Firefox Reality 10 Brings Enhanced Web Browsing With WebXR, Gaze Navigation & Security

Firefox Reality

The internet is an intrinsic part of our everyday lives and championing this is the virtual reality (VR) space is Mozilla with Firefox Reality. This week the company has released Firefox Reality 10, adding new features to expand and improve the experience for users.

Firefox Reality

The big update for Firefox Reality 10 is support for WebXR. Originally planned for 2019, the rollout this week aids improvements in cross-device functionality so that websites can work with a variety of controllers without the need to write individual support. The browser will still work with WebVR – the previous version – as most web content which is VR compatible is WebVR content.

“This will help our partners and developer community gracefully transition to WebXR without worrying that their audiences will lose functionality immediately. We will eventually deprecate WebVR. We’re currently working on a timeline for removing WebVR support,” notes the Mozilla Blog.

A useful feature the general public will notice is the addition of gaze navigation support in Firefox Reality 10. This allows you to control various browser functions without the need of a controller, useful for those who can’t use a controller. Scrolling, selecting and typing are all possible if your controller suddenly stops working.

Firefox Reality

Smaller improvements include dual-controller typing for those you prefer to use both hands, download management options; better privacy and security when online and DRM video playback.

For the launch of Firefox Reality 10 Mozilla has also announced a partnership with Pico Interactive. The browser will come supplied with all Pico headsets including its new Pico Neo 2 standalone headset. Firefox Reality already supports headsets such as Oculus Quest, Oculus Go and HTC Vive, with Pico now added to that list. The Neo 2 and Neo 2 Eye are Pico’s latest enterprise-focused headsets with 4K resolutions, inside-out tracking and 6 degrees of freedom (6DoF) controllers.

Last month saw the company release Hubs Cloud for Amazon Web Services (AWS). Currently, in Early Access, organisations can build private or public social spaces for a range of use cases such as connecting with clients or teamwork, all through their AWS account.

As Mozilla continues to update Firefox Reality, VRFocus will keep you updated.

Mozilla’s Hubs Cloud for AWS Allows Companies to Create Branded Social Spaces

Hubs Cloud

Mozilla release browser-based social platform Hubs back in 2018 allowing anyone to create rooms and share content. This week the company has rolled out an enterprise-focused version for Amazon Web Services (AWS) called Hubs Cloud so organisations can create their own social locations dependant on need.

Hubs Cloud

Offered as an Early Access product on AWS, Hubs Cloud provides the same underlying architecture as Hubs; being able to build social spaces for a range of use cases, whether that’s industrial or educational, just this time through their AWS account.

That means companies and other organisations can operate immersive spaces for their own private or public use, with highly customisable options for branding and styling, security as well as media. They can also create a custom version of the software to add unique features and functionality.

Hubs Cloud is still compatible with the same avatars and scenes from Hubs for quick and simple setups before users delve further into the usability features. From there they can upload their own 3D content to build a platform catering to their needs.

Hubs Cloud

The service is available in Personal and Enterprise editions, the former providing a smaller instance size and limits to system-wide scalability to keep costs lower. Both versions offer the same features, while billing is based on hourly metering and the instance sizes used. Plus a cost estimation calculator is available so companies know how much to budget for.

Hubs Cloud is compatible with a range of devices thanks to its web-based format, from VR headsets to desktop PC’s and mobile devices, so anyone can connect. It’s very much like hosting your own 2D website but in 3D, providing versatility and scalability, opening up immersive VR content even further.

As Mozilla continues to expand its web-based VR offerings from Hubs to Firefox Reality, VRFocus will keep you updated.

Mozilla to Launch ‘Hubs Cloud’ as a First Step Toward an Open Web-based Metaverse

Mozilla Hubs is the company’s impressive WebXR social app which allows users from almost any device (VR or not) to jump into a virtual room with the click of a link. But the company’s ambitions go much further; soon Mozilla will take a major step toward achieving its “master plan” by launching Hubs Cloud.

Hubs is perhaps the most ambitious WebXR project to date—an entirely web-based, device agnostic virtual space that can be joined and shared with a plain old URL through a Web browser. By that virtue, Hubs is part of the Web itself—the vast network of sites accessible and navigable between one another. Most other social VR apps are built atop the Internet—the infrastructure underlying the Web—but do not interconnect with the Web itself.

Hubs developer Greg Fodor reasons in a recently published post that a global metaverse is most likely to succeed if it’s a genuine part of the Web; it’s that principle which has been guiding the strategy and development of Hubs.

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In the post, Fodor explains Mozilla’s “master plan” behind Hubs, which includes the eventual launch of Hubs Cloud (coming “soon”), an open-source version of Hubs which can be hosted on any Web server, by anyone.

Much like how a website is hosted on a server, Hubs Cloud would thus be decentralized and could be tailored to the needs of each entity using it, while continuing to be part of the Web. The “master plan” for Hubs is as follows, according to Fodor:

  • Create an easy-to-use avatar communication tool for mixed media, globally addressable spaces
  • Create easy-to-use tools for creating 3D environments and avatars
  • Build it to run in the browser, and embrace the culture of the web
  • Open source all the code
  • Make it cheap and easy for anyone to run their own decentralized server

This is a wholly different approach to other metaverse projects, most of which aren’t part of the Web (even though they use the Internet to connect users). Mozilla believes that a global metaverse won’t be a closed platform designed with top-down use-cases in mind; rather it will be a network of decentralized servers hosting virtual spaces which are customized to the needs of each host. By that virtue, Fodor says that Mozilla has specifically avoided building certain features into Hubs, expecting that such features are best built from the ground-up based on user needs and by leveraging existing Web-based tools and capabilities.

We have deliberately not included [in Hubs]:

  • Dynamic scripting and rich applications
  • Large, continuous open world ‘land’
  • Collaborative editing tools or world building
  • Transactions or e-commerce

Though we fully expect these additional things to emerge, they seem unnecessary to deliver remote social presence and shared spatial awareness in mixed media environments.

Fodor does make a compelling argument for why a metaverse built as part of the Web is more likely to succeed than one that’s not, and Mozilla’s approach to the metaverse is definitely forward-thinking.

My take? Although I agree with most of Fodor’s points, the Web emerged in an era before anyone truly understood its world-altering implications; had governments and corporations of the era known just how important the Web would become, they would have fought tooth-and-nail to ‘own’ it and have centralized control. Today the global influence of the Web is known, and it’s more obvious now that owning the metaverse of the future will bestow the owner with incredible, global influence.

Similar to the social networks of today, the first metaverse that reaches scale—whether open or closed—seems likely to win and continue to hold its ground thanks to the network effect. While I think an open and decentralized metaverse is vastly preferable to one owned by one or a handful of corporations or governments, companies like Facebook (which is already building its own metaverse project, Facebook Horizon) are able to focus far more resources on ‘capturing’ the metaverse than any ground-up decentralized approach can muster.

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That said, I hope I’m wrong. The decentralized nature of the Web is a critically important feature that should extend to the metaverse to ensure that no single entity gets to make the rules for the entire metaverse.

The post Mozilla to Launch ‘Hubs Cloud’ as a First Step Toward an Open Web-based Metaverse appeared first on Road to VR.

Mozilla Updates the Unity WebXR Exporter to Run VR Apps in the Browser

WebXR is an open standard which allows VR apps to run directly from web browsers. While the tools for building WebXR apps are designed to be familiar to web developers, many VR developers use game engine tools like Unity to build their apps. With the Unity WebXR Exporter, developers now have the option of targeting browsers as their publishing platform, making their app easily accessible on the web.

WebXR is pretty magical. It makes it possible to create headset-agnostic VR experiences that can be accessed as easily as clicking a link. Take Moon Rider, for instance, a web-based VR rhythm game. Or how about Mozilla Hubs, a social VR chatroom that allows people with and without headsets to chat, draw, and share.

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As neat as WebXR is, the tools to build this kind of content are still evolving. While a frameworks A-frame is a great starting point, it appeals more to web developers (being based on HTML) than game developers (who are used to working in game engines).

Unity is one of the most popular game engines for building VR content, including some of the biggest VR games out there like Beat Saber.

Luckily, the Mozilla’s free Unity WebXR Exporter makes it easy for game developers already using the engine to build WebXR apps. The tool has actually been around for some time, but hadn’t been updated since 2018 as the earlier ‘WebVR’ standard evolved into the newer ‘WebXR’ standard. Now Mozilla has released a revamped version of the tool that’s ripe and ready for WebXR.

Mozilla detailed the updated Unity WebXR Exporter on its blog, including pointing to the open-source of the tool and updated documentation on GitHub and a published demo scene.

The company says that the Unity WebXR Exporter supports Unity 2018.4 (LTS) and all versions of Unity 2019. Support for Unity 2020 is “planned once the new Unity APIs settle down.”

Because WebXR apps can be visited from virtually any device, Mozilla recommends developers build WebXR apps in Unity using the Universal Render Pipeline (previously known as the Lightweight Render Pipeline) to maintain high performance.

The post Mozilla Updates the Unity WebXR Exporter to Run VR Apps in the Browser appeared first on Road to VR.

Mozilla’s New Demo Proves WebXR Can Match Apps

Recently, Mozilla unveiled ‘Hello WebXR’, a demo designed to show that WebXR is a viable alternative to store apps. We tried it out, and found it certainly makes a convincing case.

The Mozilla Foundation is a not-for-profit organization which seeks to advance the open web. It develops and maintains the open source Firefox web browser, including the mobile VR version Firefox Reality (available on Oculus Quest, Oculus Go, Vive Focus, Lenovo Mirage Solo, and almost all other standalone headsets).

WebXR is an open standard application programming interface (API) which enables 3D webpages to display on VR headsets and be interacted with by VR controllers. WebXR experiences are rendered with WebGL, usually with an engine like three.js.

Impressions Of This Demo

Hello WebXR contains a large hall as well as three portal doors which bring you to other mini-experiences. Locomotion is handled by a simple teleport system in which you point your handed controller and press the trigger.

The experience uses controller models rather than hands, and the controllers are generic rather than tailored to the headset you’re using. Mozilla mentions that they plan to use WebXR Input profiles in the future, which may solve this problem.

The first thing that stood out, and thus the first thing I tried, was the xylophone in the center. Using the triggers each stick can be picked up to play the keys. The interactions feel smooth and solid, other than the lack of haptics.

Also in the center of this hall are spheres which, when selected, immerse you in a 360 degree photo, similar to the user experience of Valve’s The Lab. Each loads instantly, demonstrating how WebXR can be easily used to distribute this kind of content.

But what about bringing the regular web into the VR web? Mozilla demonstrates this with a “Twitter Feed” screen, which shows Tweets that use the #helloWebXR hashtag. This is where WebXR shines, developers can more easily integrate the wealth of APIs and frameworks that already exist for the web ecosystem.

Current VR headsets have limited resolution, and the lack of variable focus means you don’t want to get extremely close to things. So how can VR be used to show detailed paintings or other works of art? Mozilla’s solution is a magnifying glass, and it feels entirely intuitive and natural to use.

One of the three rooms you can teleport to is the “dark room”, which lets you hear positional sounds (crucial for VR audio). This is probably powered by Resonance Audio. The positioning was relatively precise, but not quite as pinpoint as I’m used to with Oculus Audio or Steam Audio.

Another of the rooms was incredibly impressive — a classical sculpture captured using photogrammetry. Even on the mobile headset, this essentially looked photorealistic. This was not something I expected from a web page, especially not one that loaded instantly.

The experience also performs excellently on the Oculus Quest standalone headset. Quest uses a smartphone processor with limited power, so it is notable to see it handle all of this so smoothly.

When we tried WebVR in the past, even on PC, performance was mixed. Hello WebXR seemed to maintain a constant 72 FPS, with the exception of the graffiti wall, where the framerate was significantly lower.

The Potential Of A VR Web

Oculus Quest is a semi-closed platform, with a heavily curated store. Facebook will only allow apps that meet its strict standards on quality and value to be distributed through its store.

Even on the more open stores for PC VR content still requires a basic approval process, and sometimes fees (Steam charges $100, for example). Developers are reliant on each store to distribute to a large number of users. While executables can be distributed through the web, this is a fairly major security risk.

WebXR makes the argument that just like websites, no central authority (other than government in case of law violation) should control VR content. And because browsers keep web code in a sandbox, there shouldn’t be any security risks.

The SideQuest project aims to offer an alternative route to distribution on Oculus Quest, but this requires connecting your headset to a PC and apps still have to be downloaded and installed. WebXR enables content to be delivered near instantaneously directly from the headset from a simple web URL.

A problem that arises, however, is monetization. This is more necessary on the web than through a store since each developer would be hosting their own app. While web hosting and bandwidth has never been cheaper than today, it is still a recurring cost. And of course, developers may build WebXR apps as deserving of a price as store apps.

The Oculus Store within Quest allows the user to enter a simple PIN code to use the payment method on their account. Would users really grab their debit card and awkwardly enter their details while the headset is half on their head? Probably not. But the open standard Payment Request API (which Facebook is contributing to) seeks to solve this kind of problem on the web, so in the future we might see payments passed through to the Oculus Browser.

How To Try It

You can access Hello WebXR on Quest via Oculus Browser — just Google Search ‘Hello WebXR’ inside it.

If you use Firefox on your PC or phone and have Firefox Reality on your Quest, you can use its convenient “Send to headset” feature.

For PC VR headsets, you can access it via Google Chrome. To enable WebXR on Chrome, type chrome://flags/#webxr into the URL bar.

The post Mozilla’s New Demo Proves WebXR Can Match Apps appeared first on UploadVR.

Mozilla Launches New Introductory WebXR App, ‘Hello WebXR’

Mozilla launched a new WebXR app called ‘Hello WebXR’, which is compatible with most headsets that use web browsers such as Oculus Browser on the Quest or Google Chrome on PC VR headsets. The app acts an an introductionary experience for those who are new to VR, showcasing the different types of content and interactions available on the platform.

The experience will work on any WebXR compatible browser on a headset, including Mozilla’s own VR browser Firefox Reality. Other browsers, such as the Oculus Browser on Oculus Quest or Google Chrome on Oculus Rift, also support WebXR and should work with the Mozilla Hello WebXR site.

The main hall environment is where you start Hello WebXR, and features a bunch of different objects to interact with. You can play the xylophone, look at some paintings, look at a Twitter feed displaying any tweets using #hellowebxr, and even spray some graffiti on the walls. The main hall also has some globes that will transport you to 360 degree panoramic scenes.

Three doors will teleport you from the main hall to other locations, where you can experience positional audio, look at some classic sculptures and walk around the top floor of a skyscraper.

Mozilla stated in a blog post that they expect the experience to grow over time, and develop it into “a sandbox that we could use to prototype new experiences and interactions.” To try out Hello WebXR for yourself, just head to this page on your WebXR-compatible headset.

We also recently interviewed an engineer from Mozilla, Diane Hosfelt, in our UploadVR virtual studio, where we talked about whether privacy is possible in VR’s future. Hosfelt also appeared as a guest on Episode 11 of The VR Download.

The post Mozilla Launches New Introductory WebXR App, ‘Hello WebXR’ appeared first on UploadVR.

Join Us & A Senior Research Engineer From Mozilla LIVE On YouTube Today To Discuss The Week’s VR News!

UploadVR’s weekly podcast, The VR Download, is LIVE on YouTube today at 10:30 AM PST (18:30 UTC)!

Unlike regular video podcasts, The VR Download is broadcast from virtual reality! Our team are together in a virtual space, giving us many of the benefits of a studio even though we live on different continents.

Our Special Guest this week is Diane Hosfelt, a Senior Research Engineer at Mozilla. Hosfelt is security and privacy lead for mixed reality, identifying emerging threats and potential mitigations to create a better immersive web.

This week’s Hot Topic: with Sony skipping E3 again, what does 2020 have in store for PlayStation VR?

If you want to know more about The VR Download, head on over to our new webpage for the show!

As always, we’ll also be making it available for audio-only listening on Apple, Google, Spotify, TuneIn/Alexa, Stitcher, and more within a couple of hours of airing.

Watch In VR With Bigscreen!

Every episode, you can watch The VR Download LIVE in virtual reality with an audience of other VR users on any major VR headset (including Oculus Quest and Oculus Go!), via the Bigscreen platform.

Click on the image above to subscribe to the event.

The post Join Us & A Senior Research Engineer From Mozilla LIVE On YouTube Today To Discuss The Week’s VR News! appeared first on UploadVR.

‘Firefox Reality’ VR Web Browser to Launch on Pico Headsets Soon

Mozilla announced at CES this week that it’s bringing Firefox Reality, its VR web browser, to Pico headsets soon.

Launched in late 2018, Firefox Reality is a made-for-VR web browser that includes the ability to sync your Firefox Account, send tabs, sync history and bookmarks, and easily browse a curated selection of WebVR content.

Along with Firefox Reality comes Mozilla Hubs, the web-based social VR platform, both of which are said to arrive on all Pico headsets sometime in Q1 2020.

Hubs allows users to simply follow a hyperlink to quickly collaborate in a customized virtual space, replete with the ability to upload 3D assets, chat in VR, and share documents and photos. The web-based, low-poly social space is accessible to both VR headsets and desktop web browsers, making it potential tool for businesses looking for a quick way to shift in-person meetings from the physical to the virtual.

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It seems with the upcoming release Mozilla is making a continued effort to widen its reach into the standalone headset segment, as it most recently brought Firefox Reality to Oculus Quest last summer. Firefox Reality already supports Oculus Go, HTC Vive Focus, and Google Daydream headsets, so its continued push to support newer headsets is a good sign of the overall health of the project. At the time of this writing Firefox Reality has yet to launch on Steam for PC VR headsets as it was previously announced in April 2019.

The announcement was timed with Pico’s unveiling of the 6DOF standalones Neo 2 and Neo 2 Eye on Monday. Like its name suggests, Neo 2 Eye includes integrated eye-tracking, so it will be interesting to see whether Mozilla will be accommodating that functionality into both the web browser itself as well as Hubs.

The post ‘Firefox Reality’ VR Web Browser to Launch on Pico Headsets Soon appeared first on Road to VR.

OC6 Interview: As VR Grows Web ‘Will Play Key Part’ Says Mozilla

Much of our daily lives revolve around the internet, whether it’s for your job sending emails or communicating long-distance, doing some shopping for new clothes or consuming vast amounts of entertainment via streaming apps. So it would make sense that with the growth of virtual reality (VR) developers would have embraced the web more. In fact, the web has played a bit of a side note, sure there are plenty of online multiplayer titles out there and apps like Netflix are available, but actually perusing the internet is another matter entirely. Which is why Mozilla created Firefox Reality. So  VRFocus sat down with Director of Mixed Reality, Lars Bergstrom, at the recent Oculus Connect 6 (OC6) event to learn how they plan on helping VR users make that leap.

Firefox Reality

Firefox Reality originally arrived for headsets like HTC Vive, Oculus Rift and Google Daydream just over a year ago, offering a web browser specifically built for VR purposes. Since then, support has expanded to include Oculus Quest and Microsoft’s mixed reality (MR) device HoloLens 2, with work still ongoing for a SteamVR compatible version.

The app has a range of features designed to maximise the immersive potential of web-based VR, such as 6 degrees-of-freedom (6DoF) control for anything on the app, Enhanced Tracking Protection which blocks sites from tracking you and collecting personal data for ad networks and tech companies. Firefox Reality also supports 10 different languages, including Japanese, Korean, Simplified Chinese and Traditional Chinese.

It’s not just Firefox Reality which Mozilla is developing for VR users. Another part of its ecosystem is Hubs, a social platform with Discord integration where users can create their own rooms to invite people to join. Online and open source, Hubs will work with virtually any headset, allowing users to add web content, watch videos, chat, share their screen/webcam feed, and pull in 3D objects from Sketchfab and Google Poly.

Firefox Reality

Bergstrom details all this and more in the OC6 interview below, so take a look if you’re interested in the future possibilities of WebVR. As always, when Mozilla announces any further updates to either Firefox Reality of Hubs, VRFocus will let you know.

Mixed Reality Developers Need To Talk Safety Now — Before Apologizing Later

Mixed reality has the potential to transform our lives, but there’s a lot that we don’t know about the technology and its impact on people and society, particularly when it comes to privacy and safety issues.

These technologies rely on constant, real-time analysis of users and the space around them. Unlike a phone or computer, you can’t just tape over the camera and still use them — without spatial data, AR/VR experiences could cause cybersickness or accidentally make users walk into walls. The sensors that are essential in making VR/AR apps work can pose a significant threat to user privacy.

Editor’s Note: This guest post by Diane Hosfelt originally appeared on VentureBeat.

That’s why privacy is an existential question for spatial computing — can we use mixed reality while maintaining privacy and agency? We need to figure this out before these devices and apps become a part of our daily lives.

{Virtual, Augmented, Mixed} Reality

What do we mean when we talk about virtual and augmented reality? In virtual reality, you’re entirely immersed in a digital world. In augmented reality, digital objects appear as if they’re in the physical world. Both AR and VR use similar underlying concepts like spatial computing and 3D elements, so we bundle them under the umbrella term “mixed reality” (XR, or sometimes MR).

Mixed reality experiences require a bunch of sensors (including cameras) to be on for extended periods of time in order to function. Mixed reality headsets are covered in sensors — not only cameras, but also infrared detectors, gaze trackers, accelerometers, and microphones.

XR is already being used for education and emergency first-responder training, and it’s going to continue to grow. Before this technology becomes as common as the smartphone, we need to think about how it can be built for safety and privacy.

Training for active shooter/other rare emergencies

There is a reason why flight attendants review safety procedures and schools have fire drills. When you’re prepared for an emergency, you can handle things better. But, drills can only prepare us for a fraction of the real experience. With XR, we can immerse emergency responders in situations that closely resemble real life. Being in a more lifelike experience can prepare responders for a real emergency, and it can also highlight any holes that need to be filled.

We know that VR can affect brain processing and psychology. Some VR applications are already being used to help treat PTSD via exposure therapy. Is it also possible to induce negative effects? This is something we need to study.

Online social spaces

Social VR experiences allow us to connect more directly with friends and family, even if they live across the world. Not only does social VR provide space for stronger connections, but it also allows you to take on a new virtual persona. You can quite literally become someone else, even a cat.

Taking on a different identity in the virtual world is appealing for many reasons, one of them being potential online harassment. Social VR combines the worst of both in-person and virtual harassment — abusers are protected by the anonymity of the Internet, while their targets suffer more due to virtual embodiment. Getting trolled on Twitter is already unpleasant, and unfortunately, or victims of online harassment, this means they may feel the effects more viscerally.

The way we interact in a virtual space is unique to each of us. While this could be used as an authentication mechanism, it also poses a fingerprinting risk — anything that can be used for authentication must be uniquely identifying. Imagine if you use a VR headset in your job, then go home and enter a social VR space to fundraise as a volunteer for a political campaign. What if your employer can link your work persona to your personal avatar, simply based on your unique motion and interactions with virtual space, and that employer disapproves of that campaign?

This type of fingerprinting allows even more severe privacy violations than current device fingerprinting methods, which use specific information about the hardware and software you’re using. Without privacy, we lack agency and the ability to fully express ourselves.

Education

Education is another emerging application. Students can ride a virtual version of the Magic School Bus, exploring space without ever leaving the classroom. These lessons can lead to increased engagement, especially for special needs children. However, we don’t know the psychological effects of immersing kids in XR.

Unlike adults, children are still learning how to distinguish between fantasy and reality, and their nervous systems are still developing. Because of this, kids are especially sensitive to potential risks in immersive experiences.

 

And it’s not just young children that we need to be concerned about. In the outdoor augmented reality game, Alien Contact, older students (aged 11-16 years) asked researchers if aliens had actually crashed at their school and if the researchers were FBI agents (Dunleavy et al., 2009). -Dr. Erica Southgate

 

How does participating in immersive experiences affect developing brains? Are there differences between the effects on children and adults? Is it possible that an immersive experience can have physical side effects after exiting? These are all questions that we don’t have answers to yet.

With these studies in mind, we need to consider both the effects on children and the privacy implications. Most societies recognize the need to treat children and adults differently when it comes to data processing and collection. XR experiences need to process data in order to work and headsets generate large amounts of data, regardless of the user’s age. How can we enable educational opportunities, while making wise choices about data collection and protecting children’s data?

Looking to the future

We must work together to make mixed reality a safe technology. As with any new science, there’s a huge potential for good, but there are risks that go beyond the physical and mental impacts of XR immersion.

Mitigating risks is a part of the process, but unfortunately, it’s a step that’s sometimes overlooked. Having conversations about the potential risks of mixed reality is already a step towards safety. Developers can consider different scenarios, such as what happens when those who don’t have good intentions use this technology, and then design the technology with additional privacy and safety measures.

This is perhaps why many prominent technologists and even companies are raising their voices in favor of more mindful technological development. The Center for Humane Technology is an independent non-profit that seeks to drive more humane development centered around the impact on mental health, the breakdown of truth in society, and digital addiction, among others. The founders hail from Google, Mozilla, the CIA, Apple, and Microsoft. These are people who fight for innovation but who all recognize the need for research and responsibility.

Tony Fadell, the founder of Nest Labs and inventor of the iPod, has said, “Did we bring a nuclear bomb with information that can — as we see with fake news — reprogram people? Or did we bring light to people who never had information, who can now be empowered?”  Fadell was referring to the smartphone specifically, but more generally to the unknown impact of new technology that has the power to distort users reality — impact mixed reality may have even stronger than the smartphone, with even more potentially negative results

Instead of writing about our regrets again in another five years, we need to start addressing these issues right now. As far as concrete steps, developers can use APIs that provide already abstracted data (like the geometry of the room), instead of using raw camera access to analyze the area around a user. In short, they can build for privacy first. As mixed reality evolves there will be other solutions, but in order to find them engineers first need to start asking questions of themselves, their users and of the true purpose of their technology.

Diane Hosfelt is the privacy and security lead for Mozilla Mixed Reality. This guest post originally appeared on VentureBeat. 

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