Microsoft’s HoloLens Readiness Partner Program Comes To The EU

Microsoft’s HoloLens Readiness Partner Program Comes To The EU

Mixed reality is set to dominate the working world in the years to come, arguably even more so than virtual reality. But a lot of companies that want to use the tech lack to expertise to actually develop for it. That’s where Microsoft’s HoloLens Agency Readiness Partner Program comes in.

Just as its long-winded title suggests, this scheme is designed to recognize studios that have a broad knowledge of and lots of experience with Microsoft’s MR headset. It’s essentially a recommendations list of potential partners for companies looking to utilize the technology. These studios will collaborate on the development of apps that suit the client’s needs. Imagine a healthcare app that hospitals worked with software developers to make, for example.

Current partners in the US already include Taqtile, and POP but, today, Microsoft is announcing an expansion into the EU with six new partners. They include France-based Holoforge and Immersion as well as Zuhlke in Germany. In the UK, Microsoft is adding FundamentalVR, Black Marble, and REWIND to the list.

We already saw FundamentalVR’s surgery training application at Mobile World Congress a few weeks back, and the company is also developing the experience for MR. REWIND, meanwhile, is developing an app for the Red Bull Air Race. Company CEO and Founder Sol Rogers told UploadVR that the team had been through “extensive training” in order to become a part of the program.

The company’s new MR tech is looking to bring live sports to headsets like HoloLens, and this first app will showcase it. “It gives users a first glimpse at REWIND’s proprietary ‘Holemetry’ technology that can enhance live sport,” Rogers said, “bringing spectators an unparalleled never before seen experience.”

Other organizations partnering with HoloLens developers to make MR experiences include Paccar, Lowe’s, CDM Smith, UK Police Forces, and Alstom.

HoloLens might not be ready for consumers, but Microsoft is clearly keen to get it into the hands of as many businesses as possible. While the wait for a retail launch continues, the company is deploying its own set of VR headsets, made in partnership with major manufacturers, to bridge the gap. We got hands-on with one such kit two weeks back.

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Watch A Smartphone Turn Into A Controller For HoloLens

Watch A Smartphone Turn Into A Controller For HoloLens

Microsoft’s HoloLens is still very much in an early stage, and interesting new ideas and uses for the device are being discovered by the week. This most recent example turns your phone into a controller for the mixed reality headset.

Currently, HoloLens is mainly controlled through gestures with your hand, though can also be navigated with voice recognition and gaze-based input. To development agency AfterNow, though, that wasn’t enough. The studio wanted the kind of control you can get with VR controllers like the HTC Vive’s six degree of freedom (6DOF) wands but for HoloLens. Instead of using just a Vive controller, AfterNow turned to something millions of us already have, the smartphone.

The result is what you see in the video above. The user’s smartphone isn’t just a 6DOF controller but also a sort of virtual launching device. In the video, the user brings up virtual cubes on the smartphone screen, and is then able to flick them out to project them as objects in the real world.

It’s an intriguing potential means of control for the platform, but one that Microsoft itself might not agree with. As AfterNow’s Jesse Vander Does notes in a blog post, the company asks that “interactions should be a comfortable 1.5 meters from the user” to both reduce eye strain and also “ensure that the items the user is interacting with stay within the frame.”

“Nonetheless, there will most definitely be use cases that benefit from controllers,” Vander Does adds. “Moreover, there are a lot of fun things we could do with a 6DoF controller that also has a touch screen.” He gave examples including a sort of mixed reality Tilt Brush, where users might begin a line on the phone and then pull it through real space to make 3D images. You could also pull 3D assets into your phone.

While HoloLens is controller-free, Microsoft is also bringing VR headsets to market that can use physical controllers. We saw one last week that used an Xbox gamepad, but the company also notes that 6DOF controllers will be important to the platform.

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Field in View: The Battle For VR Is No Longer About Headsets, It’s About OS

Field in View: The Battle For VR Is No Longer About Headsets, It’s About OS

Oculus announced VR’s first big price cut this week. The Rift, originally $599, is now $499, and getting it with Touch comes in at $598. If this were the console market, this would be a simple move to dissect; open up the number of people that can afford your product and maybe get ahead of the competition a little bit.

But ‘competition’ is becoming an increasingly complex term for VR.

Yes, you can compete in terms of hardware. There are specs to beat and sales targets to meet, but whenever one company makes a breakthrough, others follow suit. The second Oculus Rift could double screen resolution and have flawless inside-out tracking, but there would be another headset releasing weeks or months down the line that would do the same. VR isn’t the same as consoles, we’re not stuck with the PlayStation 4 and Xbox One’s specs for three to four years before upgrades; it’s going to be a constantly evolving ecosystem of incremental updates from one company to the next, just like phones.

What’s becoming increasingly apparent to me, however, is that the battle for VR is not about hardware or even software in the strictest sense. Instead it’s about the platforms that form the foundations for both of these things. It’s about the operating system.

I’m sure there are people much smarter than me saying “No, duh” right now. SteamVR vs Oculus Home has been a thing since April last year, but the fight became a little more interesting this week..

It was Microsoft that led me onto this. Our Senior Editor Ian Hamilton got his hands on the first Windows Holographic headset at GDC this week and, sure, it’s a VR headset. I’m excited to have more devices in the market, I’m excited to see how they stack up to the Rift and Vive, but what really interested me about the system was a quote that came from the company’s Alex Kipman after our hands-on. We asked him about using multiple apps inside a headset and the stresses this put on performance. He told us that what was key to such a process was control over the operating system, which the Windows maker obviously has.

“We can dehydrate your PC monitor to hydrate framerate on the headsets, as an example,” Kipman said, noting that other VR headsets that run off of “applications” can’t do that. Basically, Kipman suggested that Windows Holographic is better able to optimize your PC for VR than Oculus Home or SteamVR are. I don’t have much trouble believing him; I’ve always thought of VR optimization from a purely software perspective, and not about the layers beneath. If you could control those, how much more could you get out of your headset?

Perhaps not a significant amount, but every little helps, right?

That sparked a line of thought that I’m sure many people much smarter than me have been following for some time now. The battle of the VR OS so far has been about Oculus Home and SteamVR/Open VR and it’s been interesting to watch. We’ve seen a lot of resistance to Facebook’s closed ecosystem, requiring Rift owners to opt into content not purchased through its store and blocking the Vive from accessing its own unless through hacks.

SteamVR, meanwhile, is opening itself up to any interested parties. If you make a SteamVR headset, you can use Valve’s impressive tracking technology and you’ll have the frankly insane number of compatible apps already compatible with your platform. We’ve written about this before; it’s almost as if Oculus is the Apple of VR and Valve is the Microsoft. As it turns out the Microsoft of VR might be, well, Microsoft.

In the phone market, Microsoft’s Windows Phone OS was placed a distant third to iOS and Android in terms of market share and, clearly, it doesn’t want the same to happen again.

Where the company goes from here is what interests me. Its message in 2017 won’t just be about hardware and content, but what Windows Holographic can do for you that Oculus and Valve can’t. And then its going to need to set about actually making itself the dominant platform holder. That’s where hardware comes in. If Microsoft is as aggressive as it’s suggesting it will be on pricing and release of its PC-based VR headsets, it could undercut both the Rift and Vive early in their life and establish an install base of Windows Holographic customers.

And then there’s the OS of the future, the mobile OS. Again we’ve got Oculus Home, but Google’s Daydream poses a serious threat to dominance there. Windows 10 is designed as an OS that spans across desktop and mobile, and Windows Holographic is already up and running on a mobile device, HoloLens.

I could talk all week about what Microsoft could do with Windows Holographic, but at the end of the day we’ll just have to wait and see what becomes of it. The Build developer conference is in May, and that’s where I expect to find out a lot more. This company is set to make 2017’s race for VR dominance even more interesting.

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GDC 2017: Microsoft Confirms Windows Holographic Will Not Block Rift or Vive

GDC 2017: Microsoft Confirms Windows Holographic Will Not Block Rift or Vive

Microsoft is set to make its move on the VR market later this year when it launches a range of headsets made in partnerships with other companies for its Windows Holographic operating system. The Oculus Rift and HTC Vive may not embrace that new platform, at least not yet, but Microsoft won’t block people from using those gadgets, either.

Alex Kipman, Technical Fellow at the company, confirmed as much to UploadVR in an interview at the 2017 Game Developers Conference this week. We asked Kipman about the concerns that some people might have that Windows Holographic would block the two headsets in order to push its own devices. He labelled those concerns as “silly”.

“Let me address it. Facebook and Valve are great partners,” Kipman said. “Steam exists in Windows. They’re great partners of our ecosystem. We’re an ecosystem of making them successful. I can’t imagine a scenario where we install a windows update and disable partners that are successful on our platform. Even if there was some evil plan imagine what customers would say and we’re like a customer-obsessed company.”

The Vive and Rift will still be able to run through their respective applications when Windows Holographic arrives then, but whether they’ll ever fully support the platform and have access to all of the same apps that Microsoft’s partner devices do remains to be seen. Kipman said that both HTC and Oculus were welcome to work with Microsoft to integrate support into their devices, though both are a little different from the other headsets, using outside-in tracking systems instead of inside-out. It’s not clear if that could be a potential issue for the OS.

Windows Holographic headsets will be launching this holiday season for desktop. Yesterday, we got the first hands-on with a developer kit that will be shipping out to companies this month. Next year, Microsoft will also be bringing its mixed reality content to Project Scorpio, though if these headsets will support the console remains unclear.

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GDC 2017: Microsoft Shipping VR Dev Kits This Month, Full Launch This Holiday Season

GDC 2017: Microsoft Shipping VR Dev Kits This Month, Full Launch This Holiday Season

Microsoft’s VR headsets, made in partnership with major companies, remain shrouded in mystery at the moment, but select developers will start getting a peak behind the curtain later this month.

The company today confirmed that development kits for its first partner device, made by Acer, will be rolling out in stages starting this March. In fact, any developer that attended its mixed reality session at the 2017 Game Developers Conference today received a ‘Golden Ticket’ that will get them a unit in the coming weeks.

Acer’s headset features two LCD panels at 1440 x 1440 resolution, a 90Hz refresh rate, built-in audio and microphone support, and is connected to a PC via HDMI 2.0 and USB 3.0.

The most important feature, of course, is the inside-out tracking supported in all of Microsoft’s mixed reality devices, including HoloLens. This on-board positional tracking system negates the need for external sensors tracking a headset and controller’s location as seen with the Oculus Rift, HTC Vive, and PlayStation VR.

Developer kits will feature access to Windows 10 Insider preview builds and the software development kit (SDK) needed to start building mixed reality apps.

The consumer version of the kit will be launching this holiday season along with other Microsoft headsets from Dell, ASUS, HP, 3DGlasses, and Lenovo, the latter of which we saw as a shell at CES earlier this year. Speaking to UploadVR, Microsoft Technical Fellow Alex Kipman outlined the holiday season as “something that starts in October and ends at Black Friday/Thanksgiving,” giving us a pretty clear month-long window for launch.

As for the uses cases when the devices launch, Kipman assured that they would very much be “consumer devices”, used for both interactive content like creation apps and consumptive software like watching movies or streaming games. No one at the company has outright said these headsets will support the Xbox One and Project Scorpio consoles yet, but they have heavily implied that will happen next year.

We’ll next see the headsets at the company’s Build developer conference in May, and after that we’d expect to hear more at E3. There’s still a lot of ground to cover, before launch.

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GDC 2017: Microsoft’s Mixed Reality Content Is Coming To Project Scorpio In 2018

GDC 2017: Microsoft’s Mixed Reality Content Is Coming To Project Scorpio In 2018

One of the biggest questions surrounding Microsoft’s mixed reality platform, Windows Holographic, is if it will support the company’s mysterious Project Scorpio. Today, we can confirm it will.

Microsoft is rolling out development kits for the first VR headset made by Acer later this month, but in a blog post announcing that news, it dropped an even juicier detail. It notes that the company is looking to take its platform beyond “mixed reality-ready” desktops and its own MR headset, HoloLens, stating: “Our plan is to bring mixed reality content to the Xbox One family of devices, including Project Scorpio, in 2018.”

The wording is very specific, but it does at the very least confirm that immersive, reality-altering content made for the Windows Holographic platform is on the way to Scorpio, the company’s upgraded take on the Xbox One. The device was announced at last year’s E3 where Head of Xbox Phil Spencer noted it would support “high fidelity VR”, though it remains shrouded in mystery for now.

We spoke to Alex Kipman, Technical Fellow at Microsoft, ahead of this announcement. While he also didn’t specifically state that the headsets would support Scorpio, he did assure that these would be “entertainment” devices, which is why “we added a blurb in the blog that says  we’re also bringing support for our Xbox family of products to these things in 2018 inclusive of Scorpio.”

Furthermore, Microsoft pointed game developers interested in working with its headsets to the ID@Xbox program, an initiative designed to get indie developers making games for Xbox One and Windows 10.

A Microsoft spokesperson declined to confirm that the headsets would support Scorpio, but did offer the following statement:

Windows Mixed Reality experiences will light up on other devices, including Xbox One, over time. Developers can start crafting their mixed reality gaming experiences this year on the desktop to bring them to Xbox One in 2018. Beyond that, we have nothing else to announce today.

There’s a lot to unpack from these statements. Firstly, Project Scorpio is shaping up to launch in the holiday 2017 period, so it sounds like mixed reality support won’t be included out of the box, instead arriving next year. It’s own VR devices are also set to launch this holiday.

The mention of “Xbox One family” also suggests the original console might support this content too, which wasn’t stated before. In the past Microsoft has said that Scorpio won’t have exclusive games, and suggested its MR devices won’t need a high-powered PC to run.

What we still don’t know is what VR headset will support these consoles. Microsoft’s headsets seem a likely option, but could it go beyond that to also support the Oculus Rift and HTC Vive? We’ll likely have to wait until E3 2017 to find out more, and Microsoft has already set its press conference date for Sunday, June 11th, a day earlier than it usually is.

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HoloLens is Helping This Medical Company Design Better Operating Rooms

HoloLens is Helping This Medical Company Design Better Operating Rooms

Microsoft is talking for the first time today about a new customer of its HoloLens augmented reality headset: publicly traded medical device company Stryker. Stryker sells forceps, drills, nasal dressings, and hip replacement systems, but it also sells equipment for operating rooms. The HoloLens is a tool that Stryker can use to help hospital employees figure out the best arrangements for their operating rooms.

This is important because multiple kinds of medical practitioners typically share each operating room, and finding something that’s suitable for everyone involved can be time-consuming.

“Using HoloLens and Stryker’s new By Design solution, hospital stakeholders are now able to envision the ideal operating room configuration with the power of holograms and the benefit of mixed reality,” HoloLens and Windows Experiences general manager Lorraine Bardeen wrote in a blog post. “Instead of needing all of the people from each surgical discipline, all the physical equipment required across all medical disciplines, all in one room at the same time, Stryker is now able to modify and build different operating room scenarios with holograms. No more time-consuming sessions where everyone needs to be physically present and no more need to move around heavy and expensive equipment to get a sense for how everything all fits together.”

This isn’t the first health care customer for HoloLens, which was first unveiled two years ago. CAE, Case Western Reserve University, and Cleveland Clinic have previously been public about their use of the device, whose developer editioncosts $3,000. Outside of health care, other customers include Lowe’s, ThyssenKrupp, and Volvo.

Over the weekend, Brad Sams at Thurrott.com, citing unnamed sources, reported that Microsoft has canceled the development of the second version of the HoloLens and has moved its focus to a third version ahead of a 2019 release. While Magic Leap has faced questions about the state of its technology in recent months, the venture-backed startup does represent competition to the HoloLens. Microsoft already has customers for the version that exists today, and if Sams’ report is right, the company is eager to get a more impressive rethinking of the product out to customers sooner.

This post originally appeared on VentureBeat by Jordan Novet.

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Field in View: Microsoft And Sony Are Set To Battle For VR Dominance At E3 2017

Field in View: Microsoft And Sony Are Set To Battle For VR Dominance At E3 2017

As usual, Microsoft is firing first with its press conference this E3, but it’s doing so even earlier than anticipated. While the company usually rules the headlines on the Monday morning of the biggest week in gaming, this year it’s putting itself even further ahead of Sony’s traditional Monday evening conference (assuming it takes place at that time again), airing on Sunday, June 11th, at 2:00 PM PDT. It’s surprisingly early announcement of a press conference date indicates that this is going to be a significant showing for the company.

The picture of project Scorpio is a pretty good indicator, too.

This E3 is shaping up to be the biggest batle between Sony and Microsoft since 2013, the year where each had to convince gamers to buy a PlayStation 4 or Xbox One respectively. Microsoft’s more powerful, 4K-focused Xbox One is looming threateningly over Sony’s comfortable first-place position in this generation’s console war. PS4 Pro may already be offering enthusiasts enhanced performance and visuals, but Microsoft is positioning its device as a far more powerful iteration. It’s going to be a hugely interesting battle, and VR is going to play a big part in that.

Project Scorpio is reportedly capapble of “high fidelity VR”. Nearly a year on from its reveal and we still don’t know what that really means. What headset or headsets might Microsoft support on its console? How will experiences differ to those on PlayStation VR (PSVR)? Microsoft has a lot of questions to answer, especially with the reveal of its Windows 10 VR headsets.

Just how it tackles them, and Sony’s response, is likely going to be VR’s biggest story at this year’s show. Microsoft has a unique opportunity on the hardware front; if it utilizes PC-based headsets then there’s a good chance it will support devices with higher specs and better tracking that PlayStation VR, a device that allows you to lean into your virtual worlds, but doesn’t accomodate room scale and struggles with occlusion.

The added power of Scorpio could also give it a leg up. Last E3 Bethesda strongly hinted that Fallout 4 would support VR on Microsoft’s console, but there’s no such word on PSVR support. It’s a massive game to say the least, and it’s possible the PS4 (and original Xbox One) couldn’t handle it running in VR. A possible power gap could mean Scorpio is treated to many of the Rift and Vive games that haven’t seen PSVR ports yet.

In other words, Microsoft could be about to put Sony’s PSVR in a corner.

But Sony isn’t defenseless, however. With hardware out of the way, it only has to show us one thing at this year’s show: games. That’s an area that the company has handled very, very well on its wider console over the past few years. It’s past two press conferences have made the dreams of many a gamer come true; The Last Guardian, Shenmue 3, Final Fantasy 7 Remake, a new God of War, an exclusive game with Hideo Kojima, Resident Evil 7’s surprise reveal. This is a company that understands how to get the hardcore fanbase into a frenzy of excitement, and it needs to apply that to PSVR at this year’s show if it’s to drown out Scorpio.

While the rivalry between HTC and Oculus is currently VR’s biggest, I get the feeling that’s going to change this E3, as both major console makers welcome the technology into the fold. That might sound like an attempt to stoke the flames of fanboyism, but it’s really a statement of anticipation; rivalry eradicates complacency, and there’s no room for that in the VR industry right now.

So grab the popcorn and get comfy; it’s going to be one hell of a show.

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Microsoft Conference Could Set The Tone For E3 With Move To Sunday

Microsoft Conference Could Set The Tone For E3 With Move To Sunday

E3 hype is already in full swing and companies are starting to share bits of information about their appearances at the expo this June, even though GDC still hasn’t even happened yet. Perhaps most notably thus far, Microsoft has moved away from their typical conference showing. Usually, we’d get Microsoft’s conference early on Monday with Sony taking the late slot of that same day, but MS has moved an entire day earlier and will potentially set the tone for the week starting on Sunday.

Last year, Microsoft took steps to solidify current generation offerings with the Xbox One S while also sparking some excitement for the next generation of consoles with the announcement of Scorpio. Executives took the stage and set some lofty expectations for the mystery project, boasting of true 4k gaming and a multitude of teraflops and computing cores. Better yet, they claimed it would be VR capable and will reportedly receive Fallout 4 VR when it’s finished.

In fact, they even went so far as to proclaim on their website the Scorpio would be the only console capable of hi-fidelity VR gaming but that has changed since. If you look at their website currently, the “hi-fidelity VR” statement has been removed and there are no other mentions of VR at all — but the old video from June still retains the same language.

This isn’t to say that VR compatibility has been entirely scrapped, but it does at least allude to the project’s team taking a step back on their VR goals. Microsoft taking the Sunday slot all for themselves (save for perhaps Bethesda, if they choose to have their conference on Sunday for the third year in a row) could mean they’re incredibly confident in what they’re going to show and want that full day to let that energy permeate across the industry. They could also be gearing up for a blockbuster partnership related to VR, but we’ll have to wait and see.

The Electronic Entertainment Expo (E3) officially takes place June 14th-16th, but there will be conferences Microsoft, Sony, and others held starting on the 11th. This year, even the public is allowed to attend.

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Microsoft Announces Siri Competitor with Voice-Activated VR Experience

Microsoft Announces Siri Competitor with Voice-Activated VR Experience

You may not be aware of this but for years now Microsoft has been steadily working to build the world’s smartest computer brain. Now, that brain is getting a whole lot smarter.

Meet CRIS and LUIS

Today, Microsoft is announcing Custom Speech Service, the latest program to join the ranks of Microsoft Cognitive Services. This is a suite of innovations that tackle emerging AI issues like computer vision and machine learning. Custom Speech Service is a highly adaptable voice-to-text program that is being positioned as a much more intelligent version of Siri or the Google Assistant.

Custom Speech service combines two bleeding-edge technologies to achieve this next generation capability. The first is known as CRIS, or Custom Recognition Intelligent Service. According to Microsoft, CRIS:

“…Provides companies with the ability to deploy customized speech recognition. The developer uploads sample audio files and transcriptions, and the recognizer is customized to the specific circumstances. This can make recognition far better in unusual circumstances, such as recognition on a factory floor, or outdoors.”

Essentially what this means is that CRIS allows a given organization to build its own unique lexicon of voice commands to make specialized voice-to-text commands work better. So a hospital, for example, could build in a complex list of procedures or afflictions for patients to enquire about.

Joining CRIS to make Custom Speech Service as powerful as possible is LUIS (Language Understanding Intelligent Service). LUIS is described by Microsoft as an “intent engine” and with its help computers can understand the meaning behind our words. For example, what happens in current voice commands is that a specific word or phrase is mapped intentionally by a programmer to a given action. “Find coffee” or “take me to coffee” will both bring up your maps application and direct you to a nearby coffee shop. With LUIS, however, you could say “find coffee, take me to coffee, I need coffee, I need a little pick-me-up, I can’t keep my eyes open, etc.”

LUIS is trained to understand what we mean, not just what we say, and with its help a much larger swath of voice commands can be usable to consumers with much less effort on the part of programmers.

Starship Commander – VR Powered by Voice

Custom Speech Service is just that, a service. Microsoft itself is not necessarily building a product around the program. That job falls to clients such as  Human Interact — a virtual reality content studio.

Human Interact’s debut project is Starship Commander, a voice-powered VR experience that takes full advantage of Microsoft’s powerful new tools. UploadVR had the chance to visit try Starship Commander firsthand and what we found is the most sophisticated voice interaction engine we’ve yet to see in an immersive application.

Starship Commander is more interactive film than pure game and the entire thing revolves around voice. You play as the pilot of an interstellar spacecraft, joined on your mission by a supercomputer and a holographic superior officer. You interact with both of these characters through voice commands with world of branching options to explore.  In my short demo I experienced maybe 20 lines of dialogue, but the developers explained that this was barely scratching the surface of the hundreds they had programmed.

CRIS in action while playing Starship Commander

Starship Commander was built using CRIS and LUIS and, as a result, the characters in the game were able to understand and respond to unique vocabulary about spaceships and aliens. Thanks to LUIS They were also able to understand correctly what I wanted to do even if the exact phrasing I used had not been manually mapped to a given outcome. By saying “let’s move on” I was able to advance the story. Even though that particular combination of words was not attached to that specific command, the experience was able to read my intent thanks to Microsoft’s brand new bag of tricks.

With Custom Speech Service and an entire fleet of Cognitive Services (eight are available now with 17 in preview to select developers), Microsoft is on a mission to “make AI available to every organization and every person.”

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