Google Job Listings Point to New “Mass Production” AR/VR Hardware in the Pipeline

Google launched the Daydream View headset late last year, the company’s first virtual reality hardware product. As a smartphone clip-in headset, the View is a relatively simple device which leaves the bulk of the work up to the host smartphone. A slew of recent job postings however suggest significant new AR/VR hardware in the works from Google.

Last time we checked in on Google’s job listings, the company was seeking a number of new hardware related positions, including an Electrical Engineer for the company’s AR/VR team who could “Lead electrical hardware development for consumer electronic products from concept into production,” and had “experience supporting high-volume overseas manufacturing builds.”

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A number of new job listings in the last month and a half point to continued ramping up of an internal team to support new hardware initiatives. While the prior job listings seemed to focus on deep engineering work for a new AR/VR product (or products), the latest listings paint a picture of a product ready to make the jump from the R&D phase to a consumer device.

In the last two days the company has begun seeking a Technical Lead Product Design Engineer, as well as a Hardware Validation Manager for the company’s AR/VR initiatives.

The listing for the former seeks a candidate who can “define new architectures for virtual reality products while collaborating with [industrial design] and human factors teams,” and can “travel as needed to […] manufacturing facilities overseas.”

For the latter, the company is looking for someone who can “develop and manage a team that is responsible for overall hardware system validation and quality optimization of Wearable and Virtual/Augmented Reality hardware products” and can “work with internal test engineers, partner engineers, and contract manufacturer on transitioning product to mass production, and assist with product sustaining efforts.”

The company’s first VR headset, Daydream View, is a rather simple device that consists of little more than a housing, a pair of lenses, an NFC chip, and a simple controller (the headset itself doesn’t even need power!). If that’s already out the door, what’s all this new hardware talent for?

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One guess is a more significant piece of hardware in the form of an ‘all-in-one’ VR headset, something which has been rumored to be in the works for some time now. Rather than snapping a phone into a shell, an all-in-one headset would have everything necessary on-board, including computing hardware and battery banks. A device like this would ideally employ inside-out positional tracking, in which Google has significant background thanks to their ‘Tango’ initiative, though that tech hasn’t yet been merged with the VR end of things.

An all-in-one VR headset could have several major advantages over a smartphone based VR headset, specifically when it comes to thermal envelope, computing power, display, and ergonomics. Price, however, is a likely limiting factor.

It’s also possible that the new device might not be an all-in-one VR headset, but could be closer to a smartphone shell except with more substantial on-board hardware, like additional sensors that could add things like hand-tracking and positional tracking, while the snap-in smartphone would continue to be the brains of the operation.

Another reasonable guess would be the next generation of Google Glass, which the company has teased since at least as far back as 2015.

Whatever Google is working on, it’s clear that the company’s talent in AR/VR hardware has been expanding rapidly as of late, likely alongside its ambitions in this industry.

The post Google Job Listings Point to New “Mass Production” AR/VR Hardware in the Pipeline appeared first on Road to VR.

Google Daydream’s First Sale Discounts Its Biggest And Best Games

Google Daydream’s First Sale Discounts Its Biggest And Best Games

Google’s Play Store, the official marketplace for Android apps and more, is turning five this month, and to celebrate the company is doing a number of things. For fans of its new ecosystem, Google Daydream, it’s got a sale in store.

Just three games are discounted in Daydream’s first special promotion, but they’re worth taking note of. The first is Gunjack 2: End of the Shift [Review: 6/10], the sequel to the popular turret-based shooter set in CCP Games’ EVE universe. It’s down from $12.99 to $6.49, which we’d say definitely makes it worth a look. We liked a lot about Gunjack 2, even if the genre ultimately puts a limit on just how much fun you can have with it.

Also on offer is EA’s Need for Speed: No Limits VR, a VR port of the most recent take on the racing franchise for smartphones. It currently costs $7.99, down from $14.99. The game can be a pretty immersive racer when it wants to be, though it also struggles with its control scheme on the Daydream remote. Definitely worth checking out for racing fans, though.

Finally, we have VR’s best party game: Keep Talking & Nobody Explodes, down from $9.99 to $4.99. If there’s some chance you haven’t played this frantic experience yet then this is easily the pick of the litter; it’s a co-op game in which one person wears a Daydream headset and must diffuse a bomb based on the instructions of other players reading from a manual. Close teamwork is needed along with plenty of communication if you’re to survive. If you don’t have Daydream then it’s on pretty much every other headset under the sun too.

It’s a pretty reserved sale all things considered, missing some of the platform’s better games like Hunters Gate and Untethered, but it will do for now. As for new games? Google is currently lining up next exclusive titles like Lola and the Giant and a VR Rabbids game.

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10 most influential wearable devices

Since the 16th century we’ve been strapping bits and pieces to our bodies in pursuit of technological nirvana

Wearable technology is arguably the most exciting area of consumer technology at the moment, but its beginnings go a lot further back than you might expect.

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‘Tilt Brush’ Deep Dive + Unanswered Questions about VR Privacy & Google

egmorantTilt Brush is Google’s first VR app to launch on the Oculus Rift, and I had a chance to catch up with Tilt Brush product manager Elisabeth Morant. We have a broad discussion about adapting Tilt Brush for the Touch controllers, the Tilt Brush Artist in Residency Program, the Tiltbrush Unity Toolkit, and some of the features coming in the future potentially including a layering system and more non-intuitive and unexpected features similar to audio reactive brushes. I also asked about privacy in VR, but Google has yet to disclose any information about what information they may or may not be capturing from VR users.

LISTEN TO THE VOICES OF VR PODCAST

Some of the most newsworthy parts about my interview with Morant were regarding things that weren’t talked about. When asked to comment about this being the first VR collaboration between Facebook & Google, Morant said that Google is “really looking to push virtual reality as a platform.” There’s been a tense history between Google and Facebook, and releasing Tilt Brush via Oculus Home is the first collaboration in the VR space that we’ve seen from the two tech giants.

This also means that it’s the first Google app that’s being released within the context of Oculus’ Privacy policy, which states that physical movements can be recorded and tied back to your Facebook profile. Facebook will be able to capture and store physical movements of users who are using Google’s application, and then this data could be connected to a unified Facebook super profile that pulls in data from third parties. Up to this point Google hasn’t made any VR-specific updates to their Privacy policy that explicitly accounts for what may or may not be recorded in VR and then connected back to your Google profile.

I asked Morant about this overlapping privacy policy dynamic between Google and Facebook during my interview, and Google’s PR liaison said that we could follow up after the interview for more information. I did follow up after the interview, and Google is indeed looking at the possibility of updating their privacy policy by saying “it is something that we are looking at, but nothing to share at this time.”

But Google dodged answering about what they may or may not already be recording in VR, again. I previously asked a follow-up question about what data they’re capturing in my previous interview about Google Earth VR, but I received a generic boilerplate answer. When I asked again, they basically sent back the same non-answer.

Non-answers to hard to write about and cover, and so they usually serve the purpose of not talking about it. But it also reinforces the impression that privacy in VR is the big elephant in the room that no one wants to really talk about. So I maintained the integrity of my original questions within the context of the podcast interview, and I’ve also included the full context of my follow-up exchange with Google PR below.

Me:

I just had a follow-up question about privacy with some reference material. I’d love to get some more specific answers from a privacy expert on your side, and swap that more detailed information to put at the end within my wrap-up. If there’s someone there who I could speak to directly, then that would be preferable. A written response also works, but not quite as well within the podcast medium because I end up having to speak words on your behalf.

At this moment, Google’s Privacy policy does not have any language that is specific for any virtual reality technologies, and there are no controls for VR data that might be recorded listed within the “My Account” Privacy dashboard.

My question: Is any physical movement data of either the head or hands from in any VR experiences being recorded and saved by Google?

Oculus’ Privacy Policy states that “Information about your physical movements and dimensions when you use a virtual reality headset” are being captured and stored as part of the “Information Automatically Collected About You When You Use Our Services.”

In my previous interview about Google Earth VR, I followed up with some questions about privacy and you sent back a prepared statement that I included within both my written and spoken write-up. Here’s that passage:

Google Earth VR is a free application for the Vive on Steam VR, and so I had a couple of follow up questions for Google after my interview. I asked them: “What kind of data can and cannot be collected given Google’s standard Privacy Policy within a VR experience?” and “Are there long-term plans to evolve Google’s Privacy Policy given how VR represents the ability to passively capture more and more intimate biometric data & behavioral data?”

Google:

Our users trust us with their information and we outline how it may be used across Google — to personalize experiences, to improve products, and more — in our Privacy policy. Users can control the information they share with Google in ‘My Account’.”

Me:

Google’s previous response didn’t actually really directly answer my question. Google’s Privacy policy does not have any language that is specific for any virtual reality technologies, and there are no controls for VR data that might be recorded listed within the My Account Privacy dashboard.

• Does this mean that no virtual reality specific data is being recorded or captured from Google?
• Or if there is data being collected from VR, will we see an update to Google’s Privacy Policy that discloses what is being recorded?

For more context, here’s an interview and essay that I did with a privacy expert since the last time I spoke with Google.

Thanks for willing to take a look at this, and I look forward to getting some more specific answers than Elisabeth was able to provide.

Google:

We don’t have a privacy expert available for you to speak to for the podcast. In regards to your question about an updated privacy policy – it is something that we are looking at, but nothing to share at this time. As soon as we have any updates, we’ll let you know. The statement we provided before still applies:

“Our users trust us with their information and we outline how it may be used across Google — to personalize experiences, to improve products, and more — in our Privacy policy. Users can control the information they share with Google in ‘My Account’.”

Google is looking to potentially update their privacy policy with more information about what is or isn’t recorded, but up to this point they haven’t disclosed any information about what they’re capturing. There’s been no updates to the Privacy policy to account for any new VR technologies, and there’s no VR data available through the ‘My Account’ tab on your Google account.

I’ve asked Google twice now what data they’re recording, and both times they’ve avoided answering with a direct answer. Privacy in VR is a hard topic to cover, especially when the major players don’t really want to talk about it. I wrote extensively in this article about the privacy implications of VR and how VR has the potential to become on of the most powerful surveillance technologies or the last bastion of privacy depending on the types of user demands are placed upon the systems that are built. Sarah Downey argues against companies capturing too much data and storing it forever, and so it’s important for companies to have transparency about what they’re doing.

Google appears to be failing on the privacy transparency front by avoiding answering simple questions. What data are you recording in VR? Is it being tied back to personally identifiable information? And if so, then when can we see updates to the privacy policy to reflect that? These seemingly simple policies will one day be very important if VR takes off like the industry hopes and expects.


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The post ‘Tilt Brush’ Deep Dive + Unanswered Questions about VR Privacy & Google appeared first on Road to VR.

Das eigene Gesicht in Mixed Reality Videos

Wer dachte, dass Mixed Reality Videos bereits ihre technischen Grenzen erreicht hätten, der hat die Rechnung nicht mit Google gemacht. Das Unternehmen präsentiert eine Möglichkeit, die euer Gesicht für den Zuschauer sichtbar macht.

Das eigene Gesicht in Mixed Reality Videos

Der Kontakt zum Zuschauer ist bei Let’s Play Videos wichtig. Wenn sich der Spieler hinter einer VR Brille verstecken muss, dann kann der Zuschauer auch nur schwer eine Bindung zum Protagonisten aufbauen. Um dieses Problem zu lösen, hat Google eine HTC Vive mit Eye Tracking von SMI verwendet und eine Möglichkeit entwickelt, wie das Gesicht korrekt auf der VR Brille abgebildet werden kann.

Für die Darstellung hat das Team ein 3D Modell des Kopfes des Spielers verwendet, welches anschließend durch das Eye-Tracking in der virtuellen Realität angesprochen werden kann. Anhand eurer Augenbewegungen soll das System den Gesichtsausdruck entsprechend verändern und das Modell zum Blinzeln bringen.

Wie ihr im Video erkennen könnt, wird diese Technologie wohl aktuell nur für einen sehr kleinen Personenkreis eine Option sein. Dennoch sehen die Ergebnisse bereits beeindruckend aus und wir würden uns freuen, wenn Google die Tools für die Erstellung eines solchen Videos zukünftig bereitstellen würde.

Weitere Informationen zum Vorgehen von Google erhaltet ihr hier.

Der Beitrag Das eigene Gesicht in Mixed Reality Videos zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Get Creative with Tilt Brush for Oculus Touch

Virtual reality (VR) enables users to not just enter virtual worlds but also design and create their own with a wide assortment of applications available depending on the headset. Google’s Tilt Brush is one of the most widely recognised having been a launch title for HTC Vive almost a year ago. Today its the turn or Oculus Rift owners with the software now supporting Touch.

The Oculus Touch version includes all the same features as the Vive edition plus some extras to make use of the two different technologies. In a blog postingTilt Brush product manager Elisabeth Morant outlined the new inclusions, saying: “In order to make it easier to paint using Rift while seated and facing forward, we recently added features that let you rotate and resize your work. We redesigned interactions to take advantage of the Oculus Touch controllers. For example, you can easily highlight which button you’re touching on the controller and get an indication of what it does just by resting your finger on it. This makes it easy to see exactly what button you’re about to press while using Tilt Brush.”

Tilt Brush - Audio Reactive

Tilt Brush joins several other creative apps on the platform including sculpting app Medium and artistic tool Quill, which was used to creative Oculus Story Studios’ Dear Angelica. It may not get the same response on Touch as the app costs £22.99 GBP, with Medium and Quill both supplied free to Touch users. Tilt Brush used to be a free title for HTC Vive, but due to a license agreement ending was removed at the end of October.

But Tilt Brush does have its own unique selling features including its audio reactive brushes that respond to sound, alongside a strong community of artists on portals like Sketchfab.

VRFocus will continue its coverage of Tilt Brush, reporting back with any further updates.

Now on Rift, ‘Tilt Brush’ is the First Google App on Facebook’s VR Platform

After a long and somewhat awkward period of Google keeping all of their VR apps from Facebook’s VR platforms on desktop (with Rift) and mobile (with Gear VR), Tilt Brush is the first VR olive branch extended across the platform gap between these two major tech competitors.

When the acclaimed Tilt Brush ‘VR paint’ app launched alongside the HTC Vive in early 2016, it made sense for the program not to support the Oculus Rift as only the Vive at that time had motion-tracked VR controllers.

Tiltbrush Neon
Tilt Brush lets you use 3D space as your canvas for virtual creativity

Once Oculus got their Touch VR controllers out the door later in the year however, it seemed odd for the game—which seemed in every other way perfectly capable of running on the Rift—to not have official support for Facebook’s VR headset. Once the impressive Google Earth VR launched yet later in the year, also lacking Rift support, a pattern began to emerge; that was only codified by the fact that the company’s YouTube VR app launched (and remains) exclusive to Google’s Android Daydream platform on mobile.

Even at the largest scales—and where there’s a tangible impact on the company’s bottom line—Google’s most important apps (like Gmail, Drive, Chrome, and Photos) can be found on Apple’s iOS, the leading competitor of Google’s Android mobile operating system. For a company that makes money by getting as many people to use their software products as possible, the VR situation between Google and Facebook has been… awkward.

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But, a new glimmer of hope has emerged. Today Google is announcing that the company’s first desktop VR app, Tilt Brush is not just getting Rift support through SteamVR, it’s actually launching on Oculus’ own ‘Home’ platform on desktop, with unique support for the headset and its controllers:

• In order to make it easier to paint using Rift while seated and facing forward, we recently added features that let you rotate and resize your work.
• We redesigned interactions to take advantage of the Oculus Touch controllers. For example, you can easily highlight which button you’re touching on the controller and get an indication of what it does just by resting your finger on it. This makes it easy to see exactly what button you’re about to press while using Tilt Brush.
• Painting isn’t just visual. Thanks to the Rift’s built in headphones, you’ll be fully immersed from the moment you enter Tilt Brush’s virtual canvas. Different brushes create different sound effects, and they become a vivid part of the experience through your headphones. We love using audio reactive mode with Rift headphones and seeing strokes come to life with light and sound.

The launch of Tilt Brush on the Oculus Rift (priced at $30) puts Google and Oculus’ parent company, Facebook, now in friendly(ish) VR territory; that’s a big deal for the two companies that are otherwise competitors on multiple major lines of business, like advertising and video streaming. Of course, the timing is rather convenient given that Oculus has now launched its own Tilt Brush-like app, Quill, which means Google no longer has much to gain by keeping the app on one platform.

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As users of VR, we can only hope this launch signifies a forthcoming trend of Google’s VR apps functioning more like their mobile apps, by supporting VR hardware as widely as possible, rather than being used in an effort to drive platform adoption. While this is a good step in the right direction for users, Tilt Brush is a niche project compared to Google’s other initiatives. Perhaps the most important future barometer of Google’s VR platform politicking is YouTube VR, which on mobile remains exclusive to Google’s Daydream VR, and only recently made its way to Sony’s PlayStation VR headset, while remaining MIA on Vive or Rift, both of which launched long before PSVR.

The post Now on Rift, ‘Tilt Brush’ is the First Google App on Facebook’s VR Platform appeared first on Road to VR.

Google’s Tilt Brush Officially Comes to Rift on Oculus Home

Google’s Tilt Brush Officially Comes to Rift on Oculus Home

Google’s popular virtual reality art program Tilt Brush is launching for the Oculus Rift headset with Oculus Touch controllers. The experience can be purchased today in Oculus Home for $29.99.

Tilt Brush, which lets users create and share three dimensional works of art in real time using a VR headset and tracked hand controllers, has been available for HTC’s Vive VR platform since the system launched on April 5 of last year.

The software’s gripping visuals and intuitive controls quickly made it a mainstay of the early VR scene. Many first timers visit Tilt Brush as their first experiences, and Google’s savvy marketing for the product helped the world understand what VR is and why it matters.

Tilt Brush has become something of a mascot for VR and won several awards for its achievements. For its entire lifespan, however, it has been associated with the Vive. It was limited to one headset based on the hardware limitations of the others. Now, however, Google has officially brought Tilt Brush somewhere other than Vive for the very first time.

According to Elisabeth Morant, the product manager for Tilt Brush at Google, the Rift new version of the beloved software has been in the works for quite some time.

“We learned about the Touch controllers when they were announced and since then we started thinking about how to bring Tilt Brush to Rift,” Morant explained during an interview with UploadVR. “It’s actually easier to go from Vive to Rift than to a non PC platform VR platform. A lot of the problems for Tilt Brush were already figured out.”

This is not to say that the process was easy. According to Morant, the Rift port of Tilt Brush hit its fair share of bumps along the way.

“The biggest challenges were usability and optimizing for these new controllers,” Morant said. “For example, on the Vive we have the thumb pad which represents a large target on which you glide your thumb from left and right. Touch, however, uses joysticks which took time to utilize as effectively.”

PlayStation VR support for Tilt Brush has been studied by Morant and her team as well. But, according to her, “there are some things about PS VR that make it more challenging than PC-based VR for Tilt Brush…right now the tracking is not really up to what we need as a creative team.”

The other big challenge Morant said she and her team faced during production was “the room scale question.”

The Rift and Vive use very different methods for tracking a user in 3D space. The Vive’s laser-focused “lighthouse” system is able to create what is known as “room scale” VR, or VR in which one can walk several steps in any direction and turn around in 360 degrees. The Rift with Touch, on the other hand, uses an infrared “constellation” system that requires at least two sensors in its most basic form and typically limits you to 180 turns. If you turn all the way around your body will block your controllers from the sensor and you will lose tracking in an experience.

It is possible to hook up additional sensors in order to attempt full 360 room scale for the Rift, but that setup has been having performance issues. Because of these limitations, Morant explains that she and her team knew they had to tweak Tilt Brush at a basic level in order for it to run properly in a 180 setup.

You can hold down both grip buttons on your Touch controllers to “grab” the world. Once you’ve done this, you can rotate the space around you or stretch the world from squirrel to dinosaur size.

We’ve had the chance to try Tilt Brush for Oculus Rift and besides the 180 tweaks the experience is unchanged from the Vive version with all of the robust features and artistic fun left intact.

Tilt Brush on the Rift represents a new era for Google VR. Up until today, it has only released software for Google’s own Daydream platform or the Vive. When asked what this means for Google’s other major experience, Google Earth VR, a spokesperson for the company wrote:

“We are actively exploring how to bring Earth to more platforms. We want to make sure that every platform we release on is a great experience, and that takes time. Stay tuned!”

Morant echoed this sentiment by saying:

“From the start, we designed Tilt Brush to be platform agnostic. That’s why it doesn’t use the Steam keyboard or friends list…Google wants VR as a platform to succeed and bringing Tilt Brush to as many high quality platforms as possible is part of that…With today’s launch we’re excited to bring Tilt Brush to more people. We’re only at the very beginning of what it means to develop for Tilt Brush.”

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