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Meta tillkännager nytt partnerskap för att sända NBA- och WNBA-spel i VR som Headset Sales Stutter

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Meta tillkännager nytt partnerskap för att sända NBA- och WNBA-spel i VR som Headset Sales Stutter

It’s difficult to truly measure the potential of Meta’s metaverse push as yet, because so much of its VR content is restricted, and limited in what exactly it can do at this stage.

Case in point – today, Meta has announced a new partnership with the NBA and WNBA, which will see more than 50 games broadcast within its VR environment, ‘including five in immersive, 180-degree VR’.

Enligt Meta:

"Five games will feature celebrity broadcasters and be shown in 180-degree immersive VR, and WNBA games, NBA G League games and NBA 2K League games will be available to watch as well. In Meta Horizon Worlds, you’ll also be able to access game highlights, recaps and archival content.

Which, as an NBA fan, sounds pretty cool. I mean, most of these games won’t be in full, immersive VR, which is the real lure, in providing an experience that simulates being at the actual game, which is not possible for those outside the US.

That would be even better, if all of these games were being broadcast in 180-degree, or even 360-degree VR, so you could take in the full stadium experience.

But they’re not – and even more than that, there’s actually a range of restrictions on this content:

  • XTADIUM, where these games will be broadcast in VR, is only available in the US
  • Meta Horizon Worlds is currently only available in the US, Canada, the UK, Iceland, Ireland, France and Spain
  • To top it off, geo-restrictions mean that a lot of this content won’t be available in some regions

So, basically, the only way to get the best version of this experience is to be in the US, where you can already attend these matches in reality. Also, the expanded Horizon Worlds content is only available in some places.

The restrictions underline the ongoing frustration with Meta’s metaverse push, in that it’s a) not very good, b) not utilizing full VR, and c) not even available in most regions.

So it’s hard to even measure what the metaverse will actually be, because most of us can’t access it to assess.

Of course, there are technical limitations here, including licensing, as Meta notes. But the difficult spot for Meta is that it’s being forced to promote a sub-par VR experience, in order to showcase the work that it’s doing, while it’s also working to get users excited for what’s coming, when the experience right now is just not that great.

Ideally, Meta would prefer to keep things under wraps until it’s at an optimal level, which would then provide a full-force VR experience, which may well be amazing, and beyond what we can imagine as yet. But when you’re investing tens of billions of dollars into a project, your shareholders are going to want to see where that money’s going.

And right now, it’s difficult to see it. I have a Quest headset. I never use it, neither do my teen kids. I go back to it every now and then to see what’s happening, but it’s just not engaging – there’s nothing that keeps me coming back, as yet, and nothing that will truly spark the next-level of adoption that Meta will need to make its metaverse experience a thing.

The risk for Meta, then, is that declining interest in VR could de-rail its plan entirely. Sales of VR headsets declined in 2022, year-over-year, which is not a good sign for the company’s broad-reaching ambitions.

If Meta can’t generate interest, and spark more hype around the tech, it’ll have a hard time getting people to even try out its metaverse experience, when it does become available in more regions.

But it’s early days. Meta itself has repeatedly noted that it will be a decade before we shift to the next stage of metaverse adoption, which, at present, pegs that at around 2030.

Can Meta weather the criticism and financial impact of such for another 7 to 8 years?

Really, it has little choice, as it’s gone all-in on the concept as the future of its business – and maybe, sometime soon, Meta will come out with a killer application or process in VR, that switches people’s thinking entirely. But right now, it’s a lot of empty hype, for half-baked VR offerings, at last from the consumer side.

I can see the vision, I get where Meta is headed. Just not sure it’s current development is helping much in this respect.

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An Overview of Generative AI [Infographic]

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An Overview of Generative AI [Infographic]

Generative AI is the latest big tech trend, with the latest variations of text and image generators now able to create original content that’s comparable to human outputs, opening up a range of new possibilities.

That’s also freaking a lot of people out, due to concerns that they could be out of the job entirely due to the sudden influx of impressive AI tools. And some, like digital artists, are already feeling the pinch – but it is worth noting that AI systems can only iterate on what’s come before, in order to provide similar content, they can’t come up with entirely original, unique, or even trustworthy material.

‘Trustworthy’ in this context relates to the accuracy of the text data such systems provide, with AI systems known to ‘hallucinate’ answers based on the various data points they can connect to your query. Essentially, you really have to know and understand the topics that you’re focusing on to produce the best results, because you can then view the outputs with a more critical eye, and ensure no mistakes or errors slip through.

In this sense, these tools work best as assistants – and in that context, it’s less about them taking your job, and more about them leveling up your capacity.

To provide more context as to what these systems are, and how they work, the team from Visual Capitalist has put together a basic overview of some of the key generative AI processes that you need to know about as we move into the next stage of the digital era.

Understanding these tools, and their many applications, will soon become a requisite for many roles – and the more you know, the better placed you’ll be.

Time to jump in – check out the fullständig infografik Nedan.

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US state to require parental consent for social media

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Sociala medier i Niger utsattes för en massiv desinformationsattack i februari, har en AFP Fact Check-utredning funnit

Social media. – © AFP Denis Charlet

Utah on Thursday became the first US state to require social media sites to get parental consent for accounts used by under-18s, placing the burden on platforms like Instagram and TikTok to verify the age of their users.

The law, which takes effect March 2024, was brought in response to fears over growing youth addiction to social media, and to security risks such as online bullying, exploitation, and collection of children’s personal data.

But it has prompted warnings from tech firms and civil liberties groups that it could curtail access to online resources for marginalized teens, and have far-reaching implications for free speech.

“We’re no longer willing to let social media companies continue to harm the mental health of our youth,” tweeted Spencer Cox, governor of the western US state, who signed two related bills at a ceremony Thursday.

The bills also require social media firms to grant parents full access to their children’s accounts, and to create a default “curfew” blocking overnight access to children’s accounts. 

They set out fines for social media companies if they target users under 18 with “addictive algorithms,” and make it easier for parents to sue social media companies for financial, physical or emotional harm.

“We hope that this is just the first step in many bills that we’ll see across the nation, and hopefully taken on by the federal government,” said state representative Jordan Teuscher, who co-sponsored the bill.

Michael McKell, a Republican member of Utah’s Senate who also sponsored the bill, said it was a “bipartisan” effort, and praised President Joe Biden’s recent State of the Union address, in which he raised the issue.

Biden last month called on US lawmakers to restrict how social media companies advertise to children and collect their data, as he accused Big Tech of conducting a “for profit” experiment on the nation’s youth.

California has already introduced online safety laws including strict default privacy settings for minors, but the Utah law goes further.

Lawmakers in states such as Ohio and Connecticut are working on similar bills.

Platforms including Instagram and TikTok have introduced more controls for parents, such as messaging limits and time caps.

At Thursday’s ceremony in Utah, McKell pointed to data from the federal Centers for Disease Control and Prevention which he said highlighted the toll social media apps can have on young minds.

“The impact on our daughters — and I have two daughters — it was incredibly troubling,” he said. 

“Thirty percent of our daughters from ninth grade to 12th grade had seriously contemplated suicide. That’s startling.”

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ChatGPT is being used to lure victims into downloading malware

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ChatGPT

Hackers are trying to capitalize on the enormous popularity of ChatGPT to distribute malware, security experts have warned.

A report from cybersecurity researchers CloudSEK has detailed an elaborate scheme that includes stolen Facebook accounts, groups, and pages, malicious Facebook ads, and fake ChatGPT software.

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