Tech
Netflix's first quarter builds on recent momentum as trade war drags down other tech companies
Netflix fared better than analysts anticipated during the first three months of the year, signaling the world’s largest video streaming service is still thriving as President Donald Trump’s policies cast a pall on the economy.
The numbers released Thursday indicated Netflix is still building on the momentum that enabled it to add 41 million worldwide subscribers last year — the biggest annual gain in the company’s 27-year history.
But it’s unclear precisely how many more subscribers Netflix picked up during the January-March period because this report marks the first time that that the Los Gatos, California, company hasn’t provided a quarterly update on its total subscribers.
Netflix announced last year it would no longer report subscriber numbers beginning with this quarter as the company seeks to shift investors' focus to its profits after topping 300 million global subscribers in December. As part of that emphasis Netflix is working to sell more advertising to supplement subscription dollars.
Netflix’s sharper focus on its finances paid off in this year’s first quarter with earnings of $2.9 billion, or $6.61 per share, a 24% increase from from the same time last year. Revenue climbed 13% from the same time last year to $10.54 billion. Both numbers exceeded forecasts compiled by FactSet Research. Without providing details, Netflix cited ongoing subscriber growth as the main reason for its strong start this year.
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The robust growth came against a background of economic chaos and Trump’s fluctuating trade war. The tech industry has been hit particularly hard by the sweeping tariffs that Trump unveiled April 2 because so many bellwether companies rely on international supply chains that have been provided some relief by temporary freezes and exemptions from the fees.
But Netflix’s global streaming service hasn’t been touched by Trump’s tariffs yet, making the company a notable exception that has enabled its stock price to increase 9% so far this year, while the market values of most other major tech companies have plummeted.
“Netflix remains a standout in an otherwise volatile tech landscape,” said Andrew Rocco, a who tracks the stock market for Zacks Investment Research.
The company's shares rose nearly 3% in extended trading after its report came out.
The trade war could still hurt Netflix if it triggers a recession or fuels inflationary pressures as many economists fear. In those scenarios, more consumers may curtail their discretionary spending on entertainment.
The economic volatility could also result in a slowdown in advertising to the detriment of Netflix’s efforts to sell more commercials for a low-priced version of its streaming service that accounted for most of its last year’s subscriber growth.
“We’re paying close attention clearly to the consumer sentiment and where the broader economy is moving,” Netflix co-CEO Greg Peters said during a Thursday conference call. “But based on what we are seeing by actually operating the business right now, there’s nothing really significant to note.”
Peters also said Netflix's low-cost option, currently priced at $8 per month in the U.S., should help insulate its video streaming service if households start tightening their belts.
Hollywood director arrested for allegedly swindling $11M from Netflix
In a sign of its confidence, Netflix reaffirmed its previous prediction for annual revenue of roughly $44 billion, up 13% from 2024.
“Historically in tougher economies, home entertainment value is really important to consumer households,” Netflix co-CEO Ted Sarandos noted during the conference call.
1 year ago
Google guilty of ad monopoly, judge rules
A US federal judge has ruled that Google holds an illegal monopoly in the digital advertising technology sector, marking another major setback for the tech giant in a growing wave of antitrust challenges.
The decision comes after the US Department of Justice and 17 states filed a lawsuit accusing Google of unlawfully dominating the digital tools that determine how online ads are placed and distributed.
This is the second time within a year that Google has been found guilty of monopolistic practices—following a previous ruling that concluded the company had a monopoly in online search.
Google said it would appeal against the decision, reports BBC.
In response, Google has vowed to appeal the latest ruling. Lee-Ann Mulholland, Google’s head of regulatory affairs, defended the company’s practices, stating, “Publishers have many choices, and they choose Google because our tools are effective, affordable, and easy to use.”
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However, US District Judge Leonie Brinkema stated in her ruling that Google had “wilfully engaged in a series of anticompetitive acts” to gain and maintain dominance in the online advertising market. She emphasised that such behavior harmed not only Google’s publishing clients but also damaged market competition and ultimately impacted consumers.
The court found Google guilty on two counts related to monopolistic behavior, while a third allegation was dismissed. Mulholland highlighted the partial win, saying, “We won half of this case and will appeal the other half,” and pointed out that the court did not find Google's acquisitions, such as DoubleClick, to be harmful to competition.
1 year ago
Popular Indian Universities and Institutes to Learn AR-VR Technology
The expanding frontier of the metaverse has amplified demand for AR (Augmented Reality) and VR (Virtual Reality) across industries. Indian universities and institutes now offer structured courses tailored for students holding HSC qualifications, regardless of their academic background. Designed to meet diverse learning goals, these programs cater to aspiring students, tech enthusiasts, and seasoned professionals alike. SAARC students, along with learners from Bangladesh, can find clear pathways into this forward-looking field through these programs. Let’s explore the leading Indian institutions providing the best AR-VR programs in 2025.
Top 10 Indian Universities and Institutes Offering AR-VR Courses in 2025
Some of the best institutions in India that offer short and long courses in AR (Augmented Reality) and VR (Virtual Reality).
Chandigarh University, Punjab
The specialised Bachelor of Computer Applications in AR and VR at Chandigarh University is designed to shape industry-ready professionals.
This four-year undergraduate program welcomes candidates who have completed their HSC or its equivalent in any stream. Applicants must secure at least 55 percent marks from a recognised board.
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The curriculum blends theoretical foundations with hands-on projects. The semester fee is Rs. 89,000, which converts to approximately BDT 1,26,285 (Rs. 1 = BDT 1.42).
The program opens doors to roles in the gaming, architecture, education, and simulation industries.
Visualite Academy, Chennai
An open-door policy defines the diploma course in AR and VR at Visualite Academy. Applicants need only a basic educational background—an 8th-grade pass or higher, making the course widely accessible to tech enthusiasts.
Depending on the learner’s commitment, the diploma can be completed in three months, six months, or one year. Fees are structured based on course length, starting at Rs. 90,000 (BDT 1,27,704) for the 3-month option. Longer choices include Rs. 1,00,000 (BDT 1,41,892) for 6 months and Rs. 2,50,000 (BDT 3,54,731) for the full year.
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The academy emphasises real-world applications, offering placement assistance in industries like engineering, design, bioinformatics, and gaming.
Parul University, Gujarat
Offering a streamlined pathway into immersive technologies, Parul University’s Diploma in AR and VR equips students with relevant skills in just 12 months.
Applicants who possess SSC and HSC qualifications can apply for this diploma. With a total course fee of Rs. 25,000 (BDT 35,474), the program remains one of the more affordable options.
The curriculum balances technical learning with project-based exposure. This is ideal for those aiming to enter fields like entertainment, education technology, and virtual simulations.
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Arena Animation, Jaipur
A specialised program titled Gaming AR-VR Prime introduces students to immersive design, development, and storytelling.
This three-year course welcomes candidates who have passed their 12 years of academic study. With a fee of Rs. 4,50,000 (BDT 6,38,517), the course covers both core technical modules and creative game-building essentials.
The course prepares students for industries like gaming, education, and virtual content creation. Graduates can explore roles such as VR/AR developer, interaction designer, or simulation specialist in the expanding tech world.
Additional Skill Acquisition Programme (ASAP), Kerala
Focused on industry-relevant skills, ASAP Kerala offers a course titled AR/VR Development using Unreal. Over 120 hours, learners engage with Unreal Engine tools, blueprints, and real-time project execution.
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The course fee is Rs. 31,000, which converts to around BDT 43,987. Entry is open to developers, designers, and tech enthusiasts.
The training includes interactive blueprinting, mini-game creation, and a final showcase project. This compact but practical course is ideal for those aiming to start AR/VR careers without long-term academic commitments.
Malla Reddy University, Hyderabad
A four-year B.Tech in VR and AR at Malla Reddy University focuses on both theory and applied tech.
Students must hold valid SSC and HSC certificates with at least 45 percent marks for eligibility. Tuition is set at Rs. 8,00,000 (BDT 11,35,142).
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Throughout the course, learners develop expertise in interactive environments, virtual modelling, and digital simulation. Graduates often move into specialised roles across industries like gaming, architecture, healthcare simulation, and immersive training systems.
Maya Academy of Advanced Creativity (MAAC), Ahmedabad
The Professional Diploma in AR/VR at Maya Academy of Advanced Creativity focuses on sharpening both creative and technical mastery. Students are introduced to the latest tools, design logic, and software frameworks.
The course runs for 1 to 3 years, allowing learners to pace their education based on personal goals. Applicants should have cleared secondary and higher secondary examinations from an accredited institution. The total course fee stands at Rs. 50,000 (BDT 70,947).
This program enables graduates to confidently pursue roles in content design, simulation modeling, and immersive experience creation.
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JustAcademy, Mumbai
For those passionate about interactive content, JustAcademy’s AR Development Training in Mumbai is a short but effective starting point. The course is built to prepare students for hands-on AR project development and real-world problem-solving.
Lasting three months, the training charges Rs. 20,000 or BDT 28,379 in total fees. The program is open to individuals who have completed their higher secondary education from a recognised body.
Beyond technical lessons, the academy offers strong placement assistance, which improves employment opportunities in the AR sector. This training is especially suited for individuals keen to step into design studios, marketing agencies, or gaming companies.
NobelProg, Chennai
Designed for beginners, NobelProg’s Getting Started with AR Training Course offers a well-balanced mix of theory and hands-on exercises. Entrepreneurs, content producers, journalists, web designers, and developers are welcome to join without prior coding or tech experience.
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The training lasts for 35 hours, priced at Rs. 4,46,652 (BDT 6,33,767).
The course format combines lectures, open discussions, and practical lab work. Participants will explore core AR workflows, application frameworks, and content design logic.
Indian Institute of Film and Animation, Srinivasanagar
A specialised diploma in game designing and VR at the Indian Institute of Film and Animation offers targeted training in immersive content creation.
The 16-month program welcomes students holding a certificate of a 12-year formal education from an accredited institute or board. The total tuition fee is Rs. 1.4 lakh (BDT 1.99 lakh).
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This diploma introduces learners to the technical foundations of VR storytelling, user interface design, and interactive asset development. Graduates will find pathways into gaming studios, animation firms, and tech-driven entertainment sectors.
Final Words
Exploring AR and VR education across India reveals a rich mix of opportunities suitable for every ambition and budget.
Institutions like Malla Reddy University and Arena Animation feature programs with comparatively higher tuition fees. Those seeking mid-range courses can consider names like Visualite Academy, Indian Institute of Film and Animation, and Chandigarh University. Meanwhile, JustAcademy, Parul University, and ASAP emerge as standouts for delivering skill-focused training at the most affordable levels.
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On the whole, the right AR-VR learning path for an individual depends entirely on his/her career goals and financial considerations.
1 year ago
Meta CEO Mark Zuckerberg wraps up testimony in antitrust case
Meta CEO Mark Zuckerberg emphasized in federal court on Wednesday that he bought Instagram and WhatsApp because he saw value in the companies — not to take out competitors, as the Federal Trade Commission alleges in a historic antitrust trial.
Zuckerberg took the stand for the third day in the trial, wrapping up his testimony as the first witness Wednesday afternoon. He took questions from Meta attorney Mark Hansen, who has argued that his client hardly has a monopoly in social media, as the FTC claims, and still faces stiff global competition.
Hansen focused some of his questioning on emails sent by Zuckerberg and his associates that the FTC cited in earlier testimony to illustrate the Facebook founder's alarm over the growth of Instagram and his sense that he needed to neutralize its threat.
Zuckerberg said he’s very focused on inventing new things, and understanding what other people are creating is a big part of the process. At any given point in his company’s history, he said, similar tones of concern could be found in emails about what other companies were doing better than his.
“This is my job," Zuckerberg said. "I need to understand what is going on, and I need to push our teams to move quickly” to learn about what is going on in a very competitive market.
Hansen questioned Zuckerberg about competition, particularly from TikTok, the popular social media site owned by Beijing-based company ByteDance, and the the growth of the video-sharing platform YouTube, which is owned by Alphabet.
Zuckerberg testified that people spend more time on YouTube than on Facebook and Instagram combined.
While Hansen noted that the FTC doesn't consider YouTube to be a Meta competitor — because it doesn't have the same friend-sharing technology as Facebook — Zuckerberg said YouTube has built in ways to share videos.
Spotify says it's back after an hourslong outage disrupts thousands of users
The FTC contends Meta has used a monopoly in its technology that facilitates connecting with friends and family to generate enormous profits as consumer satisfaction has dropped. The case could force the tech giant to break off Instagram and WhatsApp, startups it bought more than a decade ago that have since grown into social media powerhouses.
Daniel Matheson, the FTC's attorney who questioned Zuckerberg, has repeatedly brought up his own words in emails to associates before and after the acquisition of Instagram to try to show Zuckerberg was more interested halting Instagram's alarming growth than improving the product.
Under questioning by Hansen, Zuckerberg insisted that he had no intention of acquiring Instagram only to slow its development and end a threat. He said the focus was on "having it run as an independent brand.”
Hansen noted that the FTC is making similar claims about the acquisition of the messaging app WhatsApp: that Zuckerberg was afraid of the company's potential.
“It’s something I thought about," Zuckerberg said, noting the app's formidable capabilities, but he added that he later learned not to be worried because the owners didn't share the same vision or direction.
He said his interest in buying it was “the usage of it.”
“I thought the app was important and valuable,” Zuckerberg said.
The trial, which is slated to last weeks, will feature other Big-Tech figures. After Zuckerberg, Sheryl Sandberg, Facebook's former chief operating officer, took the stand.
The trial is one of the first big tests of President Donald Trump’s FTC’s ability to challenge Big Tech. The lawsuit was filed against Meta — then called Facebook — in 2020, during Trump’s first term. It claims the company bought Instagram and WhatsApp to squash competition and establish an illegal monopoly in the social media market.
Facebook bought Instagram — which was a photo-sharing app with no ads — for $1 billion in 2012.
Instagram was the first company Facebook bought and kept running as a separate app. Until then, Facebook was known for smaller “acqui-hires” — a popular Silicon Valley deal in which a company purchases a startup as a way to hire its talented workers, then shuts the acquired company down. Two years later, it did it again with the messaging app WhatsApp, which it purchased for $22 billion.
Japan's anti-monopoly watchdog accuses Google of violations in smartphones
WhatsApp and Instagram helped Facebook move its business from desktop computers to mobile devices, and to remain popular with younger generations as rivals like Snapchat (which it also tried, but failed, to buy) and TikTok emerged.
U.S. District Judge James Boasberg is presiding over the case. Late last year, he denied Meta’s request for a summary judgment and ruled that the case must go to trial.
1 year ago
Spotify says it's back after an hourslong outage disrupts thousands of users
Spotify experienced a widespread outage Wednesday — with tens of thousands of users reporting problems with the popular music and audio streamer. But the platform said it was back up and running hours later.
“All clear — thanks for your patience,” Spotify wrote on X, the social media platform formerly known as Twitter, just after noon E.T. The company pointed to its support account, @SpotifyCares, for users who might need further assistance, reports AP.
Earlier in the day, many Spotify users said that they were having difficulty loading both the app and desktop site, playing or hearing songs and using its search function. In addition to loading and playback issues, downtime updates noted that some users were also having problems accessing the platform’s support site.
Japan's anti-monopoly watchdog accuses Google of violations in smartphones
Spotify told The Associated Press that the outage began around 6:20 a.m. ET on Wednesday — but said it was “back up and functioning normally” by 11:45 a.m. ET.
Outage reports appeared to peak just after 9:30 a.m. ET, when more 48,000 users shared problems with Spotify, per data from Downdetector. As of the early afternoon, just under 1,500 reports lingered.
Spotify did not immediately provide more information about what might have caused the outage. But the Stockholm-based company previously said that “reports of this being a security hack are completely inaccurate."
Spotify currently boasts having a total of more than 675 million users around the world, including 263 million subscribers across over 180 markets.
1 year ago
Japan's anti-monopoly watchdog accuses Google of violations in smartphones
Japanese regulators on Tuesday accused US tech giant Google of violating anti-monopoly laws, echoing similar moves in the US and Europe.
Google Japan said in a statement that it found the action “regrettable.” It said it has invested in Japan significantly to promote innovation as a technology leader, AP reports.
The Japan Fair Trade Commission’s “cease and desist order” says Google must stop the pre-installation of the Google search engine in Android smartphones, which it said in effect shuts out competition.
It’s unclear if Google, a subsidiary of Alphabet Inc., based in Mountain View in the Silicon Valley, will take legal action to fight the order.
In the US, a judge ruled last year that Google’s ubiquitous search engine illegally exploited its dominance to squash competition. Google has denied the allegations, arguing that it’s immensely popular because people like what it offers. The appeals process is likely to take years.
Japanese regulators began their investigation into Google in 2023. They said they consulted with overseas authorities dealing with similar cases.
European regulators have also slammed what they see as Google’s monopolistic dominance.
Tuesday’s move marks the first time the Japan Fair Trade Commission has taken such an action against a major global technology company.
1 year ago
10 Essential Tech Skills for Thriving in the Metaverse by 2030
As the boundaries between physical and virtual worlds dissolve, the Metaverse is poised to redefine interaction, innovation, and digital enterprise. This immersive ecosystem demands more than imagination—it requires a sharp command of next-generation technical capabilities. Let’s explore the most demanding tech skill set to drive success in the metaverse by 2030.
10 In-demand Tech Skills to Succeed in the Metaverse Economy
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Advanced Programming
Core programming languages like C++ and C# form the foundation of Metaverse development. C++ offers low-level memory control ideal for performance-intensive virtual environments, while C# is essential for scripting within Unity-based projects.
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These languages power avatars, object behaviours, and backend logic across immersive platforms. Demand for developers fluent in these software continues to grow, especially in
- Game studios- Simulation platforms- Enterprise metaverse projects
Platforms such as Codecademy, Coursera, and Microsoft's Learn portal offer structured pathways for mastering these programming languages.
VR/AR Software Development
Virtual Reality (VR) and Augmented Reality (AR) development rely heavily on engines like Unity and Unreal. Unity supports rapid prototyping and cross-platform deployment, whereas Unreal excels in high-fidelity rendering. These tools are used to build interactive training simulations, virtual showrooms, social spaces, and metaverse gaming worlds.
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VR/AR developers are in high demand across industries, from healthcare to education and retail.
Learning paths include
- Unity Learn- Unreal Online Learning- XR (Extended Reality) boot camps that offer hands-on experience in creating real-time, interactive 3D applications
3D Modeling and Animation
Creating realistic avatars, environments, and dynamic objects in the Metanetwork hinges on expert-level 3D modelling and animation. These skills bring digital worlds to life, enhancing immersion and interaction. Artists and technical animators use tools like Blender, Autodesk Maya, and Cinema 4D to produce characters, textures, and visual effects.
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As per Horizon Grand View Research, the global 3D animation market reflects this booming demand. The market already generated USD 25,259.6 million in 2024 (over BDT 30,077 crore) and is projected to hit USD 51,028.6 million (more than BDT 60,760.7 crore) by 2030. The CAGR (Compound Annual Growth Rate) is 12.3%.
Career opportunities span gaming, virtual production, fashion tech, and education. Skill acquisition is accessible through platforms like CG Spectrum, Udemy, and Skillshare.
Blockchain Engineering and Smart Contract Development
Decentralisation in metaplatforms depends on blockchain frameworks, where smart contracts automate transactions, ownership, and governance. Engineers proficient in Solidity (Ethereum), Rust (Solana), and Web3.js are driving the development of digital assets, token economies, and interoperable virtual platforms.
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Applications range from NFT marketplaces to decentralised identity systems and virtual land registries. As enterprises and startups scale blockchain-based metaverse ventures, skilled developers remain in high demand.
Learning can begin through free resources like
- CryptoZombies- Moralis Academy - MIT's blockchain curriculum
Practical GitHub contributions and hackathons further solidify expertise.
Artificial Intelligence and Machine Learning Implementation
AI and machine learning technologies shape intelligent behaviours across Metaverse systems-—from NPCs (non-player characters) to personalised content delivery. These implementations enhance realism, automate moderation, and enable user-specific interactions.
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Neural networks, NLP (Natural Language Processing), and computer vision are increasingly integrated into Metaverse platforms. The aim is to interpret human gestures, speech, and decision-making patterns.
The job market favours ML engineers, AI specialists, and data scientists with domain knowledge in immersive systems.
Gaining proficiency involves mastering Python, TensorFlow, and PyTorch, with structured learning paths on platforms like
- DeepLearning.AI- Fast.AI- Google’s ML Crash Course
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Real-Time Computer Graphics and Rendering
Visual immersion in the Metaverse relies on advanced real-time graphics and rendering techniques. These enable high-quality visuals without compromising performance. This includes mastering shaders, ray tracing, and optimisation algorithms.
Applications extend across gaming, virtual architecture, simulation training, and digital twin environments.
Research and Markets (The World's Largest Market Research Store) report shows a significant expansion in the global computer graphics market. It rose from USD 221.80 billion in 2023 (more than BDT 264101.5 crore) to USD 238.19 billion in 2024 (over BDT 284462.8 crore). Now it is projected to reach USD 372.42 billion (above BDT 443447.6 crore) by 2030, growing at a CAGR of 7.68%.
Learning pathways include NVIDIA’s Deep Learning Institute, Unity and Unreal Engine tutorials, and university-led graphics courses.
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Network Infrastructure and Cloud Computing Architecture
The scalability and responsiveness of the Metaspace depend heavily on robust network infrastructure and distributed cloud systems. Skills in building and managing cloud-native applications and latency-optimised networks are critical for delivering seamless virtual experiences.
Technologies like Kubernetes, Docker, AWS, Microsoft Azure, and Google Cloud play central roles in hosting real-time environments and data-heavy simulations. Professionals with cloud certifications and networking expertise are in high demand across sectors such as
- Gaming- Virtual conferencing- Enterprise XR platforms
Practical skills can be developed through vendor-specific training programs (like AWS Certified Solutions Architect).
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Cybersecurity for Virtual Environments
With rising interoperability and digital asset transactions, the metaverse is a prime target for cyber threats. Cybersecurity experts who understand virtual environments are essential to defend decentralised systems and protect digital identities.
Key focus areas include encryption protocols, zero-trust architecture, threat modelling for XR platforms, and blockchain forensics.
Learning pathways include certifications such as
- CEH (Certified Ethical Hacker)- CompTIA (Computing Technology Industry Association) Security+- Labs from platforms like TryHackMe, Hack The Box, and Cybersecurity Virtual Labs.
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Data Analytics and Big Data Engineering
Decision-making within the metaplatforms hinges on vast, real-time data-—from user interactions and movement patterns to asset performance and behavioural analytics. Big data engineering enables the structuring, processing, and querying of these large-scale datasets. On the other hand, analytics transforms raw information into strategic insights.
Use cases span immersive retail analytics, virtual ad targeting, and optimisation of interactive environments.
According to the World Economic Forum’s Future of Jobs Report 2025, job disruption may impact 22% of global roles by 2030, but 170 million new jobs are expected to emerge.
Skills in SQL, Hadoop, Spark, and tools like Tableau or Power BI are highly sought after.
Learning can be accelerated through platforms like DataCamp, edX, and IBM’s data engineering pathways.
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UX/UI Design
Designing for spatial computing demands a unique approach to user experience and interface layout. UX (User Experience) / UI (User Interface) professionals must account for 3D space, movement, gesture control, and device-specific constraints.
Applications include virtual marketplaces, training environments, and social hubs. Skilled designers with knowledge of the following software become increasingly valuable:
- Figma- Adobe XD- 3D prototyping tools like ShapesXR and Gravity Sketch
Learning resources include Coursera’s AR/VR design courses, Meta Spark tutorials, and HCI (Human-Computer Interaction)-focused design programs.
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Bottom Line
These 10 in-demand skills define the future-ready toolkit for thriving in the evolving Metaverse landscape. From advanced programming and VR/AR software development to 3D modelling, blockchain engineering, and AI/ML implementation, technical fluency fuels innovation.
Real-time graphics, cloud infrastructure, and cybersecurity safeguard interactive ecosystems, while big data analytics and UX/UI design shape user engagement and decision-making. Mastery of these hard skills ensures adaptability and relevance as virtual experiences grow central to global interaction, commerce, and collaborative creation by 2030.
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1 year ago
Meta CEO Zuckerberg considered spinning off Instagram in 2018 over antitrust worries, email says
Meta CEO Mark Zuckerberg once considered separating Instagram from its parent company due to worries about antitrust litigation, according to an email shown Tuesday on the second day of an antitrust trial alleging Meta illegally monopolized the social media market.
In the 2018 email, Zuckerberg wrote that he was beginning to wonder if “spinning Instagram out” would be the only way to accomplish important goals, as big-tech companies grow. He also noted “there is a non-trivial chance” Meta could be forced to spin out Instagram and perhaps WhatsApp in five to 10 years anyway.
He wrote that while most companies resist breakups, “the corporate history is that most companies actually perform better after they've been split up.”
Asked Tuesday by attorney Daniel Matheson, who is leading the antitrust case for the Federal Trade Commission, which incidence in corporate history he had in mind, Zuckerberg responded: “I'm not sure what I had in mind then.”
Zuckerberg, who was the first witness, testified for more than seven hours over two days in the trial that could force Meta to break off Instagram and WhatsApp, startups the tech giant bought more than a decade ago that have since grown into social media powerhouses.
While questioning Zuckerberg on Tuesday morning, Matheson noted that he had referred to Instagram as being a “rapidly growing, threatening, network.” The attorney also pointed out Zuckerberg's referring to trying to neutralize a competitor by buying the company.
But Zuckerberg said while Matheson was able to show documents in court that indicated his concern about Instagram's growth, he also had many conversations about how excited his company was to acquire Instagram to make a better product.
Zuckerberg defends Instagram and WhatsApp deals as Meta faces landmark antitrust trial
Zuckerberg also said Facebook was in the process of building a camera app for sharing on mobile phones, and he thought Instagram was better at that, “so I wanted to buy them.”
Zuckerberg also pushed back against Matheson's contention that the reason for buying the company was to neutralize a threat.
“I think that that mischaracterizes what the email was," Zuckerberg said.
In his questioning of Zuckerberg, Matheson repeatedly brought up emails — many of them more than a decade old — written by Zuckerberg and his associates before and after the acquisition of Instagram.
While acknowledging the documents, Zuckerberg has often sought to downplay the contents, saying he wrote them in the early stages of considering the acquisition and that what he wrote at the time didn't capture the full scope of his interest in the company.
Matheson also brought up a February 2012 message in which Zuckerberg wrote to the former chief financial officer of Facebook that Instagram and Path, a social networking app, already had created meaningful networks that could be “very disruptive to us.”
Zuckerberg testified that the message was written in the context of a broad discussion about whether they should buy companies to accelerate their own developments.
Zuckerberg also testified that buying the company, taking it off the market and building their own version of it was “a reasonable thing to do.”
Later Tuesday, Mark Hansen, an attorney for Meta, began his questioning of Zuckerberg. Hansen, in his opening statements Monday, emphasized that Meta's services are free and that the company, far from holding a monopoly, actually has a lot of competition. He made a point of bringing up those issues in just over an hour of questioning Zuckerberg, with more expected to come Wednesday.
“It's very competitive,” Zuckerberg said, noting that charging for using services like Facebook would likely drive users away, since similar services are widely available elsewhere.
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The trial is one of the first big tests of President Donald Trump’s FTC’s ability to challenge Big Tech. The lawsuit was filed against Meta — then called Facebook — in 2020, during Trump’s first term. It claims the company bought Instagram and WhatsApp to squash competition and establish an illegal monopoly in the social media market.
Facebook bought Instagram — which was a photo-sharing app with no ads — for $1 billion in 2012.
Instagram was the first company Facebook bought and kept running as a separate app. Until then, Facebook was known for smaller “acqui-hires” — a popular Silicon Valley deal in which a company purchases a startup as a way to hire its talented workers, then shuts the acquired company down. Two years later, it did it again with the messaging app WhatsApp, which it purchased for $22 billion.
WhatsApp and Instagram helped Facebook move its business from desktop computers to mobile devices, and to remain popular with younger generations as rivals like Snapchat (which it also tried, but failed, to buy) and TikTok emerged.
However, the FTC has a narrow definition of Meta’s competitive market, excluding companies like TikTok, YouTube and Apple’s messaging service from being considered rivals to Instagram and WhatsApp.
Apple unlikely to make iPhones in US despite Trump’s China tariffs
U.S. District Judge James Boasberg is presiding over the case. Late last year, he denied Meta’s request for a summary judgment and ruled that the case must go to trial.
1 year ago
Ubisoft’s colour-blind simulation tool ‘Chroma’ now open to public
Ubisoft has made its colour-blind simulation tool, Chroma, publicly available after years of internal development and use. With around 300 million people globally affected by colour blindness, Chroma aims to help developers better understand and address their accessibility needs.
The open-source tool applies a filter over the game screen to replicate how colour-blind players perceive visuals—without impacting performance. Chroma allows developers to simulate different types of colour blindness in real-time while controlling the game, offering valuable insights during the creative and testing processes, according to Ubisoft.
Assassin’s Creed Shadows Game Review: What’s New
“Over the past few years, Chroma has proven to be a highly efficient tool for us at Ubisoft,” said David Tisserand, Director of Accessibility.
“It has allowed us to assess the accessibility of our games for colour-blind players much faster and more comprehensively than ever before. Because we believe accessibility is a journey, not a race, we're thrilled to share Chroma with the entire industry. We invite everyone to benefit from it, provide feedback, and contribute to its future development."
Chroma’s development began in 2021 through Ubisoft’s Quality Control (QC) team in India. The goal was to create a responsive tool that provides real-time feedback and eliminates lag and visual inaccuracies.
The current version is powered by the Color Oracle algorithm and is compatible with both dual and single screens. It supports hotkeys and features a customisable overlay for enhanced usability.
“Chroma was created with a clear purpose—making colour blindness accessibility a natural part of the creative and testing process,” said Jawad Shakil, QC Product Manager.
“The team faced and overcame significant challenges while building it... Open-sourcing Chroma is a proud step forward, allowing everyone to benefit from this innovation."
Chroma is now available for download at — https://github.com/ubisoft/UbiChroma
1 year ago
Top 10 Football Live Streaming Apps for iOS and Android in 2025
Never miss a football match live just because you are neither in the stadium nor have access to a TV. With several iOS and Android apps streaming live matches and scores, you can watch your favourite game from anywhere on your smartphone. Here are the top mobile phone apps in 2025 to watch live football streaming.
Top 10 iOS and Android Apps to Watch Live Football
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FuboTV
With the ability to stream over 350+ TV channels, FuboTV is one of the most popular sports streaming apps in the world. The versatile app is designed to empower mobile users by making important sports channels and websites reachable via mobiles. Whether you are a college football fan, a fan of club football, or someone who loves football in general, you can stream your favourite event or match on FuboTB.
FuboTV is developed by a company with the same name. Although streaming on the app is completely free, users must endure frequent ads. With 4+ ratings on PlayStore and AppStore, the phone is ever-growing in popularity. It has a download size of 57.7 MB on the AppStore.
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Kayo Sports
Kayo Sports is your go-to choice if you are looking for a live-streaming app focused on sports. Featuring over 50 live and on-demand channels, this app covers events like AFL, NRL, ESPN, NBL, NFL, PGA Tour Events, UFC, and so on. Among other features, the phone lets you split the screen and watch multiple sports at the same time, track key moments, analyse matches with match statistics, and summarise a match using minis.
Developed by Hubbl Pty Ltd, Kayo Sports offers subscription-based services. It has garnered a rating of 3.8 stars on the AppStore and over 4 stars on the PlayStore. You can download it at 81.5 MB on the AppStore and 17.66 MB on the PlayStore.
ESPN
ESPN allows users to watch live sports and access key information, such as highlights, news, and expert analysis of each event and match. From the NBL, and MLB, to UEFA Euro and FIFA events, ESPN covers all major football events, extending its reputation as one of the best sports channels.
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Developed by Disney, the ESPN app is available on Android and iOS platforms, providing services free of cost or in exchange for a few in-app purchases. The app has a 3.3-star rating on the PlayStore and a 4.7-star rating on the AppStore, with a downloadable size of 34 MB for Android and 253.3MB for Apple platforms.
CBS Sports
Brought by CBS Interactive, CNS Sports is a versatile mobile app that covers important football events worldwide. The app's simplistic design, easy navigation, and unique features like detailed game analysis, top highlights, and live updates have garnered it well-deserved popularity.
Free to download, CBS Sports requires in-app purchases from the users to access live matches and analysis. On the PlayStore, the app has a downloadable size of 59MB and a 4.1-star rating, while on the AppStore, it is downloadable at 222.6 MB and has a 4.7-star rating.
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SuperSport
Developed by Multichoice Support Services (Pty) Ltd, SuperSport is a free football streaming app with occasional in-app purchasable services. Users can watch live scores, highlights, and top moments on the app from anywhere, anytime. It also provides detailed coverage and updates of a match, offering a portable live-streaming solution to sports lovers.
On the PlayStore, the app has a downloadable size of 82MB and a 3.9-star rating, while on the AppStore, it is downloadable at 70.5 MB and has a 4.3-star rating.
1 year ago