Hands-On: Google’s AR Maps On Pixel Are Cool But Not Very Useful

Google Maps VPS Visual

Google recently announced that their flagship Pixel phones would be getting a new form of navigation that uses augmented reality to help users with walking directions in the Google Maps app. Google have yet to announce whether the feature will be coming to Google Maps on other phones that support AR, but as an owner of a Pixel 3XL, I was keen to try the feature out as soon as it dropped.

The feature is simply an additional option when you’re using the phone in navigation mode for walking directions. When activated, you hold the phone up to your surroundings, and it will display directions overlaid onto the visuals from your phone’s camera.

Upon starting the service, there’s a small period where the phone has to identify its surroundings before the directions are displayed on top of the camera, which I found ranged quite drastically in duration depending on where I was. If I was on a main street, or an area with lots of clear and defined structures, it would only take a second and I would barely have to move the phone. On the occasions where I strayed from a main street, or I was in a more grassy, barren area, the app struggled to detect where I was until I turned around and showed it more of my surroundings.

There was one occasion, in the north of Melbourne along the Merri Creek, where the phone couldn’t pick up the walking path that I was on, as there were no significant structures around me. The path was part of the navigation route, but I later realized it wasn’t included in Google Street View, which Google uses to locate you for the AR directions. Although a minor issue, it seems odd the directions had taken me to a path that it should have known it wouldn’t have been able to identify in AR, by virtue of it not being included in Street View.

I also had mixed results when using the service at night. It does warn you that you can’t use it in the dark, but I found that at dusk I still had some luck with the camera locating my position. It seems that as long as it’s not completely pitch black outside yet, the algorithm might still be able to pick up where you are.

One of the main drawpoints of the feature is that by using the camera to identify buildings and landmarks, the directions are hypothetically more consistently correct. This is because it’s not relying on GPS and a phone’s internal sensors to determine position and orientation, both of which can be affected in high-density areas by objects like cars and magnets, among other things.

Despite this, I did encounter a few hiccups with the directions given. At roundabouts, the directions displayed are horribly confusing. If you’re meant to go straight through a crossing with a roundabout, the directions displayed take the roundabout into account (as if you’re in a car) and make it look like you go right then immediately left, which is a bad way to explain just going straight. It’s similar to how early GPS navigation systems in cars would get confused at a roundabout, and it’s a weird problem to have considering that the service is meant for walking, not driving.

Another problem, besides the small technical hiccups I experienced, is that I don’t personally see much applicable use of the feature in my day-to-day life. As someone who is quite savvy with directions and navigation, the usual Google Maps display works just fine. While Google have explained that AR directions could be hypothetically more consistent than GPS and phone sensor combinations, I’ve never had that many problems with the latter to make the former necessary.

The AR directions don’t really add anything that I don’t get from the normal navigation experience even though from a technical standpoint it’s incredibly cool. However personally, I can’t ever personally see myself launching the AR service to help me get to my destination. For those who are less savvy with maps and directions, the AR navigation might be a really good option.

I also think the experience was made slightly more redundant by living in Melbourne, a city with a clear grid structure. If I was travelling overseas or somewhere completely unknown, I can definitely see myself wanting to use the AR service to just quick get an idea of the general direction I should be heading. It would be especially useful for cities that are not on a clear grid and therefore are harder to navigate by map.

However, the biggest barrier in front of me using the service more often is that it’s currently all or nothing. You can’t just quickly hold your phone up to get your bearings via AR, and then lower your phone to go back to the map. You have to choose between AR directions or standard navigation. On my phone, the difference in start-up time between normal navigation and AR was just large enough to be annoying. I even had the Maps app crash a few times during use, or while trying to start up. This instability is frustrating when you consider that I was using Google’s flagship Pixel phone.

From a technical perspective, Google’s new AR navigation service is super cool and feels like something straight from the future. However, at the moment, the way in which it’s implemented means that I wouldn’t personally ever use it over normal walking navigation. With better, smoother implementation into the current navigation systems or integration into a glasses-based AR platform, the service could be really helpful, but for now it falls a bit short.

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Google to Shutter Jump VR Video Service in June

Google seems to be taking somewhat of a step back from VR, as Variety reports the company will be shutting down its Jump program for good next month.

Google posted an updated Jump FAQ recently regarding the shutdown of the VR video service, outlining that Jump will officially go offline on June 28th, 2019.

The ability to upload video will be suspended on June 26th; the 27th is the cutoff date to back up whatever files you may have uploaded via the service. Any later than that, and all Jump-related files will be deleted from Google’s Cloud Services for good.

In an all too brief statement, Google says the shutdown is due to “the emergence of a number of alternative solutions for creators,” which they maintain saw usage of Jump Assembler decline.

Photo by Road to VR

In Jump’s wake, the company suggests that VR filmmakers make use of third-party stitching software such as Mistika VR and the Nuke Cara VR plugin. Both are said to work with either of the platform’s officially supported rigs, the GoPro Odyssey and YI HALO, the latter of which cost a cool $17,000.

Google first introduced Jump back in 2015 as camera platform that essentially followed Cardboard’s path of providing an open design for all to use. Besides establishing build guidelines for makers and manufacturers alike, Google also provided Cloud Service storage and Jump ‘Assembler’, which was tasked with stitching the camera’s multiple video feeds into a contiguous 360 scene.

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Where Google is headed next with VR, we’re not sure. It seems over the past few months that the company has taken a noticeable step back from VR. Google’s first big pullback came via a shutdown of its internal VR film studio Spotlight Stories in March. At this year’s I/O developer conference early this month, Google’s VR platform Daydream wasn’t even mentioned; the company’s upcoming smartphone Pixel 3a won’t support Daydream either.

Some of this may rest on the shoulders of a less than stellar launch last year of the only standalone VR headset to use the Daydream platform, Lenovo Mirage Solo. It was by all accounts a pioneering initiative to bring 6DOF headtracking to the masses, although its launch was marred by a lack of ready-made 6DOF content, a lack of 6DOF controllers, and a $400 price tag that wasn’t positioned well against the $200 Oculus Go at the time. It also seemed stifled from the beginning, as HTC, a previous hardware partner pledging Vive Focus to the platform, decided to pull support and launch their headset in China under the Viveport mobile store.

Whatever the case may be, we’ll have all eyes on Google’s VR division in the coming months to see if this is a full-blown pull back, or a strategic retreat.

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Google’s YouTube VR Confirmed for Oculus Quest Launch

There are only a few days to go until the anticipated launch of standalone head-mounted display (HMD) Oculus Quest. In the runup, it’s been revealed that Google’s YouTube VR app will support the device from day one.

Oculus Quest Lifestyle 5

With Oculus hoping to entice new consumers into virtual reality (VR) with Oculus Quest, having a familiar app like YouTube should only help to make the headset more appealing to a wider audience thanks to the growing amount of immersive content uploaded to the platform.

“We want to bring the YouTube VR app to as many people with a VR headset as possible. With more than 1 million VR videos and experiences on YouTube, we want to make sure all new Oculus Quest users and VR fans are able to able to access the diverse library of immersive content on YouTube,” says YouTube VR Product Lead Kurt Wilms on Oculus Blog.

You don’t need a dedicated app to watch YouTube on Oculus Quest as you can simply head to the website via the Oculus Browser. But just like the other versions for Oculus Go, PlayStation VR, Google Daydream, HTC Vive, and Oculus Rift, YouTube VR makes accessing the sites vast amount of content that little bit easier and quicker, especially when looking for 180 or 360-degree video content.

YouTube VR image

“We hope people get excited about all of the incredible content being created on YouTube every day! There’s a ton of amazing videos just waiting to be discovered. We hope that Oculus users can see and experience something totally unique that they wouldn’t be able to do otherwise,” Wilms adds.

The addition of YouTube VR adds to the burgeoning lineup of content for Oculus Quest, from Funktronic Labs announcing musical gardening adventure Fujiito Polyarc revealing that not only would Moss be a launch day title but the headset would get a new content update first. There are in fact well over 50 videogames and apps coming to the HMD for launch day next Tuesday, 21st May, which should keep most new owners happy for a while.

VRFocus will continue its coverage of Oculus Quest, reporting back with the latest content updates.

Four Great Daydream Exclusives No One Will Ever Play

Some 30 months ago, I bought a Google Pixel. It was probably the first high-end phone I’d ever bought. But I didn’t pick it up for the flashy camera, sleek design or crisp HD screen. Those were all added bonuses to the main draw of this device for me: Google Daydream.

Fast forward to today and I’ve just shelled out for my next phone: a Pixel 3a. It’s also Google’s first phone that doesn’t support Daydream. I had no hesitation in picking one up.

Daydream was intended to be Google’s big VR push, throwing its hat into the ring against Facebook, Valve and Sony. It had a lot of promising features, like a low-cost VR viewer designed to be comfortable and accessible and a motion controller that moved mobile VR input forward. Most importantly, though, Daydream was designed to work across a broad range of Android devices, opening floodgates and getting VR content onto the heads of hundreds of thousands, if not millions of people.

Sadly, that didn’t really happen.

A Dream Dies

One way or another, Daydream just never really took off like we’d hoped it might. What was initially intended to be a wide range of VR headsets from varying manufacturers ended up being just one device from Google itself. Games from major developers and publishers launched to paultry sales figures not even a fraction of their usual standards. Today the platform’s storefront is still pushing apps that arrived on launch day and obscuring its list of new arrivals.

Most damaging of all though is the arrival of Pixel 3a, a phone designed to reverse Google’s slowing smartphone sales. The lack of Daydream support, paired with recent executive comments about switching focus to services over hardware, feels like the inevitable admission of defeat. And my heart bleeds for it.

I really did have a soft spot for Daydream. In its early days, Google seemed to be making strides in developer relations; it even got EA to release the only full VR game it’s ever launched. But, as I’ve said before, the platform became home to some of VR’s most obscure gems. These were games and experiences from creators that were really thinking outside the box. Many of the best projects, like Virtual-Virtual Reality and Eclipse: Edge of Light, went on to live new lives on other platforms.

But for every game that made the jump, there are two or three that didn’t. In fact, I’d argue there’s enough worthwhile Daydream-exclusive content out there that you should pick up a cheap headset provided you already have a compatible smartphone. Let’s take a look at some of them.

Untethered

One app that always comes to mind is the bizarrely lovable Untethered. It was as quirky as VR gaming gets, a VR series from the makers of That Dragon, Cancer that casts you as various inhabitants in a small town in Oregon. In its first episode, you were a radio DJ that could use your voice to progress the story. I remember feeling pretty lost in the experience as I explored its impressively interactive environment. It was one of the first VR apps that presented a living, breathing world, no matter how small. It broke down important barriers in immersion.

Sadly, Numinous last year confirmed the third episode was on hold after the company lost funding mid-development. Not surprising given Daydream’s slow uptake, but no less heartbreaking. Maybe one day we’ll get to see the conclusion the series deserves.

Blade Runner: Revelations

Daydream was also home to some significant tie-in games. Blade Runner: Revelations, for example, was launched as a showcase for Daydream’s lone standalone headset, the Lenovo Mirage Solo, and used Google’s Seurat framework now seen in Vader Immortal. Set between the events of the two films, you play a detective doing what everyone seems to do in this universe; hunting down rogue androids named Replicants.

What made Revelations interesting was its focus on investigation and clue-finding. There were action-packed moments, but the game was really interested in creating tension between you and the subjects you interview. It’s also one of the best-looking VR games you can find on mobile hardware.

So Let Us Melt

One of the prime examples of just how under the radar many of Daydream’s games have flown. The Chinese Room is a beloved UK developer best known for games like Everybody’s Gone To The Rapture and Dear Esther. Many would assume the developer hasn’t made another game since then. Quite the opposite in fact; its next storytelling epic is only available on Daydream.

So Let Us Melt is very different from the studio’s other narrative-driven games, though. It’s a far-flung sci-fi epic that takes you on a historic tour of the future. It’s an experience about companionship and nurturing relationships to enjoy what fosters from them. It’s also inherently weird and wondrous, with imagery and music you won’t soon forget. There’s still a part of me that hopes So Let Us Melt lives again on other platforms. It deserves to be seen.

Shattered State

Supermassive is another developer you might be surprised to learn worked on Daydream. In fact, it did so quite recently; Shattered State only launched on the platform late last year. It might be the best example of how obscure the platform has become, seemingly getting less than 100 installs since launch.

Don’t let that deter you from seeking it out, though. Shattered State is like a self-contained episode of Homeland, 24, or any other high-octane political thriller. You play as the director of an intelligence agency in a recently-established country. As a terror threat unravels you have to make tough decisions and watch them unfold right in front of you. It’s simple, daft and rightly involving. A guilty pleasure of a VR experience if there ever were one.

The post Four Great Daydream Exclusives No One Will Ever Play appeared first on UploadVR.

Google Daydream am Ende: Ist der Traum geplatzt?

Lange war es still um das Daydream-Projekt von Google und auch die Google I/O Konferenz konnte in dieser Woche das Blatt nicht wenden. Kehrt Google der Virtual Reality den Rücken?

Google Daydream: Ist der Traum geplatzt?

Im letzten Jahr erschien mit der Mirage Solo von Lenovo eine autarke VR-Brille, doch weitere Produkte oder Innovationen blieben in den letzten Monaten aus. Die Mischung aus 6-DOF-Brille und 3-DOF-Controller ist durch die Oculus Quest und die Vive Focus Plus heute nicht mehr Konkurrenzfähig, doch Google scheint die VR-Pläne auch nicht mehr aktiv zu verfolgen. Deshalb gibt es 6-DOF-Controller für die Mirage Solo auch nur für Entwickler und Google beschreibt das Kit für Entwickler nun auch als AR-Dev-Kit, da der Passthrough-Modus auch die Entwicklung von AR-Inhalten ermöglicht.

Google Maps AR

Selbst auf der Keynote der Google I/O Konferenz war Daydream kein Thema und auch auf der Ausstellung der aktuellen Produkte fehlte Virtual Reality Hardware. Zudem wird das neue Pixel 3a Daydream nicht unterstützen. Dafür machte Google deutlich, wie wichtig die Augmented Reality für das Unternehmen sei.

Google hat das Potential, durch seine gesammelten Daten und aktuellen Programme, fantastische Augmented-Reality-Inhalte zu schaffen. So kündigte das Unternehmen  beispielsweise eine AR-Navigation für Google Maps an, welche zunächst auf den Pixel-Smartphones von Google verfügbar sein wird.

Was haltet ihr von Daydream und glaubt ihr, dass Google das Projekt irgendwann wieder auf die große Bühne holen wird?

(Quelle: Road to VR, Upload VR)

Der Beitrag Google Daydream am Ende: Ist der Traum geplatzt? zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Daydream & VR Nowhere to be Seen at Google I/O

If you’ve felt that Google has been quiet about their Daydream VR initiative for a worrying amount of time, you aren’t alone. Their annual developer conference, Google I/O, this week is the latest opportunity for the company update the world on their VR ecosystem, but there’s little more than silence.

Following the muted launch of the first Daydream standalone headset last year (the Mirage Solo), Google has had very little to say about their once sky-high Daydream ambitions. A total lack of anything Daydream related at Google I/O this week only further shows that the company has shifted its interests elsewhere.

The first (and so far only) standalone Daydream headset, the Mirage Solo, launched in 2018 to a muted response. | Image courtesy Lenovo

The event’s opening keynote didn’t mention Daydream once in its two hour span. The Google I/O schedule doesn’t have a VR category this year, let alone a single session with a description mentioning “VR,” virtual reality,” or “Daydream.” In the press area of the event, a ‘Made by Google’ kiosk showed off the company’s hottest hardware, but excluded any Daydream headsets. Officially, Google has no news to share about Daydream at I/O this week.

Google’s second and latest Daydream View headset (which works with some Android phones) was released in 2017. | Photo by Road to VR

Instead, Google’s focus has clearly shifted toward augmented reality, and it isn’t hard to understand why. VR’s primary use-case on a mobile operating system like Android is entertainment. But beyond operating an app store which can host entertainment content, Google itself isn’t an entertainment company. They hoped VR developers would flock to the Daydream platform because of its (potential for) scale, but Google perhaps underestimated the chicken-and-egg problem of needing quality content to attract users to the platform before developers would see it as a viable option (especially in the face of other platforms like Gear VR which boasted a vastly larger install base).

AR, on the other hand, is very much focused on utility rather than entertainment. And it’s here where Google has a real advantage, specifically because the company’s core competency revolves around identifying, organizing, and surfacing information.

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It’s one thing to be able to convincingly track a 3D object against a backdrop of the real world so that it feels like it’s part of your environment—do that well and you can build some cool apps, but mostly ones that don’t actually leverage the power of AR to mix the real world with the virtual world. For AR to really reach its potential, a system needs to understand the world of the user so that AR applications can do things that are more useful than just manipulating 3D objects against the backdrop of the real world.

That’s what Google thinks it can do best—and where the company is now focusing its efforts, while choosing to pull back on ‘Daydream’ as a brand and product.

The post Daydream & VR Nowhere to be Seen at Google I/O appeared first on Road to VR.