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Facebook buys game studio BigBox VR

Facebook has bought several virtual reality game studios over the past couple of years, and they added one more to their portfolio Friday with the acquisition of Seattle-based BigBox VR.

The studio’s major title, “Population: One,” was one of the big post-launch releases for Facebook’s Oculus Quest 2 headset and is a pretty direct Fortnite clone, copying a number of key gameplay techniques while adapting them for the movements unique to virtual reality and bringing in their own lore and art style.

As has been the case for most of these studio acquisitions, terms weren’t disclosed. BigBox raised $6.5 million according to Crunchbase, with funding from Shasta Ventures, Outpost Capital, Pioneer Square Labs and GSR Ventures.

“POP: ONE stormed onto the VR scene just nine months ago and has consistently ranked as one the top-performing titles on the Oculus platform, bringing together up to 24 people at a time to connect, play, and compete in a virtual world,” Facebook’s Mike Verdu wrote in a blog post.

It’s not unusual for a gaming hardware platform owner to build up their own web of studios building platform exclusives, but in the VR world things are a little different, given that Facebook has few real competitors.

While many of the developers inside Oculus Studios continue to build titles for Valve’s Steam store, which are accessible with third-party headsets, most non-Facebook VR platforms seem to be a shrinking piece of the overall VR pie, having been priced out of the market by Facebook’s aggressive pursuit of a mass market audience. Facebook’s Oculus Quest 2 retails for $299 and the company has said that it outsold all of its previous devices combined in its first few months.

In April, Facebook acquired Downpour Interactive, maker of the VR shooter “Onward.”

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Extra Crunch roundup: Clubhouse UX teardown, YC Demo Day favorites, proptech VC survey, more

Since the pandemic began, I have been pushing the limits of my imagination to try to picture what cities will look and feel like in the coming years.

If your town looks like San Francisco, where I live, it’s a pressing question: Our once-bustling financial district is a ghost town, but even in outer neighborhoods, the number of vacant storefronts is unsettling. People are starting to emerge after sheltering in place for a year, but we are a long way from fully restoring our shared spaces.

What’s going to happen to those semi-vacant office towers, some of which are still under construction? There’s been renewed talk of converting some skyscrapers into residential housing, but there are real economic/logistic hurdles to clear before that can be broadly applied. Scores of restaurants have closed in recent months; who will take over those spaces? I spend a lot of time walking around, and it’s been a long time since I’ve noticed a “Grand Opening” sign.

Seeking answers, Managing Editor Eric Eldon interviewed 10 VCs who are active in proptech and found that most were generally “optimistic.”

Several expressed genuine uncertainty about the future of offices, but most were bullish about prospects for remote work, the rebirth of physical retail and the emergence of “third spaces” that will fill the gap between work and home.

In a companion article on TechCrunch, Eric explores these broader shifts, concluding, “you can start to see a world emerging that sounds a lot more like the fantasies of a New Urbanist than the world before the pandemic.”

Here’s who he interviewed:

  • Clelia Warburg Peters, venture partner, Bain Capital Ventures
  • Christopher Yip, partner and managing director, RET Ventures
  • Zach Aarons, co-founder and general partner, MetaProp
  • Casey Berman, general partner, Camber Creek
  • Vik Chawla, partner, Fifth Wall
  • Adam Demuyakor, co-founder and managing partner, Wilshire Lane Partners
  • Robin Godenrath and Julian Roeoes, partners, Picus Capital
  • Stonly Baptiste, founding partner, and Shaun Abrahamson, managing partner, Urban Us
  • Andrew Ackerman, managing director, Dreamit

Thanks very much for reading Extra Crunch this week. Have a great weekend!

Walter Thompson
Senior Editor, TechCrunch
@yourprotagonist


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It’s time to abandon business intelligence tools

Image Credits: Jon Feingersh Photography Inc / Getty Images

Ideally, BI transforms raw data into actionable information, but according to Charles Caldwell, VP of product management at Logi Analytics, “a gap exists between the functionalities provided by current BI and data discovery tools and what users want and need.”

Few BI tools actually integrate with existing workflows and most offer clunky user experiences, “leaving many individuals feeling like they need an advanced computer science degree to actually be able to pull insights out.”

Instead of requiring workers to abandon workflow applications to access data, embedded analytics are more efficient and easier to use, says Caldwell.

In short, “it’s time to abandon BI — at least as we currently know it.”

Pre-seed round funding is under scrutiny: Is VC pandemic posturing here to stay?

Image Credits: nadia_bormotova / Getty Images

Amid the pandemic, investors became laser-focused on sections of the pitch deck that address monetization and business viability — signs that founders need to come to the table with better-defined businesses in order to succeed.

Investors’ heightened expectations for monetization potential and a company’s positioning within its competitive landscape are unlikely to lessen in the years to come, even in a post-COVID economy.

Clubhouse UX teardown: A closer look at homepage curation, follow hooks and other features

In this photo illustration, the Clubhouse app seen displayed

Image Credits: Rafael Henrique/SOPA Images/LightRocket via Getty Images

Clubhouse’s hockey-stick growth is something most startups would kill for.

However, it also means that UX problems can only be addressed while in “full flight” — and that changes to the user experience will be felt at scale rather under the cover of a small, loyal and (usually) forgiving user base.

Our favorite companies from Y Combinator’s W21 Demo Day

We’re not investors, so we’re not pretending to sort the unicorns from the goats.

But TechCrunch reporters spend a lot of time talking with startups, hearing pitches and telling their stories; if you’re curious about which companies stood out from Y Combinator’s W21 Demo Day, read on.

A look at 4 IPO updates and 2 late-stage funding rounds

There’s a lot going on: The venture capital market is redlining its engines while public markets remain sympathetic to growing, unprofitable companies.

Let’s round up IPO news from DigitalOcean, Kaltura, Robinhood and Zymergen, and big rounds for Lattice and goPuff.

Dear Sophie: When can I finally come to Silicon Valley?

lone figure at entrance to maze hedge that has an American flag at the center

Image Credits: Bryce Durbin/TechCrunch

Dear Sophie:

I’m a startup founder looking to expand in the U.S. I was originally looking at opening an office in Silicon Valley to be close to software engineers and investors, but then … COVID-19 🙂

A lot has changed over the last year — can I still come?

— Hopeful in Hungary

Staying ahead of the curve on Google’s Core Web Vitals

Image Credits: Aleksei Naumov / Getty Images

Aside from improved SEO, small business websites optimizing for Google’s new Core Web Vitals will reap the rewards of an improved user experience for their site visitors.

While many are looking at the Core Web Vitals as a big hoop to jump through to please the search powers that be, others are seeing — and seizing — the opportunities that come along with this change.

Steady’s Adam Roseman and investor Emmalyn Shaw outline what worked (and what was missing) in the Series A deck

Image Credits: Steady

When it comes to Steady — the platform that helps hourly workers manage and maximize their income and access deals on things like benefits and financial services — the strengths of the business are clear.

But it took time for founder and CEO Adam Roseman to clearly define and communicate each of them in his quest for fundraising.

 

Discord’s reported $10B exit; Compass and Intermedia Cloud Communications set IPO price ranges

Alex Wilhelm dug into Discord’s possible $10 billion exit to Microsoft and explored IPO price ranges for real estate tech company Compass and Intermedia Cloud Communications, a unified-communications-as-a-service company.

“It’s a lot,” he noted, “but if we don’t get through it all now, we’ll fall behind and feel silly later.”

Will fading YOLO sentiment impact Robinhood, Coinbase and other trading platforms?

The consumer trading frenzy could be slowing.

What would happen to Robinhood and its cohorts if the apparent cooling in consumer trading demand continues?

How VC and private equity funds can launch portfolio-acceleration platforms

Rocket taking off

Image Credits: Miguel Navarro (opens in a new window) / Getty Images (Image has been modified)

Almost every private equity and venture capital investor now advertises that they have a platform to support their portfolio companies, “however, most of us don’t have the budget of an Andreessen Horowitz to support almost every major need” for each startup they’ve bet on, says Versatile VC founder David Teten.

If you’re prioritizing a platform buildout for your firm, consider using the framework he’s outlined.

Automakers, suppliers and startups see growing market for in-vehicle AR/VR applications

hologram-car-interface

Image Credits: Bryce Durbin

Despite all of the pomp and promises about the potential for AR and VR, there isn’t a clear understanding of market demand for bringing the technology to cars, trucks and passenger vans.

Estimates of the global market range from $14 billion by 2027 to as much as $673 billion by 2025, showing just how nascent the market currently is and how much opportunity is present.

Amid pandemic, Middle East adtech startups play essential role in business growth

yellow fish chalkboard

Image Credits: phototechno / Getty Images

The Middle East is a promising region with growing digital advertising solutions despite locals’ attachment to traditional means of advertising.

In recent years, there has been a shift to the active use of social media and online shopping, meaning the Middle East embodies great potential for adtech startups.

Social+ payments: Why fintechs need social features

Image Credits: Getty Images

Social+ products are seeing mass adoption because they marry community with functionality.

This applies even to fintech companies as taboos around money fall away.

The lightning-fast Series A that was 3 years in the making

Image Credits: Mironov Konstantin / Getty Images

It took Christine Tao, founder of Sounding Board, just over three years to recognize the value of executive coaching and get her company to a Series A.

Here’s how she did it.

NFTs could bridge video games and the fashion industry

Music companies, celebrities and fashion brands are some of the latest entities to dip a toe into the burgeoning NFT market.

In part two of a three-part series, we take a look at why NFTs are “the next chapter of digital art history.”

Where is the e-commerce app ecosystem headed in 2021?

woman in cafe with tablet and holding credit card because you know she's about to buy something

Image Credits: Charday Penn (opens in a new window) / Getty Images

The pandemic-induced growth of e-commerce is, by now, well documented.

What is happening in the app ecosystem that supports e-commerce? Is it growing, or are we more likely to see consolidations and IPOs?

Let’s explore.

ironSource is going public via a SPAC and its numbers are pretty good

You’ll want to pay attention to this one: Israel’s ironSource, an app-monetization startup, is going public via a SPAC.

It’s the second SPAC-led debut from an Israeli company in recent weeks worth more than $10 billion, and ironSource is actually a pretty darn interesting company from a financial perspective.

Coursera set to roughly double its private valuation in impending IPO

Money floating in space

Image Credits: Bryce Durbin / TechCrunch

The market views Coursera’s edtech business warmly ahead of its impending public offering.

Coursera is being valued as a software company, likely a breathe-easy moment for still-private edtech companies, since the debut could be an industry bellwether.

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7 investors discuss augmented reality and VR startup opportunities in 2020

For all of the investors preaching that augmented reality technology will likely be the successor to the modern smartphone, today, most venture capitalists are still quite wary to back AR plays.

The reasons are plentiful, but all tend to circle around the idea that it’s too early for software and too expensive to try to take on Apple or Facebook on the hardware front.

Meanwhile, few spaces were frothier in 2016 than virtual reality, but most VCs who gambled on VR following Facebook’s Oculus acquisition failed to strike it rich. In 2020, VR did not get the shelter-in-place usage bump many had hoped for largely due to supply chain issues at Facebook, but VCs hope their new cheaper device will spell good things for the startup ecosystem.

To get a better sense of how VCs are looking at augmented reality and virtual reality in 2020, I reached out to a handful of investors who are keeping a close watch on the industry:

Some investors who are bullish on AR have opted to focus on virtual reality for now, believing that there’s a good amount of crossover between AR and VR software, and that they can make safer bets on VR startups today that will be able to take advantage of AR hardware when it’s introduced.

“Besides Pokémon Go I don’t think we have seen the engagement numbers needed for AR,” Boost VC investor Brayton Williams tells TechCrunch. “We believe VR is still the largest long-term opportunity of the two. AR complements the real world, VR creates endless new worlds.”

Most of the investors I got in contact with were still fairly active in the AR/VR world, but many still disagreed whether the time was right for VR startups. For Jacob Mullins of Shasta Ventures, “It’s still early, but it’s no longer too early.” While Gigi Levy-Weiss of NFX says that the market is “sadly not happening yet,” Facebook’s Quest headsets have shown promise.

On the hardware side, the ghost of Magic Leap’s formerly hyped glory still looms large. Few investors are interested in making a hardware play in the AR/VR world, noting that startups don’t have the resources to compete with Facebook or Microsoft on a large-scale rollout. “Hardware is so capital intensive and this entire industry is dependent on the big players continuing to invest in hardware innovation,” General Catalyst’s Niko Bonatsos tells us.

Even those that are still bullish on startups making hardware plays for more niche audiences acknowledge that life had gotten harder for ambitious founders in these spaces, “the spectacular flare-outs do make it harder for companies to raise large amounts with long product release horizons,” investor Tipatat Chennavasin notes.

Responses have been edited for length and clarity.


Niko Bonatsos, General Catalyst

What are your general impressions on the health of the AR/VR market today?

We’re seeing some progress in VR and some of that is happening because of the Oculus ecosystem. They continue to improve the hardware and have a growing catalog of content. I think their onboarding and consumption experience is very consumer-friendly and that’s going to continue to help with adoption. On the consumer side, we’re seeing some companies across gaming, fitness and productivity that are earning and retaining their audiences at a respectable rate. That wasn’t happening even a year ago so it may be partially a COVID lift but habits are forming. 

The VR bets of several years ago have largely struggled to pan out, if you were to make a startup investment in this space today what would you need to see? 

Companies to watch are the ones that are creating cool experiences with mobile as the first entry point. Wave VR, Rec Room, VRChat are making it really easy for consumers to get a taste of VR with devices they already own. They’re not treating VR as just another gaming peripheral but as a way to create very cool, often celebrity-driven, content. These are the kinds of innovations that makes me optimistic about the VR category in general.

Most investors I chat with seem to be long-term bullish on AR, but are reticent to invest in an explicitly AR-focused startup today. What do you want to see before you make a play here?

In both AR/VR, a founder needs to be both super ambitious but patient. They’ll need to be flexible in thinking and open to pivoting a few times along the way. Product-market fit is always important but I want to see that they have a plan for customer retention. Fun to try is great, habit-forming is much better. Gaming continues to do pretty well as a category for VC dollars but it’d be interesting to see more founders look at making IRL sports experiences more immersive or figuring out how to enhance remote meeting experiences with VR to fix Zoom fatigue.

There have been a few spectacular flare-outs when it comes to AR/VR hardware investments, is there still a startup opportunity in AR/VR hardware?

Hardware is so capital intensive and this entire industry is dependent on the big players continuing to invest in hardware innovation. Facebook and Microsoft seem to be the main companies willing to spend here while others have backed away. If we expand our thinking for a minute, maybe the first real mainstream breakthrough AR/VR consumer experience isn’t visual. For VR, it might be the mobile experiences. For AR maybe AirPods or AirPod-like devices are the right entry point for consumers. They’re in millions of people’s ears already and who doesn’t want their own special-agent-like earpiece? That’s where founders might find some opportunity.

Tipatat Chennavasin, The Venture Reality Fund

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Here’s where top gaming VCs are looking for startup opportunities

With cross-platform experiences like Fortnite and PUBG, in-game socializing environments, and subscription-based cloud gaming services from Playstation, Google, Amazon, and others, the gaming industry is entering a new era beyond mobile.

These days, the industry is at the center of social media and entertainment trends; gaming is expected to earn $152 billion in global revenue this year, up 9.6% year over year. 

Given my recent writing on Unity, the most-used game engine, and ongoing research into interactive media trends, I wanted to find out how top gaming-focused VCs are assessing the market right now. I asked ten of them to share which trends they are most excited about when it comes to finding investment opportunities:

  • David Gardner, Partner at London Venture Partners
  • Henric Suuronen, Partner at Play Ventures
  • Samuli Syvähuoko, Partner at Sisu Game Ventures
  • Jay Chi, Partner at Makers Fund
  • Peter Levin, Managing Director at Griffin Gaming Partners
  • Gigi Levy-Weiss, Partner at NFX
  • Ethan Kurzweil, Partner at Bessemer Venture Partners
  • Jonathan Lai, Partner at Andreessen Horowitz
  • Blake Robbins, Partner at Ludlow Ventures
  • Jon Goldman, General Partner at GC Tracker & Board Partner at Greycroft Partners

Amid the mix of predictions, there were several common threads, such as optimism about the rise of games as broader social platforms, opportunities to invest directly in new studios, and skepticism about near-term investments in augmented or virtual reality and blockchain.

Here are their responses.

David Gardner, Partner at London Venture Partners

“PC Games are back. Great place to start new IP to then migrate a success to multiple platforms. There is more innovation in business models and more open distribution on PC to facilitate audience growth without the punishment of mobile CPIs.

VR & AR remain out. We stood away from VR in the beginning and extend that to AR while the user experience for games remains a disappointment. Let’s hope those new Apple glasses do the trick!

Crypto remain a theological war zone, but honestly everything on offer has been available in the cloud world, but the real consumer benefit isn’t showing up.

We love games that are expanding audience demographics and are sensitive to less hardcore audiences.  For example, women players are estimated to account for 1 billion gamers.”

Henric Suuronen, Partner at Play Ventures

“At Play Ventures, we believe we have just entered the golden era of mobile gaming. Who would have believed 10 years ago that Nintendo and games like Fortnite and Call of Duty would all be on mobile. Mobile is not just a games platform anymore, it is THE games platform of choice for casual and core players alike. Consequently, in the next 2-3 years we will invest in 30-40 mobile games studios across the globe.”

Samuli Syvähuoko, Partner at Sisu Game Ventures

“We at Sisu Game Ventures have been investing in many sectors since 2015 including free-to-play mobile games (especially big here in Finland), VR, AR, PC, console, instant messenger, hypercasual, audio and most recently cloud-native games as well. In addition to game studios, around a third of our investments are into games related tech/infrastructure. 

We’ve so far not dipped our toes into blockchain or eSports and our appetite for doing more investments in VR and AR is nil. To me, the most interesting mega trends lie with the promise of cloud gaming when utilized to its full potential. Another term that encapsulates my excitement is games-as-a-social-hobby. Put this and the extreme accessibility of the cloud together and you’ll have a game with revolutionary potential.”

Jay Chi, Partner at Makers Fund

“We are looking closely at ‘Gaming as Media’ related content and platforms — the emergence of new interactive experience centered on ‘viewers as participants.’ Gaming as social media falls under this thesis. We are also looking for MMO and Metaverse enablers given increased demand for specialized, scalable and affordable technologies that empower lean startup teams to create and operate large-scale worlds and novel gameplays. 

We also see potential for new start-ups to emerge in hypercasual games with midcore/social meta — no one has truly cracked this genre yet.”

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YC’s latest VR bet is a team building a cyberpunk anime MMO

There are niche startups and then there are VR companies going after fans of the “cyberpunk fantasy anime aesthetic.”

Ramen VR is one of only a few virtual reality startups that Y Combinator has bet on in the past few years and is only one of two in the company’s most recent batch of bets. It has a niche approach, but it’s hoping to build an MMO that can leanly grow alongside the slow-but-steady virtual reality market. Like any content play that’s hoping for VC dollars, Ramen VR wants eventually to be a platform.

“Long-term, our goal isn’t just to create a game, but we’ve seen the issues of VR platforms that tried to be platforms before they had a meaningful use case. If you’re just trying to be a chat room or platform without any users, that doesn’t work,” CEO Andy Tsen tells TechCrunch.

The company’s first title is called Zenith, and it’s an anime-inspired fantasy title that plays with cyberpunk themes as well. The founders are really aiming to give VR geeks the game that they want, one that taps into the 80s futuristic aesthetic with gameplay that pays tribute to popular sci-fi books, movies and games of the era.

MMOs are attracting quite a bit of inbound interest in the venture-backed startup world. Part of the reasoning has been because of people seeing the scope a title like Fortnite was able to achieve so quickly after going virall; the other part is the prevalence of developer tools that gaming startups are able to easily plug into their tech stacks. Ramen VR is using Improbable’s SpatialOS to bring persistent online gameplay to its users.

The company just rolled out a Kickstarter to gauge interest for Zenith; they launched a week ago and have raised $132,000 in the crowdfunding campaign thus far. Backers get access to a VR version of the title as well as a desktop PC copy. The startup plans to roll out across VR devices, including PC systems, PlayStation VR and Oculus Quest.

“The whole point is that it’s not just on one device, it’s a world, it’s literally the Upside Down from Stranger Things layered on top of your entire world. At any point, no matter what screen you’re on, you can access that,” CTO Lauren Frazier tells us.

The startup still has a bit of development ahead of them, but the current plan is to launch an Alpha in six months, a beta in nine months and to go live broadly a year from now.

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Against Gravity is building a VR world that won’t stop growing

The quest to create a social auditorium in virtual reality has eaten many VC dollars over the years. While plenty of contenders have emerged, it’s likely Against Gravity’s href=”https://rec.net/”> Rec Room has been the most creative in its approach to capturing a niche market while plotting how to build a sustainable business based on users in VR headsets talking to one another.

The Seattle startup has told TechCrunch exclusively that it has bagged $24 million over two rounds of funding. The studio’s Series A was led by Sequoia and their Series B, which just recently closed, was led by Index Ventures . Against Gravity has a bevy of top investors that also participated in the rounds, including First Round Capital, Maveron, Anorak Ventures, Acequia Capital, Betaworks and DAG Ventures.

The company didn’t break down the specific details of the rounds. Against Gravity was authorized to raise up to $15.4 in its Series B at up to a $126 million post-money valuation, according to Delaware stock authorization docs we got from PitchBook. The company didn’t comment on the valuation.

Rec Room is hardly a household name compared to some major console titles, but among virtual reality users, the title has been a standby known for the diversity of gameplay available inside its walls and its wide support for hardware. Users are able to create experiences or “rooms” that can be accessed by other users. They don’t need any coding knowledge to build these spaces, as creation all happens within the game and can be done by multiple users simultaneously.

Rec Room is also about to surpass one million rooms created by users on the platform. The company says these environments include “sports games, shooters, adventure quests, nightclubs, club houses, and escape rooms.”

While companies like Linden Labs, the creator of Second Life, have focused their VR efforts on realistic but unvarying user-created environments, Against Gravity has seemingly one-upped their strategy by focusing on dynamic gameplay modes where the emphasis is on user interactions as opposed to graphic fidelity.

The Seattle startup, which was founded in 2016, now has 35 employees building out and maintaining Rec Room. The company is playable on a variety of platforms, and is about to add iOS support to its roster, an expansion that could bring a lot more users onto the VR-centric platform.

Rec Room’s content isn’t monetized too aggressively at the moment. CEO Nick Fajt thinks some of the user-generated experiences are going to offer an interesting opportunity down the road, prompting users to spend in-game tokens on more than just upgrades to the platform’s Playmobil-like avatars.

“I think a direction that we’re actually excited about is that we want to let the users creating some of this content charge tokens to play them,” Fajt tells TechCrunch. “I think that’s one that we’re kind of on the cusp of doing and we’re hoping to get that out later this year.”

For Against Gravity, timing has always been a key consideration for expansion, especially inside the slow-growing VR market, which has only recently seemed to hit a stride. I chatted with Fajt back in 2017, and he told me that the key for VR startups surviving was staying lean and biding their time until standalone mobile headsets with positional tracking and motion controllers were released. Facebook’s Oculus Quest headset, which came out less than a month ago, is perhaps the first clear device to fit that vision.

One of Facebook’s head AR/VR executives shared earlier this week that more than $5 million in Quest content had been sold in the company’s store in the first two weeks after the device’s launch. That’s a major development for an industry that hasn’t seen many smash hits, but for free-to-play game makers like Against Gravity, which has now raised $29 million to date, there’s plenty of maturation in the VR market that still needs to happen.

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Reality Check: The marvel of computer vision technology in today’s camera-based AR systems

Alex Chuang
Contributor

Alex Chuang is the Managing Partner of Shape Immersive, a boutique studio that helps enterprise and brands transform their businesses by incorporating VR/AR solutions into their strategies.

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.

  1. How do computers know where it is in the world? (Localization + Mapping)
  2. How do computers understand what the world looks like? (Geometry)
  3. How do computers understand the world as we do? (Semantics)

Part 1: How do computers know where it is in the world? (Localization)

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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Harry Potter, the Platform, and the Future of Niantic

What is Niantic? If they recognize the name, most people would rightly tell you it’s a company that makes mobile games, like Pokémon GO, or Ingress, or Harry Potter: Wizards Unite.

But no one at Niantic really seems to box it up as a mobile gaming company. Making these games is a big part of what the company does, yes, but the games are part of a bigger picture: they are a springboard, a place to figure out the constraints of what they can do with augmented reality today, and to figure out how to build the tech that moves it forward. Niantic wants to wrap their learnings back into a platform upon which others can build their own AR products, be it games or something else. And they want to be ready for whatever comes after smartphones.

Niantic is a bet on augmented reality becoming more and more a part of our lives; when that happens, they want to be the company that powers it.

This is Part 3 of our EC-1 series on Niantic, looking at its past, present, and potential future. You can find Part 1 here and Part 2 here. The reading time for this article is 24 minutes (6,050 words)

The platform play

After the absurd launch of Pokémon GO, everyone wanted a piece of the AR pie. Niantic got more pitches than they could take on, I’m told, as rights holders big and small reached out to see if the company might build something with their IP or franchise.

But Niantic couldn’t build it all. From art, to audio, to even just thinking up new gameplay mechanics, each game or project they took on would require a mountain of resources. What if they focused on letting these other companies build these sorts of things themselves?

That’s the idea behind Niantic’s Real World Platform. This platform is a key part of Niantic’s game plan moving forward, with the company having as many people working on the platform as it has on its marquee money maker, Pokémon GO.

There are tons of pieces that go into making things like GO or Ingress, and Niantic has spent the better part of the last decade figuring out how to make them all fit together. They’ve built the core engine that powers the games and, after a bumpy start with Pokémon GO’s launch, figured out how to scale it to hundreds of millions of users around the world. They’ve put considerable work into figuring out how to detect cheaters and spoofers and give them the boot. They’ve built a social layer, with systems like friendships and trade. They’ve already amassed that real-world location data that proved so challenging back when it was building Field Trip, with all of those real-world points of interest that now serve as portals and Pokéstops.

Niantic could help other companies with real-world events, too. That might seem funny after the mess that was the first Pokémon GO Fest (as detailed in Part II). But Niantic turned around, went back to the same city the next year, and pulled it off. That experience — that battle-testing — is valuable. Meanwhile, the company has pulled off countless huge Ingress events, and a number of Pokémon GO side events calledSafari Zones.” CTO Phil Keslin confirmed to me that event management is planned as part of the platform offering.

As Niantic builds new tech — like, say, more advanced AR or faster ways to sync AR experiences between devices — it’ll all get rolled into the platform. With each problem they solve, the platform offering would grow.

But first they need to prove that there’s a platform to stand on.

Harry Potter: Wizards Unite

Niantic’s platform, as it exists today, is the result of years of building their own games. It’s the collection of tools they’ve built and rebuilt along the way, and that already powers Ingress Prime and Pokémon GO. But to prove itself as a platform company, Niantic needs to show that they can do it again. That they can take these engines, these tools, and, working with another team, use them for something new.

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Matterport raises $48M to ramp up its 3D imaging platform

The growth of augmented and virtual reality applications and hardware is ushering in a new age of digital media and imaging technologies, and startups that are putting themselves at the center of that are attracting interest.

TechCrunch has learned and confirmed that Matterport — which started out making cameras but has since diversified into a wider platform to capture, create, search and utilise 3D imagery of interior and enclosed spaces in immersive real estate, design, insurance and other B2C and B2B applications — has raised $48 million. Sources tell us the money came at a pre-money valuation of around $325 million, although the company is not commenting on that.

From what we understand, the funding is coming ahead of a larger growth round from existing and new investors, to tap into what they see as a big opportunity for building and providing (as a service) highly accurate 3D images of enclosed spaces.

The company in December appointed a new CEO, RJ Pittman — who had been the chief product officer at eBay, and before that held executive roles at Apple and Google — to help fill out that bigger strategy.

Matterport had raised just under $63 million prior to this and had been valued at around $207 million, according to PitchBook estimates.This current round is coming from existing backers, which include Lux Capital, DCM, Qualcomm Ventures and more.

Matterport’s roots are in high-end cameras built to capture multiple images to create 3D interior imagery for a variety of applications, from interior design and real estate to gaming. Changing tides in the worlds of industry and hardware have somewhat shifted its course.

On the hardware side, we’ve seen a rise in the functionality of smartphone cameras, as well as a proliferation of specialised 3D cameras at lower price points. So while Matterport still sells its own high-end cameras, it is also starting to work with less expensive devices with spherical lenses — such as the Ricoh Theta, which is nearly 10 times less expensive than Matterport’s Pro2 camera — and smartphones.

Using an AI engine — which it has been building for some time — packaged into a service it calls Matterport Cloud 3.0, it converts 2D panoramic and 360-degree images into 3D images. (Matterport Cloud 3.0 is currently in beta and will be launching fully on the 18th of March, initially supporting the Ricoh Theta V, the Theta Z1, the Insta360 ONE X and the Leica Geosystems BLK360 laser scanner.)

Matterport is further using this technology to grow its wider database of images. It already has racked up 1.6 million 3D images and millions of 2D images, and at its current growth rate, the aim is to expand its library to 100 million in the coming years, positioning it as a Getty for 3D enclosed images.

These, in turn, will be used in two ways: to feed Matterport’s machine learning to train it to create better and faster 3D images; and to become part of a wider library, accessible to other businesses by way of a set of APIs.

And, from what I understand, the object will not just be to use images as they are: people would be able to manipulate the images to, for example, remove all the furniture in a room and re-stage it completely without needing to physically do that work ahead of listing a house for sale. Another is adding immersive interior shots into mapping applications like Google’s Street View.

“We are a data company,” Pittman told me when I met him for coffee last month.

The ability to convert 2D into 3D images using artificial intelligence to help automate the process is a potentially big area that Matterport, and its investors, believe will be in increasing demand. That’s not just because people still think there will one day be a bigger market for virtual reality headsets, which will need more interesting content, but because we as consumers already have come to expect more realistic and immersive experiences today, even when viewing things on regular screens — and because B2B and enterprise services (for example design or insurance applications) have also grown in sophistication and now require these kinds of images.

(That demand is driving the creation of other kinds of 3D imaging startups, too. Threedy.ai launched last week with a seed round from a number of angels and VCs to perform a similar kind of 2D-to-3D mapping technique for objects rather than interior spaces. It is already working with a number of e-commerce sites to bypass some of the costs and inefficiencies of more established, manual methods of 3D rendering.)

While Matterport is doubling down on its cloud services strategy, it also has been making some hires to take the business to its next steps. In addition to Pittman, they have added Dave Lippman, formerly design head at eBay, as its chief design officer; and engineering veteran Lou Marzano as its VP of hardware, R&D and manufacturing, with more hires to come.

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Qualcomm wants your phone to drive your next VR and AR headsets

Qualcomm wants to create a new device category, XR viewer headsets, that combine the compute power of its current Snapdragon 855 platform with the speed of 5G on a smartphone to provide you with mobile VR and AR experiences — or ‘Extended Reality,’ as Qualcomm likes to call it — with six degrees of freedom tracking. The company announced this new initiative at MWC in Barcelona and noted that it expects OEMs like Pico to launch devices later this year.

The idea here is that the headsets will be tethered to a smartphone via a USB-C connection that drives high-res displays, with a lot of the content being streamed over — ideally – a 5G connection.

The headsets are an extension of the company’s previous XR work which mostly focused on using a phone’s camera’s and displays to power AR experiences. The company did start an accelerator program for head mounted displays (HMD), the aptly named HMD accelerator program, back in 2017. In many ways, today’s announcement is an extension of this work.

“Our HMD Accelerator Program has been a critical catalyst for ecosystem partners ranging from component suppliers and ODMs, to bring quality standalone XR headsets to consumers,” said Hugo Swart, senior director, Product Management, Qualcomm. “Building upon the momentum of this program, we will extend this to XR viewers and compatible smartphones, starting with smartphones enabled by the Snapdragon 855 Mobile Platform.”

Qualcomm has signed up a number of platform and software partners like Arvizio, NetEase-AR, Iconic Engine, NextVR, SenseTime and Wikitude, as well as manufacturers like Acer and Asus.

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