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Facebook Plans To Hire 10000 In Europe To Build 'Metaverse' – news9.com KWTV

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Facebook said it plans to hire 10,000 workers in the European Union over the next five years to work on a new computing platform that promises to connect people virtually but could raise concerns about privacy and the social platform gaining more control over people’s online lives.
The company said in a blog post Sunday that those high-skilled workers will help build “the metaverse,” a futuristic notion for connecting online that uses augmented and virtual reality.
Facebook executives have been touting the metaverse as the next big thing after the mobile internet, though their track record is spotty on predicting future trends. Expectations that CEO Mark Zuckerberg made four years ago of taking virtual vacations with faraway loved ones via a headset or using a smartphone camera to improve an apartment virtually have not materialized so far.
The company also is contending with antitrust crackdowns, the testimony of whistleblowing former employees and concerns about how it handles vaccine-related and political misinformation.
“As we begin the journey of bringing the metaverse to life, the need for highly specialized engineers is one of Facebook’s most pressing priorities,” according to the blog post from Nick Clegg, vice president of global affairs, and Javier Olivan, vice president of central products.
Facebook’s recruiters are targeting Germany, France, Italy, Spain, Poland, the Netherlands and Ireland for the hiring drive. The company as of June reported having more than 63,000 employees worldwide, up 21% from the same time last year.
The metaverse essentially is a massive virtual world that can be accessed in real time by millions of people using avatars, who can use it to hold virtual meetings or buy virtual land and clothing or other digital assets, often paying with cryptocurrencies.
The social network isn’t the only one working on the metaverse, and Facebook acknowledged that no single company will own and operate it. Other players include Fortnite maker Epic Games, which has raised $1 billion from investors to help with its long-term plans for building the metaverse.
“There’s not going to be specific metaverses to specific companies. There’s only going to be one metaverse,” said Tuong Nguyen, an analyst who tracks immersive technologies for research firm Gartner.
But there are concerns Facebook and a handful of other Silicon Valley giants would end up monopolizing the metaverse and use it to collect and profit from personal data, mirroring the situation now with the internet.
Facebook last month announced a $50 million investment to fund global research and partnerships with civil rights groups, nonprofits, governments and universities to develop products responsibly for the metaverse. But the company added that it would probably take 10 to 15 years to “fully realize” many of those products.
The term metaverse was coined by writer Neal Stephenson for his 1992 science fiction novel “Snow Crash” but has recently found new life in the tech business world as startups and tech giants try to stake their claim on an emerging trend.
Some of that involves a “little bit of metaverse-washing,” or applying the term to existing initiatives in augmented reality and other technologies to take advantage of the hype around it, Nguyen said.
“It will help raise their profile, at least for the moment, as one of the leaders in metaverse initiatives,” he said of Facebook’s latest push. “But like any big technology trend, there will be competing ideas and competing standards.”
In a separate blog post Sunday, Facebook defended its approach to combating hate speech, in response to a Wall Street Journal article that examined the company’s inability to detect and remove hateful and excessively violent posts.
A British parliamentary committee that’s working on online safety legislation was set to hear from two Facebook whistleblowers. The bill proposes big fines or other penalties for internet companies that don’t remove and limit the spread of harmful material such as child sexual abuse or terrorist content.
Sophie Zhang, a data scientist who raised the alarm after finding evidence of online political manipulation in countries such as Honduras and Azerbaijan before she was fired, appeared before the committee Monday. She said social media companies should be required to apply policies consistently, adding that it’s not what happened at Facebook.
Fake accounts that weren’t directly tied to a political figure were easier to take down than those that weren’t, she said.
This resulted in a “perverse effect in that it creates an incentive for major political figures to essentially commit a crime openly,” Zhang said. She compared it to police taking a year to arrest a burglar who was a member of Parliament and didn’t wear a mask.
“That’s an analogy of what is going on at Facebook,” Zhang said.
Next week, the committee will hear from Frances Haugen, who went public with internal Facebook research that she copied before leaving her job earlier this year. Haugen testified before a U.S. Senate panel this month about her accusations Facebook’s platforms harm children and incite political violence, and her British appearance will be the start of a tour to meet European lawmakers and regulators.

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Utherverse CEO Brian Shuster Granted Seven New Patents for … – Business Wire

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Internet pioneer now boasts more than 100 tech and internet-enabling patents
NEW YORK–(BUSINESS WIRE)–Brian Shuster, founder and CEO of Utherverse, one of the largest metaverse platforms in the world, has been granted seven new patents for technologies designed to enhance the metaverse experience. The new technologies will begin to be deployed in the metaverse’s next generation platform, due to launch by mid-2023.

The new patents add to Utherverse’s already formidable mountain of intellectual property, addressing a variety of problems and vulnerabilities within metaverse platforms, ranging from the physics of movement and immersive displays to physical interaction between users and animation control.
“For more than two decades we have been working to enhance users’ experiences on the internet,” said Shuster. “These new patents span the three key metaverse pillars of software, hardware and remote touch; solve some inherent and significant problems with the operation of metaverse platforms; and greatly improve the ability of users to exist and thrive in hyper-realistic virtual worlds. They will provide developers with the capability to continually innovate.”
Shuster is now an inventor of more than 100 patents for internet enabling technologies. The abstracts of the seven new patents read in part:
Utherverse is a metaverse platform that enables developers to build interconnected virtual worlds, provides hyper-realistic immersive experiences for consumers and opportunities for companies to market and monetize their products and services. Utherverse generates revenue from custom metaverse building services, sales of NFTs and a variety of business verticals including advertising/marketing, shopping/retail, conferences/conventions, education, dating, lifestyle, entertainment events/performances, VIP experiences and virtual offices. The Utherverse platform was launched in 2005 by internet visionary Brian Shuster. A beta version of the next generation Utherverse platform is expected to launch by mid-2023. To date, the platform has served 50 million+ users with 32 billion+ virtual commerce transactions. Utherverse has developed the technology and received more than 40 patents critical toward operating large-scale metaverses. The company is based in British Columbia, Canada. More information can be found online at Utherverse.io; Twitter/Instagram: @Utherverse; Facebook: /UtherverseDigital; LinkedIn: /utherverse-digital-inc/; Telegram: /UtherverseAnnouncements; Discord: /Utherverse.io.
Steve Honig
The Honig Company, LLC
818-986-4300
press@honigllc.com
Steve Honig
The Honig Company, LLC
818-986-4300
press@honigllc.com

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Meta is desperately trying to make the metaverse happen – MIT Technology Review

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Will web access and avatar legs be enough?
The star of Tuesday’s Meta Connect, the so-called “state of the union” for the company formerly known as Facebook, was Meta Quest Pro. Meta’s newest virtual-reality headset clocks in at a whopping $1,499.99. That’s a significant price jump from its previous iteration, Meta Quest 2, which could be yours for $399.99—not exactly cheap, but still in triple-digit territory.
That price hike, coupled with Meta’s insistence throughout the virtual event that the company envisioned the metaverse as a “next-generation social platform” accessible to everyone, sort of feels like a blatant contradiction. Even if you are among the lucky few who can shell out a grand and a half for a virtual-reality headset, would you really want to?
That’s the question Meta seems to be grappling with. While the headset price jumped, nearly all the company’s other big moves are aimed at a common and simple baseline: making the metaverse something people actually want to use. 
Meta’s metaverse hasn’t exactly had a smooth year. Less than a year ago, founder Mark Zuckerberg rebranded what was then Facebook in an effort to show that the company was pivoting to what he believed was the future of our digital lives. Since then, Meta has been saddled with hiccups and gaffes, including a much-ballyhooed avatar of Zuckerberg that got memed to oblivion, a report suggesting that the company’s employees were less than enthused about the metaverse, and allegations of virtual sexual assault.
A woman was sexually harassed on Meta’s VR social media platform. She’s not the first—and won’t be the last.
So its current strategy seems to be to release a string of updates to see what might get people interested—a “throw spaghetti at the wall and see what sticks” approach, if you will. 
Besides the Meta Quest Pro, the company also announced at the event that it was going to open up Horizon Worlds, the social media platform within Meta’s metaverse, to mobile and desktop users, so people without a headset will be able to access the virtual world.
That’s a notable step: it’s a tacit admission that VR headsets aren’t taking off as quickly as the company would like. Without a critical mass of people who understand what the metaverse feels like or even is, Meta can’t hope to have its products adopted. Opening its virtual worlds to the formats consumers are comfortable with (their text messages, their browsers, the company’s beleaguered Instagram platform) gives people who aren’t open to shelling out $399.99—much less $1,499.99—a way to experience the new world.
What’s also made the metaverse a hard sell is the disorienting experience of being a floating, legless torso, and Meta announced that it won’t be that way anymore. Previously, Andrew Bosworth, Meta’s CTO, said in an Instagram AMA that full-body avatars were difficult to implement, particularly because VR tracking usually comes from someone’s real-life eyes and hands. “Tracking your own legs accurately is super hard and basically not workable just from a physics standpoint with existing headsets,” he said in February.
But Zuckerberg (or, rather, his leggy avatar) announced at the event that the company was going to use artificial intelligence to map out legs in the metaverse, allowing avatars the ability not only to walk and run but also to wear digital clothing for their legs (a marketplace that Zuckerberg has said he is eager to participate in; Roblox, a gaming platform I’ve written about before, currently has a comfortable share of the market). This would be a huge step to improving how users think about movement in the metaverse and how they decide to represent themselves there.
But even with legs, and even with the ability to roam the metaverse without a headset strapped to your face, the key question remains: Is Meta’s metaverse something people will actually buy into? It’s worth noting that even employees at Meta are skeptical about the company’s vision, with one going so far as to say the amount spent on these projects to date made him “sick to [his] stomach.”
A free, shareable version of the metaverse accessible via weblink will open the previously closed world up to people who may not have hundreds of dollars to burn, and it’s a huge move toward democratizing the space. It might lead people to buy Meta’s claim that talking to a cartoon version of your boss is totally cool—and, more broadly, that the metaverse really is the next digital plane on which we’ll conduct our lives. 
But it might also do the opposite: people might hop on the link and find that even in its now full-bodied state, the metaverse, er, doesn’t have legs.
An avatar of the singer, who died in 1997, performed with live rappers on Meta’s Horizon Worlds.
In his own words, the Chinese painter shares how he became a one-person newsroom during a week of intense protests against China's zero-covid policy.
Reflecting on my desire for Chinese-style e-commerce platforms.
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OREO Launches Its Own VR Metaverse Experience – VRScout

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The OREOVERSE is available now via Horzion Worlds.
This week OREO unveiled a new limited-edition flavor, the Most OREO OREO, which features real OREO grind mixed in the creme. In celebration of the new product, the company has created its own metaverse experience accessible on Meta Quest 2 and Meta Quest Pro headsets.
According to the company, the OREOVERSE features a variety of “cookie-themed” games that have you building delicious treats in VR for a chance at $50,000. As part of the campaign, TV personality Martha Stewart and her gardener Ryan McCallister will stream themselves exploring the OREOVERSE next week on the OREO brand’s social channels.
“We’re so excited to enter the metaverse! OREO is the cookie that begs to be played with and we love to create new opportunities for our fans to connect with each other and share that playful spirit,” said Julia Rosenbloom, Senior Brand Manager, OREO, in an official release. “The Most OREO OREO cookie gives fans a whole new way to playfully engage with us. By scanning the pack, they will ‘dunk into’ the new OREOVERSE world.”
“I am excited to make my metaverse debut in partnership with one of my favorite cookie brands, OREO, and having Ryan there with me will make it all the more fun,” added Martha Stewart. “The two of us have had our fair share of adventures over the last 10 years and have been able to navigate just about anything together, especially in the garden!”
The OREOVERSE is accessible now on Meta Quest 2 and Meta Quest Pro headsets via Horizon Worlds, Meta’s own social VR metaverse. Marth Stewart’s OREOVERSE excursion will begin on Monday, January 30th at 10:00 am ET on Facebook and Instagram. For more information visit here.
Image Credit: OREO
Kyle is a writer for VRScout also working in new media production. He’s also a part-time bounty hunter.
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