD), and is now shipping. NextMind has plans to eventually consumerise the product, and to work with other OEMs as well on implementations, but for now, even in this state, it’s an awe-inspiring glimpse into what could well be the next major shift in our daily computing paradigm.

All over the world startups are piling into the space marked “virtual interaction and collaboration”. What if a startup created a sort of ‘Club Penguin for adults’?

Step forward Cosmos Video, which has a virtual venues platform that allows people to work, hang out and socialize together. It has now raised $2.6m in seed funding LocalGlobe with participation from Entrepreneur First, Andy Chung and Phillip Moehring (AngelList), and Omid Ashtari (former President of Citymapper).

Founders Rahul Goyal and Karan Baweja previously led product teams at Citymapper and TransferWise respectively.

Cosmos allows users to create virtual venues by combining game mechanics with video chat. The idea is to bring back the kinds of serendipitous interactions we used to have in the real world. You choose an avatar, then meet up with their colleagues or friends inside a browser-based game. As you move your avatars closer to one another person you can video chat with them, as you might in real life.

The competition is the incumbent video conferencing platforms such as Zoom and Microsoft Teams, but calls on these platforms have a set agenda, and are timeboxed – they’re rigid and repetitive. On Cosmos you sit on the screen and consume one video call after another as you move around the space, so it is mimicking serendipity, after a fashion.

As well as having a social application, office colleagues can work collaboratively on tools such as whiteboards, Google documents and Figma; play virtual board games or gather around a table to chat.

Cosmos is currently being used in private beta by a select group of companies to host their offices and for social events such as Christmas parties. Others are using it to host events, meetup groups and family gatherings.

Co-founder Rahul Goyal said in a statement: “Once the pandemic hit, we both saw productivity surge in our respective teams but at the same time, people were missing the in-office culture. Video conferencing platforms provide a great service when it comes to meetings, but they lack spontaneity. Cosmos is a way to bring back that human connection we lack when we spend all day online, by providing a virtual world where you can play a game of trivia or pong after work with colleagues or gather round a table to celebrate a friend’s birthday.”

George Henry, partner, LocalGlobe: “We were really impressed with the vision and potential of Cosmos. Scaling live experiences online is one of the big internet frontiers where there are still so many opportunities. Now that the video infrastructure is in place, we believe products like Cosmos will enable new forms of live online experiences.”

Facebook’s bad week just got worse: It’s being investigated in Germany for linking usage of its VR product, Oculus, to having a Facebook account.

The tech giant raised the hackles of the VR community this summer when it announced it would be merging users of the latest Oculus kit onto a single Facebook account — and would end support for existing Oculus account users by 2023.

New users were immediately required to have a Facebook account in order to log in and access content for the virtual reality kit.

In August Facebook also announced that it was changing the name of the VR business it acquired back in 2014 for around $2BN — and had allowed to operate separately — to “Facebook Reality Labs“, signalling the assimilation of Oculus into its wider social empire.

(Related: The last of Oculus’ original co-founders left the company last year.)

In recent years Facebook has been pushing to add a ‘social layer’ to the VR platform — but the heavy-handed requirement for Oculus users to have a Facebook account has not proved popular with gamers.

Now antitrust authorities are taking an interest in the move.

Germany’s Federal Cartel Office (aka, the Bundeskartellamt) said today that it’s instigated abuse proceedings against Facebook to examine the linkage between Oculus VR products and its eponymous social network.

In a statement, its president, Andreas Mundt, said:

In the future, the use of the new Oculus glasses requires the user to also have a Facebook account. Linking virtual reality products and the group’s social network in this way could constitute a prohibited abuse of dominance by Facebook. With its social network Facebook holds a dominant position in Germany and is also already an important player in the emerging but growing VR (virtual reality) market. We intend to examine whether and to what extent this tying arrangement will affect competition in both areas of activity.

The FCO has another ‘abuse of dominance proceeding’ ongoing against Facebook — related to how it combines user data for ad profiling in a privacy-hostile way which the authority contends is an abuse of Facebook’s market dominance.

That case is seen as highly innovative in how it combines privacy and antitrust concerns so is being closely watched.

The latest FCO proceeding against Facebook comes at an awkward time for the tech giant, which has been hit with a massive antitrust lawsuit from 46 U.S. States — which accuse it of suppressing competition through monopolistic business practices.

As antitrust regulators have stepped up their scrutiny of Zuckerberg’s empire in recent years Facebook has responded by announcing a plan to consolidate its messaging products onto a single technical backend, as well as adding Facebook branding to its acquisitions — in an apparent bid to make it harder for competition regulators to order a break up.

Facebook’s PR has sought to cloak the move by claiming it will increase user privacy.

Yet the states’ antitrust case against the company includes filings that show an executive discussing using moments of perceived increased competition for Facebook as an opportunity to decrease Facebook user privacy.

So, uh, awkward….

Reached for comment on the FCO Oculus proceeding, a Facebook spokesperson sent us this statement: “While Oculus devices are not currently available for sale in Germany, we will cooperate fully with the Bundeskartellamt and are confident we can demonstrate that there is no basis to the investigation.”

The tech giant has used a series of legal tactics to block the FCO’s order against ‘superprofiling’ users.

Last year Facebook successfully applied to block the order banning it from combining user data. However Germany’s Federal Court of Justice reversed the decision of the Higher Regional Court — confirming the FCO’s decision. Although the hearing on the main proceeding is still pending at the Düsseldorf Higher Regional Court — currently scheduled for March 26, 2021 (after being postponed from a date in November).

Facebook responded to the Federal Court of Justice ruling by filing another emergency appeal against the FCO’s order — succeeding for a second time in blocking the order against combining user data.

The FCO says it does not have a route to appeal this preliminary block on points of law — meaning it’s had to lodge a complaint with the Federal Court of Justice, which it did on December 2.

In a statement, Mundt criticized Facebook for resorting to “legal remedies” to block the order which he said is delaying relief for consumers and competitors against Facebook’s abusive practices.

“The fact that Facebook has resorted to various legal remedies is not surprising in view of the significance which our proceedings have for the group’s business model. Nevertheless, the resulting delay in proceedings is of course regrettable for competition and consumers,” he said.

“This is the second time that the Higher Regional Court has preliminarily granted an emergency appeal filed by Facebook. The deadline imposed on Facebook for implementing our demands has again been suspended. As in our view the reasons for this are not sustainable, we have immediately filed a complaint with the Federal Court of Justice. We want the clock to be ticking again for Facebook.”

Facebook using courts to block attempts to hold its business model accountable for violating regional laws is par for the course in Europe.

The tech giant has recently succeeded in blocking a preliminary order from Ireland’s Data Protection Commission to suspend personal data transfers to the US by applying for a judicial review of the regulator’s process, for example.

It also sought to block Irish courts from referring the Schrems II case, which underpins that decision, to the CJEU in the first place — though it did not succeed.

In public remarks in September, Facebook VP Nick Clegg claimed it’s taking that legal action not to defend its own business model but to “try to send a signal that this is a really big issue for the whole European economy, for all small and large companies that rely on data transfers” — which he suggested would be “absolutely disastrous” for the EU as a whole.

In a move to shore up institutional support in what’s likely to be it’s last fundraising as a private company, the Los Angeles-based mobile gaming behemoth Scopely has raised $340 million in its latest eye-popping round of funding.

Acting as if there’s not still a global pandemic raging throughout the world, some of the largest institutional financing firms like Wellington Management, TSG Consumer Partners, CPP Investments, and funds managed by BlackRock poured more money into the gaming giant just one year after the company raised $200 million in another late-stage funding round.

“What we are seeing is that there’s a significant appetite from public market investors to interactive entertainment as a category,” said Scopely co-chief executive Walter Driver. “We were excited to crossover and invest in Scopely.”

These late-stage, traditionally pre-IPO investors joined NewView Capital, Battery Ventures, Greycroft, Revolution Growth and Highland Capital Partners in the funding, which values the company at $3.3 billion, according to a person familiar with the financing.

The massive windfall won’t mean anything for Scopely’s strategy as the already wildly profitable business continues to grow both organically and through its acquisition strategy of major mobile gaming studios, according to co-chief executive, Walter Driver.

Unlike the other big companies that have taken billions of dollars in the gaming market — chiefly Epic Games and Unity — Scopely isn’t making tools for gaming. The focus at the Los Angeles-based company is squarely on the games themselves and the players who spend billions of dollars on them.

Scopely is focused on building the end-to-end publishing capabilities and development capabilities that will result in the longest term relationships with players for years to come,” Driver said. “This space is evolving really quickly and we have grown exponentially. If we want to be the leading company in the space, we have to be capitalized like the leading the company in the space.”

In terms of capitalization, no other mobile gaming studio comes close. The company’s closest competitor, both in proximity and in strategy would probably be the other LA-based mobile gaming company, Jam City, which is reportedly valued at $1.1 billion.

Scopely doesn’t shy away from developing aspects of the platform technologies that have powered Epic and Unity to their own multi-billion valuations, but it isn’t selling those tools to other companies, Driver said.

“Our belief is that over the longterm the most valuable companies in this space are going to be fully vertically integrated and own proprietary technology platforms,” he said.  

For Scopely, technology development is all about user retention, and developing the publishing capabilities and development capabilities that will help the company and its games stay relevant to an increasingly expanding and increasingly savvy audience of gamers.

And the company has an eye on the future. It’s looking at moving more of its games between platforms desktop, mobile, and consoles as games evolve to be played across those different systems. While that doesn’t mean developing for augmented reality or virtual reality hardware yet, Driver doesn’t rule it out.

“We do think there’s going to be continued innovation of new genres and consumer experience and more convergence and cross-pollination between platforms. Scopely is going to be focused on a player-centric approach rather than a device-centric one,” said Driver. 

For Driver and his co-founder, Javier Ferreira, Scopely’s growth — and that of the total gaming industry — represents an evolution in the ways that consumers want to be entertained.

Scopely’s players are spending 80 minutes per-day on games like “Star Trek Fleet Command”, “MARVEL Strike Force”, Scrabble GO” and “YAHTZEE With Buddies” and that time spent is actually spent socially.

“People have found — and investors looking at the space have found also that people value the connection they’re getting from interactive experiences. It’s not just our relationship with the players, but their relationships with each other,” Driver said. “Inside of most passively consumed media experiences, you don’t have an identity. You don’t have friends.

Or, to put in more nakedly capitalist terms, “We believe mobile gaming’s rapid growth makes it one of the most attractive categories in entertainment from an investment standpoint,” as Dan Sundheim the co-founder of late-stage Scopely backer D1 Capital, said in a statement. “We are confident that Scopely’s vision for the future coupled with its strategic approach to creating a vertically integrated game-making ecosystem, differentiated technology platform, and deep relationships with players will continue to cement its status as an industry leader.”

 

Virtual meetings are a fundamental part of how we interact with each other these days, but even when (if!?) we find better ways to mitigate the effects of Covid-19, many think that they will be here to stay. That means there is an opportunity out there to improve how they work — because let’s face it, Zoom Fatigue is real and I for one am not super excited anymore to be a part of your Team.

mmhmm, the video presentation startup from former Evernote CEO Phil Libin with ambitions to change the conversation (literally and figuratively) about what we can do with the medium — its first efforts have included things like the ability to manipulate presentation material around your video in real time to mimic newscasts — is today announcing an acquisition as it continues to hone in on a wider launch of its product, currently in a closed beta.

It has acquired Memix, an outfit out of San Francisco that has built a series of filters you can apply to videos — either pre-recorded or streaming — to change the lighting, details in the background, or across the whole of the screen, and an app that works across various video platforms to apply those filters.

Like mmhmm, Memix is today focused on building tools that you use on existing video platforms — not building a video player itself. Memix today comes in the form of a virtual camera, accessible via Windows apps for Zoom, WebEx and Microsoft Teams; or web apps like Facebook Messenger, Houseparty and others that run on Chrome, Edge and Firefox.

Libin said in an interview that the plan will be to keep that virtual camera operating as is while it works on integrating the filters and Memix’s technology into mmhmm, while also laying the groundwork for building more on top of the platform.

Libin’s view is that while there are already a lot of video products and users in the market today, we are just at the start of it all, with technology and our expectations changing rapidly. We are shifting, he said, from wanting to reproduce existing experiences (like meetings) to creating completely new ones that might actually be better.

“There is a profound change in the world that we are just at the beginning of,” he said in an interview. “The main thing is that everything is hybrid. If you imagine all the experiences we can have, from in person to online, or recorded to live, up to now almost everything in life fit neatly into one of those quadrants. The boundaries were fixed. Now all these boundaries have melted away we can rebuild every experience to be natively hybrid. This is a monumental change.”

That is a concept that the Memix founders have not just been thinking about, but also building the software to make it a reality.

“There is a lot to do,” said Pol Jeremias-Vila, one of the co-founders. “One of our ideas was to try to provide people who do streaming professionally an alternative to the really complicated set-ups you currently use,” which can involve expensive cameras, lights, microphones, stands and more. “Can we bring that to a user just with a couple of clicks? What can be done to put the same kind of tech you get with all that hardware into the hands of a massive audience?”

Memix’s team of two — co-founders Inigo Quilez and Jeremias-Vila, Spaniards who met not in Spain but the Bay Area — are not coming on board full-time, but they will be helping with the transition and integration of the tech.

Libin said that he first became aware of Quilez from a YouTube video he’d posted on “The principles of painting with maths”, but that doesn’t give a lot away about the two co-founders. They are in reality graphic engineering whizzes, with Jeremias-Vila currently the lead graphics software engineer at Pixar, and Quilez until last year a product manager and lead engineer at Facebook, where he created, among other things, the Quill VR animation and production tool for Oculus.

Because working the kind of hours that people put in at tech companies wasn’t quite enough time to work on graphics applications, the pair started another effort called Beauty Pi (not to be confused with Beauty Pie), which has become a home for various collaborations between the two that had nothing to do with their day jobs. Memix had been bootstrapped by the pair as a project built out of that. And other efforts have included Shadertoy, a community and platform for creating Shaders (a computer program created to shade in 3D scenes).

That background of Memix points to an interesting opportunity in the world of video right now. In part because of all the focus (sorry not sorry!) on video right now as a medium because of our current pandemic circumstances, but also because of the advances in broadband, devices, apps and video technology, we’re seeing a huge proliferation of startups building interesting variations and improvements on the basic concept of video streaming.

Just in the area of videoconferencing alone, some of the hopefuls have included Headroom, which launched the other week with a really interesting AI-based approach to helping its users get more meaningful notes from meetings, and using computer vision to help presenters “read the room” better by detecting if people are getting bored, annoyed and more.

Vowel is also bringing a new set of tools not just to annotate meetings and their corresponding transcriptions in a better way, but to then be able to search across all your sessions to follow up items and dig into what people said over multiple events.

And Descript, which originally built a tool to edit audio tracks, earlier this week launched a video component, letting users edit visuals and what you say in those moving pictures, by cutting, pasting and rewriting a word-based document transcribing the sound from that video. All of these have obvious B2B angles, like mmhmm, and they are just the tip of the iceberg.

Indeed, the huge amount of IP out there is interesting in itself. Yet the jury is still out on where all of it would best live and thrive as the space continues to evolve, with more defined business models (and leading companies) only now emerging.

That presents an interesting opportunity not just for the biggies like Zoom, Google and Microsoft, but also players who are building entirely new platfroms from the ground up.

mmhmm is a notable company in that context. Not only does it have the reputation and inspiration of Libin behind it — a force powerful enough that even his foray into the ill-fated world of chatbots got headlines — but it’s also backed by the likes of Sequoia, which led a $21 million round earlier this month.

Libin said he doesn’t like to think of his startup as a consolidator, or the industry in a consolidation play, as that implies a degree of maturity in an area that he still feels is just getting started.

“We’re looking at this not so much consolidation, which to me means marketshare,” he said. “Our main criteria is that we wanted to work with teams that we are in love with.”

Thirdverse, the virtual reality game developer behind “Swords of Gargantua,” has raised $8.5 million in Series A funding. The round was led by JAFCO, with participation from Presence Capital, Sisu Ventures, Incubate Fund and KDDI.

Based in Tokyo, Thirdverse was started four years ago as Yomuneco, but relaunched as Thirdverse in June to align with its corporate mission of creating a “Third Place inside the Metaverse,” where “each person has choices in his or her own hands and can live whatever life he or she wants to.” The company is currently focused on multiplayer virtual reality games, but its ultimate goal is to combine virtual reality with blockchain technology to create “VR worlds” where people can create online communities.

The concept has taken on a new relevancy, as COVID-19 related stay-at-home orders prompted organizations to bring gatherings, including conferences, concerts and even their offices, online.

Users have also spent more time playing online games during the pandemic, with titles that have a social element, like “Animal Crossing: New Horizons,” proving especially popular.

Thirdverse is currently preparing to release other virtual reality games, including “Frostpoint VR: Proving Grounds,” a multi-player shooter game that will be available later this year for Oculus Rift, HTC Vive VR and Valve Index headsets.

In a statement, Sisu Ventures and Presence Capital founding partner Paul Bragiel said, “In the rapidly growing VR gaming landscape, Thirdverse stands out as having strong leadership, deep relationships and a big vision to become the category leader in this market.”