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Meta wants your smile, squats, and small talk — and it's paying $50 an hour to scan them

14 May 2025 at 10:09
Meta Connect 2024 holographic glasses Mark Zuckerberg
Mark Zuckerberg is all in on the metaverse.

Meta

  • Meta is recruiting people to record facial expressions and small talk to help build virtual avatars.
  • It's for "Project Warhol," which is run by the data firm Appen, and pays $50 an hour.
  • Meta's Reality Labs has lost $60 billion since 2020, and it sees 2025 as a make-or-break year.

What's in a smile? If you're training Meta's virtual reality avatars, it could be $50 an hour.

The tech giant is recruiting adults through the data-collection and -labeling company Appen to spend hours in front of cameras and sensors to help "enhance the virtual reality of the future."

Meta's avatars have come a long way since they were widely mocked on the internet nearly three years ago.

Now, with 2025 internally described as Meta's "most critical year" for itsΒ metaverseΒ ambitions, the company is betting that hyperrealistic digital avatars can drive its next wave of virtual and augmented technologies, from Quest headsets toΒ Ray-Ban smart glasses.

But to get there, Meta needs more data.

Inside Project Warhol

The company is paying freelancers to record their smiles, movements, and small talk as part of a data collection effort called "Project Warhol," run by Appen, which lists Meta as the client in its consent forms.

Meta confirmed to Business Insider that Project Warhol is part of its effort to train Codec Avatars β€” a research initiative announced publicly in 2019 that aims to build photorealistic, real-time digital replicas of people for use in virtual and augmented reality.

Codec Avatars are a key technology for Meta's vision of "metric telepresence," which the company says enables social presence that is "indistinguishable from reality" during virtual interactions.

A Meta spokesperson told BI the company has been running similar avatar data collection studies for several years. Project Warhol appears to be the latest round of that effort.

Recruitment materials invite anyone over 18 to take part in paid sessions to "assist in the bettering of avatars." The project is split into two studies β€” "Human Motion" and "Group Conversations" β€” both set to begin in September at Meta's Pittsburgh research facility.

In the Human Motion study, participants would be recorded "mimicking facial expressions, reading sentences, making hand gestures," while cameras, headsets, and sensors capture their movements from every angle.

The Group Conversations study would bring together two or three participants to "engage in conversations and light improv activities." Researchers are aiming to capture natural speech, gestures, and microexpressions to build avatars that are more "lifelike and immersive" in social settings.

A high-stakes year for Meta

The project comes in a crunch year for Meta Reality Labs, the division that oversees avatars, headsets, and smart glasses. It has accumulated more than $60 billion in losses since 2020, including a record $4.97 billion operating loss in the fourth quarter of 2024.

In an internal memo from November, first reported by BI, Meta's chief technology officer, Andrew Bosworth, said 2025 would be crucial for the metaverse's success or failure. He told staff that the company's ambitious metaverse bets could be remembered as a "legendary misadventure" if they failed.

In his memo, Bosworth stressed the need to boost sales and engagement, especially in mixed reality and "Horizon Worlds." He added that Reality Labs planned to launch half a dozen more AI-powered wearable devices, though he didn't give details.

Left: A picture of Mark Zuckerberg avatar standing in front of the Eiffel Tower. Right: updated, higher res image of Mark Zuckerberg avatar
In 2022, Zuckerberg's avatar was widely mocked, prompting him to share another version days later.

Mark Zuckerberg

In April, Meta laid off an undisclosed number of employees from Reality Labs, including teams working on VR gaming and the Supernatural fitness app. Dan Reed, the chief operating officer of Reality Labs, announced his departure weeks later after nearly 11 years with the company.

The Appen project's name appears to be a nod to Andy Warhol, the Pittsburgh-born artist who famously said everyone would have "15 minutes of fame."

Appen declined to comment on the project.

The humans behind the scenes

Project Warhol isn't the only example of Meta turning to human labor to train its technology.

BI previously reported that the company enlisted contractors through the data-labeling startup Scale AI to test how its chatbot responds to emotional tones, sensitive topics, and fictional personas.

And it's not just Meta. Last year, Tesla paid up to $48 an hour for "data collection operators" to wear motion-capture suits and VR headsets while performing repetitive physical tasks to help train its humanoid robot, Optimus.

Read the original article on Business Insider

This tech startup wants to shake up AR — and the aerospace industry is paying attention

14 May 2025 at 07:41
Three collaborators viewing a 3D model of a product in an office.
Campfire, an AR/VR software development company, was founded in 2018.

Courtesy of Campfire

  • Campfire's platform lets users collaborate on 3D design files in augmented or virtual reality.
  • Collins Aerospace is using Campfire to develop aircraft equipment more efficiently.
  • This article is part of "Build IT: Connectivity," a series about tech powering better business.

Reviewing 3D models on a 2D platform like PowerPoint can make product development difficult, but AR/VR might change that.

At Collins Aerospace, a leading manufacturer of aerospace equipment, engineers and designers can now use AR/VR headsets to view CAD files in real time, letting them view and change designs far more quickly than before. Thomas Murphy, a manufacturing programs chief engineer at Collins Aerospace, told Business Insider the change is like Sears switching from a catalog to e-commerce.

To make this possible, the company has tapped a relatively young AR/VR collaboration tool called Campfire.

Jay Wright, the CEO of Campfire, sees the platform's use at companies like Collins Aerospace as just the beginning of AR/VR collaboration. Unlike many of Campfire's competitors, which often target narrow use cases, Wright hopes to make AR/VR collaboration as popular and accessible as videoconferencing platforms like Zoom.

"People can just start. They can download something for free, and then they can upgrade to a paid plan when they feel they've exhausted the features of what's free," Wright said. "Just like a Zoom, a Teams, a Slack, a Miro, a Figma. That's the exact same thing with Campfire."

Jay Wright
Jay Wright is the CEO of Campfire.

Courtesy of Campfire

Taking AR/VR collaboration mainstream

The adoption of AR/VR collaboration has been slow in part because most tools are difficult to download and use. Many lack a free trial, or if one is offered, it may only be available for a limited time. Hardware requirements, like a headset or a powerful computer, and device compatibility are additional obstacles. This can raise barriers for companies and individuals looking to explore the tech before making a full investment.

Like many AR/VR collaboration apps, Campfire is designed for 3D, real-time collaboration in an AR/VR environment. Users can load 3D files and view them at an accurate scale, zoom in and out to see components in more detail, and make alterations on the fly.

But unlike most competitors, Campfire also provides a comprehensive free tier. Under this plan, users can view up to five projects with up to five collaborators and receive 5GB of total file storage. The free tier has no time limits. Campfire also offers broad device compatibility, including Windows, Mac, Varjo headsets, and more.

"It's a model similar to other software-as-a-service, where people can download something for free," Wright said. "People can use models up to a certain size, in certain formats, and it's really good. They can see what the collaboration experience looks like, they can put their own data in."

Even with the recent release of more affordable and accessible headsets, like Meta's Quest 3, flexibility is key to the company's strategy. Wright said roughly 80% of Campfire's users log in through a computer, tablet, or phone. If collaborators on a project lack a headset, they can still use a laptop to view the perspective of a team member who's wearing the device.

Thomas Murphy
Thomas Murphy is a manufacturing programs chief engineer at Collins Aerospace.

Courtesy of Thomas Murphy

From ideation to the air

Collins Aerospace, a subsidiary of RTX, builds components for commercial and defense aviation, from navigation equipment and landing gear to passenger seats. The company began using Campfire in 2023.

Murphy told BI he sees an opportunity for the tech to reinvent the company's complicated review process. Collaborators typically view the 3D models, take detailed notes, create action items, make changes, reconvene to discuss the updates, and repeat until they finalize the product.

"We have design reviews, and we're pasting 3D models into two-dimensional PowerPoint slides and going through those cross-sectional views on a Zoom call," Murphy said.

Campfire, by contrast, allows direct and real-time collaboration. Murphy said users can view 3D CAD files that offer a much clearer representation of what a final product will look like. Collaborators can also alter the file in real time, making it possible to share iterations on the spot and experiment with new ideas.

The aerospace industry's demanding timelines make speedy collaboration particularly valuable. Murphy said that Collins Aerospace needs to move in step with major customers. "From the Boeing and Airbus perspective, they're looking for us to have the agility," he said.

While the tech has been used successfully at Collins Aerospace and companies like DataFusion and Whirlpool, Campfire could face potential adoption hurdles as tech giants remain undecided about AR/VR technology. Microsoft, for example, has largely retreated from Windows Mixed Reality and HoloLens, the holographic headset it once pitched to engineers, and Meta's Reality Labs reported a $4.2 billion loss in the first quarter of 2025.

Even so, Wright told BI that the time is right for AR/VR collaboration to go mainstream.

"Everything is not obvious until the moment that it's very obvious," he said. "The promise has been there for a long time, and it's just a matter of getting to that tipping point where you've got price, performance, and a user experience that makes it simple."

Read the original article on Business Insider

A company that helped build SoFi Stadium and the Burj Khalifa started using AR headsets and a zero-trust network. It cut costs by thousands.

9 April 2025 at 09:02
Employee standing in between flat roof access hatch
Much of Surespan's work requires field technicians working on-site to install the company's roof and floor hatches.

Surespan

  • The UK's Surespan builds roof hatch and floor access covers for infrastructure projects.
  • It used a new security model and AR headsets to enable real-time communication on remote projects.
  • This article is part of "Build IT: Connectivity," a series about tech powering better business.

A stadium is designed to capture attention, yet one of its most fascinating elements is often ignored: the roof.

Surespan, a UK manufacturer, has worked on some of the world's biggest construction projects, from SoFi Stadium in Los Angeles to the world's tallest building, the Burj Khalifa in Dubai.

It makes roof hatch and floor access covers β€” a small but integral part of major infrastructure projects.

The installation process isn't always easy. On-the-ground technicians rely on the knowledge of Surespan's in-house engineers, who are often thousands of miles away at the company's headquarters. Security is also a concern as the company handles sensitive information, especially when working on government designs.

Previously relying on phone calls and emails, Surespan wanted to find a faster way for its employees to collaborate as it scaled its business globally. It turned to two tech solutions: a new security model to access installation files and augmented reality headsets to enable real-time communication on remote projects.

While one engineer at Surespan told Business Insider that the construction industry could be traditional and resistant to new technology, the methods had saved the company tens of thousands of dollars.

Kielder Observatory in broad daylight, with a metal roof access hatch on the side and top of the wood structure.
At Kielder Observatory in England, Surespan's double-leaf roof hatches open to reveal the sky.

Surespan

Building a secure connection

Last year, Surespan set up an operational base in Argentina as part of its plan to expand its business in South America. But it wasn't a smooth setup: It experienced what Thomas Davies, the company's commercial director, described as a "nightmare situation" when the team in Argentina couldn't access critical design files for three days.

It had been using a virtual private network to manage digital connections.

"VPNs function on an implicit trust model," Spencer Summons, the founder of the cybersecurity firm Opliciti, said. "This approach can be likened to giving a user the keys to your office building, trusting they won't enter restricted areas."

As Surespan expanded, its in-house VPN became less reliable and required support from contractors to set up in new locations. The VPN also routed traffic through congested centralized points, which led to slower connections. When the new base opened in Argentina, the company struggled to keep up with the increased setup demands, which is why the team on the ground had to wait three additional days to access essential digital resources.

Robert Fletcher, Surespan's IT lead, wanted to find a faster way for users to connect to resources regardless of their physical location. "You have to give everyone, whether they are in the office, on a remote construction site, or traveling, dependable, secure access to company resources while juggling different time zones and differing local IT infrastructure quality," Fletcher told BI.

With the help of Zscaler, a cloud security company based in San Jose, California, the company switched to zero-trust network access, a security model that requires continuous authentication and provides a more direct connection.

Summons told BI that ZTNAs work on a "never trust, always verify" basis. He said that businesses are increasingly seeking secure remote access solutions to protect their resources as they scale. When they're working across countries, he added, security becomes even more pressing, as certain regions are more vulnerable to cybercrime.

A 2024 survey from Gartner estimated that 63% of organizations worldwide had fully or partially applied a zero-trust strategy.

While VPNs give users full network access after initial authentication, ZTNAs allow access only to the resources that they need and continuously authenticate. The tech, Summons said, is "akin to having numerous security guards checking IDs at each entry point, ensuring access to certain rooms and areas is granted only to those who are authorized and verified."

Fletcher said Surespan's new system had provided employees access to crucial resources, like design software and project files. He added that since the company switched, issues such as connection drops and slow speeds had largely disappeared because the ZTNAs connect users directly to the applications they need, rather than routing them through a busy central data center.

Bringing virtual assistance to the field

Much of Surespan's work requires on-the-ground expertise, with field technicians working on-site to install the company's roof and floor hatches. During the COVID-19 pandemic, the company trialed AR headsets to connect workers on the installation sites with Surespan's engineers.

"With travel restrictions hitting hard, we needed a way for our experienced engineers, often based here in the UK, to remotely support our teams in installing complex access solutions on sites across the globe," Mikolaj Wisniewski, a senior engineer at Surespan, told BI.

The field technicians use voice-controlled headsets made by RealWear, an AR company based in Vancouver, Washington. The headsets allow engineers at the Surespan offices to see the installation site in real time. Users can also share documents, annotate views live, and provide step-by-step instructions for the technician in troubleshooting, inspection, or complex installation procedures.

The method wasn't popular at first.

"As with any new technology, there was some resistance at first due to the learning curve and skepticism about wearing the physical headset," Wisniewski said. "Construction can be quite traditional, and some team members were more comfortable with the old ways of doing things β€” physically being on-site or just sticking to phone calls and photos."

Despite the initial reluctance, Wisniewski said, the team was won over when they actually used the headset. Today, the tool is deployed whenever remote expertise is needed quickly.

"Our site teams and our central engineering and support functions are now much more connected," Wisniewski added. "We receive instant visual context rather than having to deal with lengthy email chains or possibly unclear photos, providing immediate visual context."

Wisniewski said the AR headsets had saved the company more than $54,000 in flights and accommodation, which would otherwise have been required for engineers to travel to installation sites. The technology has also resulted in fewer project delays, he said.

"It breaks down geographical barriers and enables much richer, faster collaboration," Wisniewski added. "The entire organization feels more responsive and connected when an engineer in the UK can provide direct guidance to someone on a site thousands of miles away."

Read the original article on Business Insider

The CIA chief and his Russian counterpart are going to chat regularly now

12 March 2025 at 08:19
A side by side composite image of SVR chief Sergey Naryshkin and CIA director John Ratcliffe.
SVR chief Sergey Naryshkin and CIA director John Ratcliffe.

Kremlin Press Office/Handout /Anadolu / Jim Watson/AFP, both via Getty Images

  • Russia's intelligence agency said its chief spoke to his CIA counterpart on Tuesday.
  • It's a marked shift in posture and is the first reported contact between the pair in over two years.
  • It comes as a US-proposed cease-fire deal between Russia and Ukraine is on the table.

Russia's Foreign Intelligence Service said that its chief had spoken to the head of the CIA, in the first reported contact between the pair in over two years.

In the Tuesday call, it said the two agency chiefs agreed to maintain regular contact in the future, a marked shift in relations that comes at a time when a cease-fire deal with Ukraine is on the table.

It came the same day that Ukraine signaled that it was ready to accept a US proposal for an immediate 30-day cease-fire deal with Russia.

Emily Ferris, a senior research fellow at the Royal United Services Institute, told BI that the call was "significant," as the two senior leaders had not spoken in several years.

According to the Russian intelligence agency, known as the SVR, its director, Sergey Naryshkin, and CIA Director John Ratcliffe spoke about how they could interact on matters of common interest and the resolution of crisis situations.

The CIA did not immediately respond to Business Insider's request for comment.

Tulsi Gabbard β€” who has shared anti-Ukraine talking points in the past β€” was confirmed as President Donald Trump's Director of National Intelligence last month, a rule that oversees multiple intelligence agencies, including the CIA.

The latest move comes amid a general rapprochement between Trump and Russia, while relations between the US and its traditional allies in Europe have soured.

The US temporarily paused all US intelligence-sharing with Ukraine last week, but reversed that on Tuesday.

Ferris told BI that the US may be using the calls with Russia as a "carrot" in negotiations.

"Russia's desire to be regarded on an equal footing with other countries it considers to be major powers, particularly the US and China, often drives its foreign policy decision-making," she said.

But she added that the link "could be severed at any time, especially should Russia delay on a decision about the cease-fire."

Edward Hunter Christie, a senior research fellow at the Finnish Institute of International Affairs, told BI that "America is deliberately opening itself to being influenced by official Russian voices."

"Russia will exploit this," he added.

Christie said that the announcement of resumed contact between the SVR and CIA "is the further confirmation of the Trump administration's openly stated intention to have a completely new relationship with Russia, based on collaboration and coordination between the two states on what they can agree on."

Read the original article on Business Insider

The PlayStation VR2 will get a drastic price cut, but that might not be enough

27 February 2025 at 11:10

Sony's first PlayStation VR for the PlayStation 4 hit stores at the right price at the right time and ended up being one of VR's biggest hits. The PlayStation 5's PlayStation VR2? Not so much, unfortunately. In either an effort to clear unsold inventory, an attempt to revitalize the platform, or both, Sony has announced it's dropping the price of the headset significantly.

Starting in March, the main SKU of the headset will drop from $550 to $400 in the US. Europe, the UK, and Japan will also see price cuts to 550 euros, 400 pounds, and 66,980 yen, respectively, as detailed on the PlayStation Blog. Strangely, the bundle that includes the game Horizon: Call of the Mountain (originally $600) will also drop to the same exact price. That's welcome, but it's also a little bit difficult not to interpret that as a sign that this is an attempt to empty inventory more than anything else.

The headset launched in early 2023Β but has suffered from weak software support ever sinceβ€”a far cry from the first PSVR, which had one of the strongest libraries of its time. It didn't help that unlike the regular PlayStation 5, the PSVR2 was not backward-compatible with games released for its predecessor.

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Β© Sony

Anduril takes control of Microsoft’s $22B VR military headset program

11 February 2025 at 12:03

The Army plans to grant upstart weapons maker Anduril control of one of its highest-profile and long-troubled projects known as the Integrated Visual Augmentation System (IVAS) pending final Department of Defense (DoD) approval, founder Palmer Luckey announced in a blog post Tuesday. IVAS was initially awarded to Microsoft in 2018 to develop augmented reality headsets […]

Β© 2024 TechCrunch. All rights reserved. For personal use only.

OpenAI files a trademark application for humanoid robots and VR headsets as Sam Altman teases big hardware ambitions

4 February 2025 at 06:12
Sam Altman at the 2018 Allen & Company Sun Valley Conference, three years after the official founding of OpenAI
Sam Altman said AI developments mean we need new hardware.

Drew Angerer/Getty Images

  • OpenAI has filed a trademark application for tech such as humanoid robots and AI-powered VR headsets.
  • Sam Altman has hinted at OpenAI's hardware ambitions but says a prototype could still be years away.
  • The move could put OpenAI in competition with Meta, Apple, and other AI-driven hardware players.

OpenAI has given more signs that it may be gearing up for a big hardware push.

The ChatGPT maker has filed a new trademark application with the United States Patent and Trademark Office that could hint at plans to develop humanoid robots, smart wearables, and AI-powered virtual and augmented reality headsets.

The application also mentions smartwatches and smart jewelry.

While companies often file wide-ranging trademarks for ideas that never come to fruition, OpenAI's application comes as its CEO, Sam Altman, has been talking up the company's hardware plans.

On Monday, he told Nikkei Asia that OpenAI wants to develop AI-powered consumer tech "through partnerships with multiple companies." However, he cautioned that even a prototype could take "several years" to materialize.

Altman added, "AI is a big enough shift in how we interact with computers that there ought to be a new kind of hardware."

Hardware push

OpenAI's trademark application, submitted on January 31, lists "user-programmable humanoid robots" and "humanoid robots with communication and learning functions."

It comes as OpenAI rebuilds its robotics team, which it previously shut down in 2020. In November, OpenAI hired Caitlin Kalinowski, Meta's former hardware lead, to lead the company's robotics and consumer hardware efforts. Kalinowski, who oversaw the development of Orion, Meta's prototype AR glasses, has previously said she will focus on "bringing AI into the physical world" through robotics and hardware partnerships.

In September, former Apple design chief Jony Ive confirmed that he's working with Altman on an AI-first consumer device as part of a new venture.

Altman hasn't provided specifics on how OpenAI plans to integrate its AI models with its own hardware, but the company's filing suggests it is laying the legal groundwork for future developments.

A move into VR hardware would put OpenAI in competition with Meta's Quest and Apple's Vision Pro, both of which are investing in AI-powered immersive experiences.

OpenAI, which has so far been focused on software, has also been linked to custom AI chip development, which could help it reduce its reliance on Nvidia's GPUs.

OpenAI did not immediately respond to a Business Insider request for comment.

Read the original article on Business Insider

Meta hires a former TikTok exec to build relationships with metaverse developers and creators

3 February 2025 at 14:08
Shadi Nayyer
Shadi Nayyer.

Angella Choe.

  • Shadi Nayyer has joined Meta in a new role focused on metaverse creator and developer relationships.
  • Nayyer's role overseeing ecosystem growth rolls up into the Reality Labs content organization.
  • Prior to joining Meta, Nayyer led global creator programs at TikTok.

Meta has tapped former TikTok exec Shadi Nayyer to oversee a new team that will build relationships with creators and developers in its metaverse division, Reality Labs.

Nayyer's new role leading ecosystem growth falls under the content organization within Reality Labs. She told Business Insider she'll initially focus on creators who develop inside its virtual-reality game Horizon Worlds and other metaverse apps.

She plans to hire a team of developer advocates, community leaders, and program managers to host hackathons, attend third-party events, and run competitions and other community programs. Over time, the work will expand into other parts of the division, such as augmented reality, Nayyer said.

"A lot of what my focus is going to be on is essentially growing our developer creator ecosystem," she said. "Bringing on creators, builders, developers onto the Meta platform. Helping them learn about our products, about our tools, and just getting them into our various creator programs."

Nayyer was previously TikTok's head of creator programs.

Meta sees 2025 as a critical year for its metaverse work, per a recent internal memo from chief technology officer Andrew "Boz" Bosworth viewed by BI. Bosworth called out Horizon Worlds as an area of focus, saying that platform would need to "break out" for the company's long-term plans to come to fruition.

Horizon Worlds offers a mix of games, live events, and social features for Meta's Quest VR headsets, as well as mobile and desktop devices. In September, Meta product VP Aigerim Shorman said usage of the Horizon platform was up "5x compared to last year," and Horizon Worlds was a top-five app on the Quest 3 as measured by weekly users.

The company told investors during last week's fourth-quarter earnings that its Reality Labs unit hit $1.08 billion in revenue in the period. It expects operating losses in the division to increase in 2025, as they did in 2024.

Nayyer, who joined Meta last month, said her team will focus on driving up engagement from the metaverse developer community.

Prior to joining Meta, Nayyer oversaw creator programs and community at TikTok, where she worked on creator product marketing, partnerships, and community development, as well as its diversity, equity, and inclusion programming. Before that, Nayyer worked on community marketing at Twitch.

Meta and TikTok did not respond to requests for comment.

Read the original article on Business Insider

Resolution Games announces Battlemarked, an upcoming VR Dungeons & Dragons game

29 January 2025 at 09:00

Last year, Wizards of the Coast and Resolution Games announced an exciting development: Dungeons & Dragons (D&D), the popular tabletop role-playing game (RPG), is being adapted for virtual reality.Β  Until now, specific details about the new game have been kept closely under wraps. However, on Wednesday, the companies finally unveiled the official title and more […]

Β© 2024 TechCrunch. All rights reserved. For personal use only.

How Mark Zuckerberg lost $60 billion in five years

15 January 2025 at 02:10
At the Meta Connect developer conference, CEO Mark Zuckerberg shows off prototype of computer glasses
The Reality Labs division at Meta, which makes tech like the Orion headset Mark Zuckerberg showed off in September 2024, has racked up more than $60 billion in losses over five years.

picture alliance/Getty Images

  • Have you bought a virtual reality or augmented reality headset?
  • If so, you're part of a small group of consumers β€” despite repeated predictions that the market will boom.
  • Meta alone has lost $60 billion on this tech over five years. It's going to keep spending, says Mark Zuckerberg.

Mark Zuckerberg has spent tens of billions of dollars chasing it. Some of the biggest names in tech, including Apple, Microsoft, Google and Sony, have poured in billions more. For years.

But so far, no one has nailed it.

Maybe one day wearing computers on our heads will be something many of us do all the time, instead of a novelty we try a few times and then forget. We're not there yet.

It doesn't matter whether you're talking about super high-end devices like the Apple Vision Pro or low-priced novelties, like early editions of Snap's Spectacles. Or whether you're discussing virtual reality devices that create an entirely new world around the user or augmented reality headsets that let you see the outside world as well as digital images. All of these devices have yet to take off. Consumer demand isn't budging.

That hasn't stopped the tech industry from trying. Or deterred people around the tech world from predicting that one day, this will be a huge market.

You can see this spelled out in a new chart from analyst and investor Matthew Ball, as part of a new report he's released on the problems in the video gaming business. This one tracks the gap between projected headset sales, as estimated by International Data Corp., and actual sales.

Chart showing difference between projected VR/AR headset sales and actual sales
Industry sales of AR and VR devices have remained quite flat β€” despite continual predictions that they would boom.

Matthew Ball/Epyllion

As you can see, while IDC has been continually bullish about VR and AR headsets, consumer interest has lagged far behind. No matter what's on offer, at whatever price, these devices seem mired in the 10 million units a year or less range.

That's not to suggest that Zuckerberg β€” who has racked up more than $60 billion in losses on this tech over the past five years, filings show β€” is chasing after the market because of an IDC estimate. It just shows you that for close to a decade, the industry has been excited about this stuff, while many consumers remain unimpressed.

I talked to Jitesh Ubrani, the IDC researcher who works on this stuff, about the gap between his company's projections β€” which, to be fair, are projections β€” and reality.

He said his shop has become less optimistic over time about the market, which you can see reflected on the right side of the chart.

"Everyone is a bit more realistic about these expectations," he said, noting that the market for the tech has been "notably volatile" over the past few years, as big players like Microsoft and Google temper their interest in headsets. Meta PR declined to comment.

In his public comments, Zuckerberg has been telling investors that he'll continue chasing virtual and augmented reality tech, and that they should expect to see more losses in the future.

For him, the stakes seem quite clear: He wants people to use a new computing platform instead of, or in addition to, phones. And he wants to be able to interact with them on that platform without Google or Apple getting involved, as they do with their mobile platforms. And if all of that happens β€” meaning that Zuckerberg essentially creates the next iPhone β€” then burning tens of billions on R&D will seem like a good bet.

Meanwhile, Meta does seem to be making progress. The Orion glasses Zuckerberg showed off last fall β€” but isn't selling yet β€” are super-impressive. I've tried them, and I could definitely imagine using some version of them if they were way cheaper, and worked as advertised.

But those are big ifs, and it's possible Meta never figures out how to make these things at scale, and in a way that will sell hundreds of millions of units per year β€” like Apple does with its phones. But someone, somewhere, will keep insisting that the headset of the future is just around the corner.

Read the original article on Business Insider

Top Tech News Stories of 2024

30 December 2024 at 13:34

At TechStartups, we keep a close watch on how technology reshapes lives and industries worldwide. Without a doubt, artificial intelligence (AI) dominated the headlines this year. From ChatGPT outperforming students on standardized tests to Soral’s viral AI-generated videos, AI has […]

The post Top Tech News Stories of 2024 first appeared on Tech Startups.

Google steps into β€œextended reality” once again with Android XR

12 December 2024 at 10:18

Citing "years of investment in AI, AR, and VR," Google is stepping into the augmented reality market once more with Android XR. It's an operating system that Google says will power future headsets and glasses that "transform how you watch, work, and explore."

The first version you'll see is Project Moohan, a mixed-reality headset built by Samsung. It will be available for purchase next year, and not much more is known about it. Developers have access to the new XR version of Android now.

"We've been in this space since Google Glass, and we have not stopped," said Juston Payne, director of product at Google for XR in Android XR's launch video. Citing established projects like Google Lens, Live View for Maps, instant camera translation, and, of course, Google's general-purpose Gemini AI, XR promises to offer such overlays in both dedicated headsets and casual glasses.

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