Google ARCore Depth API Now Available, Letting Devs Make AR More Realistic

ARCore, Google’s developer platform for building augmented reality experiences for mobile devices, just got an update that brings the company’s previously announced Depth API to Android and Unity developers. Depth API not only lets mobile devices create depth maps using a single RGB camera, but also aims to make the AR experience more natural, as virtual imagery is more realistically placed in the world.

Update (June 25th, 2020): Google today announced it’s making its Depth API for ARCore available to developers. A few studios have already integrated Depth API into their apps to create more convincing occlusion, such as Illumix’s Five Nights at Freddy’s AR: Special Delivery game, which lets enemies hide behind your real-world objects for more startling jump scares.

ARCore 1.18 for Android and Unity, including AR Foundation, is rolling out to what Google calls “hundreds of millions of compatible Android devices,” although there’s no clear list of which devices are supported just yet.

Original Article (December 9th, 2019): Shahram Izadi, Director of Research and Engineering at Google, says in a blog post the new Depth API now enables occlusion for mobile AR applications, and also the chance of creating more realistic physics and surface interactions.

To demonstrate, Google created a number of demos to shows off the full set of capabilities the new Depth API brings to ARCore. Keep an eye on the virtual objects as they’re accurately occluded by physical barriers.

“The ARCore Depth API allows developers to use our depth-from-motion algorithms to create a depth map using a single RGB camera,” Izadi says. “The depth map is created by taking multiple images from different angles and comparing them as you move your phone to estimate the distance to every pixel.”

Full-fledged AR headsets typically use multiple depth sensors to create depth maps like this, which Google says was created on device with a single sensors. Here, red indicates areas that closer, while blue is for farther areas:

 

“One important application for depth is occlusion: the ability for digital objects to accurately appear in front of or behind real world objects,” Izadi explains. “Occlusion helps digital objects feel as if they are actually in your space by blending them with the scene. We will begin making occlusion available in Scene Viewer, the developer tool that powers AR in Search, to an initial set of over 200 million ARCore-enabled Android devices today.”

Additionally, Izadi says Depth API does’t require specialized cameras and sensors, and that with the addition of time-of-flight (ToF) sensors to future mobile devices, ARCore’s depth mapping capabilities could eventually allow for virtual objects to occlude behind moving, physical objects.

The new Depth API follows Google’s release of its ‘Environmental HDR’ tool back at Google I/O in May, which brought more realistic lighting to AR objects and scenes, something which aims at enhancing immersion with more realistic reflections, shadows, and lighting.

Update (12:10): In a previous version of this article, it was claimed that Google was releasing Depth API today, however the company is only now putting out a form for developers interested in using the tool. You can sign up here.

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Nreal Light Developer Kits Now Available for Pre-order, Starting at $1,200

Nreal made quite the splash at CES earlier this year, showing off its Nreal Light AR headset which made some clear strides to look less like a futuristic helmet and more like a regular pair of sunglasses you might actually wear in public. Starting today, both the $1,200 Developer Kit and the $2,000 Enterprise Edition are officially available for pre-order.

The headset portion of Nreal Light is itself remarkably light, weighing in at only 88g, which is in part due to the fact that it has offloaded its computing to a dedicated Android mini-computer running a Snapdragon 845 chipset. Like HoloLens or Magic Leap One, it has 6DOF inside-out tracking, but also boasts a relatively wide 52-degree (diagonal) field of view, which is thanks to a ‘birdbath’ optical design which projects imagery from dual 1080p microdisplays; both HoloLens and Magic Leap One use waveguides for their near-eye displays.

There’s also going to be a $500 consumer version, which will arrive sometime in early 2020 without the so-called Computing Unit, instead tethering via USB-C to a user’s phone.

As for the dev kits available for pre-order today, the only material difference between both versions is the Enterprise Edition includes a one-year service plan. Nreal doesn’t really mention what that entails exactly, but if it’s anything like we’ve seen in the VR sector, it will likely provide dedicated customer support for businesses.

Nreal is also offering a Light Prescription Lens Set for $500 that contains 15 pairs of lenses with what the company calls a “wide range of diopters for nearsighted users.”

Shipping is said to begin in a month from now, delivering on a rolling basis depending on which batch you managed to nab.

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Although we’ve had an opportunity to try Nreal Light quickly at trade shows, we haven’t had a chance to go deep enough for a full hands-on piece. If you’re looking for some great coverage of the AR headset, look no further than Tested’s video hands-on to learn more.

Check out the specs and box contents below:

Nreal Light Specs

  • Weight: 88g
  • Connectivity: USB-C compatible
  • Optics: Combined Lightguide / 52 degree diagonal field of view
  • Environmental Understanding:SLAM (Simultaneous Localization and Mapping) / 6DOF tracking / Plane detection / Image tracking
  • Controller: 3DOF tracking, touchpad, haptic feedback
  • Computing Unit Weight: 170g
  • Hardware Platform:  Qualcomm Snapdragon 845
  • Operating System:  Android

What’s in the box?

  • Nreal Light Glasses
  • Nreal Light Computing Unit
  • Nreal Light Controller
  • Corrective Lens Frames (1)
  • The Clip (1)
  • Nose Pads (3)
  • USB-C Cable
  • Charger
  • Nreal Light Glasses Cleaning Cloth
  • User Guide

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Oculus Founder’s Defense Company Could Make Software for Battlefield-ready AR Headsets

Oculus founder Palmer Luckey left Facebook in 2017 to found his own defense technology company, Anduril Industries. It’s mostly been in the business of creating AI software, autonomous drones, and threat detection systems, however a Business Insider interview reveals that Anduril is heading back into familiar territory by working on AR/VR software created specifically to aid warfighters on the battlefield.

Brian Schimpf, co-founder and CEO of Anduril, told Business Insider that the company’s software would ideally serve a hypothetical AR/VR headset with the ability to provide soldiers with diagnostics and threat detection, with things on the menu such as alerting its user to gunfire and providing appropriate places to take cover.

Anduril isn’t in the business of making that hypothetical headset however, at least not yet. At the moment, the company is essentially trying to find a way to present available information, gathered from a number of sources, so it’s both intelligible and capable of letting soldiers make correct split-second decisions.

“The real moonshot for us is the idea – you want to have every soldier, every operator, be able to have total awareness of what’s going on,” Schimpf tells Business Insider. “They know everything they need to know to do their job, and all of this is available to them in a millisecond, and just the critical information they need.”

This, Schimpf says, is a “far future” project, although he says the company does have a “couple of very cool things on virtual reality.”

Image courtesy Anduril Industries

With Anduril’s set of interlinked technologies, you may very well imagine a AR/VR headset ca[able of feeding data to soldiers from the company’s ‘Ghost’ UAS, a drone that fits into a backpack that’s capable of autonomously mapping and surveilling territory, or data from the company’s ‘Sentry Tower’, a device deployed in fixed locations and designed to detect and classify threats—a key piece in the company’s virtual border wall.

SEE ALSO
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Moreover, the headset, should it be deployed to multiple troops in a conflict, could provide a better means of communication, both audio and visual, between forward operators and their base of operations.

Founded shortly after Luckey’s departure from Facebook, Anduril has attracted talent from some of the biggest Silicon Valley players, including Oculus, Palantir, General Atomics, SpaceX, Tesla, and Google—companies that generally shy away from directly developing defense technology. This, Luckey tells CNBC in an interview back in May, is because many of the top tech companies simply won’t due to PR concerns, and both company and shareholder ideology.

Anduril doesn’t have to deal with the issue, as its main goal is provide the US Department of Defense with AI and autonomous technology, of which it currently holds a half-dozen such contracts.

At the time of this writing Anduril has garnered $41 million in investment, valuing the company at $1 billion.

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Verizon Acquires Jaunt XR’s Augmented Reality Tech

Jaunt, the cinematic VR company that pivoted to AR last year, today announced it has sold its software, technology, and “certain other assets” to American telecom Verizon.

Neither company has disclosed the acquisition price, or if that will include any of Jaunt’s remaining staff, although Jaunt says it will be assisting Verizon for a brief period of time with the transition of “select portions of the software and technology.”

“We are thrilled with Verizon’s acquisition of Jaunt’s technology,” said Jaunt XR CEO Mitzi Reaugh in a press statement. “The Jaunt team has built leading-edge software and we are excited for its next chapter with Verizon.”

Founded in 2013, Jaunt became known not only for producing its high-quality 360 video for consumers, but also a 360 camera dubbed Jaunt One (formerly NEO) aimed at idustry professionals looking to get into immersive video capture.

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In October 2018, Jaunt made the critical to decision to pivot to AR and lay off a significant portion of its staff in the process. Since then, the company has most recently been involved in the design and training of neural networks for real-time human pose estimation and body part segmentation, something that’s aimed at creating volumetric videos and 3D models of humans for playback on AR/VR devices.

Throughout its lifespan, the company secured over $100 million from the likes of Disney, Sky, and Axel Springer, with its latest funding round in 2015 garnering the company $65 million.

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Meta View Acquires Meta IP, Former Qualcomm Exec to Chart “new course” as CEO

Meta View is a newly formed startup that’s looking to take up where Meta Company left off, the creators behind the Meta 2 AR headset. Meta View today announced the acquisition of Meta Company assets, and are bringing Jay Wright, former Qualcomm executive and Vuforia President, to the position of CEO.

Wright is tasked with charting the wholly new and unaffiliated company “on a new course,” although it’s not clear at this time exactly what direction the company will go, be it a strictly enterprise route, or to bring more accessible hardware to consumers. Meta View is headquartered in its San Mateo office, but will also maintain offices in San Diego and Tel-Aviv.

Meta Company’s last product was the Meta 2, a tethered AR headset that launched in 2017 for $950.

Meta View says in a press statement that it will continue to support current owners of Meta 2 devices, but will not offer the Meta 2 for sale.

Image courtesy Meta

Meta Company fell into financial ruin late last year after furloughing a majority of its talent due to a crackdown on China-based funding. The company then declared insolvency in January, citing its inability to settle litigation in a patent infringement case. At the time, former CEO and founder Meron Gribetz said he was “somewhat encouraged” by the sale of the company’s IP, and that he felt “like it’s a good home for the Meta assets, and that it could provide a future for them.”

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Despite the industry stumbling block, Meta View CEO Jay Wright thinks the potential for AR is still admittedly “intoxicating.”

“It has fostered a highly competitive and dynamic landscape and I’ve had a front row seat for more than a decade,” Wright says. “This experience and insight has equipped me to identify an opportunity for a different approach, and I couldn’t be more excited to build a new company, a new product, and a world-class team to drive it forward.”

At Qualcomm, Wright led the Vuforia team in the creation of its AR SDK, eventually garnering more than 450,000 AR developers and 50,000 applications in the App Store and Google Play.

Meta View is backed by Olive Tree Ventures and BNSG Captial, and acquired the intellectual property assets of Meta Company from its lender.

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Oculus Job Posts Point to Facebook-built AR Headset on the Horizon

As first reported by PocketGamerFacebook is advertising a few new posts at its VR subsidiary Oculus, laced with the notion that a Facebook-built AR headset is definitely on the rise.

We knew the company was creating AR headsets behind closed doors—so much was clear from what Facebook’s head of AR Ficus Kirkpatrick told TechCrunch late last year.

“We are building hardware products. We’re going forward on this … We want to see those glasses come into reality, and I think we want to play our part in helping to bring them there.”

Now, Oculus has published a few job listings that make strong mention of ‘AR glasses’, namely Product Designer – AR PlatformProduct Design Prototyper – AR Experiences, and Head of AR/VR Marketing Strategy and Operations.

For both product designer positions, Oculus/Facebook says this in the job title:

“Augmented Reality will change our lives as fundamentally as personal computers and smartphones have. AR glasses will let you transcend space, conjure objects and devices into existence and amplify your senses, memory and cognition. Our mission is centered on designing useful technology and getting it out into the world. We are looking for motivated, team-oriented user experience designers who want to change the world and who are able to thrive in ambiguous new design spaces. Join our team of designers who are inventing the future of Augmented Reality and help define wearable AR experiences for Facebook.”

In the job description for the head of AR/VR marketing, the company says “[i]n the future, our AR glasses will merge the physical and digital worlds, blending what’s real with what’s possible, resulting in the next mainstream, must-have, wearable consumer technology.”

SEE ALSO
Oculus Chief Scientist Dives Deep Into the Near Future of AR & VR

This isn’t the first time we’ve heard AR rumblings from Facebook though.

Business Insider reported in January that the company had moved hundreds of employees from their Facebook Realities Lab experimental facility to a new division centered around creating their AR glasses. The move was confirmed by Facebook representative Tera Randall, albeit without the exact number. One source contends it was in the order of 650 employees. Another told Business Insider it was 400.

Randall also told Business Insider that by moving its employees, it effectively “brought the AR product work into our product org and out of research, now that we are closer to shipping.

 Business Insider’s report, another source maintained the glasses were originally scheduled for release in 2020, but was since pushed back to around 2022. Randal disputed this time frame, although stated the company has “an exciting AR road map that includes multiple products.”

There are over a dozen positions currently available across Facebook and Oculus that mention ‘AR’ in their job titles. While some are likely intended to grow the company’s existent offering, Spark AR Studio—a tool that lets creators build interactive AR experiences for Instagram, Facebook Messenger, and WhatsApp—many job seems to include the notion that a wearable AR headset is on the rise.

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Dent Reality Aims to Bring AR Indoor Directions to Malls, Airports & Retail Stores

Navigating indoors is still a pretty old school experience: you look for a map of shops, bathrooms, and accessibility ramps and follow signs to your desired destination, all the while knowing that the super powered computer in your pocket has lost a core functionality without GPS signal. Dent Reality, a UK-based studio, is creating its own augmented reality-based SDK for iOS to remedy this.

As first reported by 9to5Mac, Dent Reality says its SDK can integrate the map of indoor spaces, figure out where the user is, and use virtual paths and arrows to help you find their destination.

Dent Reality isn’t tackling the monumental task of creating a single ‘everywhere’ app though—that’s something that will likely come from platform holders in a first-party solution at some point. As it is, the company provides its developer SDK and services to help places like malls, airports, and retail stores integrate these features into their own apps. The results do look promising though.

Since the SDK integrates with Apple’s ARKit, the company’s solution doesn’t require Apple’s iBeacons or other hardware, just a user’s phone to visually locate itself and display turn-by-turn directions.

Does all of this look more than a bit familiar? There’s a good reason why. You might have seen a prototype back in 2017, shared by iOS developer Andrew Hart. That’s no mere coincidence; Hart is in fact the creator behind Dent Reality.

That said, Dent Reality isn’t the only company exploring AR-based indoor location services.

Google announced its own first-party system dubbed VPS, or visual position system, back at the company’s 2017 I/O dev conference. The company has yet to release VPS for Google Maps though, leaving the limelight for other creators for now.

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Scape Technologies, which recently raised an $8 million funding round, is also building an VPS for smartphones. Much like Google’s VPS, it’s said to marry GPS and AR visual data for more accurate and information-based navigation.

Computer vision company Blippar has released a similar app for iOS called AR City, a free app that you can try now, letting you explore and navigate more than 300 cities worldwide using AR and GPS.

While the technology is poised to change how we navigate indoor spaces, and what information we learn about them along the way, it’s also a prescient look at how immersive head-mounted AR systems could serve up directions in the near future. Whatever the case, the prospect of finding the most direct route to your airport gate, or the nearest wheelchair-accessible ramp is sure to be a welcome change for many.

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Report: Apple AR Headset Could Rely on iPhone for Rendering & Connectivity

Several reports over the past two years have suggested Apple is getting ready to manufacture an AR headset, and possibly ship it sometime in 2020—something that’s so far unsubstantiated by the company itself. Now highly respected industry analyst Ming-Chi Kuo, someone Business Insider called “the most accurate Apple analyst in the world,” is offering up his predictions for the fabled device, and they seem to support the view that an Apple AR headset is just over the horizon.

Kuo suggests that Apple will likely begin production on its AR headset sometime between Q4 of 2019 and Q2 of 2020, 9to5Mac reports, citing Kou’s translated statements in Money UDN (Chinese).

It won’t be a standalone affair like HoloLens 2 either, Kuo suggests. The Apple AR headset instead is predicted to rely on the iPhone for computing, rendering, internet connectivity and location services.

SEE ALSO
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Kuo doesn’t mention whether this connection will be a wired or wireless at this point, although the latter would require a compelling leap in streaming tech to say the least.

In addition to an on-board battery and requisite depth sensing cameras and AR optics, if the company goes the wireless route the headset would require a way of receiving and decompressing video data rendered on the smartphone and streamed to the AR headset. It would also need to do this at the lowest possible latency, something that is much less important in a task like streaming content via AirPlay to Apple TV.

Much of this could be predicated on whatever future iPhone lays before us. An iPhone built from the ground-up with AR rendering and low latency wireless transmission in mind could make for a unique product offering to say the least.

SEE ALSO
Hands-on: HoloLens 2 is a More Than Just a Larger Field of View

Kuo, an analyst at TFI Securities in Taiwan, is known for his many accurate predictions surrounding Apple products, something Mac Rumors says is done by gathering intelligence from his contacts in Apple’s Asian supply chain, and translating that information into research notes for clients. These notes are typically said to provide “a solid look at Apple’s future plans,” something that puts his predictions on future Apple products as “accurate enough to make him one of the most reliable sources,” Mac Rumors concludes.

While Apple has been fairly tepid on virtual reality, the company has been full steam ahead on outfitting its mobile devices supporting iOS 11 or later with the ability to do basic AR tasks, since its release of ARKit in 2017. Last summer the company unveiled ARKit 2.0 which included improved face tracking, more realistic rendering, better 3D object detection, persistent experiences and multi-user support for shared experiences.

The company holds many patents surrounding AR interaction and hardware. At the time of this writing Apple is advertising over 100 jobs directly dealing with AR development.

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AT&T, Ericsson & Intel to Showcase ‘The Power of 5G’ with Batman AR/VR Experience Soon

Mobile World Congress (MWC) is gearing up next week in Barcelona to play host to the latest and greatest in mobile technology, including the presumed Microsoft HoloLens 2. Today AT&T, Ericsson, Intel and Warner Bros. announced that they’ll be showing off a new implementation there of their combined efforts to bring 5G to location-based AR/VR venues using a new Batman experience.

Late last year the companies created a proof-of-concept demo running at the University of Southern California campus in Los Angeles, where students got a chance to experience what they call “a context-aware, mixed-reality experience” designed by USC’s Mobile & Environmental Media Lab.

Now fully kitted with a bonafide Batman experience to its name, the setup is said to let MWC-goers “see how Batman defeats DC Super-Villain The Scarecrow in an action-packed immersive experience using a digital model of their encounter.”

While not much is known at this time—including exactly which AR/VR hardware the companies are using—the experience is said to include a fully integrated 5G network powered by Ericsson Radio Base Stations and enabled by Intel Xeon Scalable processors and the Intel 5G Mobile Trial Platform, allowing expo visitors to “interact in the environment while being mobile.”

With the experience the companies hope to show off “a way forward for lightweight mixed reality devices,” a press statement says.

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The collaboration between AT&T, Ericsson, Intel and Warner Bros. (with DC) is slated to demonstrate 5G’s capabilities, such as low latency, high bandwidth, fast scalability, and also how it will provide “a faster network and the flexibility for enabling an enhanced, multi-user mixed-reality experience.”

While it could be more bluster than muster at this point—we’ve seen 5G-powered setups in the past that did little more than deliver high-speed internet to backpack-mounted computers—the fact that Warner Bros. is eyeballing the out-of-home immersive entertainment sector using the technology could be a sign of greater implementations.

“At Warner Bros., we look forward to continuing to explore the power of 5G to deliver high-quality location-based entertainment experiences to our fans,” said Justin Herz, exec. vice president of Warner Bros. Entertainment’s digital product, platform and strategy division. “It is by working closely with partners who are leaders in 5G that we can develop compelling immersive user experiences that will break through to a mass audience and bring our most iconic characters, such as DC’s Batman and The Scarecrow, to life.”

The demonstration will be available in both the Ericsson booth (#2O60 in Hall 2) and Intel booth (#3E31 in Hall 3) in Fira de Barcelona, taking place February 24 – 28 in Barcelona, Spain.


We’ll have feet on the ground in Barcelona next week, so check back soon for breaking news and all things AR/VR.

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[Update] Meta Founder Confirms Insolvency & Asset Sale to Unnamed Buyer

Meta, the company behind the Meta 2 tethered AR headset, has suffered its fair share of growing pains since its founding in 2012, although a lack of outside investment and a recent patent infringement lawsuit seem to have proven fatal. Now, Meta founder Meron Gribetz confirms he’s stepped down as owner of the company after its assets were auctioned off to a new, unnamed buyer, presumably stripping the company down to its bare assets.

Update (January 22nd, 2019): Meta founder Meron Gribetz spoke with Variety recently, confirming that he is “no longer the owner of the company,” and that Meta’s assets “changed hands to (a) new owner.” Gribetz hasn’t specified the identity of the new owner, but maintains that support for their existing products will continue. “The Meta assets have a future,” he said. “That future was not so clear a few months ago.”

Whether that future actually includes the Meta Company itself, we just can’t say. Gribetz hasn’t revealed anything substantial, although he told The Verge that he was “somewhat encouraged” by the sale. “I feel like it’s a good home for the Meta assets, and that it could provide a future for them,” he said. No mention has been made about the future of Meta talent however.

So while Meta hasn’t publicly admitted defeat, it’s hard to imagine the company resurfacing after investor interest failed to keep it afloat in the first place. In the interim, Meta’s online shop portal has magically returned to the website after it was taken down sometime late last year, although without any visual indication that the company has switched hands, this could be the mystery owner’s bid to keep the lights on and quietly flush out whatever remaining Meta 2 stock exists at this point. We can’t say for sure, but because Meta is essentially a ghost ship currently, anything is possible.

Update (January 11th, 2019): Following evidence of court correspondence where the company admits insolvency and inability to settle litigation in the patent infringement case, Meta says it isn’t shutting down. We reached out to the company, although Meta responded to greater claims of its shutdown via a short press release saying that Meta “remains in full operation and continues to develop, sell and support its products working with a team of engineers and product specialists.” Meta hasn’t denied its insolvency, or the veracity of the claims made in the court correspondence.

The company says further information is yet to follow in a statement slated for next week which will “address details of the recent restructuring and subsequent progress.”

Original Article (January 10th, 2019): Back in September, Meta lost out on a fresh round of funding lead by a Chinese investor which forced the company to furlough around 2/3 of their staff, leaving Meta’s existence in doubt as it looked for additional investment.

Making matters worse, the suspension of operations came shortly before Meta faced a patent infringement lawsuit from Genedics, LLC, which claims Meta infringed on “user interface methods for image manipulation and user input in a three-dimensional space where projectors display images and sensors identify user input,” Next Reality reports.

Next Reality obtained a statement from Meta CFO John Sines to Judge Christopher J. Burke, the Delaware-based presiding district court judge in the case, which details the company’s asset liquidation to a third-party after settlement negotiations failed.

Dear Judge Burke:
I am replying to your Court order that Meta Company retain counsel or reach a settlement with Genedics LLC.

I regret to inform you that settlement negotiations were unsuccessful. Further, Meta Company’s lender exercised its remedies as first priority secured lender and foreclosed and sold all assets to a third party in a UCC foreclosure sale at a value below the outstanding loan amount, and Meta Company is insolvent. Meta does not have the resources to retain legal counsel or to provide a settlement offer.

Respectfully,
John Sines
Chief Financial Officer
Meta Company

Another fold in the foreclosure: both the Meta 2 headset and its list of executives have been removed from the company’s website, leaving only tutorials and info on their software (see update).

Founded in 2012, the company ran a successful Kickstarter in 2013 for an early AR development headset. Meta then went on to raise $73 million between its Series A and Series B investments. In 2016, Meta went on to unveil the Meta 2, a tethered AR headset development kit with a wide field of view, which the company sold for $1,500.

We’ve reached out to Meta for additional comments on the shutdown, and will update when we hear back. (see update)

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