tech
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All products and services featured are independently chosen by editors. However, Billboard may receive a commission on orders placed through its retail links, and the retailer may receive certain auditable data for accounting purposes. The ideal gaming setup is one that can completely immerse yourself into the universe you’re playing within. Gaming chairs are just […]
All products and services featured are independently chosen by editors. However, Billboard may receive a commission on orders placed through its retail links, and the retailer may receive certain auditable data for accounting purposes.
With the rise of VR headsets like the Meta Quest 3, PlayStation VR2 Headset and Valve Index, Apple decided to throw its hat into the VR ring with their very own headset. Enter the Apple Vision Pro, a new mixed-reality headset that’s positioned as the “ultimate entertainment experience.”
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Starting at $3,499, the Apple Vision Pro is available for pre-order on Jan. 19 starting at 5 a.m. PT/8 a.m. ET at apple.com, Amazon and Walmart with release on Feb. 2.
Apple
Available on Feb. 2
Apple Vision Pro
The Apple Vision Pro is designed to pair the virtual world with the physical world through spatial computing and digital content via the tech company’s newest operating system Apple visionOS.
Here’s how it works: Just place the headset over your head on let it rest on your eyes to begin interacting with Apple’s mixed reality format. Instead of using controllers or a stylus, you interact with apps — like Safari, FaceTime, iMessages, iCloud and others — as well as digital content — from Apple Music, Apple TV, Disney+ and more — with your eyes, hands and voice.
If you’re a Disney+ subscriber, you can watch movies — like Avatar: The Way of Water, Avengers: Endgame, Star Wars: The Force Awakens, Encanto and many others — in 3D and Dolby Vision with experiences that’s specifically designed for the Apple Vision Pro.
If you’re not a subscriber, you can sign up for Disney+ with prices starting at $9.99 for the ad-supported plan. With a subscription, you can have access to hit original programing, such as The Mandalorian, Moon Knight, The Muppets Mayhem, American Born Chinese, Turning Red and more.
Available for pre-order on Jan. 19 at apple.com, Amazon and Walmart, the Apple Vision Pro starts at $3,499 with release on Feb. 2. In the meantime, watch an introduction video from Apple, below.
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Want more? For more product recommendations, check out our roundups of the best gaming chairs, best over-ear headphones, wifi extenders, laptop deals and more.
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Weverse seems to fly under most of the music industry’s radar despite its strategic importance to its owner, HYBE, the K-pop juggernaut that has successfully leveraged BTS’s success to build an increasingly global, technologically advanced music company.
The social media company’s 10 million monthly active users — 90% of which come from outside South Korea — are few by some standards. TikTok, Instagram and Facebook boast more than 1 billion apiece. But it’s the home turf for artists with some of the most loyal fanbases on the planet. And HYBE is leveraging those acts’ popularity to build a must-visit destination for fans of K-pop and, eventually, other genres, too.
When Jimin, a member of BTS, performed a solo show at Lollapalooza in 2023, it was livestreamed on Weverse. When Jung Kook, another BTS member, hosted an at-home livestream in February, Weverse drew 16 million real-time views. When HYBE group ENHYPEN performed a showcase for its Dark Blood EP, it brought 2.4 million real-time views to the platform.
Artists use Weverse to host live chats with fans to promote new albums and its e-commerce platform to sell merchandise. Last year, Weverse Shop sold over 18 million branded light sticks from K-pop group Seventeen, a handheld device used at the band’s concerts that carries a $64 price tag in the United States.
All of this feels like it’s just the beginning. As K-pop surges in popularity globally, Weverse’s traffic is on the rise. Last year, its average user spent 250 minutes on the platform and visited 10.2 days per month, up from 171 minutes and 9.2 days in 2022. Traffic was up 47% in Africa and 25% in the Middle East. It now has 117 artist communities, including 13 SM Entertainment artists — including Super Junior, Riize and NCT Wish — who joined in September. And as Weverse president Joon Choi explained in an interview with Billboard, the company’s next target is the United States.
Do artists bring their fans to Weverse, or do they tap into the passionate user base you have?
That happens in both ways. Existing Weverse users contributed a lot to the new community of the SM Entertainment artists. But, at the same time, we could clearly see the new user registration spike right after SM artists joined Weverse. So, we’re very happy with this kind of migration. It happened with no hassle.
What about adding artists from the United States to Weverse? Many artists under the HYBE umbrella could be potentially added to the platform to reach new fans.
That’s still in discussion. I think we can come up with more exciting news in the near future.
Weverse has an office in Los Angeles [in Santa Monica]. What are you doing to build Weverse and build the brand in the United States?
The first thing is we are aggressively hiring people who would serve the basic functions including commerce functions, as well as artist support. In terms of raising and improving market awareness, I think that’s something we will be more aggressively working on in 2024. So, as we gain the momentum from new artists and North American artists joining and creating communities on Weverse in America, we will aggressively work on raising the market awareness this year.
Fandom is a word that has become more commonplace as K-pop has grown more popular. I think it’s also a tough word to define properly. How do you define fandom?
I think there are multiple segments — or I would say cohorts — among users of our services. Starting from light listeners, and then we would have more active listeners, we would probably consider them being monthly subscribers to Spotify or Apple, they will be probably the more active listener. And then on top of that there must be a cohort that is more engaged. And those will be probably concertgoers or those people who actively purchase albums of these particular artists. From that particular cohort or user segment, we will probably call them fans. As their engagement level goes up, and they become more active in their fan activities, they will be considered the most dedicated or enthusiastic fans. When you think about any business, you think about the framework of the user acquisition funnel from the very top to the bottom. When it goes to the very bottom, the core of the users, there are users or fans who are ready to purchase whatever the artist is offering. So, from the very bottom to the top, Weverse climbs up to the light users.
What specifically does Weverse do to help serve artists’ superfans better than other social platforms or a streaming platform like Spotify?
Before Weverse, the superfan experience was scattered here and there. You buy merch here, you go to the concert, and you get together in some places. Those experiences were all scattered around. But I think Weverse was the first service to get everything together in the best, [most] convenient way. Number two would be global. To go global, we really value the importance of translation. So, we provide real-time translation in 15 languages.
How does how does Weverse make money? Is it advertising? Is it taking a percentage of sales?
When it comes to advertising, we don’t have it yet, but we are working on it. So, we’re going to launch our advertising service this year. And before that, basically we get a revenue share from album sales, merch sales or any kind of digital value provided to the fans.
I’ve noticed a lot of merchandise for sale. How do you fulfill those orders? Do you have partners in different countries to help?
When it comes to a commerce system, we built everything in-house except for the fulfillment side. Obviously, we have international fulfillment partners. We have warehouses in Korea, Japan and the U.S. — in Carson, south of L.A. So, we get orders from more than 200 countries around the world. We ship everywhere.
You sell CDs, correct, and digital downloads?
Correct.
Do fans in Korea still buy CDs and download albums and tracks in high numbers?
They do both, obviously. Physical albums still do very high volume. And on top of that, Weverse also tries to provide digital/physical experiences together. That’s the reason why we launched Weverse Album last year, which is basically an album without a CD. The album comes with the QR code, then users can download the original high-quality music source and enjoy within Weverse.
What’s more popular in Korea, CDs or vinyl?
CDs. Vinyl is not as popular as in the U.S.
You launched Weverse by Fans, which allows users to customize merchandise. Can you tell me how many artists are using that and what the early results have been?
Currently, Weverse by Fans is in the beta phase. As of now, we have eight Korean artists who are using the Weverse by Fans: TOMORROW X TOGETHER, ENHYPEN, Le Sserafim, NewJeans, BOYNEXTDOOR, XIA, Hwang Min Hyun and Baekho.
Weverse does live streaming, whether it’s live performance or chats with artists. How important is that to Weverse?
Weverse Live is highly important to us. Weverse Live offers many different layers that I would say are different types of livestreaming. With the first one, we might have some special arrangement celebrating or marking an album’s release or album showcase. So, Weverse Live can be used for that. And there can be more instant or casual livestreaming, using the Weverse Live as well. The Lollapalooza performance that BTS member Jimin did last year, that was on Weverse Live as well. Weverse Live offers many different types of livestreaming starting from very large-scale concert streaming to a very casual or instant livestreaming done by individual artists.
I would like to add the three reasons why Weverse Live is of great value and importance to Weverse. First, after we release the service, Weverse Live, the users’ duration [of visit] and also their likelihood of revisiting Weverse have all gone up. So, the retention rate has significantly improved thanks to Weverse Live. And the second reason is that users are very satisfied with the quality of livestreaming services that we offer. They often give us feedback that compared to other major livestreaming services they are highly satisfied with the quality of livestreams that we provide. And the third reason is that Weverse Live has been integrated with live commerce, Weverse Commerce. When an artist or a label decides to do so, we can also turn on Weverse Commerce. That has really helped boost sales.
What might somebody sell with Weverse Commerce? A new album release?
Yes, our albums have been the most frequently sold items using the live commerce feature. Artists and labels prefer selling albums. That was the main item that was sold on live commerce. But, as I mentioned earlier, artists want to add the Weverse by Fans feature as part of the live commerce. So that’s something that we’re working on right now.
Since HYBE owns Weverse, it also owns a lot of data about its fans. How does HYBE leverage that data for either insights or marketing?
As you know, HYBE is a multi-label system. Underneath the multi-label system, each label is actively leveraging the fandom data coming from each community. However, what you need to understand is that within Weverse, there are many artists that are not HYBE artists, right? So, each label is working like a silo — they have access and they leverage the data only within their own community. So that’s what I want to clarify first.
As you know, Weverse is a platform and the neutrality of data and our service’s neutrality has been emphasized from the very beginning. From the early days of Weverse, that was something that we always have emphasized. Maybe because we have emphasized that importance, more than 90% of artists that have joined Weverse are not HYBE artists.
Could you give me insight into the size of the company, where your employees are, where you have offices? How could you describe the size of your footprint?
When we first started Weverse, we started with 50 to 60 people. But as I mentioned earlier, we went through a very compact, rapid growth within the last three or four years. So now we have about 370 people in Korea. So, in total around the world in three headquarters in Pangyo [South Korea], here where I am in Tokyo and Santa Monica, we have a total of about 450 employees. More than half of them are engineering people. I think it’s very hard to find any music company that has this many engineering people in-house. So, I think that was the biggest challenge we’ve been going through and also it has been very successful so far.
Do you expect to grow in 2024?
Yes. I’m very sure. Because, I mean, it has been [an] investment in advance because Weverse has massive traffic and a global scale. That requires a lot of work under the hood, way more than the surface features you can see from the web or app. There are a lot of things underneath that. So, it has been a very heavy lift, and that requires a lot of technological investment and investment.
This interview has been edited for clarity and brevity.
The layoffs plaguing the tech sector have hit YouTube. The streaming video platform will cut about 100 roles as part of a restructuring of its content teams. YouTube chief business officer Mary Ellen Coe announced the changes in a memo Wednesday, and a spokesperson for the platform confirmed them to The Hollywood Reporter. TubeFilter first reported the restructuring. As […]
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Source: Square Enix / Final Fantasy VII: Rebirth
We already knew Final Fantasy VII Remake was not just a rehash of the original game with a fresh coat of next-gen paint but a complete reimagining of what many consider the greatest RPG ever made. When Rebirth arrives, you can expect the same and then some.
A new trailer for Final Fantasy VII: Rebirth is here to excite us for a game we already can’t wait to play. The two-disc JRPG is upon us, and it will remix the beats from the original game that were engrained in our brains and, at the same, add some new twists to the story.
The usual suspects like Cloud Strife, Aerith, Cid, Red XIII, Barrett, Tifa, Cait Sith, plus Yuffie and Vincent are all back and are teaming up to save the world from Sephiroth.
In the original game, Yuffie and Vincent were optional characters, but in Rebirth, they will be a part of the primary team. The new trailer teases the big showdown with the legendary soldier turned wannabe destroyer of humanity.
It also teases possible changes to the original, like possibly confirming that Zack survived the epic battle and his being essential to Rebirth’s story.
Will There Be A Major Death In Final Fantasy VII: Rebirth?
Also, Aerith could be alive this time (spoiler alert); she died in the US version of the original game, much to players’ chagrin.
But, we still could be getting a significant death, and many believe it will be fan favorite Tifa who bites the dust this time around because of particular clips possibly showing her dying.
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Again, we don’t know if this is the case, but we know producer Yoshinori Kitase is not afraid to have us clutch our pearls and be in our feels while playing his games.
By heading here, you can peep our interview with Kitase ahead of Final Fantasy VII Remake.
Hit the gallery below for more screenshots from Final Fantasy VII: Rebirth, which arrives exclusively on PlayStation 5 on Feb. 26.
1. Final Fantasy VII: Rebirth
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Source: Bernard Smalls / @BeanzGotGamez / V2 PS5 DualSense Controller
The best controller right now, the PS5 DualSense Controller, is getting a significant battery boost, according to numerous reports.
Reportedly, PlayStation will address one of the major complaints about the PS5 DualSense Wireless controller, battery life, with the arrival of an “updated” version of the PS5 accessory.
GamesRadar+ noticed a V2 PS5 DualSense Wireless Controller on Best Buy’s Canadian online shop, and according to the leaks, it will have an astounding 12 hours of battery life, a significant improvement from the maximum 5 hours you get out of the current DualSense model.
Outside of the better battery life, the V2 PS5 DualSense Controller will also feature the same features as the original, like headset jack, built-in microphone, and haptic triggers across its rear and face.
Regarding price, PS5 owners will not have to break the bank for better battery life; the new PS5 DualSense Controller is listed at 90 CAD, about $67, and the current model costs $69.
PlayStation has yet to confirm its existence, but it could be waiting for the rumored February State of Play presentation to make the big announcement.
Sony has also been busy filing interesting patents that could hint at the future of new controllers, like one version featuring a touchscreen instead of a touchpad.
That same controller can also use predictive AI to light up particular buttons as analog sticks and shoulder triggers to provide hints to gamers during gameplay.
It sounds impressive, but also so far away.
We welcome a PS5 DualSense Wireless controller that can get us through gameplay sessions without having to wire up to the console after 5 hours.
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Photo: Bernard Smalls / @BeanzGotGamez
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Source: SEGA / Like a Dragon: Infinite Wealth / Druski
Is there anyone out here securing more bags than Druski? Not many. The internet comedian is teaming up with SEGA for a new live-action trailer for one of the year’s most anticipated games, Like a Dragon: Infinite Wealth.
In the trailer, Druski serves as your guide to beautiful beaches, people, and fun activities in Hawaii while also showing the darker side of paradise in the world of Like a Dragon: Infinite Wealth.
Druski uses his signature comedic style mixed with clips and gameplay from the upcoming larger-than-life RPG and the latest installment in the famed Yakuza franchise.
Synopsis From SEGA:
Two larger-than-life heroes brought together by the hand of fate, or perhaps something more sinister… Ichiban Kasuga, an unstoppable underdog who’s no stranger to crawling up from rock bottom, and Kazuma Kiryu, a broken man facing down his last days. Experience one-of-a-kind combat with dynamic, fast-paced RPG battles where the battlefield becomes your weapon, and anything goes. Live it up in Japan and explore all that Hawaii has to offer in an adventure so big it spans the Pacific.
Like a Dragon: Infinite Wealth is one of the many titles that help kickstart the 2024 year in gaming, following up what many call one of the best years in video games with 2023.
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Previews For Like a Dragon: Infinite Wealth Are Positive
Previews for Like a Dragon: Infinite Wealth have already hit the web ahead of reviews, and most are very positive.
Following her preview of the game, Brittany Bombacher, aka the BlondeNerd and co-founder of the What’s Good Games podcast, said she would be “SO surprised if it doesn’t end up being my GOTY.”
In its preview of Like a Dragon, Push Square said Infinite Wealth is “the first PS5 must play of 2024.”
We shall see.
Like a Dragon: Infinite Wealth launches on January 26, 2024, for PlayStation 5, Xbox Series X|S, PlayStation 4, Xbox One, Windows, and Steam (PC).
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Photo: SEGA / Like a Dragon: Infinite Wealth
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Source: Jeff Kravitz / Getty / Ice-T
Many gamers have been wondering when, in a time when we have gotten some fire remakes, EA will spin the block and bring back Def Jam Vendetta. Hip-hop legend Ice-T shared a theory about why the game hasn’t come to fruition, and spoiler alert: there’s a good chance it won’t ever come back.
Ice-T spends much of his downtime when he’s not acting by picking up the sticks and is a playable character in Def Jam: Fight For NY.
He decided to chime in on Def Jam Vendetta being left in the vault and threw cold water on many gamers, hoping for the video game to return with his theory on the matter.
The game, which featured rappers like Ludacris, Snoop Dogg, even Joe Budden, and anyone involved in the Hip-Hop world, including Jacob The Jeweler, was as if they took wrestling video games like WCW/NWO Revenge and merged it with Street Fighter to deliver what many call one of greatest fighting games ever.
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“So many people ask me why this game hasn’t been brought back for the newer consoles. Maybe because they’d have to pay for voice and music rights again. Maybe?” he wrote on X, formerly known as Twitter.
He continued, “Here’s the BIG problem.. I don’t think they paid ANY of us ANYTHING to be in that original game… I know I didn’t get any type of substantial money. It’s was a situation where you didn’t want to be left OUT of the game. Well….. Yesterday’s price is not Today’s price..!”
Notable gamer, streamer, and famous Blerd actor Khleo Thomas further explained why the game might never be remade.
The “Colors” crafter did point out that he did receive the bag for his voice work in GTA V and Gears of War.
Welp.
Def Jam Teased The Games Possible Return In 2020
Neither EA nor Def Jam have ever confirmed this to be the roadblock keeping the game from returning, but it seems plausible. Def Jam, under Kevin Liles’s leadership, hinted at bringing the game back in a tweet, writing: “#itsinthename Thinking I should bring back the series. How many of y’all would like to see this happen #DefJamEnterprises let me know.”
Def Jam even got people’s hope in August 2020 when they tweeted that fans wanted them to make another fighting game. The record label even said they would announce special news if their X account hits a million followers.
Nothing came of it.
If Def Jam Vendetta does come back, count as one of the many who will welcome the news, but we have zero faith that the game will make it onto next-gen systems.
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Photo: Jeff Kravitz / Getty
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Source: Xbox / Developer Direct
Xbox is showing its hand early in 2024.
Following a strong 2023, Xbox is looking to keep the momentum going and announced it will hold its first Developer Direct of the new year, and they will be bringing the heat.
The Developer Direct, which goes down Thursday, January 18 at 12:00 pm PT/3:00 pm ET, will give Xbox fans an “inside look” at highly anticipated titles coming to the Xbox Series S | X.
Like the previous Developer Direct, the game creators themselves will be taking us on a journey to Sweden to give us our first look at MachineGames Indiana Jones, Obsidian’s Irvine studio to learn more about Avowed, Oxide Games’ Maryland home for more insight on Ara: History Untold and finally across the pond to England to see more of Ninja Theory’s Senua’s Saga: Hellblade II.
In the announcement of the Developer Direct, Xbox notes that we can expect updates from Activision Blizzard later in the year while promising the show will be “just a selection of our slate of upcoming games from Xbox.”
Following the Developer Direct, ZeniMax Online Studios will host The Elder Scrolls Online 2024 Global Reveal at 1 pm PT / 4 pm ET / 9 pm UK to preview 2024’s biggest update.
Xbox Has Gamers Buzzing With Excitement Early In 2024
The reactions to the upcoming Developer Direct are ones full of excitement because these are games that Xbox fans have had high on their lists and now are finally getting to see more of.
“Getting details on Indiana Jones this early into 2024 was not on my bingo card. Machine Games has always been one of my favorite studios and I am expecting them to knock this reveal out of the park,” GamerTag Radio and Kinda Funny creator Parris Lily wrote on X, formerly Twitter.
You can add us to the list as well. We also want to see precisely what MachineGames’ Indiana Jones game looks like. You can see more reactions to the news in the gallery below.
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Photo: Xbox / Developer Direct
2. Possibly
3. A spicy take
4. We all did
6. Will they?
Throughout history, music has embraced constructive change and innovation. And we will do so again as we confront the opportunities and risks of artificial intelligence.
Done right, AI should offer avenues for new growth and artistic accomplishment. When creators’ rights are respected, innovation thrives.
Already, music companies have unveiled compelling projects that use AI technologies in groundbreaking ways — with full consent and participation of the artists and rights holders involved. Working together with responsible AI companies, music companies are finding new ways to enhance production and marketing, gain new understandings from data and research, and improve wellness and health. They’ve used it to help identify new audiences for artists and pioneer new ways to celebrate iconic catalogs and performers. This is just the beginning of a new era of possibilities.
But many AI developers are resisting collaborative efforts by the creative sector to develop a responsible policy framework for AI, even though the elements of such a framework are straightforward and common-sense. In short, AI companies must honor:
Authorization: only use copyrighted music if it is authorized (for example, through a license)
Transparency: keep and disclose adequately detailed records of the content on which they train their systems
Authenticity: prevent deepfakes, voice clones, and similar violations of individuals’ rights in their own voice, image, name likeness and identity.
These foundational, consensus principles are detailed by the Human Artistry Campaign and supported by virtually the entire creative community. They set forth a baseline for responsible development and deployment of AI.
But as if on cue, some of the worst instincts of Big Technology have returned. Some AI developers claim it’s “fair use” to scrape up protected music so it can be copied and repackaged by their models. That’s just wrong.
Put bluntly, that’s digital theft.
In every legitimate market in the world, the use of others’ property requires the owner’s consent and agreed-upon compensation. Together, for example, music and technology have developed a burgeoning streaming market built on the common-sense principle that use of copyrighted creative works requires licensing and consent.
Indeed, the developers’ claim that they can use decades’ worth of iconic and extremely valuable recordings for AI without bothering to ask or pay the rightsholders is so far-fetched that former Stability AI developer Ed Newton-Rex quit his job in November rather than be party to an extreme effort to rip off artists and misappropriate their work, explaining via X:
“Companies worth billions of dollars are, without permission, training generative AI models on creators’ works, which are then being used to create new content that in many cases can compete with the original works. I don’t see how this can be acceptable[.]”
It’s not.
This is why transparency is essential. AI developers must keep accurate records of the copyrighted works used by their models and make them available to rights holders seeking to enforce their rights. We need rules requiring that developers maintain adequately detailed records and share this information — or bear the consequences if they fail to produce it. We were pleased to see that the European Union enshrined this as a core principle in its landmark AI Act.
AI policy must also establish clear rules protecting every performer’s right to their own voice, image, name and likeness — the most fundamental cornerstones of individual identity. AI fakes that mine an artist’s body of work to create artificial replicas and voice clones, fashion phony endorsements, or depict individuals in ways they haven’t consented to represent the worst kind of personal invasion. Congress needs to put an end to wrongful appropriation of the most central components of individual human identity.
These are the challenges of 2024.
We either work to continue a strong and sustainable foundation for music in the era of generative AI that moves both art and technology forward together, or generative AI devolves into just another “move fast and break things” novelty that fails to deliver anything of value while eroding our culture.
These are the choices policymakers will face this coming year. Let’s work to help them forge the right path.
Mitch Glazier is chairman/CEO of the Recording Industry Association of America.