augmented reality
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All-in-one PCs have adopted some pretty odd designs over the years, but I’ve never seen one quite like this.
The Looking Glass Pro is an all-in-one gaming PC that’s focused on one thing, visualizing 3D content on its bizarre lenticular display that makes you feel like you’re staring into a glass box filled with pixels. The embedded 4K display renders dozens of potential views and pipes them out as lower-res slices through some bizarre lens wizardry so that users can see the onscreen content in volumetric 60fps 3D without needing glasses.
You can get a better sense of how exactly this looks from a video that the company tweeted out.
With #AWE2019 fast approaching, a couple of exciting announcements coming your way! Numero 1⃣: Today, we launched the Looking Glass Pro, an all-in-one solution designed specifically for businesses seeking a turnkey holographic display solution https://t.co/IkKe6cFicf pic.twitter.com/0kGGoVxHzp
— Looking Glass Factory
#AWE2019 Booth 705 (@LKGGlass) May 28, 2019
This isn’t the first product from Brooklyn-based Looking Glass Factory, but it is a culmination of all their weirder efforts to date.
Last year, the company raised nearly $850,000 in a crowdfunding campaign for its Looking Glass display, focusing the market for the display technology on creators looking to visualize 3D graphics and objects without having to toss on a VR headset. The company has disclosed nearly $14 million in funding.
With the new hardware, the startup is aiming to court some enterprise customers to shove one of these front-and-center on their conference table displays, hoping that the new design can streamline the process of showcasing 3D content. Looking Glass Factory is courting everyone who has ever brought a VR headset to showcase 3D content. The startup argues that their solution showcases glorious 3D but doesn’t require a headset, and can showcase multiple views to multiple people at once.
Copyright 2006 Phoebe Cheong, all rights reserved
The hardware is focused on ensuring that you can cue up content and live-render it as users manipulate the content or change views with the on-board touch controls. The Looking Glass Pro integrates an Intel NUC 8 VR mini PC running Windows as well as a 7″ secondary touch panel screen that flips out from the side to make navigating the PC a bit easier, though that process still seems to be a tad janky at the moment.
The whole premise for this thing is weird and cool but also super expensive. The original 15.6″ Looking Glass display was $3,000; this thing is $6,000. The workstation is available for pre-order now and ships in July.
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AR startup Meta’s original investors might have been screwed by the company’s collapse and fire sale, but a pair of VC firms are giving the brand another shot with a new corporate entity and CEO that the new backers hope will lead to a less abysmal outcome.
Meta Company is now Meta View, “a wholly new and unaffiliated entity.”
Meta v1’s not-so-differentiated approach to the AR market led it into trouble competing with teams from Magic Leap and Microsoft that were more focused on new technologies, though Meta was also well-financed with some $73 million in funding raised, according to Crunchbase. The issue came as the company burned through that cash with the expectation that more was on the way. The unexpected dissolution of a $20 million funding round sunk the company and left it scrambling.
Ultimately, the company’s assets were sold months ago — for “less than the bank was owed” — to a mystery buyer that we now know was Olive Tree Ventures .
This isn’t the most conventional investment for Israel-based Olive Tree Ventures. One would imagine a deal like this comes from a specialized investor who finds dead startups, puts a new coat of paint on their IP and attempts to revive old relationships, but Olive Tree is just an early-stage VC firm. The fund generally focuses its investments on Israeli startups, though Meta View will be based in San Mateo, and has traditionally invested in healthtech, something the AR startup was not particularly focused on in its former life.
“We remain extremely bullish on the potential for spatial computing. Our belief was so strong that we did a somewhat non-traditional VC deal to acquire the assets, start a new company and find a new CEO with a vision and focus we believed in,” said Olive Tree Ventures GP Mayer Gniwisch in a statement.
The new company is also launching with an undisclosed amount of funding from Montreal-based BNSG Capital .
It’s not entirely clear what the worth is in so fully reviving the Meta brand, other than scrounging up some faith in the Meta 2 headsets, on which the company staked its reputation. The company will not be selling the Meta 2, but will be supporting previously sold headsets as it works on new hardware.
While this whole situation feels a tad dodgy, the new company’s CEO Jay Wright lends the new venture some credibility. Wright was a co-founder of Vuforia, which really helped blaze a lot of trails in the AR space, and he has led the product at PTC since it was acquired in 2015. Not mentioned in any communications from the new company is the name of Meta’s founding CEO Meron Gribetz, whose role, if any, with Meta View is unclear.
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Streem, an AR startup that is meshing teleconferencing software with computer vision tech, has acquired a small U.K. startup called Selerio that’s also building out augmented reality technologies.
The startups were both members of betaworks’ VisionCamp accelerator program last year where they met and collaborated while tackling separate computer vision problems in the AR space.
Streem’s play is that they can create a kind of souped-up Skype call that enables home service providers to get more visual data in the course of chatting with home-owners. This can be something simple like character recognition that enables users to point their phone rather than reciting a 30-character serial number; the company can also take measurements or save localized notes.
The Portland startup has disclosed more than $10 million in funding, though they have also just closed a new bout of funding (they’re not sharing the amount yet).
Selerio’s focus is all about gaining a contextual understanding of a space. The startup was spun out of research from Cambridge University. The company has not disclosed its amount of seed funding, but betaworks, Greycroft Partners and GGV Capital are among its backers. All three of Selerio’s employees have joined Streem as part of the acquisition.

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Modsy has raised some new cash as the computer vision startup looks to get physical and build more of the furniture it recommends. The startup announced they have closed $37 million in Series C funding led by TCV. They’ve now raised north of $70 million to date.
The service combines computer vision tech with human designer know-how to let users design the trendy home of their dreams. The process begins with a user snapping pics of their room (or multiple rooms), which Modsy then stitches into a complete 3D model of the room.
Prices range from $69 to $349 depending on what level of finesse you’re looking for.
From there Modsy designers drop in furniture from their partners, like Crate&Barrel, Pottery Barn, West Elm and others, if you pay for their $149 single-room premium package, you can chat with the designers and swap out pieces or try completely different styles. All-in-all the app gives you a lot of options for the price, although the startup’s main method of monetization isn’t these one-time packages, it’s earning cash when you buy the furniture they suggest.
Earlier this year the company branched out into creating their own furniture line of sofas and chairs, which they are injecting into their room designs and recommendations. This could allow the company to transform into more of a smart furniture company as opposed to an AR/computer vision startup.
“I founded Modsy on the premise that in the future we would all be shopping from a personalized catalog-like experience within a virtual version of our real homes,” CEO Shanna Tellerman said in a statement. “This new round of funding will bring us even closer to this reality.”
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Extra Crunch offers members the opportunity to tune into conference calls led and moderated by the TechCrunch writers you read every day. This week, TechCrunch’s Kate Clark sat down with Eric Yuan, the founder and CEO of video communications startup Zoom, to go behind the curtain on the company’s recent IPO process and its path to the public markets.
Since hitting the trading desks just a few weeks ago, Zoom stock is up over 30%. But the Zoom’s path to becoming a Silicon Valley and Wall Street darling was anything but easy. Eric tells Kate how the company’s early focus on profitability, which is now helping drive the stock’s strong performance out of the gate, actually made it difficult to get VC money early on, and the company’s consistent focus on user experience led to organic growth across different customer bases.
Eric: I experienced the year 2000 dot com crash and the 2008 financial crisis, and it almost wiped out the company. I only got seed money from my friends, and also one or two VCs like AME Cloud Ventures and Qualcomm Ventures.
nd all other institutional VCs had no interest to invest in us. I was very paranoid and always thought “wow, we are not going to survive next week because we cannot raise the capital. And on the way, I thought we have to look into our own destiny. We wanted to be cash flow positive. We wanted to be profitable.
nd so by doing that, people thought I wasn’t as wise, because we’d probably be sacrificing growth, right? And a lot of other companies, they did very well and were not profitable because they focused on growth. And in the future they could be very, very profitable.

Eric and Kate also dive deeper into Zoom’s founding and Eric’s initial decision to leave WebEx to work on a better video communication solution. Eric also offers his take on what the future of video conferencing may look like in the next five to 10 years and gives advice to founders looking to build the next great company.
For access to the full transcription and the call audio, and for the opportunity to participate in future conference calls, become a member of Extra Crunch. Learn more and try it for free.
Kate Clark: Well thanks for joining us Eric.
Eric Yuan: No problem, no problem.
Kate: Super excited to chat about Zoom’s historic IPO. Before we jump into questions, I’m just going to review some of the key events leading up to the IPO, just to give some context to any of the listeners on the call.
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When your game tops 100 million players, your thoughts naturally turn to doubling that number. That’s the case with the creators, or rather stewards, of Minecraft at Microsoft, where the game has become a product category unto itself. And now it is making its biggest leap yet — to a real-world augmented reality game in the vein of Pokémon GO, called Minecraft Earth.
Announced today but not playable until summer (on iOS and Android) or later, MCE (as I’ll call it) is full-on Minecraft, reimagined to be mobile and AR-first. So what is it? As executive producer Jesse Merriam put it succinctly: “Everywhere you go, you see Minecraft. And everywhere you go, you can play Minecraft.”
Yes, yes — but what is it? Less succinctly put, MCE is like other real-world-based AR games in that it lets you travel around a virtual version of your area, collecting items and participating in mini-games. Where it’s unlike other such games is that it’s built on top of Minecraft: Bedrock Edition, meaning it’s not some offshoot or mobile cash-in; this is straight-up Minecraft, with all the blocks, monsters and redstone switches you desire, but in AR format. You collect stuff so you can build with it and share your tiny, blocky worlds with friends.
That introduces some fun opportunities and a few non-trivial limitations. Let’s run down what MCE looks like — verbally, at least, as Microsoft is being exceedingly stingy with real in-game assets.
Because it’s Minecraft Earth, you’ll inhabit a special Minecraftified version of the real world, just as Pokémon GO and Harry Potter: Wizards Unite put a layer atop existing streets and landmarks.
The look is blocky to be sure, but not so far off the normal look that you won’t recognize it. It uses OpenStreetMaps data, including annotated and inferred information about districts, private property, safe and unsafe places and so on — which will be important later.
The fantasy map is filled with things to tap on, unsurprisingly called tappables. These can be a number of things: resources in the form of treasure chests, mobs and adventures.
Chests are filled with blocks, naturally, adding to your reserves of cobblestone, brick and so on, all the different varieties appearing with appropriate rarity.
Mobs are animals like those you might normally run across in the Minecraft wilderness: pigs, chickens, squid and so on. You snag them like items, and they too have rarities, and not just cosmetic ones. The team highlighted a favorite of theirs, the muddy pig, which when placed down will stop at nothing to get to mud and never wants to leave, or a cave chicken that lays mushrooms instead of eggs. Yes, you can breed them.
Last are adventures, which are tiny AR instances that let you collect a resource, fight some monsters and so on. For example you might find a crack in the ground that, when mined, vomits forth a volume of lava you’ll have to get away from, and then inside the resulting cave are some skeletons guarding a treasure chest. The team said they’re designing a huge number of these encounters.
Importantly, all these things — chests, mobs and encounters — are shared between friends. If I see a chest, you see a chest — and the chest will have the same items. And in an AR encounter, all nearby players are brought in, and can contribute and collect the reward in shared fashion.
And it’s in these AR experiences and the “build plates” you’re doing it all for that the game really shines.
“If you want to play Minecraft Earth without AR, you have to turn it off,” said Torfi Olafsson, the game’s director. This is not AR-optional, as with Niantic’s games. This is AR-native, and for good and ill the only way you can really play is by using your phone as a window into another world. Fortunately it works really well.
First, though, let me explain the whole build plate thing. You may have been wondering how these collectibles and mini-games amount to Minecraft. They don’t — they’re just the raw materials for it.
Whenever you feel like it, you can bring out what the team calls a build plate, which is a special item, a flat square that you virtually put down somewhere in the real world — on a surface like the table or floor, for instance — and it transforms into a small, but totally functional, Minecraft world.
In this little world you can build whatever you want, or dig into the ground, build an inverted palace for your cave chickens or create a paradise for your mud-loving pigs — whatever you want. Like Minecraft itself, each build plate is completely open-ended. Well, perhaps that’s the wrong phrase — they’re actually quite closely bounded, as the world only exists out to the edge of the plate. But they’re certainly yours to play with however you want.
Notably all the usual Minecraft rules are present — this isn’t Minecraft Lite, just a small game world. Water and lava flow how they should, blocks have all the qualities they should and mobs all act as they normally would.
The magic part comes when you find that you can instantly convert your build plate from miniature to life-size. Now the castle you’ve been building on the table is three stories tall in the park. Your pigs regard you silently as you walk through the halls and admire the care and attention to detail with which you no doubt assembled them. It really is a trip.
In the demo, I played with a few other members of the press; we got to experience a couple of build plates and adventures at life-size (technically actually 3/4 life size — the 1 block to 1 meter scale turned out to be a little daunting in testing). It was absolute chaos, really, everyone placing blocks and destroying them and flooding the area and putting down chickens. But it totally worked.
The system uses Microsoft’s new Azure Spatial Anchor system, which quickly and continuously fixed our locations in virtual space. It updated remarkably quickly, with no lag, showing the location and orientation of the other players in real time. Meanwhile the game world itself was rock-solid in space, smooth to enter and explore, and rarely bugging out (and that only in understandable circumstances). That’s great news considering how heavily the game leans on the multiplayer experience.
The team said they’d tested up to 10 players at once in an AR instance, and while there’s technically no limit, there’s sort of a physical limit in how many people can fit in the small space allocated to an adventure or around a tabletop. Don’t expect any giant 64-player raids, but do expect to take down hordes of spiders with three or four friends.
In choosing to make the game the way they’ve made it, the team naturally created certain limitations and risks. You Wouldn’t want, for example, an adventure icon to pop up in the middle of the highway.
For exactly that reason the team spent a lot of work making the map metadata extremely robust. Adventures won’t spawn in areas like private residences or yards, though of course simple collectibles might. But because you’re able to reach things up to 70 meters away, it’s unlikely you’ll have to knock on someone’s door and say there’s a cave chicken in their pool and you’d like to touch it, please.
Furthermore adventures will not spawn in areas like streets or difficult to reach areas. The team said they worked very hard making it possible for the engine to recognize places that are not only publicly accessible, but safe and easy to access. Think sidewalks and parks.
Another limitation is that, as an AR game, you move around the real world. But in Minecraft, verticality is an important part of the gameplay. Unfortunately, the simple truth is that in the real world you can’t climb virtual stairs or descend into a virtual cave. You as a player exist on a 2D plane, and can interact with but not visit places above and below that plane. (An exception of course is on a build plate, where in miniature you can fly around it freely by moving your phone.)
That’s a shame for people who can’t move around easily, though you can pick up and rotate the build plate to access different sides. Weapons and tools also have infinite range, eliminating a potential barrier to fun and accessibility.
In Pokémon GO, there’s the drive to catch ’em all. In Wizards Unite, you’ll want to advance the story and your skills. What’s the draw with Minecraft Earth? Well, what’s the draw in Minecraft? You can build stuff. And now you can build stuff in AR on your phone.
The game isn’t narrative-driven, and although there is some (unspecified) character progression, for the most part the focus is on just having fun doing and making stuff in Minecraft. Like a set of LEGO blocks, a build plate and your persistent inventory simply make for a lively sandbox.
Admittedly that doesn’t sound like it carries the same addictive draw of Pokémon, but the truth is Minecraft kind of breaks the rules like that. Millions of people play this game all the time just to make stuff and show that stuff to other people. Although you’ll be limited in how you can share to start, there will surely be ways to explore popular builds in the future.
And how will it make money? The team basically punted on that question — they’re fortunately in a position where they don’t have to worry about that yet. Minecraft is one of the biggest games of all time and a big money-maker — it’s probably worth the cost just to keep people engaged with the world and community.
MCE seems to me like a delightful thing, but one that must be appreciated on its own merits. A lack of screenshots and gameplay video isn’t doing a lot to help you here, I admit. Trust me when I say it looks great, plays well and seems fundamentally like a good time for all ages.
A few other stray facts I picked up:
Sound fun? Sign up for the beta here.
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British science fiction writer, Sir Arther C. Clark, once said, “Any sufficiently advanced technology is indistinguishable from magic.”
Augmented reality has the potential to instill awe and wonder in us just as magic would. For the very first time in the history of computing, we now have the ability to blur the line between the physical world and the virtual world. AR promises to bring forth the dawn of a new creative economy, where digital media can be brought to life and given the ability to interact with the real world.
AR experiences can seem magical but what exactly is happening behind the curtain? To answer this, we must look at the three basic foundations of a camera-based AR system like our smartphone.
Mars Rover Curiosity taking a selfie on Mars. Source: https://www.nasa.gov/jpl/msl/pia19808/looking-up-at-mars-rover-curiosity-in-buckskin-selfie/
When NASA scientists put the rover onto Mars, they needed a way for the robot to navigate itself on a different planet without the use of a global positioning system (GPS). They came up with a technique called Visual Inertial Odometry (VIO) to track the rover’s movement over time without GPS. This is the same technique that our smartphones use to track their spatial position and orientation.
A VIO system is made out of two parts.
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Unity Technologies, the company behind one of the world’s most popular game engines, could nearly double its reported valuation in a new round of funding.
The company has filed to raise up to $125 million in Series E funding according to a Delaware stock authorization filing uncovered by Prime Unicorn Index and reviewed by TechCrunch. If Unity closes the full authorized raise it will hold a valuation of $5.96 billion.
A Unity spokesperson confirmed the details of the document.
The SF company builds developer tools that allow game-makers to build titles and deploy them on consoles, mobile and PC. More than half of all new games are built using the platform. Customers pay for the platform per developer once their projects reach a certain scale.
Unity’s competitors include Fortnite-maker Epic Games, which has been able to rapidly acquire startups and game studios in the past two years fueled by the profits of their blockbuster hit.
Unity most recently closed $400 million in Series D funding led by Silver Lake, a “big chunk” of which went toward purchasing the shares of longtime employees and earlier investors. The round left the company’s valuation north of $3 billion. The company, founded in 2003, has raised more than $600 million to date.
The company’s previous backers include Sequoia, DFJ Growth and Silver Lake Partners.
Earlier this year, Cheddar reported that Unity was eyeing a 2020 IPO, though the company did not comment on the report.
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As part of its rather odd Thursday afternoon pre-Build news dump, Microsoft today announced the HoloLens 2 Development Edition. The company announced the much-improved HoloLens 2 at MWC Barcelona earlier this year, but it’s not shipping to developers yet. Currently, the best release date we have is “later this year.” The Development Edition will launch alongside the regular HoloLens 2.
The Development Edition, which will retail for $3,500 to own outright or on a $99 per month installment plan, doesn’t feature any special hardware. Instead, it comes with $500 in Azure credits and three-month trials of Unity Pro and the Unity PiXYZ plugin for bringing engineering renderings into Unity.
To get the Development Edition, potential buyers have to join the Microsoft Mixed Reality Developer Program and those who already pre-ordered the standard edition will be able to change their order later this year.
As far as HoloLens news goes, that’s all a bit underwhelming. Anybody can get free Azure credits, after all (though usually only $200) and free trials of Unity Pro are also readily available (though typically limited to 30 days).
Oddly, the regular HoloLens 2 was also supposed to cost $3,500. It’s unclear if the regular edition will now be somewhat cheaper, cost the same but come without the credits or really why Microsoft is doing this at all. Turning this into a special “Development Edition” feels more like a marketing gimmick than anything else, as well as an attempt to bring some of the futuristic glamour of the HoloLens visor to today’s announcements.
The folks at Unity are clearly excited, though. “Pairing HoloLens 2 with Unity’s real-time 3D development platform enables businesses to accelerate innovation, create immersive experiences, and engage with industrial customers in more interactive ways,” says Tim McDonough, GM of Industrial at Unity, in today’s announcement. “The addition of Unity Pro and PiXYZ Plugin to HoloLens 2 Development Edition gives businesses the immediate ability to create real-time 2D, 3D, VR, and AR interactive experiences while allowing for the importing and preparation of design data to create real-time experiences.”
Microsoft also today noted that Unreal Engine 4 support for HoloLens 2 will become available by the end of May. 
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Microsoft today announced an interesting update to its database lineup with the preview of Azure SQL Database Edge, a new tool that brings the same database engine that powers Azure SQL Database in the cloud to edge computing devices, including, for the first time, Arm-based machines.
Azure SQL Edge, Azure corporate vice president Julia White writes in today’s announcement, “brings to the edge the same performant, secure and easy to manage SQL engine that our customers love in Azure SQL Database and SQL Server.”
The new service, which will also run on x64-based devices and edge gateways, promises to bring low-latency analytics to edge devices as it allows users to work with streaming data and time-series data, combined with the built-in machine learning capabilities of Azure SQL Database. Like its larger brethren, Azure SQL Database Edge will also support graph data and comes with the same security and encryption features that can, for example, protect the data at rest and in motion, something that’s especially important for an edge device.
As White rightly notes, this also ensures that developers only have to write an application once and then deploy it to platforms that feature Azure SQL Database, good old SQL Server on premises and this new edge version.
SQL Database Edge can run in both connected and fully disconnected fashion, something that’s also important for many use cases where connectivity isn’t always a given, yet where users need the kind of data analytics capabilities to keep their businesses (or drilling platforms, or cruise ships) running.
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