Oculus’ Touch controllers are well worth the wait
The Oculus Rift proved that high-end VR has a place in your home, but so far it’s lacked one major feature: motion controls. That’s something both the HTC Vive and Sony PlayStation VR offered from the start, and it’s gone a long way toward helping those platforms deliver more immersive virtual-reality experiences. Now with the long-awaited $199 Touch Controllers, Rift users can finally join in on the fun. Sure, it’s taken nine months for Oculus to actually put motion controls in the hands of consumers, but it’s clear that the company hasn’t been twiddling its thumbs. Instead, it’s delivered one of the most refined game controllers I’ve ever held.
Hardware

Even if you’re a diehard gamer, the Oculus Touch controllers probably don’t look like anything you’ve seen before. They’re more like how a sci-fi film would imagine a futuristic gaming-input device: beautiful, but unwieldy at first glance. The Touch controllers are made from smooth black plastic (they look a lot like the Xbox One’s controller), and they feel pretty sturdy. It’s hard to tell this is Oculus’ first attempt at a gamepad.
Once you get past the unique design and get your hands on them, though, you’ll notice something surprising: They’re actually incredibly intuitive. The Touch controllers are contoured for your left and right hands, and once you grab their rounded handles, your fingers will naturally fall into place. Both feature analog sticks; two face buttons; triggers, which your index fingers rest on; and grip buttons, located underneath your middle fingers. Additionally, the left controller features a menu button right below the analog stick, while the Oculus home button sits on the right controller. Their prominent circular rings help with motion tracking, but you won’t ever need to hold them.
You also get another Oculus sensor in the controller’s box, which allows the Rift to handle VR experiences in which you’re standing and moving around. It’s not quite room-scale VR like the HTC Vive, though you can buy a third sensor for $79 to make that happen (or a fourth for very large spaces). Because the original Rift sensor sits on the far right side of my office desk, I set up the second on the far left.

Since they’re both smaller and lighter than the Vive and PS VR’s gamepads, the Oculus Touch controllers are also better suited for extended virtual-reality sessions. Admittedly, size and weight isn’t a huge issue with the competition, either, but the Oculus controllers feel significantly more comfortable. I’d also attribute that partly to better ergonomics. HTC’s Vive controllers fit into your hands well, but they’re very large. And the PlayStation Motion controller wasn’t built specifically with VR in mind, so it’s a bit tougher to use when your eyes are covered with a headset.
Each Touch controller is powered by a single AA battery, which fits inside the base via a magnetic latch. As usual, I would have preferred it if Oculus had included removable, rechargeable batteries instead (perhaps with micro-USB support to make life easier). I can understand not building in rechargeable batteries, like on the HTC Vive and PS VR, because they make for much more expensive replacements if anything goes wrong. But it would be nice to re-energize these controllers as easily as the other gadgets in my life. According to Oculus engineers, the controllers should last around 30 hours on a single battery without haptic feedback, and 20 hours with haptic feedback.
In use

Setting up the Touch controllers was simple: I plugged the additional sensor into a USB 3.0 port and followed the on-screen instructions in the Oculus app. I was surprised to learn that both sensors have to be facing straight forward to work with the Touch devices — mostly because I was used to having them point toward me from a corner of my desk. Similar to the Vive’s setup, you’ll also have to trace out the boundary of playable free space in your area. That information is used for the Oculus Guardian feature, which creates virtual walls when you’re in VR to keep you from bumping into obstacles.
Once everything is configured, you’re thrown into “First Contact,” a retro VR experience that steps you through the Touch controller’s capabilities. It teaches you how to recognize all of the individual buttons, grab objects and make gestures like pointing your fingers all while playing with things like virtual fireworks. It’s a good way to whet your appetite, because plenty of games will use similar input schemes.
When it comes to motion tracking, the Touch controllers kept up with hectic things — like shooting several enemies virtual gun — or more-precise movements, like setting down an object gently on a table. On my desktop, which is powered by an Intel Core i7 4790k CPU running at 4GHz, 16GB of 2400MHz DDR3 RAM, and an NVIDIA GTX 1080 GPU, I didn’t have any issues with spotty motion tracking, even in instances where I had to aim at something behind me. It felt significantly more stable than the PlayStation VR’s motion tracking, which relies on a single depth-sensing camera and less-powerful hardware.

What really surprised me about the Oculus Touch controllers, though, is that they’re also very good game controllers. The analog sticks rotate smoothly and have a ridged outer ring, which keeps your thumbs from slipping off. The four face buttons and triggers all deliver a solid amount of feedback (once again, they remind me of the Xbox One’s gamepad).
Of course, those are just my thoughts after playing with them for a few weeks; the real test of a controller is seeing how it feels after a month or so of strenuous play. I’ve only had a few weeks with these (and for the record, my battery life for each is around 20 percent).
One aspect that I didn’t appreciate as much in earlier Touch demos: Each button on the controllers is capacitive, so it can tell when you have your finger on a button while not pressing it down. It can also detect if you lift your fingers off a button — which is useful for things like the pointing gesture I mentioned above. Thanks to this refined finger detection, the controllers do a better job of keeping you “present” in VR experiences. And it’s also something I expect we’ll see in other gamepads in the future.
I’ve had game controllers in my hand since I got an NES at age 5, but the Oculus Touch are the first to feel as if they’re practically extensions of my body.
The games
At this point, we’re well into the second major wave of VR releases (the first coincided with the launch of the Rift and Vive; this one was kicked off by the PS VR). Oculus says 53 titles will offer Touch support at launch, including existing games like The Climb and Job Simulator. As for next year, you’ve got games like Arkitka.1 and Giant Cop: Justice Above to look forward to. Plenty of Vive Steam VR titles will also work with the Oculus Touch, even if they’re not available in the Oculus store.
One thing is for sure: Your Touch controllers won’t be gathering any dust soon. Here are my impressions of a few titles available at launch:
‘I Expect You to Die’
VR was practically made for locked-room puzzles, and I Expect You to Die doesn’t disappoint. Developed by Schell Games, it puts you in the role of a spy who always finds himself in sticky situations. At first, it’s a booby-trapped car that you need to drive out of a plane, but it’s not long before you’re stopping superviruses from wiping out millions. It’s a fine showing for the Oculus Touch controllers because it demonstrates how well they can manage fine, methodical movement.
At one point, you have to maneuver something through an array of laser sensors, all while spraying window-washer fluid to make the lasers visible. Shortly after that, you’re handling beakers of potentially exploding material. You’ll die a lot, but as with the best games, it’ll usually be your fault — not the controller’s.
‘Serious Sam’ VR
“I just spent 30 minutes in VR and boy are my arms tired.” That’s me after every Serious Sam VR session.
The original game was an insane mashup of action-movie machismo, big guns and boatloads of carnage … so you’d imagine that would translate to VR pretty well. The VR version is just as bombastic, but because you’re actually physically aiming guns and dodging an assortment of projectiles, it’s also quite the workout. I could only play it for around a half hour at a time without getting exhausted. But for those glorious minutes, I was in shooter heaven. It’s exactly what my 13-year-old self dreamed of.
Serious Sam is the fastest-paced VR game I’ve played, and it’s a testament to the Oculus Touch’s tracking capabilities. Even as I was whipping guns all around my office and spraying bullets everywhere, the controllers never skipped a motion-tracking beat.
The Unspoken
A Doctor Strange fan’s dream come true, The Unspoken is a multiplayer magic battle game that puts you right in the shoes of a destructive spellcaster. Most of your time will be spent throwing fireballs at your enemies and shielding incoming fire while teleporting around a stage. But you’ll also have to do things like make motion gestures for powerful spells and hammer out mystical items mid-battle. It’s a prime example of the versatility of Oculus Touch — they’re able to keep up with the fast-paced action while also being accurate enough for complex gestures.
‘Robo Recall’ (demo)
While the full game will be available free next year, the Robo Recall demo I played was sublime. Developed by the Unreal Engine masterminds Epic — people who really know their shooters — the game puts you in the role of an enforcer who has to take down rogue robots. And, yes, you can bet that’ll involve plenty of guns and explosions.
Like many VR games, you move around by teleporting (a mechanic that’ll hopefully get refined before launch, because reorienting yourself is a pain). The real focus, though, is on shooting — and it’s spectacular. The Oculus Touch controllers are incredibly accurate, both when it comes to fast-paced blasting and slowing down to nail an accurate shot. And like Epic’s Bullet Train demo (which was used to show off Touch prototypes), you can also slow down time, yank bullets out of the air and throw them right back at those nasty bots.
Quill
Much like Google’s Tilt Brush, Quill is Oculus’ attempt at a VR painting app. It was originally created to help develop the VR short Dear Angelica, but it has since evolved into a worthy virtual drawing tool in its own right. I’m not the best person to judge the merit of artistic tools, but I can say that the motion tracking of your virtual brushes seems on-par with Google’s app. And even for those who can’t draw, there’s still something magical about doodling in three-dimensional space.
The competition
It’s pretty clear what Oculus is up against: the HTC Vive and the PlayStation VR. Sony’s option is still the cheapest pathway to consumer VR — and if anything, the Touch controllers make the Rift an even more inaccessible platform. Because they’re another $200 on top of the Rift’s $600 cost, it puts the platform on the same level as the $800 Vive.
The choice really comes down to which headset and platform you prefer. If you want to walk around in VR environments today, the Vive’s hardware can do that. The Rift, together with the Touch, will let you only stand and take a few steps around a small space. You can also play games on both platforms, no matter which headset you own. Personally, I’ll probably end up spending more time with the Rift, because the headset is so much more comfortable to wear.
Wrap-up

Oculus had one job: Bring motion controls to the Rift. With the Touch controllers, it managed to do that well. And, surprisingly enough, the company also proved it could make a damn fine game controller. If you’ve already invested in a Rift, the Oculus Touch is a no-brainer purchase. And if you’ve been holding out for VR platforms to iron out some wrinkles, it’s a sign that the virtual-reality ecosystem’s growth isn’t slowing down anytime soon.
Google’s Trusted Contacts app lets people know you’re safe
In the event of an emergency, it’s not always easy to notify people that you are safe. Google knows that, so it’s created Trusted Contacts, a new app that can automatically share your status and location with friends or loved ones. It’s available today on Android and will soon be available on iOS devices.
The idea is simple: you select specific people in your address book as “trusted contacts,” friends or family members who you would feel confident knowing your phone’s activity status. When they open the app, they’ll be able to see if you’re “active,” basically that your phone is connected and moving, whether you were active in the past hour or whether your device has a low battery, is completely out of juice or has no connectivity.
Trusted contacts can also ask for your location if they feel you might be in danger. The app offers a five-minute window for you to approve or deny the request but should it not receive a response, it will share your position in order to “make sure that someone you trust will know how to find you if you really are in trouble.”
If you’re walking home late at night and would feel safer knowing that someone knew exactly where you are, Trusted Contacts can help there too. Instead of waiting for someone to request your whereabouts, you can proactively share your location with a friend or loved one and include a short status explaining what it is you’re doing. Once you arrive at your destination, hit the banner top of the screen or from the lockscreen and it’ll stop broadcasting.
Google says that while trusted contacts won’t need a Google account to see shared locations, they may need to sign in with one to request them. The app’s settings can also be tweaked at any time, allowing users to decide who they do and don’t want seeing their activity without having to re-add them at a later date.
Via: Google Blog
Source: Trusted Contacts (Play Store), Trusted Contacts Dashboard
Uber creates an AI lab to help fuel its self-driving dreams
If Uber is going to make its dreams of self-driving ridesharing cars a reality, it’s going to need a lot of expertise in artificial intelligence… and it’s taking big steps to make that happen. The company has created Uber AI Labs to fuel its research, and it’s getting the team started by acquiring AI startup Geometric Intelligence. It’s a small 15-person outfit, but the newly purchased company stands out by resisting the urge to train AI by feeding it large data sets. As the New York Times notes, Geometric Intelligence prefers to have systems create their own rules from just a handful of examples — while Uber ride data will help, the AI won’t need a wealth of knowledge to make informed decisions.
Autonomous driving will be the star of the show at the new labs, but Uber is promising that its AI work will shape a lot of its day-to-day business. It could improve the accuracy of predicted arrival times for your rides and UberEats deliveries, tackle fraud and improve the chances of UberPool matching your car with other travelers. Ideally, you’ll notice the difference well before you set foot in a driverless Uber car.
This is also a preemptive strike against the competition. The company tells the NYT that there’s a fierce battle for AI talent — acquiring Geometric Intelligence prevents Uber from losing out to Lyft, Google and others hoping to put machine learning to work on the road. It’s playing the long game, in other words — this is less about immediate gains and more about securing Uber’s future.
Via: New York Times
Source: Uber Newsroom
App Store Gains New Section for Single Sign-on Apps From Supported TV Providers
Ahead of the official launch of Single Sign-on on tvOS 10.1 and iOS 10.2 later this month, Apple has added a new App Store section with apps that support the feature for beta testers. The apps are categorized by supported TV providers, including DirecTV, Dish, Sling TV, Hotwire, and GVTC.
If you are a Dish Network satellite TV subscriber, for example, you can sign in once with your Dish username and password to start using any of the following apps, among others: Watch Cooking Channel, Watch DIY, Watch Travel Channel, Hallmark Channel Everywhere, and Watch Food Network.
When you open an app that supports Single Sign-on on iOS 10.2 beta, a pop-up alert asks if you “want to allow XYZ to use your sign in credentials,” according to beta testers. If you decline, the app lets you sign in and authenticate with a provider-specific username and password as usual.
On a fourth-generation Apple TV running tvOS 10.1 beta, Single Sign-on can be accessed by opening the Settings app and navigating to Accounts > TV Provider. On an iPhone or iPad running iOS 10.2 beta, Single Sign-on can be accessed by opening the Settings app and tapping on the TV Provider section.
Single Sign-on will be available on tvOS 10.1 and iOS 10.2 in December upon completion of beta testing, enabling U.S. customers to sign in once with their cable TV credentials to access all live cable content available through their cable TV subscription, even when it is spread across multiple apps.
Tags: App Store, iOS 10.2, tvOS 10.1, Single Sign-on
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Apple Testing Redesigned Photos Web App on iCloud.com Beta With macOS-like Interface
Apple has updated the iCloud beta website with a new Photos section that includes improved navigation tools similar to the native Photos app on macOS Sierra. As discovered by MacMagazine [Google Translate], the Photos section in the beta site now includes a sidebar for navigation, which displays all of a user’s albums so it’s easier to jump between photo collections.
In the current iteration of iCloud.com albums are found in a tab bar at the top of the Photos part of the website, next to a user’s moments. With the update, users are also able to choose multiple photos from the new album select toolbar “and use the action buttons in the upper right corner to add, share, download, or remove albums.”
Within each album, when a specific photo is clicked on, users will be presented with a scrollable thumbnail view of the entire album’s contents, providing further ease of navigating through large photo collections.
The iCloud.com updates are strictly navigational improvements, with no addition of the new macOS Sierra Photos features like Faces and Memories. It’s unclear how long it will take for the new changes to launch on a broader scale after debuting on the iCloud.com beta site.
Tag: iCloud
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Apple Maps Now Supports Transit in Minneapolis–Saint Paul
Apple Maps has been updated with comprehensive transit data for Minnesota’s twin cities Minneapolis and Saint Paul, enabling iPhone users in the metropolitan area to navigate using public transportation, including Metro Transit buses and trains.
Apple introduced Transit in Maps as part of iOS 9 in select cities around the world, including Baltimore, Berlin, Boston, Chicago, London, Los Angeles, Mexico City, New York, Philadelphia, San Francisco, Sydney, Toronto, and over 300 cities in China. The feature has its own tab in Apple Maps on iOS 10 when entering directions.
Transit routing is now available in several other cities, including Atlanta, Columbus, Dallas-Fort Worth, Denver, Honolulu, Kansas City, Melbourne, Miami, Montréal, Pittsburgh, Portland, Prague, Rio de Janeiro, Sacramento, San Antonio, San Diego, Seattle, and parts of British Columbia, Canada and New South Wales, Australia.
(Thanks, Larry!)
Tags: Apple Maps, transit, Minneapolis, Minnesota
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Climate change could explain Mars’ imposing topography
Mars has lots of water, but future astronauts won’t exactly be able to scoop it into bottles — it’s generally trapped in ice deposits below the surface. Scientists from Penn State think climate change lasting millions of years once warmed it enough to let the water flow free on the surface, however. That might have created large lakes in Gale Crater (above) and etched out channels and other water-based features on the Red Planet.
Researchers have long thought that canyons and valleys on Mars were caused by flowing water. However, those features were formed billions of years ago when the planet was frozen, and would require millions of meters of rain. Current Mars climate models predict that warming caused by volcanoes or meteor impacts could only account for hundreds, not millions of meters of rainfall. So how did the planet warm enough to create the amount needed?
The Penn State team figured out that the Mars could have experienced warming periods caused by a familiar culprit — carbon dioxide. It was emitted in Mars’ early years by volcanoes, cooling magma and seepage from the crust. As CO2 and hydrogen gradually built up, they warmed the atmosphere and caused large amounts of rainfall.

Utopia Planitia basin has a New Mexico-sized ice sheet up to 560 feet thick (NASA).
After up to 10 million years, the rain reabsorbed more CO2 than the volcanoes and magma could produce, storing carbon in the ground. The planet then settled back into an ice age, but the time-period was sufficient for the rain to carve out dramatic features. On Earth, the Grand Canyon “only” took around 16 million years to form for example, the team points out.
“Mars is in this precarious position where it’s at the outer edge of the habitable zone,” said Penn State grad student Natasha Batalha. “It’s receiving less solar flux, so you start at a glaciated state. There is volcanic outgassing, but because you are colder, you don’t get the same deposition of carbon back into the planet’s surface. Instead, you get this atmospheric buildup and your planet slowly starts to rise in temperature.”
If Mars’ tectonic activity in its early years was similar to Earth’s, the team’s model would account for the relatively large amount of precipitation. “But that’s a big debate,” says the paper’s co-author Jim Kasting. “A lot of people don’t think Mars ever had [plate tectonics like Earth].”
However, there is a way to test the theory. When CO2 levels in the atmosphere were at a peak, they would’ve caused rain so acidic that it dissolved surface carbonate rocks and deposited them underground. “So if the next Mars mission was able to dig down deeper, you might be able to uncover these different carbonates,” says Batalha. “That would be a sort of smoking gun for the carbon dioxide.”
Via: Penn State
Source: Arxiv
Android Pay helps Brits keep track of their Tube spending
It might have been late to the party, but Google is determined to make Android Pay the de facto payment solution for non-iPhone users in the UK. An update going out “this week” will add some deeper integrations with Transport for London (TfL), including incomplete journey notifications — so you’ll know when you forgot to tap out — and daily travel summaries, complete with station names and bus numbers. Together, they should help you track your spending habits and spot when something strange has occurred, warranting further investigation and possibly a refund from TfL.
Android Pay is also being baked into the UK Uber app. As an extra incentive, Google is offering a £5 discount if you use its service to pay for rides this Christmas. The deal is valid for 10 journeys and expires on December 31st, so you’ll need to act fast if you want to save some money on travel. Finally, Google is pushing a Christmas promotion called “shop, tap, reward” which gives you a virtual cracker after every purchase. Pull them apart and you might win one of 100,000 gift cards. A shallow ploy to earn your patronage and long-term adoption? Absolutely, but hey — there’s nothing to stop you from abandoning the app once the festivities are over.
Source: Google (Blog Post)
The ‘Death Stranding’ trailer music is headed to vinyl
Hideo Kojima has the video game industry in a frenzy. The Metal Gear creator released a new teaser for his latest project, Death Stranding, to rapturous applause on Friday night at The Game Awards. It’s deliciously weird, featuring one-time Silent Hills collaborator Guillermo del Toro, Danish actor Mads Mikkelsen (Doctor Strange, Rogue One: A Star Wars Story) and a vanishing baby. The trailer, like its spooky predecessor, features the music of Low Roar, which specialist record producer Mondo is now planning to release on vinyl. You’ll get two tracks, I’ll Keep Coming and Easy Way Out, on the 12-inch “clear with heavy black splatter” single.

The record will set you back $15 and is scheduled to ship in February 2017. For fans of Kojima and his upcoming game (which, let’s be honest, won’t be coming out any time soon), this is a neat collector’s item. Maybe the tracks can keep you company while you mull over some fan theories — did you notice the baby teleports when you play the two trailers side by side? Strange, very strange. Maybe the child is special, or merely susceptible to the strange capsule device held by del Toro. My personal theory is that Norman Reedus’ tears have magical properties. What? Don’t look at me like that. Weirder things have happened in the Metal Gear Solid franchise.
Source: Mondo
Scientists confirm twisty fusion device’s odd magnetic fields
Now that the first large version of a extraordinarily complex, cruller-shaped stellarator fusion device is up and running, there’s an overriding question: is it behaving the way scientists expected? Thankfully, the answer is yes. Researchers have confirmed that Germany’s Wendelstein 7-X stellarator is producing the 3D magnetic fields that were anticipated from its twisty design. In fact, it’s faithful to the concept with “unprecedented accuracy” — the error rate is less than one in 100,000.
The team measured the magnetic activity by sending an electron beam along the field lines, and then using a fluorescent rod to sweep through those lines and create light in the shape of the fields. As you can see above, the result is a very scientific take on light painting.
W7-X isn’t a power plant. However, confirming the nature of its magnetic fields will help prove the viability of stellarators as templates for future fusion reactors. While that means that any practical machine is likely many years away, there’s at least a good reason to be patient. Stellarators promise to be safer than existing tokamak reactors, which could spark a crisis if their current fails or something disturbs their magnetic fields. Ideally, you’ll get a tremendous power source that’s both cleaner and safer than nuclear energy.
Via: Phys.org
Source: Nature



