Facebook

Auto Added by WPeMatico

Facebook brings its 3D photos feature to users with single-camera phones

Facebook first showed off its 3D photos back in 2018, and shared the technical details behind it a month later. But unless you had one of a handful of phones with dual cameras back then (when they weren’t so common), you couldn’t make your own. Today an update brings 3D photos to those of us still rocking a single camera.

In case you don’t remember or haven’t seen one lately, the 3D photos work by analyzing a 2D picture and slicing it into a ton of layers that move separately when you tilt the phone or scroll. I’m not a big fan of 3D anything, and I don’t even use Facebook, but the simple fact is this feature is pretty cool.

The problem is it used the dual-camera feature to help the system determine distance, which informed how the picture should be sliced. That meant I, with my beautiful iPhone SE, was out of the running — along with about a billion other people who hadn’t bought into the dual-camera thing yet.

But over the last few years the computer vision team over at Facebook has been working on making it possible to do this without dual-camera input. At last they succeeded, and this blog post explains, in terms technical enough that I’m not even going to attempt to summarize them here, just how they did it.

The advances mean that many — though not all — relatively modern single-camera phones should be able to use the feature. Google’s Pixel series is now supported, and single-camera iPhones from the 7 forward. The huge diversity of Android devices makes it hard to say which will and won’t be supported — it depends on a few things not usually listed on the spec sheet — but you’ll be able to tell once your Facebook app updates and you take a picture.

Powered by WPeMatico

What virtual worlds in the coming multiverse era will look like

Gaming and social media are on a collision course, the result of which will be mainstream popularity of virtual worlds primarily driven by user-generated content (UGC) and anchored in small groups and one-to-one interactions.

Games targeting core gamers will remain a thriving market, and social apps centered on broadcasting content will remain popular for photo sharing and news tracking. However, a lot of our daily online social interaction will shift to multiverse virtual worlds where avatars mark our presence, we own digital goods, earn money from our contributions to the world and gain a deeper sense of community than other types of online interactions.

(This is part three of a seven-part series about virtual worlds.)

Most people will participate in multiple virtual worlds depending on their mood, personality and social circle. A half dozen worlds will be particularly popular but there will be many niche ones. Some may require that you use your real identity (or at least the name on your Facebook account) but most will not.

These worlds don’t have to remain tied to the norms of our physical world — they can be imaginative realms with different physics. Some worlds may strive to look photorealistic while others will go for artistic distinction. Rules, cultural norms, economic models, and user controls will vary. Some worlds will be oriented around war and conflict, others will be oriented around peaceful commerce and participation in a tranquil society, and still others will take an educational focus looking to simulate areas of Earth for closer study.

Powered by WPeMatico

Facebook’s Libra Association adds crypto prime broker Tagomi

TechCrunch has learned that $28 million-funded crypto startup Tagomi will be the newest member of the Libra Association that governs the Facebook-backed Libra stablecoin. A formal announcement is slated for Friday or next week.

Tagomi offers a platform that helps large traders and funds easily access cryptocurrency markets. The news comes days after Libra added Shopify, a reversal of dwindling membership after major partners like Visa, PayPal and Stripe dropped out late last year.

We’ve reached out to the Libra Association and have been promised a response by Facebook’s communications team.

Joining Libra means Tagomi will be expected to contribute at least $10 million toward developing the cryptocurrency, with that investment eligible to reap dividends from interest earned on money kept in the Libra Reserve. Tagomi will also operate a node that validates transactions coming through the Libra blockchain.

Tagomi was founded by Jennifer Campbell, a former investor at Union Square Ventures, which is also a Libra Association Member. The company has 25 employees across five offices. Tagomi will be the 22nd member of the Libra Association, according to information from the startup’s press representative, who was apparently supposed to hold this news until later. “Tagomi is joining the Libra Foundation and Jennifer will be the newest member,” they emailed TechCrunch. We’ll update this story following our interview with Campbell tomorrow.

Campbell and Tagomi will offer technical and policy support to Libra in an effort to make the cryptocurrency more safe and compliant with international law. That will be critical for the Libra Association to get the green light from regulators for a launch in 2020 like it originally planned. Lawmakers in the U.S. and EU have slammed Libra in hearings and the press over its potential to facilitate money laundering, harm privacy and destabilize the global financial system.

The full membership of the Libra Association is now:

Current Members:

Facebook’s Calibra, Tagomi, Shopify, PayU, Farfetch, Lyft, Spotify, Uber, Illiad SA, Anchorage, Bison Trails, Coinbase, Xapo, Andreessen Horowitz, Union Square Ventures, Breakthrough Initiatives, Ribbit Capital, Thrive Capital, Creative Destruction Lab, Kiva, Mercy Corps, Women’s World Banking.

Former Members:

Vodafone, Visa, Mastercard, Stripe, PayPal, Mercado Pago, Bookings Holdings, eBay.

Powered by WPeMatico

Why social networks want even more gaming

Even if you don’t play games, you have spent years of your life in one or more virtual worlds.

Social media platforms like Facebook, Twitter, Instagram and WeChat are lightweight versions of virtual worlds. They don’t offer terrain for avatars to explore, but they are neighborhoods within cyberspace where we store assets, develop relationships and, in some instances, might even choose to hide behind an alias.

The faces we present on these platforms are different from the ones we show our friends in person. While we usually use real names and photos, our presence on Twitter and Instagram is an avatar of sorts. What we do (and do not) post, how we say what we say, how we portray ourselves through selectively chosen (and often edited) photos — it’s an online persona. The aim — conscious and subconscious — is to build social capital within the particular cultural environment of these virtual spaces.

(This is part two of a seven-part series about virtual worlds.)

The social capital gained or lost within a virtual space can connect directly to social capital in the physical world. The worlds are separate but intertwined; what percent of news stories these days revolve around what someone posted on Twitter or Instagram?

Social media apps have virtual economies the same way as games like Fortnite do, they’re just smaller and involve fewer users thus far. There is constant trading of goods and services that exist only within the virtual world of a social app. For example, individuals and companies spend real money on trading Twitter handles, buying Instagram followers, purchasing special image filters and on Twitch memberships that put a badge next to their name to signify their status as a financial supporter of a specific streamer.

On this point, CCP Games CEO Hilmar Veigar Pétursson told me, “there’s not much reality in reality anymore,” given how much of our daily lives in “the real world” are about creating, consuming and interacting online, noting that many social media influencers earn more money in these virtual worlds than factory workers can make building physical items.

Powered by WPeMatico

Facebook acquires the VR game studio behind one of the Rift’s best titles

Facebook is aiming to build on its VR hardware launches of 2019 with an investment in virtual reality software.

Facebook announced today that it has acquired Bay Area VR studio Sanzaru Games, the developer of “Asgard’s Wrath,” considered by many enthusiasts to be one of the Oculus Rift’s best games. Terms of the deal weren’t disclosed, but the studio will continue to operate its offices in the U.S. and Canada with “the vast majority” of employees coming aboard following the acquisition, Facebook says.

The 13-year-old game studio has created a total of four titles for the Oculus Rift, including “Asgard’s Wrath” and “Marvel Powers United VR,” both of which were at least partially funded by Oculus Studios. Sanzaru has also made a number of titles on console and mobile systems, releasing games structured around their own IP alongside licensed titles for properties like Sonic and Spyro.

Following Facebook’s acquisition of Beat Games in November, the Sanzaru Games purchase showcases Facebook’s continued interest in propping up VR game studios and aligning them around their interests while allowing them to operate independently. While Beat Games’ “Beat Saber” was considered a more mass market title, Sanzaru’s “Asgard’s Wrath” represented a play toward courting serious gamers with a lengthier first-person adventure title.

Facebook has already injected billions of dollars into its VR ambitions and, as the company hopes to build out the content ecosystems of hardware it released last year (including the Oculus Quest and Oculus Rift S), there is little to suggest that their rate of investment will slow in the near future.

Powered by WPeMatico

Games already are social networks

Video games are only getting more popular.

Roughly 2.5 billion people around the world played games last year, double the number of players in 2013. Gaming is a $149 billion industry, growing 7% year over year, with the U.S. as its largest market. In America, the average gamer is 33 years old and 46% of gamers are female, according to the Entertainment Software Association.

(This is part one of a seven-part series about virtual worlds.)

Per Quartz reporter Dan Kopf’s summary of U.S. Department of Labor data:

More people now report playing games on a typical day — 11.4% in 2017 compared to 7.8% in 2003 — and, on days they do play games, they spend more time doing so — about 145 minutes in 2017, compared to 125 in 2003.

Young people are the biggest driver of the trend. From 2003 to 2015, 15-24 year olds spent less than 25 minutes playing games on the average day. From 2015 to 2017, those in that age group dedicated almost 40 minutes a day to games.

Mobile games account for a large part of this dramatic growth, but all major game categories are growing. The console gaming market — the oldest segment and most expensive due to hardware cost — expanded more than 7% last year alone.

Powered by WPeMatico

A multiverse, not the metaverse

Following web forums, web platforms and mobile apps, we are entering a new stage of social media — the multiverse era — where the virtual worlds of games expand to become mainstream hubs for social interaction and entertainment. In a seven-part Extra Crunch series, we will explore why that is the case and which challenges and opportunities are making it happen.

In 10 years, we will have undergone a paradigm shift in social media and human-computer interaction, moving away from 2D apps centered on posting content toward shared feeds and an era where mixed reality (viewed with lightweight headsets) mixes virtual and physical worlds. But we’re not technologically or culturally ready for that future yet. The “metaverse” of science fiction is not arriving imminently.

Instead, the virtual worlds of multiplayer games — still accessed from phones, tablets, PCs and consoles — are our stepping stones during this next phase.

Understanding this gradual transition helps us reconcile the futuristic visions of many in tech with the reality of how most humans will participate in virtual worlds and how social media impacts society. This transition centers on the merging of gaming and social media and leads to a new model of virtual worlds that are directly connected with our physical world, instead of isolated from it.

Multiverse virtual worlds will come to function almost like new countries in our society, countries that exist in cyberspace rather than physical locations but have complex economic and political systems that interact with the physical world.

Throughout these posts, I make a distinction between the “physical,” “virtual,” and “real” worlds. Our physical world defines tangible existence like in-person interactions and geographic location. The virtual world is that of digital technology and cyberspace: websites, social media, games. The real world is defined by the norms of what we accept as normal and meaningful in society. Laws and finance aren’t physical, but they are universally accepted as concrete aspects of life. I’ll argue here that social media apps are virtual worlds we have accepted as real — unified with normal life rather than separate from it — and that multiverse virtual worlds will make the same crossover.

In fact, because they incentivize small group interactions and accomplishment of collaborative tasks rather than promotion of viral posts, multiverse virtual worlds will bring a healthier era for social media’s societal impact.

The popularity of massive multiplayer online (MMO) gaming is exploding at the same time that the technology to access persistent virtual worlds with high-quality graphics from nearly any device is hitting the market. The rise of Epic Games’ Fortnite since 2017 accelerated interest in MMO games from both consumers who don’t consider themselves gamers and from journalists and investors who hadn’t paid much attention to gaming before.

In the decade ahead, people will come to socialize as much in virtual worlds that evolved from games as they will on platforms like Instagram, Twitter and TikTok. Building things with friends within virtual worlds will become common, and major events within the most popular virtual worlds will become pop culture news stories.

Right now, three-quarters of U.S.-based Facebook users interact with the site on a daily basis; Instagram (63%), Snapchat (61%), YouTube (51%) and Twitter (41%) have similarly penetrated the daily lives of Americans. By comparison, the percentage of people who play a game on any given day increased from just 8% in 2003 to 11% in 2016. Within the next few years, that number will multiply as the virtual worlds within games become more fulfilling social, entertainment and commercial platforms.

As I mentioned in my 2020 media predictions article, Facebook is readying itself for this future and VCs are funding numerous startups that are building toward it, like Klang Games, Darewise Entertainment and Singularity 6. Epic Games joins Roblox and Mojang (the company behind Minecraft) as among the best-positioned large gaming companies to seize this opportunity. Startups are already popping up to provide the middleware for virtual economies as they become larger and more complex, and a more intense wave of such startups will arrive over the next few years to provide that infrastructure as a service.

Over the next few years, there will be a trend: new open-world MMO games that emphasize social functionality that engages users, even if they don’t care much about the mission of the game itself. These new products will target casual gamers wanting to enter the world for merely a few minutes at a time since hardcore gamers are already well-served by game publishers.

Some of these more casual, socializing-oriented MMOs will gain widespread popularity, the economy within and around them will soar and the original gaming scenario that provided a focus on what to do will diminish as content created by users becomes the main attraction.

Let’s explore the forces that underpin this transition. Continue reading through the seven articles in this series (which will be linked below as they are published daily over the next six days):

  1. Games already are social networks
  2. Social apps already are lightweight virtual worlds
  3. What virtual worlds in this transition era look like
  4. Why didn’t this already happen?
  5. How virtual worlds could save society
  6. The rise of virtual economies and their merging with our “real” economy
  7. Competitive landscape of the multiverse

Powered by WPeMatico

Shopify joins Facebook’s cryptocurrency Libra Association

After eBay, Visa, Stripe and other high-profile partners ditched the Facebook -backed cryptocurrency collective, Libra scored a win today with the addition of Shopify. The e-commerce platform will become a member of Libra Association, contributing at least $10 million and operating a node that processes transactions for the Facebook-originated stable coin.

If Libra manages to assuage international regulators’ concerns, which are currently blocking its roll out, Shopify could gain a way to process transactions without paying credit card fees. Libra is designed to move between wallets with zero or nearly-zero fees. That could save money for Shopify and the 1 million merchants running online shops on its platform.

Shopify stressed that helping merchants reduce fees and bringing commerce opportunities to developing nations as reasons it’s joining the Libra Association . “Much of the world’s financial infrastructure was not built to handle the scale and needs of internet commerce,” Shopify writes. Here are the most critical parts of its announcement:

Our mission is to make commerce better for everyone and to do that, we spend a lot of our time thinking about how to make commerce better in parts of the world where money and banking could be far better . . . As a member of the Libra Association, we will work collectively to build a payment network that makes money easier to access and supports merchants and consumers everywhere . . . Our mission has always been to support the entrepreneurial journey of the more than one million merchants on our platform. That means advocating for transparent fees and easy access to capital, and ensuring the security and privacy of our merchants’ customer data. We want to create an infrastructure that empowers more entrepreneurs around the world.

As part of the Libra Association, Shopify will become a validator node operator, gain one vote on the Libra Association council and can earn dividends from interest earned on the Libra reserve in proportion to its investment, which is $10 million at a minimum.

The Libra Association had lost much of its e-commerce expertise when a string of members abandoned the project in October amidst regulatory scrutiny. That included traditional payment processors like Visa and Mastercard, online processors like Stripe and PayPal and marketplaces like eBay. That threw into question whether Libra would have the right partners to make the cryptocurrency accepted in enough places to be useful to people.

As it works to convince regulators Libra is safe, Facebook has been working on its other payment plays, including Facebook Pay and WhatsApp Pay, that rely on traditional bank transfers or credit cards.

Shopify’s CEO Tobi Lutke tweeted that “Shopify spends a lot of time thinking about how to make commerce better in parts of the world where money and banking could be far better. That’s why we decided to become a member of the Libra Association.”

“We are proud to welcome Shopify, Inc. (SHOP) to the Libra Association. As a multinational commerce platform with over one million businesses in approximately 175 countries, Shopify, Inc. brings a wealth of knowledge and expertise to the Libra project,” writes Dante Disparte, the Libra Association’s head of Policy and Communications. “Shopify joins an active group of Libra Association members committed to achieving a safe, transparent, and consumer-friendly implementation of a global payment system that breaks down financial barriers for billions of people.”

A recent hire further tied the two companies together. Facebook’s former lead product manager for its payment platform and billing teams, Kaz Nejatian, in September became Shopify’s VP and GM of money.

Operating an e-commerce store can be difficult or impossible without a traditional bank account that can be tough to attain in some developing countries. Libra could allow these merchants to establish a Libra Wallet where payments are sent instantly, without steep credit card fees, and in theory could be cashed out at local brick-and-mortar establishments or ATMs for local fiat currency.

Shopify’s credit card readers

But for any of that to happen, the Libra Association will have to convince the U.S. government, the EU and more that it won’t help terrorists launder money, hurt people’s privacy or weaken nations’ power in the global financial system. “The French Finance Minister Bruno Le Maire said, “the monetary sovereignty of countries is at stake from a possible privatisation of money . . . we cannot authorise the development of Libra on European soil.”

Libra was initially slated to launch in 2020. We’ll see.

Here’s the full list of Libra Association members:

Current

Facebook’s Calibra, Shopify, PayU, Farfetch, Lyft, Spotify, Uber, Illiad SA, Anchorage, Bison Trails, Coinbase, Xapo, Andreessen Horowitz, Union Square Ventures, Breakthrough Initiatives, Ribbit Capital, Thrive Capital, Creative Destruction Lab, Kiva, Mercy Corps, Women’s World Banking.

Former members

Vodafone, Visa, Mastercard, Stripe, PayPal, Mercado Pago, Bookings Holdings, eBay.

Powered by WPeMatico

Facebook prototypes tabbed News Feed with Most Recent & Seen

Facebook may make it easier to escape its ranking algorithm and explore the News Feed in different formats. Facebook has internally prototyped a tabbed version of the News Feed for mobile that includes the standard Most Relevant feed, the existing Most Recent feed of reverse chronological posts that was previously buried as a sidebar bookmark and an Already Seen feed of posts you’ve previously viewed that historically was only available on desktop via the largely unknown URL facebook.com/seen.

The tabbed feed is currently unlaunched, but if Facebook officially rolls it out, it could make the social network feel more dynamic and alive as it’d be easier to access Most Recent to view what’s happening in real time. It also could help users track down an important post they lost that they might want to learn from or comment on. The tabbed interface would be the biggest change to News Feed since 2013 when Facebook announced but later scrapped the launch of a multi-feed with side bar options for just exploring Music, Photos, Close Friends and more.

The tabbed News Feed prototype was spotted in the Facebook for Android code by master reverse engineering specialist Jane Manchun Wong, who has provided to TechCrunch tips on core new features. She was able to generate these screenshots that show the tabs for Relevant, Recent and Seen above the News Feed. Tapping these reveals a Sort Your News Feed configuration window where you can choose between the feeds, see descriptions from them or dive into the existing News Feed preferences about who you block or see first.

CEO Mark Zuckerberg reveals the later-scrapped multi-feed

When asked by TechCrunch, a Facebook spokesperson confirmed this is something it’s considering testing externally, but it’s just internally available for now. It’s exploring whether the tabbed interface would make Most Recent and Seen easier to access. “You can already view your Facebook News Feed chronologically. We’re testing ways to make it easier to find, as well as sort by posts you’ve already seen,” the spokesperson tells TechCrunch, and the company also tweeted.

Offering quicker ways to sort the feed could keep users scrolling longer. If they encounter a few boring posts chosen by the algorithm, want to see what friends are doing right now or want to enjoy posts they already interacted with, a tabbed interface would give them an instant alternative beyond closing the app. While likely not the motive for this experiment, increasing time spent across these feeds could boost Facebook’s ad views at a time when it has been hammered by Wall Street for slowing profit growth.

To many, Facebook’s algorithm can feel like an inscrutable black box that decides their content destiny. Feed it the wrong signals with pity Likes or guilty-pleasure video views and it can get confused about what you want. Facebook may finally deem us mature enough to have readily available controls over what we see.

Powered by WPeMatico

7-month-old Simsim secures $16M for its social commerce in India

Simsim, a social commerce startup in India, said on Friday it has raised $16 million in seven months of its existence as it attempts to replicate the offline retail experience in the digital world with help from influencers.

The Gurgaon-based startup said it raised $16 million across seed, Series A and Series B financing rounds from Accel Partners, Shunwei Capital and Good Capital. (The most recent round, Series B, was of $8 million in size.)

“Despite e-commerce players bandying out major discounts, most of the sales in India are still happening in brick-and-mortar stores. There is a simple reason for that: Trust,” explained Amit Bagaria, co-founder of Simsim, in an interview with TechCrunch.

The vast majority of Indians are still not comfortable with reading descriptions — and that too in English, he said.

Simsim is taking a different approach to tackle this opportunity. On its app, users watch short-videos produced in local languages by influencers who apply beauty products or try out dresses and explain the ins-and-outs of the products. Below the video, the items appear as they are being discussed and users can tap on them to proceed with the purchase.

“Videos help in educating users about the category. So many of them may not have used face masks, for instance. But it becomes easier when the community influencer is able to show them how to apply it,” said Rohan Malhotra, managing partner at Good Capital, in an interview with TechCrunch.

Influencers typically sell a range of items and users can follow them to browse through the past catalog and stay on top of future sales, said Bagaria, who previously worked at the e-commerce venture of financial services firm Paytm .

“This interactiveness is enabling Simsim to mimic the offline stores experience,” said Malhotra, who is one of the earliest investors in Meesho, also a social commerce startup that last year received backing from Facebook and Prosus Ventures.

“The beauty to me of social commerce is that you’re not changing consumer behavior. People are used to consuming on WhatsApp — and it’s working for Meesho. Over here, you are getting the touch and feel experience and are able to mentally picture the items much clearer,” he said.

Simsim handles the inventories, which it sources from manufacturers and brands, and it works with a number of logistics players to deliver the products.

“Several Indian cities and towns are some of the biggest production hubs of various high-quality items. But these people have not been able to efficiently sell online or grow their network in the offline world. On Simsim, they are able to work with influencers and market their products,” said Bagaria.

The platform today works with more than 1,200 influencers, who get a commission for each item they sell, said Bagaria, who plans to grow this figure to 100,000 in the coming years.

Even as Simsim, which has been open to users for six months, is still in its nascent stage, it is beginning to show some growth. It has amassed over a million users, most of whom live in small cities and towns, and it is selling thousands of items each day, said Bagaria.

He said the platform, which currently supports Hindi, Tamil, Bengali and English, will add more than a dozen additional languages by the end of the year. In about a month, Simsim also plans to start showing live videos, where influencers will be able to answer queries from users.

A handful of startups have emerged in India in recent years that are attempting to rethink the e-commerce market in the nation. Amazon and Walmart, both of which have poured billions of dollars in India, have taken a notice too. Both of them have added support for Hindi in the last two years and have made several more tweaks to their platforms to expand their reach.

Powered by WPeMatico