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A future Meta Quest headset could feature a significant visual upgrade with micro-OLED display panel technology, according to a report from VRcoast. This advancement would provide effectively flawless blacks and superior light control compared to current models.


Woman smiling and playing with VR headset and controllers in living room. She's wearing a purple shirt. Shelves and books in background.
Credit: META

Current Meta Quest headsets use LCD-based technology with a universal backlight, which prevents truly deep black levels. Micro-OLED handles light control per pixel, eliminating bloom and offering an upgrade over the Meta Quest Pro’s Mini LED panels.


The report suggests these panels will offer 2560 x 2560 pixels per eye, totalling 13 million pixels. Supplied by SeeYA, they will be capable of 1800 nit peak brightness.


The most closely comparable display listed on the SeeYA website is a 1.03-inch screen panel. This technology is already used in other virtual reality headsets, including the Apple Vision Pro and the Samsung Galaxy XR.


Man with VR headset plays a video game at an airport. Screen shows pirate scene with ships and jungle. Text: Sea of Thieves, Game Pass.
Credit: META

The proposed Meta Quest specifications represent a lower-spec version of micro-OLED compared to the Samsung Galaxy XR, which boasts 3552 x 3840 pixels per eye, for a total of more than 27 million pixels. This could result in less visual acuity but a significantly lower cost.


A target cost of $1,000 for an upcoming Meta Quest headset was discussed last year. However, this figure was mooted before recent increases in RAM and storage prices.


Rumours also suggest this could be a headset featuring a different design from current models, including a separate "puck" to house the processor and other core technology. This design aims to reduce the weight and bulk of the main headset part.


The part worn on the head is estimated to weigh under 110g, considerably lighter than the Meta Quest 3, which weighs 515g. This lighter headset is reportedly planned for a 2027 release.

  • An upcoming Meta Quest headset is expected to feature micro-OLED display technology for a major visual upgrade.

  • This display promises flawless blacks and precise light control, surpassing current LCD and Mini LED panels.

  • The panels are reported to offer 2560 x 2560 pixels per eye and 1800 nit peak brightness, supplied by SeeYA.


Source: REUTERS

Younger generations are increasingly turning to traditional, tactile pursuits as a means of disengaging from digital technology. Activities such as needlework and mahjong are drawing individuals seeking alternative forms of creativity and exploration, according to a report by AP News. This shift marks a deliberate move away from constant screen interaction.


Hands embroidering on white fabric with blue and yellow threads, creating intricate patterns. Spools of thread are nearby, creating a calm mood.

Emma MacTaggart, aged 23, found her leisure hours were rarely free from digital screens. She worked extensive shifts in investment banking and frequently returned to her phone after logging off. Consequently, she and her flatmates sought a new pastime to replace this habit.


They discovered a collective interest in needlepoint, a skill Ms. MacTaggart had encountered briefly in childhood but had not practised for many years. She reported becoming thoroughly "hooked" on the activity, finding it a therapeutic distraction from professional pressures and personal anxieties. The manual engagement offered an alternative to what she termed "doomscrolling."


And this analog movement has gathered momentum, somewhat ironically, through its promotion on social media platforms. Terms such as "grandma hobbies" have emerged online to describe activities like knitting, gardening, and needlepoint, acknowledging their historical association with older demographics. Other hands-on pursuits, including pottery, origami, and blacksmithing, have also seen a rise in popularity among Gen-Z and millennial individuals.


A notable increase in the adoption of these hobbies occurred in 2020, coinciding with the period when many individuals experienced increased time at home. The appeal of these "grandma hobbies" has persisted beyond this initial surge, with some activities demonstrating continued growth in their online following. This suggests a more lasting trend rather than a fleeting interest.


Ms. MacTaggart, now 26, subsequently established a needlepoint business named What's the Stitch. She also manages associated social media profiles, which have garnered significant attention. Observing the growing public interest, she developed her company to offer needlepoint canvases, accessories, and digital designs to consumers.


Her creations often feature a distinctive element of humour, occasionally incorporating expletives. This design choice aims to introduce a youthful perspective to a craft historically perceived as formal and reserved. The approach represents a departure from conventional needlepoint aesthetics.


Professor Jaime Kurtz, a psychology academic whose research focuses on the concept of happiness, identifies several benefits associated with these activities. She states that many such hobbies can mitigate anxiety and stress. Furthermore, they can instil a sense of achievement, as they often demand concentration and present a degree of challenge.


Professor Kurtz highlighted the importance of hobbies, noting that many individuals have either abandoned them or fail to prioritise them sufficiently due to perceived time constraints. She concluded that allocating small amounts of time for these pursuits constitutes a prudent use of one's schedule.


Clara Sherman, a co founder of So Bam Fun, an organisation created to reintroduce mahjong to a younger demographic, described her experience of playing the game. She explained that engaging in mahjong with her acquaintances allowed her to achieve a "zen state."


But she asserted that playing the game created a concentrated environment, giving the sensation of existing within a confined space shared solely with her friends and the game itself. This, she added, effectively enables one to disregard external distractions.


Isaiah Scott, a birdwatcher, artist, and content creator, indicated that modern technology can augment these traditional experiences. He identified the eBird application as an essential component of his birdwatching. This application enables birders to record and monitor their observations, contributing valuable data to scientific research and conservation efforts.


Mr Scott acknowledged the common perception that his generation is frequently absorbed by their mobile phones. However, he argued that access to such technology broadens opportunities for engaging in hobbies that might otherwise be overlooked or difficult to access. For Mr Scott, who is based in Savannah, Georgia, birdwatching shares similarities with the Pokémon games from his youth.


He described the activity as resembling "a video game, but in real life." Exploring different geographical areas in search of birds is comparable to unlocking new maps, he explained, while accumulating a high count of observed species is akin to achieving a high score. Mr Scott has documented approximately 800 distinct species to date.


Beyond providing a fulfilling pastime, birdwatching inspired Mr Scott, aged 22, to pursue a mission to protect the natural environment. He founded the Rookery and Roots Conservancy, a non profit organisation. He recently secured a 6.5 hectare parcel of land in Rincon, Georgia, for the purpose of safeguarding wildlife habitats, a purchase partly facilitated by his online presence.


Traditional crafts have also found renewed interest, with digital platforms helping practitioners establish and expand their enterprises. Anna Weare, a professional blacksmith and farrier, operates under the online moniker AnvilAnna. She had already established a client base before she began publishing videos on TikTok and other social media platforms, which led to international recognition.


Ms Weare suggested that the renewed interest in blacksmithing and other age-old practices may stem from fatigue with a digitally saturated world and the prevalence of poorly manufactured products. The waiting period for her custom one piece spurs, recognised for their robustness and distinctive nature, currently extends to approximately one year.


Ms Weare, aged 27, stated that consumers increasingly seek durability in products, recognising the rapid wear of mass produced items. She observed that the enduring presence of her craft for centuries demonstrates its inherent value, prompting individuals to seek products that offer lasting quality, whether through purchase or by learning the craft themselves.


Many artisans and hobbyists also report a strong sense of community among fellow enthusiasts. Kristie Landing established Verse & Sip, a platform and collective for individuals interested in poetry. She publishes videos online showcasing various paper crafts, including letter writing, letter locking, wax seals, and origami.


Ms Landing, aged 34, noted consistent engagement from an "active community" of viewers, who frequently inquire about her choice of paper or the provenance of her tools. This community also expresses a desire for interpersonal connection. Consequently, she initiated a pen pal matching service. This service emerged from numerous comments from followers seeking individuals to exchange physical letters with, particularly those who would appreciate the effort invested in handwritten correspondence and admire precise penmanship.


Ms Landing also established the Verse & Sip Mail Club, which dispatches an original poem and a complementary tea to hundreds of individuals across the globe each month. She expressed a desire for her online content to offer viewers a similar sense of satisfaction and calm derived from reading a physical poem with a cup of tea. She states her objective is to cultivate "slower moments on platforms that are based on really quick, short attention span kind of videos."


Many participants in these hobbies informed the Associated Press that they perceive their chosen activities as a lasting commitment, rather than a transient trend or passing craze. This suggests a more deliberate embrace of non digital engagements. Ms MacTaggart, for her part, has accepted the label of "grandma hobbies" with equanimity. She often remarks to her friends that she has maintained a "grandma" disposition throughout her life, considering it appropriate that this now defines her profession.


  • Young individuals are increasingly engaging in traditional, hands-on hobbies like needlepoint, mahjong, and pottery.

  • These activities offer an escape from pervasive digital technology and provide avenues for creativity.

  • Social media has inadvertently contributed to the resurgence of these "grandma hobbies" among younger demographics.

  • Entrepreneurs like Emma MacTaggart and Anna Weare have established successful businesses by catering to this interest in analog crafts.

  • Many practitioners view these pursuits as a sustained commitment, valuing the community and tangible results they provide.


Source: AP News


Grammarly has disabled an artificial intelligence (AI) feature which mimicked personas of prominent writers, including Stephen King and scientist Carl Sagan. The writing tool took down the function following a backlash from individuals whose identities were impersonated.


A white notebook with "Grammarly" and its logo lies on a textured surface. A matching pen rests on top. Shadows create a contrast.
Credit: UNSPLASH

The "Expert Review" feature offered writing feedback "inspired by" the styles of famous authors and academics. Superhuman, the tech firm which runs Grammarly, removed the feature this week.


Writers met the feature with resistance, including a multi-million dollar lawsuit, after finding their names and reputations used as "AI personas" without their consent. Chief Executive Shishir Mehrotra apologised on LinkedIn, acknowledging the tool had "misrepresented" the voices of experts.


Investigative journalist Julia Angwin, a New York Times contributing opinion writer, is the lead plaintiff in a class-action lawsuit filed against Superhuman and Grammarly in the Southern District of New York. The suit was lodged in the Southern District of New York.


Angwin told the BBC she was 'stunned' to find her professional identity being marketed as a commercial product. She said she had considered deepfakes as something that primarily happened to celebrities around images.


Editing is her livelihood, Angwin noted, but she had never thought of anyone trying to steal it. The legal filing alleges the tech firm misappropriated the identities of "hundreds" of writers to drive profits for its paid subscription service.


According to Angwin’s lawyer, Peter Romer-Friedman, the case has already seen significant momentum. He said over 40 people had contacted them within 24 hours of the suit’s filing.


Romer-Friedman described the company's actions as a "brazen violation of the law." The lawsuit argues it is unlawful to use names for commercial purposes without consent.


It also seeks to stop the platform from attributing advice to experts that they "never gave." The filing states that damages exceed USD 5 million (£3.7 million).


Romer-Friedman noted this is a minimum jurisdictional requirement, with the true figure to be calculated based on the firm's earnings from the tool. Angwin described the quality of the AI's output as a "slopperganger," referencing content described on social media as "AI slop."


The edits attributed to her were making sentences worse and more complex, she said. Angwin found the idea of her name giving terrible advice "really appalling."


Grammarly was founded in 2009 as a writing-review tool and began integrating a suite of generative-AI tools in Aug. 2025. The Expert Review function appears to have launched without the named famous personas, which were introduced later.


Although the company began rebranding to Superhuman in Oct., Grammarly was kept as the name of its main service. Superhuman initially stated it would maintain the feature but allow those named to "opt-out" as criticism mounted in recent days, according to The Verge.


Gaming journalist Wes Fenlon, whose persona was used in the tool, wrote on BlueSky that 'Opt-out via email' was a 'laughably inadequate recourse for selling a product that verges on impersonation and profits on unearned credibility.' Romer-Friedman argued the burden of consent should never have been on the writers.


Mehrotra said the company received "valid critical feedback" from experts concerned about misrepresentation. This kind of scrutiny improves products, and the company takes it seriously, he stated.


The chief executive said the AI agent had drawn on 'publicly available information from third-party LLMs' to surface writing suggestions inspired by the published work of influential voices. Mehrotra apologised, adding, "We hear the feedback and recognise we fell short on this."


Responding to the lawsuit, Mehrotra told the BBC that Expert Review was being taken down for a redesign before the claim was filed. He stated that in its short lifespan, it had "very little usage."


"We are sorry, and we will rethink our approach going forward," Mehrotra said. However, he added that the legal claims within the lawsuit are "without merit" and the company will "strongly defend against them."


The firm is working on a "better approach to bringing experts onto our platform" in a way that will benefit both users and experts, he explained.

  • Grammarly disabled its "Expert Review" AI feature after a backlash and a multi-million dollar lawsuit.

  • The tool mimicked the writing styles of prominent figures, including Stephen King and Carl Sagan, without consent.

  • Investigative journalist Julia Angwin is the lead plaintiff in a class-action lawsuit against Superhuman and Grammarly.


Source: BBC

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