Facebook: VR Fitness, Social Apps Seeing ‘The Bulk’ Of Increased Usage In Lockdown

According to Facebook’s VP of consumer hardware, Andrew Bosworth, VR fitness and social apps are seeking “the bulk” of increased usage during the ongoing COVID-19 pandemic.

Bosworth revealed as much in an interview with Protocol earlier this week. “Usage is up across the board, especially during the weekdays,” he said. “Fitness and social apps are getting the bulk of that, which makes sense, given what people are missing elsewhere in their lives.”

Despite the logic, Bosworth said the surge in fitness hadn’t been anticipated by the company. “We have an employee of ours in the Redmond area whose son is allowed to do Beat Saber for P.E. while they’re on lockdown,” he said. “It’s a sanctioned physical education exercise for their school under quarantine.”

VR headsets were already helping people lose weight while having fun before the COVID-19 pandemic set in. But in the midst of lockdown headsets like Oculus Quest have seen renewed focus in this area. Beat Saber got a fitness-focused track and games like Synth Riders and OhShape have seen multiple free updates. Meanwhile, Within was bold enough to launch a subscription-based VR fitness service called Supernatural that offers daily workouts.

Social apps like Altspace VR and Rec Room, meanwhile, offer users a way to virtually meet up with at least some sense of face-to-face connection. Facebook itself is working on a social VR application for Quest and Rift called Horizon, though it’s not available yet.

Ironically probably the most strenuous VR workout we’ve tried during the pandemic isn’t sold on the Oculus Store; VRWorkout is a free app on the SideQuest third-party store that uses Quest’s hand-tracking to free you up for push-ups, squats and more.

The post Facebook: VR Fitness, Social Apps Seeing ‘The Bulk’ Of Increased Usage In Lockdown appeared first on UploadVR.

OC6: Facebook Confirms AR Glasses ‘A Few Years Out’, Reveals Live Maps

Yes, Facebook is making AR glasses. That we already knew. But, today at Oculus Connect, the company confirmed any official product was “a few years out.”

Head of VR/AR Andrew Bosworth confirmed as much during the developer conference keynote. Bosworth began by speaking about how AR can surpass some of VR’s limitations, letting users access the real world.

“To get to this future, we are building AR glasses,” he announced.

But Bosworth didn’t proceed to reveal any prototype AR hardware. He confirmed the company has some work-in-progress models, but stated these were years out from release.

To tide people over in the meantime, Bosworth announced Live Maps to “bridge the physical and digital divides.”

Bosworth described this as “a shared virtual map of the world” that uses computer vision. It consists of a layer of systems including finding your location, recognizing your surroundings and then understanding “the intrinsic meaning of objects.” It uses this information for shared experiences in AR. A trailer visualized information being shown as a couple arrive at a cinema or virtually teleporting a human into a local space.

It will feature a virtual assistant to bring you context-sensitive information and the ability to recognize changes in spaces.

Bosworth didn’t say when we might get access to Live Maps ourselves. This month has been filled with Facebook AR rumors, though. One suggests the company is partnering with Ray Ban to deliver a pair of specs that can livestream the world around you. Another claims the company is working on glasses for much further down the road with more capabilities.

The post OC6: Facebook Confirms AR Glasses ‘A Few Years Out’, Reveals Live Maps appeared first on UploadVR.

Facebook Acquires BCI Startup CTRL-Labs to Develop Neural Input Device

Facebook announced today plans to acquire CTRL-Labs, a brain-computer interface startup developing hardware and software for decoding electrical activity from the brain to be used for computer input. Facebook says that with the company’s expertise, it plans to develop a wrist-worn neural input device.

Facebook’s VP of AR and VR, Andrew “Boz” Bosworth, announced the planned acquisition of CTRL-Labs via his Facebook page today. Bosworth said that the company will join the Facebook Reality Labs team, Facebook’s VR and AR research and development group. The price of the acquisition was not announced; founded in 2015, CTRL-Labs had previously raised $67 million in funding over three rounds of investments, according to Crunchbase.

Bosworth said that Facebook will continue to pursue CTRL-Labs’ effort to build a wrist-mounted neural input device which can detect and decode both muscle activity and electrical activity from the brain, allowing for both motion-based tracking and control as well as ‘intention-based’ input.

“We know there are more natural, intuitive ways to interact with devices and technology. And we want to build them […] we hope to build this kind of technology, at scale, and get it into consumer products faster.” Bosworth wrote. “Technology like this has the potential to open up new creative possibilities and reimagine 19th century inventions in a 21st century world. This is how our interactions in VR and AR can one day look. It can change the way we connect.”

CTRL-Labs was already building a dev kit of such a device called CTRL-kit. The wrist-worn device is described as a “non-invasive neural interface platform that lets developers reimagine the relationship between humans and machines with new, intuitive control schemes.” The kit was “in preview for select developers” but not yet openly available at the time of the acquisition.

In addition to the hardware itself, a major part of the company’s focus has been using machine learning to decode signals detected in the wrist and turn them into useful digital input. The company believes that achieving that goal will allow users to one day have seamless control over electronic devices, which Facebook clearly believes could extend into the AR and VR realms too.

If your thinking some of CTRL-Labs work looks and sounds familiar, it isn’t déjà vu.

The Myo armband input device | Image courtesy Thalmic Labs

Startup Thalmic Labs was working on a similar premise for a wrist-worn input product called Myo. Though the company did take their product to market they ultimately made a hard pivot away from a wrist-worn wearable, discontinuing Myo and rebranding themselves to ‘North‘, ahead of launching their ‘Focals’ smartglasses in late 2018. The company was apparently quite certain they no longer wanted to pursue the wrist-mounted approach that they actually sold related patents to CTRL-Labs earlier this year.

As with Myo before it, the big question for the CTRL-Labs Facebook wrist-worn input device is how precise it can potentially be. While Myo allowed for coarse gestures suitable for the likes of ‘play, pause, next track, etc’, its inputs were nowhere near the fidelity needed for active AR or VR input. However, with mostly passive smartglasses likely to be the first step toward active AR devices, even coarse input would pair well with early use-cases.

SEE ALSO
Digital Frontier: Where Brain-computer Interfaces & AR/VR Could One Day Meet

From the outside, it looks like Facebook is betting that its expertise in machine learning will pair well with CTRL-Labs’ vision of one day delivering precise and reliable inputs from a wrist-worn device… one which would ultimately serve as a primary input device for Facebook’s upcoming AR headset.

The post Facebook Acquires BCI Startup CTRL-Labs to Develop Neural Input Device appeared first on Road to VR.

‘So…What Really Did Happen With Palmer [Luckey]’

‘So…What Really Did Happen With Palmer [Luckey]’

A book out next week tells the story of the founding of Oculus VR based on hundreds of interviews across several years.

I read an early version of the Harper Collins book by Console Wars author Blake Harris. We’ve decided to refrain reporting certain elements of the book until we verify information, or until we read the finished edition which arrives February 19.

The draft I read, however, is an intimate portrait of Palmer Luckey, Nate Mitchell, Brendan Iribe and other key members of the Oculus founding team. They assembled in 2012 to realize consumer VR and just two years later were acquired by Facebook for $3 billion. Written in a “narrative non-fiction” style, the final section of The History Of The Future follows the path Luckey took after September 2016, when a Daily Beast article tied him to “secretly funding Trump’s meme machine.” It ends after Luckey’s departure from Facebook in March 2017.

Though we broke news of Luckey’s exit, Facebook representatives wouldn’t say at the time whether the departure was voluntary. Instead, they said he’d be “dearly missed.” Luckey was also quiet on the subject despite lasting questions surrounding the misleading public statement he issued.

In April 2018, Senator Ted Cruz asked Facbook CEO Mark Zuckerberg about it:

Late last year the Wall Street Journal reported Luckey “was put on leave, then fired.”

From the Wall Street Journal:

“Internal Facebook emails suggest the matter was discussed at the highest levels of the company. In the fall of 2016, as unhappiness over the donation simmered, Facebook executives including Mr. Zuckerberg pressured Mr. Luckey to publicly voice support for libertarian candidate Gary Johnson, despite Mr. Luckey’s yearslong support of Mr. Trump, according to people familiar with the conversations and internal emails viewed by The Wall Street Journal.”

VP of VR/AR at Facebook Andrew “Boz” Bosworth published on his Twitter the statement “we did not pressure him to say something untrue.”

I’ve reached out over direct message to Oculus co-founders Nate Mitchell and Brendan Iribe in hopes of understanding what happened in Luckey’s final months at the company. Iribe has not responded to my messages. I also reached out to Luckey, who responded but declined to comment publicly until the book’s release. I received the following statement over email attributed by Facebook PR to Mitchell, Head of VR Product:

It’s certainly surreal to see such a huge part of our lives turned into a few hundred pages. The book’s dramatization of our history is not always consistent with what happened, and some of the stories are definitely not reflective of our real relationships. That said, what I hope people take away is the spirit of Oculus: we lived, dreamed, and breathed VR. We worked to build something that would make the community proud, and it wasn’t easy nor without mistakes. VR has always been much bigger than just Oculus, and I’m looking forward to what this community builds together in the next 10 year chapter.

Harris sent an email late last week circulating with Facebook employees working on the VR and AR teams. I read the email, which is included at the bottom of this post, and based on my reading of Harris’ book and that email, I originally put the following questions to Facebook:

  • Did Facebook representatives give false information to Blake Harris in characterizing certain aspects of Palmer Luckey’s last eight months at Facebook?
  • Did Mark Zuckerberg (or anyone above Luckey in the reporting structure) have any input, prior to publication, on the content of Luckey’s misleading public statement?

Responses I received from Facebook do not answer those questions. Instead, I received statements which rephrase earlier positions expressed through Bosworth.

“We told Palmer that any mention of politics and who he’s voting for was up to him,” one recent statement reads.

Prior to the Mitchell statement a Facebook spokesperson wrote in a message  “The book doesn’t get everything right,” without providing a specific example.

Below is Harris’ email to Facebook VR/AR employees. I’ve removed Harris’ personal contact information from the email but it is otherwise presented verbatim:

Dear Intrepid Oculus and/or Facebook Employee,

By design, this email is going out to a combination of people I know and people I don’t. It is my hope, however, that this message and/or the chapter attached finds its way to anyone who might find the details relevant…

In fact, I should probably begin by introducing myself: I’m the author of a book called Console Wars (which came out in 2014) and I’ve spent the last few years conducting hundreds of interviews and doing extensive research for a book about Oculus/Facebook (which comes out later this month). And as some of you may also know: for 2+ years of that time, I did so with the support of Oculus/Facebook.

In April 2018, however, my access came to an abrupt halt. I’ll get to why below, but I wanted to first address some of the talking points that I know certain managers have already started deploying to describe me and my work: [For those of you short on time, I’ve put some of the most salient points in BLUE]

1) “We’re very curious to see how accurate it ends up being once we have a copy.” 

Facebook has had a copy of my book since early January. And not only have numerous people already read through it, but select employees have already received reports about content that pertains to them.

2) “We’ve heard from some folks that the book will focus heavily on (sometimes manufactured) drama, particularly around Palmer.” 

The book is primarily a founding story, so—unsurprisingly—there is a lot about Palmer Luckey in the first third of the book. And—given how much effort went in to suppressing the details of his final months at Facebook—there is a lot of Palmer Luckey in the final third of the book.

But the suggestion that I “manufactured” drama is as silly as it is false. Because the truth is that—much to the chagrin of my publisher!—I turned in my finished manuscript two years late (and twice as long as expected) because I had too much drama to work with. Between the unusual origins of Oculus, the unlikely resurrection of virtual reality and the unexpected multi-billion-dollar acquisition (followed by an even more unexpected multi-billion-dollar lawsuit), I had an embarrassment of riches to work with. And in the end, my most difficult challenge was paring things down, not making things up!

Not only that, but in the course of my researching this book, I managed to obtain thousands upon thousands of archival documents. Emails, text messages, internal memos, etc. In fact, I found so much of this material to be so engaging that—as often as wouldn’t disrupt flow—I directly inserted these emails/messages/memos into the book verbatim.

That said, as with any book, all my research does not guarantee 100% accuracy. In fact, part of the reason I wanted to write this email is to let employees know that if they end up reading my book and discover any factual (or even contextual) errors, I absolutely welcome their feedback. It will be embarrassing for me, of course, to learn that after so much work I still may have missed a few things; but at the end of the day I care way more about the integrity of this book than me ego so please, if you see something that looks inaccurate, flag it for my attention so that I may further research the situation and make any necessary changes for further editions of the book.

For example, the 39th chapter of the book (entitled “Lockdown”) deals with the behind-the-scenes drama that stemmed from the differing views of Oculus leadership and Mark Zuckerberg with regards to the openness of Oculus’s platform. Even though that chapter alone is based on hundreds of emails and numerous interviews about the situation, it has been brought to my attention that the conclusion of that chapter (i.e. the resolution that led to allowing “Unknown Sources” to run on the platform) does not match with the recollection of all those involved. So that is something that I will be further researching and, if change is warranted, I’ll note this (along with any others) on my website so that it’ll be properly disclosed until an official revision can be made in the next edition of my book.

Typically, to minimize potential inaccuracies, I try to share in advance portions of my work with those that the work is about. This, of course, bestows them with no editorial power, but it does provide a chance to catch possible errors so that I may do further research/fact-check prior to publication. And—as with every piece of non-fiction that I’ve ever written—it was my plan to do the same here. But that plan came to an end in April 2018, when Facebook instructed their employees to cease “any and all contact” with me. Which I’ll explain in more detail here…

3) “We worked with Blake early on, but we stopped when he broke trust with us more than once”

Historically, when a journalist is said to have “broken trust,” it means that they either outed anonymous sources, or they published off-the-record information. That, however, is not at all the case here. I am pleased to say that nowhere in my book does it include any information that was obtained off-the-record; nor does any of the content threaten to out the identities of the many, many sources who shared critical details and/or documents with me.

So what then, here, is meant by “broke trust with us”? Easy: “broke trust” is a euphemism for “wouldn’t print what we wanted.” And the reason why I wouldn’t print what Facebook wanted (and what was being told me to me from a variety of sources [several of whom rank high enough to officially speak on behalf of the company) was because many of the things that I was being told turned out to be untrue—particularly with regards to the termination of Palmer Luckey, and his final six months at the company. 

To be clear: this was not a “he said, she said” situation; if for no other reason than the fact that Palmer was legally prohibited from talking to anyone about what had happened, so I didn’t even have a “she said” side of the story. Instead, what I had were firsthand archival documents that contradicted so much of what I was being told. 

I’ll spare naming the sources of the quotes below, but here is just a small sampling of what I was told: 

  • “We don’t discuss personnel issues” [which, of course, would soon be followed by “on background” discussions about personnel issues]
  • “Palmer didn’t follow proper protocols” [which, I would later learn, directly contradicts the results of the internal investigation that concluded in November 2016]
  • “I don’t even know if he supports Trump” [said by people who, in the months prior to the 2016 election, had directly asked Palmer if he supported Trump and were told “yes”]
  • [re: why, if Palmer supported Trump, he would then write a statement alleging plans to  vote for Gary Johnson] “This was all his call. That was his idea.”
  • “Obviously, we can confirm that he did write that statement. That was his statement. It was his idea.”
  • [re: the days, weeks and months after The Daily Beast article in September 2016] “It wasn’t like he just disappeared and never came back.”
  • “It wasn’t as though [this were] Soviet Russia, where he just disappeared one day”
  • “He chose to go on leave” [No, he did not]
  • “He continued making internal posts during that time” [No, he did not]
  • “And then ultimately, he decided it was time to move on” [I mean…come on! The guy wanted to remain at Oculus so badly that he literally offered to continue working there for free]

Now the question you’re probably wondering: why would high-level executives and otherwise generally smart people think that such obvious lies would make it to print? For a comprehensive answer, you’d have to ask them, but my suspicion would be that its due to a combination of the following:

  • They believed that if enough people told me the same lies over a long enough period of time then I’d have no choice but to believe and/or print what I was told.
  • They believed that since Palmer (and a handful of others) were blocked from speaking with me, then I’d receive minimal pushback to a false narrative.
  • In certain high-profile media situations—like when Mark Zuckerberg appeared on the cover of Vanity Fair—Facebook negotiates with journalists ahead of time to have approval over which quotes may be printed, and it is possible they assumed that such an agreement had been struck here.  
  • My narrative non-fiction writing style—which, by the design, does not directly source the information—made for the perfect opportunity to launder lies to the general public.

In fact, with regards to that last point, I don’t think it’s a coincidence that what ultimately triggered the dissolution of my access to Oculus/Facebook employees was my sharing a draft of a chapter written outside of my typical style. Within days of my sharing that chapter (which was essentially a straight-forward transcript-style Q&A), I was told by numerous employees that they had been barred from speaking with me.

That was very disappointing for me, but fortunately—by this point in the process—I had obtained more than enough information to capably tell this story. And though I am certain that my book is not without flaws (remember: if you see any, tell me!), I am incredibly proud of the work that I have done.

It is a great privilege to be the custodian of other people’s life stories, and—to me—it is also a great responsibility. For that reason, I wanted to write this email and let all of you know that if you have any questions, suggestions, or just want to shoot the shit about some of your experiences, I will always make myself available.

Thank you for your time, and for the great work you do with a technology I care deeply about.

Best,
Blake

P.S. Over the past two years, the number one question I’ve gotten asked by Oculus folks is “So…what really did happen with Palmer” In hopes of finally providing some of the answers that you’ve long-long-deserved, I’ve attached one of the chapters from towards the end of my book.

Tagged with: , , , ,

The post ‘So…What Really Did Happen With Palmer [Luckey]’ appeared first on UploadVR.

Facebook’s Leaders: The People Responsible For VR And AR Strategy

Facebook’s Leaders: The People Responsible For VR And AR Strategy

We’ve been following the development of VR headsets at Facebook since its acquisition of Oculus VR in 2014.

That’s when Facebook, under the direction of CEO Mark Zuckerberg, bought the two-year-old Oculus VR startup. In the process, they hired Oculus employees John Carmack, Nate Mitchell, Michael Antonov, Brendan Iribe, Palmer Luckey, and a long list of engineers and researchers working on the Oculus Rift PC-powered VR headset, as well as the Gear VR phone-powered system. They also made significant new hires like Michael Abrash, formerly of Valve.

Since then, hundreds upon hundreds of people joined the VR and AR teams at Facebook. Facebook itself ballooned to some 34,000 employees at the end of 2018, up from 23,000 a year earlier. In the build up, though, Oculus founders like Palmer Luckey and Brendan Iribe left Facebook as a layer of Zuckerberg-approved management was installed to lead the VR/AR efforts.

Why is Facebook focusing on VR/AR?

Facebook’s first three consumer products: Oculus Rift, Oculus Go and Portal.

Here’s Zuckerberg’s explanation:

We’re investing a lot in this because, frankly, we haven’t to date been a hardware company or an operating system company. We think that we need to build up a lot of different muscles in order to be competitive and be able to succeed in that space and to be able to shape that space.

One of my great regrets in how we’ve run the company so far is I feel like we didn’t get to shape the way that mobile platforms developed as much as would be good…

Zuckerberg is looking to secure a direct relationship with consumers. To do this, the AR/VR teams at Facebook are making hardware products. Facebook shipped three consumer products on this path — Oculus Rift, Oculus Go and Portal.

These products come ahead of more robust efforts planned for 2019 and beyond.

The Oculus Quest

Mark Zuckerberg at the OC5 developer’s conference in 2018 unveiling the $400 Oculus Quest.

In 2019, Facebook is releasing Oculus Quest as a $400 standalone console VR system with Touch controllers. More than 50 titles are already planned for the system. The Oculus Quest could represent Zuckerberg’s best chance yet at establishing that direct relationship with millions of customers. Quest is hardly the end of Facebook’s ambitions. Creative software apps like Medium and Quill flourished into full VR software products at Facebook while the Oculus research division became Facebook Reality Labs, with researchers working longer-term on technologies which could push VR and AR into more compelling products. The Half Dome varifocal prototype, for example, showcases a design that could provide sharper visuals up close and more comfortable long term use overall.

Who is determining strategy in VR/AR at Facebook?

Underneath Mark Zuckerberg and Facebook CTO Mike Schroepfer is VP of VR/AR Andrew “Boz” Bosworth, the Facebook executive formerly in charge of ads.

Bosworth took on the new role in 2017.

 

Facebook’s Goal

Andrew “Boz” Bosworth on stage at Oculus Connect 5 in 2018.

Before Andrew Bosworth, former Google executive Hugo Barra was put in charge of the VR/AR efforts.

Now Barra reports to Bosworth as “VP AR/VR Product.”

We’ve reached out to Facebook and confirmed the following people — Rafa Camargo, Jon Lax, Michael Abrash, Ficus Kirkpatrick, Carmine Arabia, Ira Snyder, Jason Rubin, Rachel Franklin, Rebecca Van Dyck, Maria Fernandez Guajardo, Colan Sewell and Angela Song — are all directly reporting to Bosworth.

Who Does John Carmack Answer To?

Notably, key VR leader John Carmack (Oculus CTO) is not a direct report to Bosworth.

Facebook confirmed Carmack is still in the Oculus CTO role and works “closely” with Kirkpatrick. We wondered recently if Carmack was planning to stay at Facebook past the release of Oculus Quest this year, given the headset is partially an outgrowth of Carmack’s work transforming Android-based phones into VR-ready machines. The release of Quest is likely to be close to the five year anniversary of the Facebook acquisition. “I do intend to stay at Facebook past the launch of Oculus Quest,” Carmack wrote on Twitter in October 2018.

Oculus CTO John Carmack.

“Carmack continues to operate as CTO of Oculus,” a spokesperson wrote in an email this week. “It’s well known that John Carmack works on pushing the limits of VR software, and for official reporting purposes he works with Ficus closely.”

Oculus co-founder Michael Antonov lists on Linkedin that he now works on AI infrastructure at Facebook.

Facebook titles and roles are likely in constant flux in the build up toward lower cost and easier to use VR headsets like Quest, as well as future AR systems. Nonetheless, we plan to update this post from time to time with new information or if the organizational structure changes.

Tagged with: , , , ,

The post Facebook’s Leaders: The People Responsible For VR And AR Strategy appeared first on UploadVR.