Steve Thomas - IT Consultant

Meet GIGXR, the new owner of all of the assets of Pearson Immersive Learning Group, a subsidiary of the education and media publishing giant, Pearson.

Formed specifically to roll up Pearson’s virtual and augmented reality assets, GIGXR is helmed by David King Lassman, the founder of streaming media company Vyclone and the Southern Californian venture capital firm White Hart Ventures.

The serial entrepreneur had been in discussions with Pearson for the better part of a year to acquire the company’s VR and AR assets. Initially established as part of a collaboration with Microsoft back in 2014 when the company first began work on its Hololens, the media giant is spinning out the team as it explores the broader sale of certain assets.

The group has intellectual property for virtual and augmented reality training programs for hospitals, nursing schools and universities, according to a statement.

Based in Los Angeles, GIGXR now owns flagship products including HoloPatient and HoloHuman, mixed reality training programs for medical schools that operate on the new Hololens 2 headset.

“We’re thrilled to continue our partnership with GIGXR on the heels of our release of HoloLens 2, which has been incredibly well received,” said Dan Ayoub, General Manager for Mixed Reality Education at Microsoft, in a statement. “Our collaboration with the GIGXR suite of applications and team of technology entrepreneurs and thought leaders will dramatically impact the way the world uses mixed reality solutions for enhanced learning now and into the future.”

Operating at the intersection of the $252 billion education market and the $61 billion extended reality industries, GIGXR is actually mining one of the few veins where virtual reality has found a real customer painpoint. As a training tool in enterprises, virtual and augmented reality headsets find themselves following a similar trajectory as Google’s trailblazing (and much maligned) Glass technology.

If there’s one place where emerging technology can be embraced, it’s in businesses where there’s an actual use case for the tech. Whether on the assembly line or in human resources training, companies are turning to virtual and augmented reality in ways that consumer buyers haven’t.

Indeed, Pearson customers including Texas Tech University, University of Queensland, Bucks County Community College, University of Canberra, University of Leeds and other campuses across the U.S., Australia, and the United Kingdom, will continue to receive support from GIGXR for their augmented reality-influenced curriculum.

Lassman said the company had raised $1 million in seed financing and would be seeking to raise additional capital in the first half of 2020.

At its Snapdragon Boondoggle Summit in sunny Maui, Hawaii, Qualcomm today announced the launch of its XR2 platform, which it describes as the “world’s first 5G-supported extended reality (XR) platform.” The company’s older XR1 platform, which already powers a number of VR and AR devices, will remain in the market and is now branded as Qualcomm’s XR platform for mainstream users, while XR2 is meant to show off “next-level features for never before experiences.”

XR2 brings together the company’s 5G modem and AI advances to, for example, support up to seven cameras for pass-through HoloLens-style mixed reality and smoother standalone VR experiences. Using this setup, the XR2 features 26-point skeletal hand tracking and, of course, accurate environmental mapping.

The XR2 supports display panels with a 3K by 3K resolution at 90 frames per second and supports up to 8K 360-degree videos at 60 frames per second, all using custom silicon to keep the latency of these panels very low.

While I think the value of AR/VR still remains somewhat debatable, Qualcomm believes that AR and VR had a good 2019 and started breaking out of the consumer gaming space. “I think when the hype started back in 2014/15, it was a lot about these consumer gaming experiences, but we see more and more enterprise applications coming to market. […] I think 2019 was a key year where we saw this transformation take place, with many, many proof points in both consumer and in enterprise,” said Hugo Swart, the company’s VP and Head of XR.

For the longest time now, we’ve heard how important 5G will be for this market, because it will allow you to stream high-quality video at the kind of low latencies that make AR/VR immersive. “5G is going to be crucial for XR. We’ve spoken about this in the past, that XRS video is the killer use case for 5G,” said Hiren Bhinde, director of product Management at Qualcomm. “Next year […], given that this is the world’s first 5G access platform, we are excited to see how different content developers, as well as different video streaming services with high-resolution videos, may be able to provide their high-bandwidth content on devices built on XR2.”

After what feels like years of rumors, it’s official: Valve is making a virtual reality Half-Life game.

Official word of the new title comes via Valve’s (brand new, but verified) Twitter account, where the company is promising more details later this week:

While it’s a bit curious to drop news like this as the first tweet from a brand new account, Valve’s long-established official Steam twitter account retweeted it — so signs are pointing toward it being legit.

Alas, we know next to nothing besides the name — Half-Life: Alyx — until 10 am on Thursday. Will we finally get a proper conclusion for Alyx Vance, whose storyline ended so abruptly when Valve dropped the Half-Life storyline mid-sentence twelve years ago ?

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1. John Carmack steps down at Oculus to pursue AI passion project ‘before I get too old’

Legendary coder John Carmack is leaving Facebook’s Oculus after six years to focus on a personal project — no less than the creation of Artificial General Intelligence, or “Strong AI.” He’ll remain attached to the company in a “Consulting CTO” position, but will be spending all his time working on, perhaps, the AI that finally surpasses humanity.

This follows the departure of Oculus’ founders and early executives. His plan is to pursue his research from home, “Victorian Gentleman Scientist” style, and make his kid help.

2. Fourteen years after launching, 1Password takes a $200M Series A

1Password has been around for 14 years, and the founders grew the company the old-fashioned way — without a dime of venture capital. But when they decided to take venture help, they went all in.

3. Instagram tests hiding Like counts globally

Instagram tells TechCrunch the hidden Likes test is expanding to a subset of users globally. The change could make those users more comfortable sharing what’s important to them without the embarrassment of receiving a tiny number of likes.

4. Disney+ to launch in India, Southeast Asian markets next year

Disney plans to bring its on-demand video streaming service to India and some Southeast Asian markets as soon as the second half of next year, sources told TechCrunch. In India, the company plans to bring Disney+’s catalog to Hotstar, a popular video streaming service it owns.

5. Apple Research app arrives on iPhone and Apple Watch with three opt-in health studies

In September, Apple announced its plans for a research app that would allow U.S. consumers to participate in health studies from their Apple devices. Users can currently opt to participate in three health studies, including a women’s health study, hearing study and a heart and movement study.

6. Eigen nabs $37M to help banks and others parse huge documents using natural language and ‘small data’

Eigen is working primarily in the financial sector, but the plan is to use the funding to continue expanding to cover other verticals, such as insurance and healthcare — two other big areas that deal in large, wordy documentation that is often inconsistent in how it’s presented, full of essential fine print, and typically a strain on an organization’s resources to handle correctly.

7. Micromobility’s next big opportunities

Despite the over-saturation of the market, there are still opportunities for new players. Currently, there are two key areas that have yet to see a lot of action and are therefore ripe for disruption. (Extra Crunch membership required.)

New research commissioned by UK VC firm Octopus Ventures has put a spotlight on which of the country’s higher education institutions are doing the most to support spin outs. The report compiles a ranking of universities, foregrounding those with a record of producing what partner Simon King dubs “quality spin outs”.

The research combines and weights five data points — looking at university spinouts’ relative total funding as a means of quantifying exit success, for example. The idea for the Enterpreneurial Impact Ranking, as it’s been called, is to identify not just those higher education institutions with a track record of encouraging academics to set up a business off the back of a piece of novel work but those best at identifying the most promising commercialization opportunities — ultimately leading to spinout success (such as an exit where the company was sold for more than it raised).

Hence the report looking at data over almost a ten year period (2009-2018) to track spin-outs as they progress from an idea in the lab through prototyping to getting a product to market.

The ranking looks at five factors in all: Total funding per university; total spinouts created per university; total disclosures per university; total patents per university; and total sales from spinouts per university.

Topping the ranking is Queen’s University Belfast which the report notes has had a number of notable successes via its commercialization arm, Qubis, name checking the likes of Kainos (digital services), Andor Technology (scientific imaging) and Fusion Antibodies (therapeutics & diagnostics), all of whom have been listed on the London Stock Exchange.

The index ranks the top 100 UK universities on this entrepreneurial impact benchmark — but the rest of the top ten are as follows:

2) University of Cambridge
3) Cardiff University
4) Queen Mary University of London
5) University of Leeds
6) University of Dundee
7) University of Nottingham
8) King’s College London
9) University of Oxford
10) Imperial College London

Octopus Ventures says the ranking will help it to get a better handle on which universities to spend more time with as it searches for its next deep tech investment.

It also wants to increase visibility into how the UK is doing when it comes to commercializing academic research to feed further growth of the ecosystem by sharing best practice, per King.

“We are looking at a number of data points which are all self-reported by the universities themselves to the Higher Education Statistics Agency. And then we combine those in the way that we think brings out at a higher level which universities are doing a good job of spinning out companies,” he says.

“It means that you take into consideration which university is producing quality spin-outs. So it’s not just spray and pray and get lots of stuff out there. But actually which universities are creating spin-outs that then go on to return value back to them.”

BMW has been equipping its cars with in-air gesture control for several years and I never paid attention to it. It seemed redundant. Why wave your hand in the air when there’s dials, buttons, and touchscreens to do the same? Until this week, that is, when took delivery of a BMW 850i loaner equipped with the tech. This is about the future.

I didn’t know the 850i used gesture control, because, frankly, I had forgotten BMW had this technology; I stumbled upon it. Just make a motion in the air to control the volume or tell the navigation to send you home. Now, in 2019, with giant touchscreens set to takeover cars, I find BMW’s gesture control smart and a great solution to a future void of buttons.

It’s limited in use right now. There are only a few commands: volume, nav, recent calls, and turning on and off the center screen. It’s easy to see additional functions added in the future. It’s sorely missing the ability to step back a screen. I want that function the most.

Here’s how it works: to control the volume, take one finger and spin it in the air above the center stack. Anywhere. The range is impressive. A person can do this next to the screen or two feet away. A person’s arm could be resting on the center armrest and lift in the air and twirl their finger. Bam, it controls the volume. Put two fingers up – not spinning, like a flat peace sign – and the screen turns on or off. Make a fist and open it twice to load the navigation or phone (user picks the function).

After using the system for several days, I never had a false positive. The volume control took about 10 minutes to master while the other gestures worked the first time.

In this car, these commands work in conjunction with physical buttons, dials, and a touchscreen. The gestures are optional. A user can turn off the function in the settings, too.

I found the in-air control a lovely addition to the buttons, though. At night, in the rain, they’re great as they do not require the driver to remove their focus from the road. Just twirl your fingers to turn down the volume.

I’m not convinced massive touchscreens are better for the driver. The lack of actual, tactile response along with burying options in menus can lead drivers to take their eyes off the road. For the automaker, using touchscreens is less expensive than developing, manufacturing, and installing physical buttons. Instead of having rows of plastic buttons and dials along with the mechanical bits behind them, automakers can use a touchscreen and program everything to be on screen. Tesla did it first, Ram, Volvo, and now Ford is following.

In-air gesture control could improve the user experience with touchscreens. When using BMW’s system, I didn’t have to take my eyes off the road to find the volume — something that I have to do occasionally, even in my car. Instead, I just made a circle in the air with my right hand. Likewise, BMW’s system lets the user call up the nav and navigate to a preset destination (like work or home) by just making another gesture.

BMW debuted this system in 2015. The automotive world was different. Vehicles were

Audi spin-out Holoride is launching to the general public for the first time, though a collaboration with Ford and Universal Pictures . The young company is focused on a unique twist on virtual reality: In-car VR, to be experienced by a passenger while a vehicle is in motion.

VR in cars might sound like a bit of a conflicted or risky proposition, but it actually makes a lot of sense once you understand more about Holoride’s approach. TechCrunch took it for a spin at CES this year, and found that the technology’s ability to match a car’s movements to virtual immersive environment made for a surprisingly impressive experience.

The company has previously shown off underwater adventures, as well last a Marvel Avengers-themed story, but the one it’s launching for the public is a ‘Bride of Frankenstein’ ride which will be on offer for free between October 14 and November 9 at Universal CityWalk in Hollywood. Per the news release describing the adventure, there are virtual monsters and obstacles to overcome, and all of it is mapped to the ride you take inside a new 2020 model year Ford Explorer SUV.

HOLO0824

Entertainment technology startup, holoride teams up with Ford and Universal Pictures to create “Universal Monsters Presents Bride of Frankenstein holoride” – a highly immersive VR experience available complimentary to the public at Universal CityWalk Hollywood

The narrative is created by Universal Monsters, the sub-brand of Universal focused on its stable of cinematic ghouls, and Holoride takes in driving data, including speed of the vehicle and steering info to match the VR experience to the actual trip the rider is on.

The Ford partnership is one of the reasons Audi spun out this particularly venture, since it stated when it announced the move that it was hoping to get Holoride in the backseat of vehicles from all automakers.

This first public service offering should provide crucial insight for the Holoride team regarding its eventual commercialization and deployment plans for the technology. VR in cars still seems like a niche use case, but it’s possible it’s the niche that helps VR find some kind of footing among more general population users who aren’t likely to own their own headset at home.

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1. Not all is predictable on Facebook’s social Horizon

Last week, Facebook unveiled Horizon, a massively multiplayer VR world that’s scheduled to launch in 2020. This might seem to play to Facebook’s software strengths, but Lucas Matney argues that the social networking giant may not actually have much of an advantage against smaller game studios.

For example, the team at Against Gravity has already built a network inside VR called Rec Room that’s been maturing over the past few years, with rich environments and toolsets for multiplayer interactions. (Extra Crunch membership required.)

2. Spotify now lets you add podcasts to playlists

Users can create their own custom playlists of their favorite podcasts, or even those that combine music and audio — similar to Spotify’s newly launched playlist “Your Daily Drive.”

3. Kickstarter darling EcoFlow Delta battery generator is not what it seems

The EcoFlow Delta is a new battery generator available on Kickstarter with incredible features claimed. Most are true, some are not.

4. YouTube TV is now available on Fire TV devices

Earlier this year, Google and Amazon reached an agreement to bring their streaming video apps to each other’s platforms. The YouTube app launched on Fire TV in July, and now Google is adding its live TV streaming service.

5. Amboss, the knowledge platform for medical professionals, scores €30M Series B

Launched in 2014 as a study platform for medical students, Amboss has since evolved to offer what it claims is the “most comprehensive and technologically-advanced” knowledge platform for medical professionals.

6. Learn everything you can about mobility at Disrupt SF

We’re bringing some of the industry’s leaders onstage at Disrupt SF — including Bird founder and CEO Travis VanderZanden, Kitty Hawk CEO Sebastian Thrun and Zoox CEO Aicha Evans.

7. This week’s TechCrunch podcasts

The latest episode of Equity kicks off with the reemergence of the much-criticized startup Bodega, which is now known as Stockwell and has raised a total of $45 million in funding. Meanwhile, Original Content reviews “Between Two Ferns: The Movie” on Netflix.

In this episode of Flux I talk with LaTurbo Avedon, an online avatar who has been active as an artist and curator since 2008.  Recently we’ve seen a wave of next-gen virtual stars rise up, from Lil Miquela in the west to pop-stars like Kizuna AI in the east. As face and body tracking make real-time avatar representation accessible, what emergent behaviors will we see? What will our virtual relationships evolve? How will these behaviors translate into the physical world when augmented reality is widespread?
LaTurbo was early to exploring these questions of identity and experimenting with telepresence. She has shape-shifted across media types, spending time in everything from AOL and chat rooms, to MMOs, virtual worlds and social media platforms. In this conversation she shares her thoughts on how social networks have breached our trust, why a breakup is likely, and how users should take control of their data. We get into the rise of battle royale gaming, why multiplicity of self is important, and how we can better express agency and identity online.

An excerpt of our conversation is published below. Full podcast on iTunes and transcript on Medium.

***

ALG: Welcome to the latest episode of Flux. I am excited to introduce LaTurbo Avedon. LaTurbo is an avatar and artist originating in virtual space, per her website and online statement. Her works can be described as research into dimensions, deconstructions, and explosion of forms exploring topics of virtual authorship and the physicality of the Internet. LaTurbo has exhibited all over the world from Peru to Korea to the Whitney in New York. I’m thrilled to have her on the show. Metaphorically of course. It’s just me here in the studio. LaTurbo is remote. 

When we got the demo file earlier I was excited to hear the slight Irish lilt in your robotic voice. As a Brit I feel like we have a bond there.

LaTurbo: Thank you for the patience. It is like a jigsaw puzzle, our voices together.

ALG: Of course it’s all about being patient as we try out new things on the frontier. And you represent that frontier. This show is about people that are pushing the boundaries in their fields. A lot of them are building companies, some are scientists. Recently we’ve had a few more artists on and that’s something I believe is important in all of these fields. Because you’re taking the time to do the hard work and think about technology and its impact and how we can stretch it and use it in different ways and broaden our thinking. You play an important role.

LaTurboWe will get things smoothed out eventually as my vocalization gets easier and more natural with better tools. Alice I appreciate you trekking out here with me and trying this format out.

ALG: I love a good trek. Maybe you can give a brief intro on who is LaTurbo. I believe you started in Second Life. I’d love to hear about those origins. Phil Rosedale was one of the first people I interviewed on this podcast, the founder of Second Life. Shout out to Phil. I’d love to hear what’s been your journey since then. Oh and also happy 10th birthday.

“I’ve spent decades inside of virtual environments, in many ways I came of age alongside the Internet. My early years in my adolescence in role-playing games. From the early years I was enamored by cyber space”

LaTurboI know that it is circuitous at times but this process has made me work hard to explore what it takes to be here like this. Well I started out early on in the shapes of America Online, intranets, and private message boards. Second Life opened this up incredibly, taking things away from the closed worlds of video games. We had to work even harder to be individuals in early virtual worlds using character editors, roleplaying games, and other platforms in shared network spaces. This often took the shape of default characters — letting Final Fantasy, Goldeneye, or other early game titles be the space where we performed alternative identities.

ALG: If you’re referring to Goldeneye on N64 I spent considerable time on it growing up. So I might have seen you running around there.

LaTurbo: It was a pleasure to listen to your conversation with Philip Rosedale as he continues to explore what comes next, afterwards, in new sandboxes. What was your first avatar?

ALG: I did play a lot of video games growing up. I was born in Hong Kong and was exposed mostly to the Nintendo and Sega side of things, so maybe one of those Mario Kart characters — Princess Peach or really I went for Yoshi if those count as avatars. I’d love to get into your experience in gaming. You said you started off exploring more closed world games and then you discovered Second Life. You’ve spent a lot of time in MMORPGs and obviously that’s one of the main ways that people have engaged with avatars. I’d love to hear how your experiences have been in different games and any commentary on the worlds you’re spending time in now.

LaTurbo: I think that even if they weren’t signature unique identities or your own avatar, those forms of early video games were a first key to understand more about facets of yourself through them. For me gaming is like water being added to the creative sandbox. There is fusion inside of game worlds — narrative, music, performance, design, problem solving, communication, so many different factors of life and creativity that converge within a pliable file. Some of the most Final Fantasies of games are now realities. Users move place to place using many maps and system menus on their devices. The physical world so closely bonded by users like me that brought bits of the game out with us. Recently I spent several months wandering around inside of Red Dead Redemption 2. I enjoyed the narrative of the main storyline though I was far more interested in having quiet moments away from all of the violence. I named my horse Sontag and went out exploring, taking photographs and using slow motion game exploits to make videos. Several months as the weary cowboy named Arthur, and then I carried on my way. I take bits and pieces with me on the way.

LaTurbo’s Overwatch avatar

ALG: As you’ve gone across different games and platforms like Red Dead Redemption 2 are there specific people you’ve made friends with? How have your friendships formed in these different communities and do they travel between games? 

LaTurbo: I have had many gaming friends. Virtual friends overlap between all of these worlds. My Facebook friends are not very different than those I fight with in Overwatch or the ones I challenge scores with in Tetris Effect.

ALG: One thing you’ve said about gaming and I’ll read the quote straight out:

“I love the MMO or massively multiplayer online experience for a lot of reasons but primarily because I want to create works collaboratively with my network, because we are in this moment together. For a long time virtual worlds were partitioned from the public because you either had to be invested in gaming or a chat room/ BBS user to get into them.”

I want to explore that. Gaming has come a long way in the 10 years since you were created. It’s more widespread now. Things like Fortnite. I saw that Red Dead Redemption is introducing a Fortnite like feature where they’re going to have battle royale mode and toss people into a battle zone and force them to search for weapons to survive. I think a lot of people are looking at the success of Fortnite and replicating elements of it. Can you comment on how gaming has become more widespread or more in the public mind and what you think of the rise of Fortnite?

LaTurboOur histories are fluid, intersecting and changing depending on the world we choose to inhabit. Sometimes we are discussing art on Instagram. Other times we are discussing game lore or customization of ourselves. This variety is so important to me. There is a lot exchanged between worlds like Fortnite and the general physical day to day. Expectations are real and high. The battle royale model has pushed people to a sort of edge at all times. A constant pressure of chance and risk, it crosses between games but also into general attention. Video apps like TikTok have a similar model — always needing to have the drop on the creators around you.

ALG: It’s interesting that tension. These games are driven to create competition. They are businesses so they’re supposed to build in loops and mechanics that keep people engaging. But as you describe of your experience in Red Redemption you’ve also found quiet moments of exploration being alone and not necessarily fiercely competing. 

LaTurbo: Red Dead could be a hundred games in one. Yet for some reason we come back to the royale again. It is a maximal experience in a lot of ways. One that uses failure and frustration to keep users trying again perpetually. This is a telling sign as you’ve said about the business of games. The loop. I worry that this is a risky model because it doesn’t encourage a level of introspection very often.

ALG: I love video games but have never been a fan of first person shooters. I don’t enjoy the violence. But I’ve always loved strategy and exploration games. To your point about exploring, I would spend hours wandering on Epona [the horse] in Zelda, running across the fields. But I didn’t feel that a lot of those games were designed for women or people who weren’t interested in the violence or the GTA type approach. I’m excited to see more of that happening now and gaming CEOs realizing there’s a huge untapped market of people that want to play in different modes and experience gaming in different ways. It feels like we are moving towards that future. I do want to get in to how you have expanded beyond gaming. I’ll read some of your quotes from when you started out:

“I’ve been making work in digital environments since 2008 to 2009, though I’ve only been using social media for about a year now since I can’t go out and mingle with people it’s been quite nice to use social platforms to share my work. This way I can be in real life IRL as much as people allow me to be.”

I want to get to the question of how you’ve expanded from gaming to social media, building your Twitter and Instagram presence and how you think about your engagement on those platforms.

LaTurbo: I celebrate the multiplicity of self. Walt Whitman spoke of their contradictions years ago accepting themselves in the sense that they contain multitudes. As I wandered the fields of fictitious Admiral Grant in Red Dead Redemption 2, it occurred to me that I was wondering inside of Leaves of Grass. It made sense that I too was wandering around out in the fields and trees. Virtual life in poetry, song, or simulation gives us a different sort of armor where our forms can forget about borders, rules and expectations that have yet to change outside.

It has been quite a decade. Events of the past 10 years could easily be the plot of a William Gibson novel. A cyber drama and all its actors. With and without consent users have watched their personal data slip away from their control, quick to release in the terms of service. Quick to be public, to have more followers and visibility. Is it real without the Instagram proof? I chose to socialize away from game worlds for a few different purposes. To imbue my virtual identity with the moment of social media. But also to create a symbol of a general virtual self. A question mark or a mirror, to encourage reflection before people fully drown themselves in the stream.

ALG: One of the reasons it’s fascinating to talk to you now is that you’ve come of age as the Internet has come of age. You’ve navigated and shape-shifted across these platforms. And so much has happened since 2008. You’ve been on everything from Tumblr to Pinterest to Vine to Snapchat to Instagram. I’m curious where you think we are in the life cycle of these social media platforms?

LaTurbo: It has been quite a journey, seeing these services pop up, new fields, new places. But it is clear that not many of these things will remain very long. A new Wild West of sorts. They are more like ingredients in a greater solution as we try to make virtual relationships that are comfortable for both mind and body.

ALG: Speaking of these services popping up I want to get to something you tweeted out, your commentary on Facebook:

“If it wasn’t bad already just imagine how toxic Facebook will be when we collectively decide to break up with them. Anticipate a paid web and an underweb. We just start spinning them out on our own, smaller and away from all these analytics moneymakers. The changeover from MySpace era networks to Facebook felt minimal because it hadn’t become such a market-oriented utility. But this impending social network breakup is going to be felt in all sorts of online sectors.”

That’s an interesting opinion. The delete Facebook movement is strong right now. But I wonder how far it will go and how many people really follow it?

LaTurbo: Business complicates this as companies extend too far and make use of this data for personal gain or manipulation. In the same way that Google Glass failed because of a camera, these services destroy themselves as they breach the trust of those who use them. These companies know that these are toxic relationships whether it is on a game economy or a social network. They know that the leverage over your personal data is valuable. Losing this, our friends, and our histories is frightening. We need to find some way to siphon ourselves and our data back so we can learn to express agency with who we are online. Your data is more valuable than the services that you give it to. The idea that people feel that it is fair to let their accounts be inherently bound to a single service is disturbing. Our virtual lives exceed us and will continue to do so onward into time. Long after us this data may still linger somewhere.

ALG: I’m going to throw in a Twitter poll you did a few months ago. “If you had the choice to join some sort of afterlife simulation that would keep you around forever at the expense of having your data used for miscellaneous third party purposes would you?” 35% said yes and 65% said no in this poll. I bet if you ask that every two years, over time the answers will continue to change as we get more comfortable with our digital identities and what that really means. You’re pushing us to ask these questions.

LaTurboWe see in museums now torn parchments, scrolls, ancient wrappings of lives and histories. As we become more virtual these documents will inherently change too. A markup and data takes this place. However we consent to let it be represented. If we leave this to the Facebooks and Twitters of this period, our histories are in many ways contingent on the survival of these platforms. If not we have lost a dark ages, it is a moment that we will lose forever.

ALG: I’m curious what you think of the different movements to export your personal data, own it, have it travel with you across platforms and build a new pact with the companies. Are you following any of the movements to take back personal data and rewrite the social technological contract?

LaTurboIt would be sad to have less record of this period of innovation and self-discovery because we didn’t back things up or control our data appropriately. Where do you keep it? Who protects it? Who is a steward of your records? All of this needs to begin with the user and end with the user. An album, a solid state tablet of your life, something you can take charge of without concern that it is marketing fodder or some large shared database. As online as we are as a society, I recommend people have an island. Not a cloud but a private place, plugged in when you request it. A drive of your own where you have a private order. Oddly enough in an older world sense you can find solitude in solid states, when you have the retreat to files that are not connected to the Internet.

ALG: And have it backed up and air-gapped from the internet for safety and possibly in a Faraday cage in case you get EMP’ed. One thing that leads on from that — Facebook has capitalized on using our real data, our personal data. I have the statement on authentic identity from their original S-1 here:

“We believe that using your real name, connecting to your real friends and sharing your genuine interests online creates more engaging and meaningful experiences. Representing yourself with your authentic identity online encourages you to behave with the same norms that foster trust and respect in your daily life offline. Authentic identity is core to the Facebook experience and we believe that it is central to the future of the Web. Our terms of service require you to use your real name. And we encourage you to be your true self online enabling us and platform developers to provide you with more personalized experiences.”

LaTurbo: The use of a real name, authenticity, and Facebook’s message of truth. It is peculiar that Facebook used this angle because it was such a gloved gesture for them to access our accurate records. The verification is primarily to make businesses comfortable with their investment in marketing. I wish it came to celebrate personal expression not to tune business instruments.

ALG: Over the last 5 to 10 years we’ve seen a movement towards Facebook and being our real selves. Now there’s kind of a backlash both to the usage of Facebook but perhaps also to the idea that your real identity, your true self that you have offline, that that’s what you should be representing online. You are an anonymous artist and there’s precedent for that. There have been many writers with nom de plumes over centuries and in the present day we’ve got Daft Punk, Banksy, Elena Ferrante, fascinating creators. I’m curious your thoughts as we move away from real selves being represented online to expressing our other selves online. We’ve been living in an age of shameless self-promotion. Do you think that the rise of people representing themselves with digital avatars is a backlash to that? Society usually goes through a back and forth, a struggle for balance. Do you think people are getting disenchanted with the unrelenting narcissism of social media, the celebrity worship culture? Do you think this is a bigger movement that’s going to stick?

LaTurbo: I see this as an opportunity and I am wary of this chance being usurped by business. If I had the chance to see all of my friends in the avatar forms of their wishes and dreams I believe I’d be seeing them for the first time. A different sort of wholeness against the sky, where they had the chance to say and be exactly what they wished others to find. If you haven’t created an avatar before please do. Explore yourself in many facets before these virtual spaces get twisted into stratified arenas of business.

A full talk from LaTurbo Avedon is available here

I don’t seek to be anonymous but to represent myself in this strand of experiences, fully. That’s who I have become. As an artist I will continue to change with what surrounds me. Each step forward. Each new means of making and learning. I celebrate this and who I will become, even if I continue to find definition over a period of time that I right now cannot fully comprehend.

I am often in the company of crude avatars of the past. As I read journals, view sketches and works from artists past, if they understood their avatar identities and how they would be here now in 2019. I wonder what they would have done differently. What would they think of their graphic design and exhibitions? How their work is shown in other mediums? How their work is sold?

ALG: Taking that with your earlier point, you said if you had the chance you would love to see all your friends in their avatar forms “express all their wishes and dreams.” It fascinates me, the idea that we persistently remain one to one with our offline/online identities. It doesn’t make sense. I feel like everyone has multiple selves and multiple things to express. Do you feel that most people should have a digital identity or abstraction? Do you think it’s healthy to have an extension of something that’s inside of you, especially since as you say some of these avatars are pretty crude. How do you feel about most people creating a digital avatar? People have been doing this for a while without realizing through things like a Tinder bio or Instagram stories. They’re already putting out ideas of themselves. But creating true anonymous digital avatars, is that something people should pursue?

LaTurbo: Avatars remain in places that we often don’t even intend them to. Symbols of self. For those that pass or those we never had the chance to meet, there seems to be importance here. To need to take this seriously so that it isn’t misunderstood. The most beautiful experiences I’ve had online are when I feel I am interacting with a user how they wish to be seen. Whether this is in the present or for people later, finding this inward representation feels essential especially for those exposed to oppressive societies. Whether it’s toxic masculinity, cultural restrictions, or other hindrances that prevent people from showing deeper parts of their identity.

I have four essential asks of users creating avatars. Though these apply well outside of just this topic. 1/ Be sweet. 2/ Encourage others to explore themselves and all of their differences. 3/ Learn about the history of virtual identities, now, then, and long before. This means going back. Read about identities before the internet, pen names, mythologies. 4/ Celebrate your ownership of self. You, not your services, subscriptions, or products, are the one to decide your way. Don’t become billboards. I’ve been asked by many companies over the years to promote their products, to drop the branded text on my clothing or to push a new service. These are exciting times but brands know this too. Be wary of exploitation. Protect yourself and your heart.

ALG: That’s really beautiful and important. We’re rushing into this future fast and I don’t think people are stopping to pause and think about some of the ideas you’ve spent a long time thinking about. It’s probably a good place to end. I have a million more things I want to ask, hopefully we can continue this chat over Discord, Twitter, Instagram, Second Life or wherever it is. I’m in VR a lot so I’d love to meet you in there. If there’s anything you want to end on, any final comments or projects you’re working on?

LaTurbo: Yes I agree with you very much. Technology moves quickly but we need to take the time to consider ourselves as we move inside this space. We have so much potential to be inside and out simultaneously. I am excited for this new year. I hope it brings positivity to everyone. I am showing a new piece called “Afterlife Beta” in London at the Arebyte Gallery. After this I will be working on my first monograph. I am excited to make something printed that might stick around in the physical world for a while.

ALG: That’s awesome. Love a good physical piece. And congratulations on “Afterlife Beta.” I appreciate your patience with my jumping in at all times in this conversation. I’ve been following your work and hope everyone else will too. You’re a fascinating, critical thinker and artist at this current point in history. Thanks LaTurbo.

LaTurbo: Thank you for your patience with my format. As time goes on I hope it is easier for us to be here together.

What can you do with virtual reality when you have complete control of the physical space around the player? How “real” can virtual reality become?

That’s the core concept behind The Void. They take over retail spaces in places like Downtown Disney and shopping malls around the country and turn them into virtual reality playgrounds, They’ve got VR experiences based on properties like Star Wars, Ghostbusters, and Wreck-It Ralph; while these big names tend to be the main attractions, they’re dabbling with creating their own original properties, too.

By building both the game environment and the real-world rooms in which players wander, The Void can make the physical and virtual align. If you see a bench in your VR headset, there’s a bench there in the real world for you to sit on; if you see a lever on the wall in front of you, you can reach out and physically pull it. Land on a lava planet and heat lamps warm your skin; screw up a puzzle, and you’ll feel a puff of mist letting you know to try something else.

At $30-$35 per person for what works out to be a roughly thirty-minute experience (about ten of which is watching a scene-setting video and getting your group into VR suits), it’s pretty pricey. But it’s also some of the most mind-bending VR I’ve ever seen.

The Void reportedly raised about $20 million earlier this year and is in the middle of a massive expansion. It’s more than doubling its number of locations, opening 25 new spots in a partnership with the Unibail-Rodamco-Westfield chain of malls.

I sat down to chat with The Void’s co-founder and Chief Creative Officer, Curtis Hickman, to hear how they got started, how his background (in stage magic!) comes into play here, how they came to work with massive properties like Ghostbusters and Star Wars, and where he thinks VR is going from here.

Greg Kumparak: Tell me a bit about yourself. How’d you get your start? How’d you get into making VR experiences?

As the technologies that were once considered science fiction become the purview of science, the venture capital firms that were once investing at the industry’s fringes are now finding themselves at the heart of the technology industry.

Investing in the commercialization of technologies like genetic engineering, quantum computing, digital avatars, augmented reality, new human-computer interfaces, machine learning, autonomous vehicles, robots, and space travel that were once considered “frontier” investments are now front-and-center priorities for many venture capital firms and the limited partners that back them.

Earlier this month, Lux Capital raised $1.1 billion across two funds that invest in just these kinds of companies. “[Limited partners] are now more interested in frontier tech than ever before,” said Bilal Zuberi, a partner with the firm.

He sees a few factors encouraging limited partners (the investors who provide financing for venture capital funds) to invest in the firms that are financing companies developing technologies that were once considered outside of the mainstream.

Minecraft is getting a free update that brings much-improved lighting and color to the game’s blocky graphics using real-time ray tracing running on Nvidia GeForce RTX graphics hardware. The new look is a dramatic change in the atmospherics of the game, and manages to be eerily realistic while retaining Minecraft’s pixelated charm.

The ray tracing tech will be available via a free update to the game on Windows 10 PCs, but it’ll only be accessible to players using an Nvidia GeForce RTX GPU, since that’s the only graphics hardware on the market that currently supports playing games with real-time ray tracing active.

It sounds like it’ll be an excellent addition to the experience for players who are equipped with the right hardware, however – including lighting effects not only from the sun, but also from in-game materials like glowstone and lava; both hard and soft shadows depending on transparency of material and angle of light refraction; and accurate reflections in surfaces that are supposed to be reflective (ie. gold blocks, for instance).

This is welcome news after Minecraft developer Mojang announced last week that it cancelled plans to release its Super Duper Graphics Pack, which was going to add a bunch of improved visuals to the game, because it wouldn’t work well across platforms. At the time, Mojang said it would be sharing news about graphics optimization for some platforms “very soon,” and it looks like this is what they had in mind.

Nvidia meanwhile is showing off a range of 2019 games with real-time ray tracing enabled at Gamescom 2019 in Cologne, Germany, including Dying Light 2, Cyperpunk 2077, Call of Duty: Modern Warfare and Watch Dogs: Legion.

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