Facebook Announces Zoom Partnership For Horizon Workrooms

Facebook announced a collaboration with video conferencing application Zoom, integrating Zoom meetings natively into Facebook’s new remote work solution for VR, Horizon Workrooms.

The integration won’t arrive until next year but will allow you to “easily join Zoom Meetings and use Zoom Whiteboard all from within VR.”

Horizon Workrooms is Facebook’s remote work collaboration tool for Oculus Quest 2, allowing several users to join a virtual boardroom and speak to each other as if they are in a real room, with avatars, spatial audio, remote desktop, keyboard tracking and group whiteboard features.

While the focus is on users joining using virtual reality, Workrooms also contains functionality that allows a non-VR user to join the meeting through a regular video call. However, starting next year, Workrooms will also allow VR users in the virtual boardroom to join an existing Zoom meeting and collaborate using Zoom Whiteboard. You can take a look at the announcement, which was made at Zoom’s Zoomtopia keynote speech, in the video embedded above. The Horizon Workrooms segment begins around the 34 minute mark.

Zoom Whiteboard was also announced at Zoomtopia, just before the Facebook and Zoom collaboration. It is an upcoming tool for Zoom that allows users to collaborate on a virtual whiteboard together, taking notes, making drawings, placing post-it notes and more. With Horizon Workrooms integration, VR users will be able to use Horizon’s desk whiteboard or the large standing whiteboard to alter the Zoom Whiteboard.

Zoom product manager Jordan Thiel said that they “envision” being able to save and share Zoom Whiteboards as well, which would allow you to save the end product after the meeting and send it around to those who weren’t in attendance.

Will you use the Zoom integration with Horizon Workrooms once it’s available? Let us know in the comments below.

Spatial Launch 5.0 Update With New Avatars, Oculus Subscriptions & More

Spatial launched a big 5.0 update for its remote work application on Oculus Quest this week, including improved avatars, Oculus subscription support and much more.

The updates arrives just a week after Facebook announced its own free remote work solution and Spatial competitor, Horizon Workrooms.

The new avatar bodies include “improved movement, greater fashion detail, [and] improved engine performance,” which the company says should make them feel a bit more natural and real than before. Users who join outside of VR, through the Spatial web app, will now have preset animations for their avatars, along with floating webcam bubbles above their avatar, so you can still see a live view of the user’s face and expressions.

Spatial oculus quest

There’s also been UI improvements, particularly to the Spaces window, allowing you to find, join and switch between Spaces quicker and easier than before. There will also be a new explore tab, which will let you find and join public rooms.

Likewise, the new Portals feature lets you create ‘portals’ between rooms that let you and others move between two virtual areas with ease. It’s not quite as glamorous as you might hope — you won’t be walking through a Doctor Strange-style sling ring portal — but it will let you create a small portal token that you or others can click on to quickly travel to the portal’s assigned destination.

When it comes to teleportation, you’ll have an easier time getting around in Spatial 5.0 — multiple levels are now supported in custom environments, giving more freedom to those who create their own areas to work in.

spatial oculus quest

Spatial is also changing its pricing tiers and model. Previously handled externally, Spatial is now moving over to Oculus Subscriptions, which wasn’t available when the app launched last year. This means users can handle their subscription completely within VR and don’t need to take off their headset to sort out payment plans.

Additionally, the pricing tiers have changed and now consist of a free tier, a $25/month pro tier, a $25/user/month Team tier (with 20% off 5 users or more) and an Enterprise tier that can be scaled appropriately and organized by contacting the Spatial sales team.

Spatial is available now on Oculus Quest and other VR, AR and traditional platforms. You can read a full list of all the new changes and features in the 5.0 update here.

Facebook Surprise-launches New VR Meeting App With Virtual Desktops and up to 50 People

Facebook today is surprise-launching a new app called Horizon Workrooms, a virtual collaboration space that connects both VR and video chat users. With the ability to bring a user’s PC or Mac desktop into the virtual room, the app takes a big step toward turning Quest 2 into a collaborative productivity device.

While the long-awaited Facebook Hozion social app has yet to launch, the company has been quietly working on another ‘Horizon’ product which is launching today for free. Horizon Workrooms is an app built for remote collaboration and team productivity.

I got to tour the app earlier this week where I sat down with Facebook’s VP of XR, Andrew “Boz” Bosworth, and two of the leads on the project, alongside a handful of other journalists.

Image courtesy Facebook

At its core, Horizon Workrooms is built around your desk. Like, your actual desk.

Before using the app, you’ll be asked to mark the surface of your desk so that Quest 2 can track it and show a virtual representation of it inside the headset. This is important because it’s the anchor for pretty much everything you can do inside of Horizon Workrooms.

Shareable Virtual Desktops

Image courtesy Facebook

The app includes a fully functional virtual desktop, which leverages a companion app installed on your PC or Mac to stream your computer’s desktop to a virtual screen in front of you. This means you can continue to access your computer even while you’re inside the headset, and you can even share your screen with others in the room.

To make it easier to use your real keyboard that’s on the desk in front of you, Horizon Workrooms supports keyboard tracking which allows it to detect a handful of specific keyboards, and create a virtual representation of them so that you can see and type on without being ‘blinded’ by the headset.

Image courtesy Facebook

Right now Horizon Workrooms only supports Macbook keyboards, the Apple Magic keyboard, and the Logitech K830, though the company says they’re working to support more in the future.

If you don’t happen to have one of these keyboards luckily there’s a backup option. You can enable a ‘desk passthrough’ view which cuts out a portion of the virtual desk in front of you to show your actual hands on your actual keyboard. I was surprised how well it worked. While the passthrough video quality isn’t good enough to easily make out the letters on individual keys, for proficient typists it at least makes it easy to keep your hands properly aligned and prevents blindly reaching around for your keyboard. Now if only they could support coffee mug tracking too….

While it’s nice to have your usual desktop right in front of you—and all of the productivity capabilities that confers—it’s far from a perfect replacement for your actual PC. Latency between the PC and headset is surprisingly high, making mouse movements and keyboard input much more sluggish than you’re used to (especially if you have a high refresh rate monitor). Hopefully this is something they can improve going forward.

Virtual Reality & Video Chat Together

Image courtesy Facebook

Horizon Workrooms isn’t exclusive to VR. Non-VR users can be invited to join via a video chat. The app supports up to 16 VR users and 36 video chat users simultaneously, for a total of up to 50 people in one workroom.

The room has a handful of different arrangements focused on different types of meetings. There’s a boardroom-style table with two distinct sides, a circular table, and a presentation layout where everyone is facing in the same direction like a classroom. As more users join the space, the table size automatically increases to accommodate.

Presenting & Whiteboarding

While users sit at the table by default, anyone can stand up (like, literally stand up out of your chair), and be transported to the wall of the room next to a large virtual whiteboard. This is especially useful for the classroom-like presentation arrangement, as it gives everyone a clear view of the presenter and anything they write on the whiteboard.

Speaking of writing… Facebook has done something interesting with the whiteboard input. Instead of holding a Quest controller the usual way, the app actually expects you to flip it backwards and hold the handle like a fat marker. When you do this the controller actually turns into a marker in your hand, and then you can use it to write on the whiteboard.

You can write on the whiteboard from your desk or up at the wall | Image courtesy Facebook

It’s a neat idea but feels a little funky in practice, perhaps because of how snub the end of the controller handle is compared to what you’d expect from a writing implement. It seems that some changes to the positioning of the marker in your hand (making it stick out a bit further toward the whiteboard) could make it feel more natural.

Facebook says that each workroom gets its own whiteboard and that anything written on the whiteboard is persistent, meaning you can leave your ideas and come back to them another time. You can also export the whiteboard as an image for use elsewhere.

Web-based Interface for Teams

Image courtesy Facebook

Horizon Workrooms also has a web-based interface built around a ‘team’ metaphor. It’s a place where room administrators can invite users to the team, allowing everyone to text chat, create notes, schedule meetings, and make new virtual workrooms. It’s also possible to upload files to the web interface which can be pulled into the VR meetings (for instance, bringing a photo from your PC to annotate on the whiteboard).

Continue on Page 2: Facebook’s Latest Avatars »

The post Facebook Surprise-launches New VR Meeting App With Virtual Desktops and up to 50 People appeared first on Road to VR.

Facebook Creates New Internal Organization to Build “the Metaverse”

Facebook Reality Labs, the company’s AR/VR research and development team, announced the creation of a special product group focused on developing its future vision for “the Metaverse.” Apparently Facebook is betting big on the idea too, as it hopes in the near future to be viewed more as “a metaverse company” than a social network.

The term ‘metaverse’ was first coined by Neal Stephenson in his 1992 sci-fi novel Snow Crash. It not only refers to the monolithic online 3D environment where a part of the story takes place, but also the sum of all virtual worlds, including virtual reality, augmented reality, and the Internet as a whole. You may also recognize the concept from Ernest Cline’s 2011 novel Ready Player One, which was brought to life in Steven Spielberg’s 2018 film adaptation.

Now, on the heels of Epic Games’ landmark $1 billion investment to kickstart its own vision for the metaverse, Facebook CEO Mark Zuckerberg says the company is also investing in ways to better position itself for a more connected future by creating “the Metaverse.”

Speaking to The Verge, Zuckerberg’s immersive, interconnected future may sound nebulous for now, but head of Facebook Reality Labs Andrew Bosworth announced in a Facebook post that it’s actually spinning up a product team dedicated to the task, bringing into the fold a number of Facebook execs.

Bosworth says its so-called Metaverse Product Group will be lead by Vishal Shah, Instagram VP of Product. Vivek Sharma, head of Facebook Gaming, will be leading the team behind the company’s still in-beta social VR platform, Facebook HorizonJason Rubin, original Oculus executive and one-time head of AR/VR content, will lead the group’s content team. Bosworth say Rubin and Vivek will continue working with Facebook Gaming partners on the company’s gaming various platforms.

Horizon | Image courtesy Facebook

Zuckerberg tells The Verge that the company’s vision for the metaverse won’t rest solely on virtual reality devices, but rather he says it’s going to be “accessible across all of our different computing platforms; VR and AR, but also PC, and also mobile devices and game consoles.”

At least as far as VR is concerned, offering support to all devices will be a marked departure for anyone who’s followed the company’s walled garden approach to VR software development over the years, which may point to where the company hopes to go in the future.

“I think a good vision for the metaverse is not one that a specific company builds, but it has to have the sense of interoperability and portability. You have your avatar and your digital goods, and you want to be able to teleport anywhere,” Zuckerberg says. “You don’t want to just be stuck within one company’s stuff. So for our part, for example, we’re building out the Quest headsets for VR, we’re working on AR headsets. But the software that we build, for people to work in or hang out in and build these different worlds, that’s going to go across anything. So other companies build out VR or AR platforms, our software will be everywhere. Just like Facebook or Instagram is today.”

As the company continues to develop for the future of pervasive all-day AR glasses and VR headsets, Zuckerberg hopes that over the next five years the company will enter a new chapter to become what he calls “a metaverse company,” shifting its image from just a social network.

“One of the reasons why we’re investing so much in augmented and virtual reality is mobile phones kind of came around at the same time as Facebook, so we didn’t really get to play a big role in shaping the development of those platforms,” Zuckerberg says.

Continuing: “And I think if we can help build the next set of computing platforms and experiences across that in a way that’s more natural and lets us feel more present with people, I think that’ll be a very positive thing.”

Not much is certain for now: creating that future of a singular, interoperable virtual continuum is likely to be a long and sustained effort that will not only require immersive devices to supplant (or augment) traditional computing platforms, but would require Facebook to take on an active role of platform holder, requiring it to reach much farther than it does currently with Oculus, or even its traditional social network.

Love it or hate it, Facebook has a pointed interest in pioneering the space and owning a big piece of it too later down the line. And yes, it’s still hiring a lot more people to make that happen.

The post Facebook Creates New Internal Organization to Build “the Metaverse” appeared first on Road to VR.

Virtual Planet: The Show Must go on!

Sensorium Galaxy

These virtual metaverses everyone keeps espousing may promise a digital nirvana full of fluffy clouds and people getting along like they’re in a Disney movie, however, simply offering a place to chat isn’t enough, we need entertainment. Some might say these virtual worlds are the entertainment but not everyone wants to be creative, some of us just like to put our feet up and switch off. Well, all that and more is being dreamt up and catered for.

Facebook Horizon
Facebook Horizon

Hello there

First and foremost these digital realms are designed as communication platforms. Able to connect friends and family with a greater sense of togetherness than a video or phone call can provide. Or you can meet entirely new people, stepping into an area that’s completely dedicated to your favourite pastime, TV show or even your occupation. Spending hours nattering about subjects others have no clue or little interest for.

Hanging out with mates is a very natural thing for any human, most of us need to connect with one another in some way and the pandemic has brought this into the spotlight like never before. It’s why VRFocus will be going more in-depth about the social features and issues of metaverses in a future edition. As for now what we all really want is to have some fun in a digital universe with limitless potential.

Burn up the dance floor…

There are numerous social platforms appearing that support both VR and non-VR devices and they’re trying to persuade new users with a variety of means. They’re also gunning for different markets, namely younger audiences with a fresh, colourful feel whilst those focused on adults tend to have a far more serious vibe.

It’s this latter segment where you can see a real push in specific entertainment marketing. Rather than building blocks users are given art, music and culture to explore and enjoy. For instance, Sensorium Galaxy which is due to launch later in 2021 is heavily focused on the dance music route. It’s going to have a dedicated music world called PRISM where DJ’s will perform exclusive sets. Some big names have already signed up like Eric Prydz, Carl Cox, Armin van Buuren and David Guetta. So if you like to dance your socks off it might be well worth a look.

Sensorium Galaxy isn’t the only one leveraging the power of music. Already well versed in this medium is Sansar which has been holding events for a while now. The latest will be Australia’s Splendour in the Grass music festival digitally recreated as Splendor XR for two days in July.

Music easily bridges many divides and brings people together with a foot-tapping beat, so it’s no surprise that it would make a great catalyst for metaverse adoption.

Splendour at Sansar

We are such stuff as dreams are made on…

However, music is only one small avenue these platforms can utilise. There’s a vast cultural resource metaverse’s can tap into – and have already been – when it comes to entertaining the masses. Over the last year, a prime example has come from film festivals. Unable to host premieres in-person, events like Venice Film Festival, Cannes, Tribeca and Sundance have all turned to interactive mediums to connect with audiences worldwide. They’ve even found greater success as these events are no longer elite, prestigious showcases few outside their industry can attend, providing true global appeal like never before.

This is even more so for niche technologies like virtual reality (VR). Cannes XR, Tribeca Immersive and NewImages Festival combined this summer to create XR3, an immersive film festival via Museum of Other Realities (MOR), exploring an art space that allowed guests to step into each experience as if it were a live installation.

MOR isn’t really a metaverse as such. VRChat, on the other hand, is and that played host to SXSW Online XR, one of the best representations of this topic to date. SXSW is usually held in Austin, Texas but for 2021 the organisers recreated areas like Congress Avenue and the Red River Cultural District, all freely explorable. There was even a cinema to watch regular 2D content.

When all of this immersive entertainment is so easily accessed why go anywhere else?

SXSW Online XR
SXSW Online XR in VRChat

Get those creative juices flowing

Undoubtedly though, the biggest draw for any of these virtual realms is user creativity. Places like Rec Room, Roblox (non-VR), VRChat, and the upcoming Facebook Horizon are all built on the premise of user content creation, giving the people who inhabit these worlds the freedom to build whatever they want. Because, quite simply, it keeps everyone invested and coming back for more.

Rec Room has millions of users across multiple VR and non-VR platforms, allowing them to create their own rooms which can be as simple as somewhere to hang out or entire games to run around in. You can even earn money, where tokens are exchanged for in-game items. Collect enough tokens and they can be redeemed for actual hard cash, Rec Room expects to pay out over one million by the end of the year. Playing and getting paid, if that’s not an incentive what is?

Places like Rec Room, Roblox and others are definitely geared towards that younger age bracket mentioned, like giant Lego toyboxes to jump into and explore. Finding a happy medium where all of these scenarios can easily co-exist is the eventual goal as none of these virtual planets quite cater to everyone. How these worlds will collide is another matter entirely.  

Zuckerberg Hopes Horizon Will Start The ‘Social Fabric’ Of VR

In an interview with CNET, Facebook CEO Mark Zuckerberg spoke more about the company’s upcoming social experience app Facebook Horizon and how he hopes it will be the ‘social fabric’ of VR.

Facebook Horizon was announced almost two years ago and has been seemingly close to release ever since. We know that varying levels of beta testing took place last year and we even saw the app for ourselves, but we’re still waiting to hear when the service might launch fully for all Oculus users.

Speaking to CNET, Zuckerberg reiterated that Horizon remains a “very big priority” for Facebook and that it will “play a big role toward helping to build out this broader metaverse that will go across all of virtual and augmented reality.”

You can read the full interview here, but here are some quotes we’ve taken from the interview that provide insight into Horizon and Zuckerberg’s thoughts on how it might be used (all emphasis is our own):

“Yeah, this is a big project for us because there needs to be a social fabric that goes across all of the different layers of virtual reality. That’s what we hope to do with Horizon. “

“I have to say, one of the things that I’ve been excited about as we start thinking about what the policies are going to be around how employees start returning to the offices, and after the pandemic clears up, one of the things that I hope is that, going forward at Facebook, in addition to doing videoconferences and stuff like that, I want to basically have our culture be that a lot of our employees are holding meetings in VR, in something like Horizon.

We’re very focused on just giving creators and developers the tools to build that with Horizon. It’s a very big priority for us. We’re not building it as just a single app or experience. We’re building it out as more of a platform that will enable people to build a lot of these different things over time. That’s why we’re building it methodically, and step by step. Maybe it’s taken a little longer than we would have thought to kind of have its first major, completely open release. But it’s a very important part of what we’re doing and the whole vision here. And I think it will play a big role toward helping to build out this broader metaverse that will go across all of virtual and augmented reality.

Are you looking forward to Facebook Horizon? Let us know in the comments.

Sony Wants To Shadow Ban VR Users For ‘Inappropriate Gestures’ And More, Patent Filing Reveals

In late 2017 Sony filed documents to patent a means of ‘shadow banning’ users in social VR applications by monitoring their language and comments.

The filing, revealed in early May, outlines a means of “recognizing and tracking” behaviors of a reported user within a given social application. The system looks for “inappropriate” language, gestures and movements and generates a “saftey rating” for that user. That label is then compared to a set threshold, identifying anyone above it as a “griefer”.

Sony Details Shadow Banning In Social VR

Shadow banning that user might not necessarily kick them out of the social VR experience, but it would mean their movements and actions would be invisible to others and they may not be heard, either. Social VR applications give users more ways to express themselves than you could in a traditional game but with that comes increased possibilities for trolling, hence the need for more elaborate monitoring techniques. Facebook will utilize a monitoring system for its upcoming social VR app, Horizon, that sounds similar in principle.

Interestingly, one proposal for this solution includes “a system configured entirely with hardware” that specifically mentions tracking the user’s movement and even their gaze. Presumably, these would be features included in the headset itself. Another suggestion mentions using an “agent” placed within the application to judge any possible offenses.

While features like these may be necessary as VR expands, it also calls into question the security and privacy of any user’s actions within that social VR experience. Figuring out that balance will no doubt be a challenge for social VR app makers in the future.

It’s also interesting to note that Sony filed this document after PSVR’s release in 2016 and that the company doesn’t really have any big social apps to its own name on the platform. Could this be an indicator that Sony is indeed planning to launch a more robust social VR feature for the upcoming PS5 VR headset? We did report last month that the company had renewed the trademark for its PS3-era social VR service, PlayStation Home, so anything’s possible.

What do you think about Sony’s shadow banning proposal? Let us know in the comments below!

Rec Room Xbox Support, Terrain Editor And Vehicles Confirmed Ahead of Facebook Connect

Social VR platform Rec Room gave an update on growth and announced several new features today, including a terrain editor, a vehicle system and a Rec Room Xbox port.

A new video was posted that details ‘The Future of Rec Room‘, which comes just a few days before Facebook Connect, the annual conference where Facebook makes its big VR and AR announcements for the year. Given we’re likely to hear more about social VR competitor Facebook Horizon this week, Rec Room’s timing is likely no coincidence.

Rec Room now has over 3 million player-created rooms and games, with over 40 million room visits per month. The social VR service has also seen significant growth, with the community tripling in size since this time last year.

The biggest new features announced were the terrain editor and the vehicle system. The terrain system will allow users to go further with their environment creation and make entire worlds. Any custom terrain can be implemented into users’ rooms and games. While the video shows PC footage, Rec Room confirmed to UploadVR that the terrain editor will be available across all platforms when it launches and will support in-VR creation.

Similarly, a new vehicle system is also being added to Rec Room, allowing users to create their own vehicles, such as go karts, race cars, bikes and buses. It will support attaching players to vehicles and carrying passengers as well. You can see some prototype footage in the video above, but keep in mind that there’s no release date for either of these new features yet.

Rec Room will add in some form of economic system in the future as well, which will allow Rec Room creators to be paid for their work. Details on how it will operate are scarce for now, but Rec Room’s Cameron Brown said that the aim is for users to “be able to support [themselves] by building cool stuff in the Rec Room metaverse.”

Rec Room Xbox Confirmed

Rec Room will also be releasing on the Xbox ecosystem, including cross-play with all other VR and non-VR platforms. There’s no set date for the Xbox release, but those who are interested can sign up to Rec Room’s newsletter to hear more when the time comes.

Rec Room is available for free for PC VR, Oculus Quest, PC VR, Steam and iOS. 

Facebook Comments On Horizon Hand-Tracking, Releasing On Other Headsets

Last week we got the chance to briefly test out Facebook Horizon and chat with key members of the development team about a wide range of topics. You can read our hands-on impressions and some details about privacy concerns here.

During that interview though, we dove into several other topics as well such as possible hand-tracking support in Horizon and even the potential for release on other headsets, officially, later down the line.

Specifically, this is what Ari Grant, Horizon’s Product Management Director, had to say on the topic of hand-tracking support in Facebook Horizon:

“We’re really excited about all of the upcoming platform features, hardware changes, where the entire industry is going and to include as much as we can in Horizon to give people deep presence, to really feel there with people and can connect.

And so really do want to look to incorporate as many of these as possible. We don’t have specific dates to announce that any of the features yet, but in general, trying to really optimize toward friendship and community, helping people, foster connections, the things that help boost those things are going to be a priority.

It is really, really important that this is a place where people can connect. So really the features that help do so are definitely going to be important for us to, to build much more near term.”

Shifting gears a bit, we proceeded to ask them what their plan was to incentivize an early influx of games and developer talent for inside of Horizons itself beyond just the community of players/makers.

This is what Meaghan Fitzgerald, Facebook Reality Labs’ Head of Experiences for Product Marketing, had to say:

“That’s an interesting question. We’re not working with any of the game studios, first-party, in-house. I think they probably would bring an interesting perspective, but we’re kind of working on different things right now. But I think we’re, we’re interested to see how people with a range of skills jump in and use the world creation tools.

And I think that it’s been interesting to see how someone with a little bit more of a coding or a world creation background is able to create like much more interactive scaled experiences, multiplayer games, and then somebody with no coding experience at all can make something that’s just a really pleasant environment to hang out in.

So we’re really excited for people with a lot of like background in game development to come in and stress, test the tools with us and give us that feedback. But also recognize that there is also a place for that next level of game development to make the VR ecosystem a lot broader.”

Now since Horizon is made by Facebook it’s natural to assume it would only officially work on actual Oculus headsets. And as a result, that is in fact the plan. We’ve got full details on the required Facebook account to login and play Oculus VR content in years’ to come.

In the meantime, I had to ask: Will Horizon ever come to other platforms and headsets like PSVR or all of the Steam VR PC devices? This was Grant’s response:

“Currently we’re focused on making Horizon a really awesome product on the Rift platform and Quest, and we have nothing else to share about this only about other platforms…

We think the creation tools in VR are really great. One of the things about, you know, a lot of creation tools is creating with a mouse and keyboard is a lot to learn. You go to learn these 3D animation software, learn how to control cameras and a lot of nuance stuff. And in VR, you can just place it with your hands and build very directly.

And so making that fun, easy and accessible is, our current focus and don’t have anything to share about other platforms yet. The one thing I will say is we are trying to build communities and connect folks, and that is our ultimate north star is building community is connecting to your friends. And so using that as our north star, whatever we can do to help connect people will be our primary motivator, recognizing that not everyone’s in VR, but still currently focused on VR initially to build the community.”


Hopefully you enjoyed checking out the interview and will consider reading our hands-on preview for more details.

In ‘Horizon’ Facebook Can Invisibly Observe Users in Real-time to Spot Rule Violations

Facebook Horizon is shaping up to be an interesting social VR offering with powerful building tools that will allow players to create and share their own worlds. But equally powerful are tools the company has baked into Horizon for monitoring users and enforcing Facebook’s version of appropriate behavior.

While Facebook would like users to think that hanging out in Horizon is no less private than being in a public space, there’s several huge differences.

First, all the users in Horizon are involuntarily recording each other. The last few minutes of everything that users see and hear is recorded on a rolling basis. Facebook says this recording is stored on the headset itself, unless one user reports another, at which point the recording may be sent to Facebook to check for rule violations. The company says that the recording will be deleted once the report is concluded.

Second, anyone you interact with can invite an invisible observer from Facebook to come surveil you and your conversations in real-time to make sure you don’t break any rules. The company says this can happen when one user reports another or when other “signals” are detected, such as several players blocking or muting each other in quick succession. Users will not be notified when they’re being watched.

And third, everything you say, do, and build in Horizon is subject to Facebook’s Community Standards. So while in a public space you’re free to talk about anything you want, in Horizon there a many perfectly legal topics that you can’t discuss without fear of punitive action being taken against your account.

Facebook laid out these observation and moderation tools in a “Horizon Safety Video” and explained them in further detail in an interview with Road to VR.

Transparency & Authenticity

Facebook loves to throw around the word “transparent” with regard to its stand on privacy and user tracking, and they seem to have truly taken the word to heart… after all, what’s more “transparent” than an invisible stranger that may or may not be watching you at any given moment?

Facebook also loves to use the word “authentic.” And what could make a community more authentic than ensuring that all users are constantly recording each other and are just a click away from sending behavior they don’t like to a corporation for analysis?

“Unsettling” is the word that comes to my mind when I think about these features. Yes, Horizon should be a place where people can come and have fun without fear of being trolled or exposed to vile behavior, but is the introduction of another fear—potentially being monitored at any given moment without your knowledge—really the best answer? I don’t think so.

Corporate-approved Behavior

The thing about real public spaces is that what happens in them—beyond what’s outright illegal—is up to the people inhabiting the space. In Horizon it feels much more like the space is making the rules, not the people. And in this case, the space is Facebook.

Facebook’s approach to privacy in Horizon is not much different than if the company tried to police real public spaces by using the Facebook app on everyone’s phone to constantly record their conversations just on the off chance that someone breaks the corporation’s approved social guidelines.

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New Oculus Users Required to Use Facebook Account Starting in October, Existing Users by 2023

Before I thought about it much, when it came to privacy, I was roughly in the camp of ‘what’s to worry about if you have nothing to hide?’. But at one point someone said something utterly simple that made me understand the naivety of that position: “If you knew you were being watched every time you searched for something on Google, would it change what you searched for?”

My answer is a definitive yes, and I think any honest person would agree. Even though I’m not searching for anything illegal, simply the act of being watched would change my behavior. And this is precisely the issue with Horizon’s privacy model… even if nobody is breaking the rules, being watched—or the possibility of unknowingly being watched—changes behavior.

Don’t Blink—This is the Start of the Metaverse

And you still might say “so what, Horizon is just a game.” But the most important thing to understand about all of this is that Horizon is Facebook’s proto-metaverse. The company has been quite public about its goal of bringing one billion people into VR; the privbacy norms Facebook is establishing now will deeply influence the way those billion people interact with each other in the future. Should Facebook get to write the guidelines for how they communicate and decide how private their conversations should be?

The post In ‘Horizon’ Facebook Can Invisibly Observe Users in Real-time to Spot Rule Violations appeared first on Road to VR.