Workflow
Virtual Reality
icon
Search documents
Former Meta researchers testify company buried child safety studies
TechXplore· 2025-09-10 08:54
Core Viewpoint - Allegations have emerged that Meta systematically suppressed internal research regarding child safety risks associated with its virtual reality platforms, as testified by former employees in a Senate hearing [3][4][5]. Group 1: Allegations of Suppression - Former Meta researchers claimed that the company deployed legal teams to screen and edit sensitive safety research, aiming to create "plausible deniability" regarding the negative impacts of its VR products on young users [4][6]. - Internal documents indicated that after a whistleblower leaked information about Meta's policies, the company imposed new rules on research concerning sensitive topics, including children, which restricted the language researchers could use [6][7]. Group 2: Child Safety Concerns - Employees warned that children under 13 were bypassing age restrictions to access Meta's VR services, with estimates suggesting that 80% to 90% of users in some virtual rooms were underage [7]. - Former researcher Cayce Savage highlighted that Meta was aware of the presence of underage children on its VR platform but chose to ignore this issue [5]. Group 3: Meta's Response - Meta has denied the allegations, describing them as a "predetermined and false narrative" and asserting that the company has implemented various safety measures for young users [8]. - Researcher Jason Sattizahn stated that Meta has shown an inability to change its practices without external pressure from Congress, criticizing the company's prioritization of engagement and profits over safety [9].
黄沙:VR电影的发展路径将有别于传统电影
Nan Fang Du Shi Bao· 2025-08-11 14:41
Core Insights - The 2025 Guangdong-Hong Kong-Macao Greater Bay Area Animation Film Week held in Dongguan featured discussions from industry leaders on various topics related to animation and VR technology [1][2] - Huang Sha, a key figure in digital technology, emphasized the evolution of VR technology and its implications for the film industry, particularly the importance of spatial positioning technology [1][2] Group 1: VR Technology and Industry Development - Huang Sha discussed the historical context of VR technology, referencing The Void, which raised $2 billion at its peak but went bankrupt in 2018 due to high operational costs linked to spatial positioning technology [1] - The breakthrough in SLAM centimeter-level spatial positioning technology in 2024 is expected to enhance the operational efficiency of VR cinemas, addressing a decade-long operational bottleneck in the industry [1] - The integration of VR technology with film presents unique challenges, as VR films focus on "physiological immersion" rather than merely being 360-degree panoramic films [1] Group 2: VR Film Production and Ethical Considerations - VR films differ from traditional films in their production logic, resembling game design more closely, as exemplified by the game "Black Myth: Wukong," which utilizes third-person perspectives and interactive storytelling [2] - Huang Sha highlighted psychological experiments to illustrate the profound psychological effects of VR experiences, suggesting that when the brain perceives virtual experiences as real, the psychological impacts are similar to real-life experiences [2] - The need for an ethical framework to manage the cognitive risks associated with immersion in VR is emphasized, particularly to avoid violent or graphic content and to use VR's sensory effects cautiously [2]
Meta Pours Billions Into AI While Reality Labs Bleeds Cash
PYMNTS.com· 2025-07-31 02:13
Core Insights - Meta CEO Mark Zuckerberg envisions a "personal superintelligence" as the next major wearable technology, potentially surpassing smartphones in functionality [2] - The company aims to empower individuals through AI, contrasting with concerns that AI may replace jobs and societal roles [2] - Meta's Reality Labs continues to incur significant losses despite modest revenue growth, indicating challenges in monetizing its hardware initiatives [4] Financial Performance - Meta's Q2 revenue increased by 22% to $47.52 billion, the fastest growth since 2021, driven by a 9% rise in ad prices and an 11% increase in impressions [5] - Net income rose by 36% to $18.34 billion, improving the operating margin from 38% to 43% [5] - Reality Labs reported an operating loss of $4.53 billion, which is approximately $50 million wider than the previous year, while revenue grew by 5% to $370 million [4] AI and Product Development - AI is already enhancing Meta's products, with superintelligence expected to further accelerate progress in five key areas [3] - New recommendation models improved ad conversions by 5% on Instagram and 3% on Facebook [6] - The MetaAI assistant has surpassed 1 billion monthly users, with plans for further improvements through the next Llama model [6] Market Position and Strategy - Meta is leveraging current advertising revenue to fund future AI developments, positioning itself as a leader in personal superintelligence [7] - The company is committed to open-sourcing its AI models, although it acknowledges the practical limitations of larger systems [3] - Meta's family of apps now attracts 3.48 billion daily users, reflecting a 6% year-over-year increase [5]
This is an Xbox-branded Meta Quest 3S, which you can buy today in the US and UK.
The Verge· 2025-06-24 13:00
Product Launch - Meta and Microsoft partnered to release a limited edition Meta Quest 3S Xbox edition VR headset for $399 [1] - The VR headset features Xbox green and carbon black styling, mirroring Microsoft consoles [1] - The bundle includes a custom-look Xbox controller and matching Touch Plus controllers [1] - The headset launches directly into the Xbox app, enabling streaming of Xbox games with a Game Pass Ultimate subscription [2] - Users can play Xbox games on a 26 ft (approximately 7.92 meters) virtual display [2] Market Availability - The limited edition Xbox VR headset is available for sale in the US and the UK [2]
PICO视频6月上新,推出自然探索系列VR内容
Sou Hu Cai Jing· 2025-06-12 03:15
Core Viewpoint - PICO Video has announced a new release calendar featuring three immersive videos that explore the hidden wonders of nature and the universe, inviting viewers to experience the beauty and mystery of these environments [1][5][7]. Group 1: Upcoming Releases - The new content includes "Hidden Forest" on June 13, "Our Solar System: Europa" on June 14, and "Emerald Secret Realm: The Breathing of Dusk" on June 15 [3][5][7]. - Viewers can reserve these videos through the PICO VR app or directly on the PICO video device [3]. Group 2: Content Themes - "Hidden Forest" showcases an untouched ecosystem, emphasizing the beauty and biodiversity of rare species in a serene environment [5]. - "Our Solar System: Europa" highlights the potential for extraterrestrial life on Jupiter's moon, Europa, which has a subsurface ocean containing twice the amount of water found in Earth's oceans [7]. - "Emerald Secret Realm: The Breathing of Dusk" captures the serene interaction between nature and technology through immersive 3D filming, enhancing the viewer's experience of the natural world [9].
消息称Meta VR战略重大调整 Quest传统头显延期至2027年
Huan Qiu Wang· 2025-06-04 02:04
Core Insights - Meta is shifting its virtual reality hardware strategy, canceling the planned "Pismo Low" and "Pismo High" headsets, which were intended as upgrades to Quest 4, and delaying the next generation of traditional Quest headsets until 2027 [1][3] - The new focus is on the "Puffin" ultra-lightweight open headset, which is prioritized for development and is expected to be officially released by the end of 2026 [1][3] Summary by Categories - **Product Development** - Meta originally planned to launch an iteration of Quest 4 in 2026, with two alternatives: "Pismo Low" (entry-level) and "Pismo High" (high-end), but these projects have been canceled due to long development cycles, high costs, and a slowdown in demand for traditional headsets [3] - The "Puffin" headset will feature a split architecture, connecting the main unit to an independent computing module and battery pack, eliminating the bulkiness of traditional VR headsets [3] - Meta is exploring various display system options for "Puffin," including both high-end and entry-level versions, with a target for mass production set for Q4 2026 [3] - **Company Strategy** - Meta's spokesperson stated that the company is committed to long-term VR technology innovation and is continuously exploring different product forms, with specific project details to be announced at an appropriate time [3] - The team working on the "Puffin" project has been expanded by 30%, and the supply chain is expected to complete verification of key components by Q2 2026 [3]
Meta被曝聚焦开发“超轻薄开放式头显”
news flash· 2025-06-03 22:41
Core Viewpoint - Meta is shifting its development focus towards a "super lightweight open headset" and has canceled upgrades for its existing VR products, aiming for a release by the end of 2026 [1] Group 1: Product Development - Meta plans to accelerate the development of a new headset, codenamed "Puffin," which is expected to be released by the end of 2026 [1] - The company has canceled two alternative upgrade options for the Quest 4 headset, named "Pismo Low" and "Pismo High," delaying the next traditional Quest headset until at least 2027 [1] - Meta previously confirmed the cancellation of an alternative project for the high-end VR headset Quest Pro 2 [1] Group 2: Product Features - The new "Puffin" headset will connect to an independent computing module and battery via a cable [1] - Meta is exploring various pricing options for the display system of the new headset, with the final production version yet to be determined [1]
The COO of Reality Labs is leaving Meta after nearly 11 years
Business Insider· 2025-05-07 21:58
Core Insights - Dan Reed, COO of Meta's Reality Labs, is stepping down after nearly 11 years, highlighting ongoing leadership changes amid internal and external pressures [1][2] - Reed described Reality Labs as a "fast-growing, multibillion-dollar consumer technology business" focused on AI wearables, augmented reality, and the metaverse [1] - Meta has restructured Reality Labs, integrating it more closely with its core business, reversing a previous standalone focus on the metaverse [3][4] Company Developments - Reed's departure follows a major restructuring of Reality Labs, with sales, marketing, and analytics teams now reporting to broader Meta leadership [3][4] - Meta COO Javier Olivan has taken over the teams previously led by Reed, aligning other Reality Labs leaders with top executives [4] - Despite a reported 40% year-over-year sales increase in 2024, Reality Labs has incurred over $60 billion in losses since 2020, indicating ongoing financial challenges [5][6] Future Outlook - Meta's chief technology officer, Andrew Bosworth, emphasized that 2025 is a critical year for Reality Labs, with the potential to validate or undermine years of investment in the metaverse [7]
Meta conducts layoffs in Oculus Studios, impacting VR exercise app Supernatural
TechCrunch· 2025-04-24 19:39
Core Insights - Meta has laid off employees in its Reality Labs division, specifically affecting Oculus Studios, which develops applications and games for Meta's Quest headsets [1][2] - The layoffs are part of a restructuring aimed at improving efficiency in developing mixed reality experiences while continuing to deliver content [2] - Reality Labs has incurred significant financial losses, reporting nearly $5 billion in losses in Q4 2024 against $1 billion in sales, with ongoing annual operating losses since the rebranding from Facebook [2] Employee Impact - The number of employees affected by the layoffs has not been disclosed, but it includes those working on the VR exercise app Supernatural, which was acquired by Meta in 2023 [1][2] - Laid-off employees will have the opportunity to apply for other positions within the company [3] - The layoffs will result in fewer new workouts being produced weekly for Supernatural, although the workouts will be available at a wider variety of skill levels [3]
Multimedia Update - Motorsport Games Inc. Announces $2.5 Million Strategic Investment led by Virtual Reality Company Pimax
Globenewswire· 2025-04-15 14:24
Core Viewpoint - Motorsport Games Inc. is announcing a private placement offering for gross proceeds of approximately $2.5 million, aimed at improving its cash position and funding future product development, in partnership with Pimax Innovation Inc. [1][3][4] Group 1: Investment Details - The private placement offering is expected to close with gross proceeds of $2.4 million from most investors on April 11, 2025, with the remaining $100,000 expected to close on April 15, 2025 [2] - The purchase price for one share of Class A common stock was set at $1.10, while the pre-funded warrant was priced at $1.0999 per share, representing a premium of approximately 33% over the closing price as of April 10, 2025 [2] Group 2: Strategic Implications - The investment is anticipated to enhance the Company's cash position, fund working capital, and support general corporate expenses, while also aiding in compliance with Nasdaq's minimum stockholders' equity requirement [3] - The Purchase Agreement allows purchasers holding at least 50.1% interest to appoint a Class II director to the Company's board and a member of the management team, subject to board approval [3] Group 3: Leadership Statements - The CEO of Motorsport Games expressed satisfaction with the investment from Pimax, highlighting the potential synergies between the two companies in the VR gaming market [4] - Pimax's founder emphasized the importance of sim racing players in their community and the goal of enhancing user experience through tailored VR solutions [4] Group 4: Company Background - Motorsport Games is a developer and publisher of racing games, known for its simulation titles and esports ecosystem, including the recently released Le Mans Ultimate [6] - The Company is officially licensed for major motorsport series and aims to create a virtual racing ecosystem that engages fans and gamers [6]