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.

Facebook Creates Metaverse Product Group Featuring ex-Oculus Exec Jason Rubin

Mark Zuckerberg (OC5)

If you think the word “metaverse” is just a buzzword being thrown around by big tech companies at the moment you’d be both right and wrong. Facebook’s CEO Mark Zuckerberg is one of the biggest evangelists for the idea of a metaverse and this week has seen the company announce a new product group dedicated to this vision, featuring executives from Instagram, Oculus and other areas of Facebook.

Oculus Quest - sharing

Under the umbrella of Facebook Reality Labs (FRL), head of FRL Andrew Bosworth has put together a team that will see the current Instagram VR of Product Vishal Shah as lead on the initiative. Facebook Gaming VR Vivek Sharma will lead the Horizon teams, and one of the original leaders at Oculus – who moved over to FB Gaming – Jason Rubin will lead the groups’ Content team. Both the latter two will still continue their work with Facebook Gaming.

Last week, in an interview with The Verge, Zuckerberg made it very clear that he wanted to turn Facebook into “a metaverse company” calling the metaverse “the successor to the mobile internet.” As part of the announcement, Bosworth sees “The defining quality of the metaverse will be presence,” which the company has been focused on thanks to devices like Oculus Quest 2 and its Portal products. But these are still fragmented. In Facebook’s metaverse physical and virtual worlds are seamless.

“To achieve our full vision of the Metaverse, we also need to build the connective tissue between these spaces — so you can remove the limitations of physics and move between them with the same ease as moving from one room in your home to the next,” Bosworth notes.

Facebook Horizon
Facebook Horizon

While projects like Facebook Horizon are stepping stones towards this, Horizon has been in an invite-only beta for years with no clear indication of when it might become available. Other VR social experiments like Facebook Spaces have long since been shuttered.

There’s still a long way to go until Zuckerberg realises his vision for the metaverse and he’s not the only one. Epic Games’ Tim Sweeny is another keenly interested but he’s yet to showcase how the Unreal Engine creator will be delivering its own metaverse. As further info regarding this new FRL product group emerges VRFocus will let you know.

Facebook Cancels Head-Mounted BCI Research, Will Focus On Wrist

Facebook Reality Labs is sunsetting its research toward head-mounted thought reading, instead focusing on a wrist-based device.

First vaguely revealed at F8 2017, the project’s stated goal was to “create a system capable of typing 100 words-per-minute straight from your brain” without requiring implanted electrodes or other physically invasive techniques. Such a device could act as input for AR or VR.

This BCI (Brain Computer Interface) work initially happened in Facebook’s ‘Building 8’ advanced research division, run by former director of DARPA Regina Dugan. When Building 8 was disbanded in late 2018 the project moved to Facebook Reality Labs.

In July 2019 Facebook went into more detail in a technical blog post, explaining the technology as near-infrared light imaging used to sense “shifts in oxygen levels within the brain” caused by neurons consuming oxygen when active- an indirect measure of brain activity. “A decade from now, the ability to type directly from our brains may be accepted as a given,” the 2019 blog post stated. “Not long ago, it sounded like science fiction. Now, it feels within plausible reach.”

In a blog post this week, Facebook says it “reevaluated” its objectives for BCI research. It is no longer working on a head-mounted optical device for reading speech from thoughts. Instead it will focus on the wrist-based device it showed off earlier this year, which it says has “a nearer-term path to market”.

The wrist device uses EMG (electromyography) to sense the neural signals passing through your arm to your hand & fingers, replacing the need for optical hand tracking – and avoiding the limitations of cameras. Facebook claims this high bandwidth input will be “highly reliable, subtle, personalizable, and adaptable to many situations”. FRL Research Director Sean Keller goes so far as to suggest “it will be the core input for AR glasses.”

Facebook says it “still believes in the long-term potential of head-mounted optical BCI technologies”, even though it isn’t working on it. The company is making its BCI software open source and plans to “share head-mounted hardware prototypes with key researchers and other peers to help advance new use cases, such as assistive technologies”.

Key Google AR/VR Director Heads To Facebook Reality Labs

Google continues to bleed experts in AR and VR technology as Facebook Reality Labs staffs up for a bigger push into hardware.

The latest move to Facebook is Joshua To, a key Google director who led “a large team of product designers, artists, writers and researchers focused on supporting our wearables and hardware efforts,” according to a Linkedin profile, which says he started at Facebook Reality Labs this month. A report by Input added that he worked on AR/VR projects like Lens and Daydream and confirmed he’ll be working on AR at Facebook.

To is the latest Googler to move on in recent years after the company shuttered efforts in VR right as it was on the cusp of delivering an all-in-one package similar to Facebook’s Oculus Quest. We’ll note that Paul Debevec left Google recently for Netflix. Debevec is one of the leading researchers in light field technology who joined Google in 2016 after pioneering work at USC working at the same institute Palmer Luckey spent time in before kickstarting the Oculus Rift. Debevec is now “Director of Research, Creative Algorithms and Technology” at Netflix where he’s doing “Research in computer graphics, computer vision, and machine learning to improve the creative filmmaking process.” A recent deal by Netflix with a prolific producer could lead to VR content from the company.

The pair join a long list of experts who have moved on from Google as the company shifts its ambitions in hardware and platforms. The company open sourced its art app Tilt Brush and shut down its 3D object hosting service Poly while adding new AR-centric features to its efforts in smartphones. Meanwhile, Facebook continues to hire at an incredible rate with more than 10,000 people working on VR and AR at the company.

Blaston Reverses Facebook’s VR ad Testing After Backlash

Blaston

There was quite a bit of furore in the virtual reality (VR) community at the end of last week when Facebook announced it was going to begin early testing of VR ads, starting with Resolution Games’ PvP shooter Blaston. Well, as you’d expect this didn’t go down well and sparked an almighty backlash against the videogame. And Resolution Games most definitely listened, issuing a statement confirming Blaston’s removal from the test.

Blaston - Facebook Ad

In a couple of tweets via the Blaston Twitter account the developer said: “After listening to player feedback, we realize that Blaston isn’t the best fit for this type of advertising test. Therefore, we no longer plan to implement the test.” This was then followed up with: “To make it clear, we realize that Blaston isn’t the best fit for this type of advertising test. As an alternative, we are looking to see if it is feasible to move this small, temporary test to our free game, Bait! sometime in the future.”

Blaston launched last year as a relatively cheap and cheerful shooter where two players stood on podiums trying to whittle each other’s health down using guns. The twist is that all the projectiles move in slow motion. It was well-received by critics and players alike for its easy to pick up and play mechanics. Since the ad debacle, you’ll notice on platforms like Steam and Oculus Store that there’s been a deluge of negative reviews purely due to the advertising news.

Whilst some are simply annoyed by the sheer prospect of advertising in a VR videogame, the general feeling seems to be that ads are fine in free-to-play titles enabling a developer to generate revenue but in a game you pay for it’s a big no-no. Advertising in games is nothing new but the subject of where and when they should be used – especially in VR environments – is far more contested.

Blaston

Hence why Resolution Games mentioned moving the advertising test to one of its earliest VR titles Bait! which is free across all supported platforms. This is still a test at any rate with Facebook yet to mention how these plans may progress. At the time of the original announcement, Facebook did say other titles will be rolled into the test, those studios may have now reconsidered!

The backlash has slightly marred Blaston’s big Crackdown update this week. This has seen a new single-player campaign arrive, avatars and skins, as well as an upgraded social hub.

As the topic of VR advertising continues to divide the VR community, VRFocus will bring you further updates.

Facebook Begins Testing VR Ads Starting With PvP Shooter Blaston

Facebook Ad

It’s finally happening, Facebook has announced its now testing in-headset virtual reality (VR) ads, a feature everyone knew was coming but not necessarily looking forward to. When it revealed the v29 update in May, ad testing was part of the Oculus App as a way to make discovering new content easier. The in-headset ads feature is a different beast, designed,in part, to help developers generate revenue.

Blaston - Facebook Ad

Unlike ads you might see online or whilst playing a mobile videogame Facebook is working on unobtrusive ads – often called “in-play ads” – that don’t suddenly pop up and ruin your gameplay experience. Instead – just the the above gif indicates – these adverts are naturally installed into the scenery just like you’d see at a football match or F1 race. Developers can then include these ads into their products, which in turn generate additional revenue.

“This is a key part of ensuring we’re creating a self-sustaining platform that can support a variety of business models that unlock new types of content and audiences,” states an Oculus Blog post.

The testing is still early at the moment with Resolution Games’ shooter Blaston being the first. Further titles will be added in the near future as Facebook gathers feedback from studios and the community alike. The ads won’t be out of your control either, as Facebook says you’ll be able to manage what is shown to you. “We’re including controls to hide specific ads or hide ads from an advertiser completely. Users can also access more detailed Ad Preferences from any ad via our “Why am I seeing this ad?” interface.”

Blaston

In-play ads are nothing new as companies like Admix have been leveraging this type of advertising for several years now, mainly in the mobile gaming space. It’s popular with mobile developers as the market is dominated by free-to-play titles so finding additional way to generate revenue is a bonus, especially for indie devs. VR is slightly different due to most apps requiring an upfront payment but the market is much smaller than mobile so there could be some way to go before ads in VR generate significant funding streams.

That’ll only happen when VR goes truly mainstream which Facebook and Oculus Quest 2 is pushing towards. For further updates on this features continued rollout, keep reading VRFocus.

(Disclosure: Admix is the parent company of VRFocus)

Facebook’s Previous Head of Oculus & Reality Labs Partnerships Leaves Company

Hugo Barra, one-time head of Oculus and VP of Facebook Reality Labs partnerships, has announced that he’s left Facebook.

Barra announced the news in a Facebook post, saying that May 17th was his last day at the company. Barra says he is going on to so “something completely different” as he takes his next step in the healthcare technology space. Exactly where that will land him isn’t clear for now.

Image courtesy Facebook

“I hope to be able to apply what I’ve learned from working in the consumer tech industry to help solve meaningful problems in the healthcare world. Looking forward to sharing more soon,” Barra says.

Barra came to Facebook in 2017 from his role as Global VP at the China-based tech giant Xiaomi, replacing Oculus’ first CEO Brendan Iribe. Iribe allegedly left the company due to Facebook’s decision to shift focus away from the PC VR Rift platform and towards standalone VR. Rift has since been shelved after the release of Rift S, the PC VR successor built in partnership with Lenovo.

During his tenure at Facebook, Barra oversaw the launch of the standalone 3DOF headset Oculus Go in 2018 as head of Oculus. Assuming his latest ultimate role in 2019, he also worked on the company’s Ray-Ban styles AR glasses.

The post Facebook’s Previous Head of Oculus & Reality Labs Partnerships Leaves Company appeared first on Road to VR.

The VR Job Hub: Bodyswaps, Holonautic & Facebook Reality Labs

VR Job Hub

Every weekend VRFocus gathers together vacancies from across the virtual reality (VR), augmented reality (AR) and mixed reality (MR) industry, in locations around the globe to help make finding that ideal job easier. Below is a selection of roles that are currently accepting applications across a number of disciplines, all within departments and companies that focus on immersive entertainment.

Location Company Role Link
London, UK Bodyswaps Sales Lead – VR Learning SaaS Click Here to Apply
London, UK Bodyswaps Account Manager – VR Learning SaaS Click Here to Apply
Horw, Switzerland Holonautic VR Unity Developer Click Here to Apply
Horw, Switzerland Holonautic 3D Artist & Designer Click Here to Apply
Horw, Switzerland Holonautic 3D Animator Click Here to Apply
Sunnydale, CA – Seattle, WA Facebook Reality Labs Product Experience Quality Engineer Click Here to Apply
Remote, Contiguous US Facebook Reality Labs Head of Global Contact Centre Operations Click Here to Apply
Menlo Park, CA – Burlingame, CA Facebook Reality Labs Technical Program Manager Click Here to Apply
Redmond, WA Facebook Reality Labs Material Science Research Group Lead Click Here to Apply
Redmond, WA Facebook Reality Labs Systems Integration Engineer Click Here to Apply
Pittsburgh, PA Facebook Reality Labs Firmware Engineer Click Here to Apply
Redmond, WA Facebook Reality Labs Software Engineer – Network Click Here to Apply
Sunnyvale, CA – Redmond, WA – Seattle, WA Facebook Reality Labs Optical Scientist, Waveguide Design Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (pgraham@vrfocus.com).

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.

FRL VP ‘Doesn’t Have An Issue’ With Quest Store On Other Headsets

Facebook Reality Labs VP Andrew ‘Boz’ Bosworth, doesn’t take issue with the idea of bringing the Oculus Quest store to other headsets.

Bosworth said as much during his most recent AMA session on Instagram. Asked if the Quest’s store could come to other devices, he replied: “I don’t have a fundamental issue with the idea. I think, certainly, we’d love to have more outlets for our developers to make money on their content. Right now there’s just not really a headset to do it with. And I think it’s not been an option just for that reason.”

It’s definitely true that Quest is the only big standalone headset available for consumers in the US and Europe right now, though alternatives do exist in China. Presumably, any such headset would offer a store of its own but, by featuring the Quest store, it could also offer Facebook-published exclusives like Robo Recall: Unplugged.

Still, we’re unlikely to see this happen any time soon – it’s unclear what standalone alternatives to Quest are on the horizon right now, save for rumors about an Apple VR headset. That device isn’t likely to run anything other than Apple’s own operating system. The upcoming PS5 VR headset will also most certainly be limited to the console’s own ecosystem. Could last week’s rumors of a Vive Focus 3 perhaps provide Facebook with an outlet to expand the Quest store onto other devices?

Would you want to see the Oculus Quest store on other standalone headsets? Let us know in the comments below!

AR is all in the Wrist at Facebook Reality Labs

Facebook Haptic Bow

When it comes to how we interact and control the digital world around us, the next 10 years or so – maybe sooner? – are going to offer some exciting possibilities. Whilst companies like Valve and OpenBCI are working on brain-computer interfaces (BCI) over at Facebook Reality Labs (FRL) the researchers there envision devices that attach to your wrist just like a watch allowing users to interface with augmented reality (AR) technology.

Facebook

Last week FRL started to outline its long term for AR and XR human-computer interaction (HCI), talking about contextually-aware, AI-powered interfaces. Today, the group has begun to unveil early-stage prototypes and discuss how wrist-worn devices will enable “ultra-low-friction” interactions. This is all being built off of CRTL-Labs’ tech, which Facebook acquired in 2019.

While VR has taken off more than AR, the latter is seen as the next big computing platform with consumer smart glasses beginning to come to market. This tend to feature hand tracking technology but FRL views wrist controllers as more beneficial, from their accuracy and intuitative use to haptic feedback capabilities.

FRL’s wrist-based wearable utilises EMG – electromyography – sensors to detect and translate electrical motor nerve signals into control commands. “The signals through the wrist are so clear that EMG can understand finger motion of just a millimetre. That means input can be effortless. Ultimately, it may even be possible to sense just the intention to move a finger,” notes a blog post.

“What we’re trying to do with neural interfaces is to let you control the machine directly, using the output of the peripheral nervous system — specifically the nerves outside the brain that animate your hand and finger muscles,” says FRL Director of Neuromotor Interfaces Thomas Reardon.

Facebook
Facebook Reality Lab EMG Typing

Through this process, actions would start out fairly simple with basic gestures like pinching to select an option or pressing a button. Then moving onto advanced controls such as scrolling through menus or even typing on a keyboard could all be achieved with one of these devices. This leads to what FRL calls “The Intelligent Click”, combining AI so that the system assists you by offering suggestions based on what you’re doing.

All this would then be combined with wrist-based haptics for sensory feedback. You could be alerted to a phone call or email by a vibration or pulse for example. On prototype called Tasbi (Tactile and Squeeze Bracelet Interface) uses a squeezing mechanism rather than vibration. “With a wristband, it’s the beginning. We can’t reproduce every sensation in the virtual world you might feel when interacting with a real object in the real world, but we’re starting to produce a lot of them,” says FRL Research Science Director Sean Keller.

Most of this technology is still a long way off but it could become as ubiquitous as smartwatches eventually. “The goal of neural interfaces is to upset this long history of human-computer interaction and start to make it so that humans now have more control over machines than they have over us,” Reardon adds. “We want computing experiences where the human is the absolute centre of the entire experience.”

For the latest Facebook Reality Labs news, keep reading VRFocus.