Biggest names in VR band together to create industry standards
The world’s most popular virtual reality headset makers have assembled. Google, Oculus, Sony, HTC, Samsung and Acer have come together to create a non-profit organization called the Global Virtual Reality Association (or the far snappier GVRA, for short). The association’s goal is to “promote responsible development and adoption of VR globally,” according to its website, and members will do so by researching, developing and sharing what it believes to be industry best practices.
GVRA also intends to serve as a resource for policymakers, consumers and industries interested in the medium. In a statement on the organization’s website, Google’s director of immersive design Jon Wiley said,”The GVRA is a necessary first step toward ensuring great VR experiences for everyone.” Execs from the other founding companies made similar statements, echoing the same sentiment. Although Microsoft’s HoloLens is technically an AR device, it’s a bit surprising to not see the Windows maker in this list.
Citing VR’s potential to improve “sectors ranging from education to healthcare,” as well as the resulting contributions to the global economy, GVRA also states that its founding members will work to maximize the platform’s potential and to “ensure those gains are shared as broadly around the world as possible.” Considering the clout some of these companies already have in tech, it sounds like this will be the virtual reality authority in the future.
It’s a little concerning that the only affiliates of the organization so far appear to be hardware makers. Hopefully, the GVRA will soon gain some members from different parts of the industry, including representatives who are more invested in the impact of VR on our health.
Source: Global Virtual Reality Association
Facebook patent hints at an automated solution for fake news
Facebook may have said that it’s stepping up its fight against fake news in the past few weeks, but there are signs that it might have had a way to tackle this problem sooner. A recently published USPTO filing from 2015 reveals that Facebook has applied for a patent on technology that would automate the process of removing “objectionable content.” It’s ostensibly for eliminating hate speech, porn and other material that Facebook has objected to for years, but the system could easily be applied to bogus stories as well.
The approach would supplement user-based content flagging with machine learning. The automatic system would generate a score for content based on the likelihood that it’s objectionable, helping human moderators decide which material to cut. It’d look at the number of users objecting to content, for example, as well as the age of the account making a complaint (to discourage harassment and trolling). The AI-like code would study valid flags and learn to make more informed decisions about objectionable content.
This is just a patent application, and there’s no guarantee that Facebook will either secure the patent or use it on its social network. A spokeswoman tells The Verge that the company regularly applies for patents it doesn’t use, and that this content removal plan shouldn’t be interpreted as a clue to its strategy.
However, the patent’s existence shows that Facebook has been thinking about improved ways of pulling content for a while, and that the issue is really just coming to a head following the US election. Why hasn’t it implemented this technology, though? There are a few reasons why it might have been hesitant: it won’t help if someone actually believes the fake news, if their Facebook habits make it unlikely to show up, or if they just ignore it. It might also have been reluctant to do anything that would fuel accusations of bias. Nonetheless, the patent application doesn’t help Facebook much — it implies that the company simply chose not to implement a technical solution for fake news, even if there were perfectly valid reasons for holding off.
Via: The Verge
Source: USPTO
Trump team wants to meet with Silicon Valley execs next week
The Trump transition team has invited a number of tech industry leaders to New York next week for a roundtable discussion. USA Today reports that Reince Priebus, Trump’s chief of staff, Jared Kushner, Trump’s son-in-law, and advisor Peter Thiel are engineering the December 14th summit.
This will be an interesting meeting given Trump’s thorny relationship with an industry that snubbed him at every turn during the election. Trump’s relationship with Apple is especially contentious ever since he called for a boycott of the company when it refused to build a backdoor into the iOS security system for the FBI. Trump’s ambivalence to net neutrality and vigorous opposition to immigration, which the industry relies on to recruit top flight talent from around the world, aren’t helping his case either.
Peter Thiel, Trump’s advisor and hype man, is only slightly better off. He sits on Facebook’s board of directors and holds considerable sway within the company. However his backing of the candidate that will be the next president — not to mention a personal vendetta against Gawker Media which shuttered the news outlet earlier this year — has not won him many fans in the progressive bastion of Silicon Valley.
“Most of Silicon Valley is moving from the ‘surprised and in denial’ phase to accepting the change that’s coming,” Semil Shah, of venture capital firm, Haystack Fund, told USA Today. “Some of that change, such as immigration, creates anxiety and uncertainty. Some of that change, such as potential for economic stimulus at a national level, gives some folks business confidence.”
The invited tech executives will likely be looking to extend olive branches and build bridges with the incoming administration. However, if this meeting goes anything like Trump’s previous overtures to television and print media, it will not end well. Remember, Trump doesn’t build bridges, he builds walls. Or at least claims to.
Source: USA Today
Instagram finally lets users disable comments on posts
In recent months, Instagram has finally stated rolling out tools that let users combat abuse. First, Instagram added the ability to block specific words from your comments, and today it is adding a host of other tools to keep trolls out of your account. The company says all the new features will be available in the coming weeks. First up is a tool that’ll let you remove comments entirely from your posts. When creating a new Instagram post, you’ll find an “advanced settings” menu where you can turn off comments for that image. You can also reverse course and turn commenting back on if you so choose. Unfortunately, it doesn’t sound like you can shut off comments globally in your account; hopefully Instagram will add that option next.
Instagram isn’t just shutting down comments, though — it’s also adding the ability to “heart” a specific comment in the hopes that it’ll “show support” for users and “encourage positively throughout the community.” Hard to say if this will make a difference, but it’s good to see Instagram proactively try and make comments a happier place.
The next new privacy feature is focused on private accounts. If you have your account set to private, you’ll have to approve new followers, like always. But now you can actively remove individual followers if you change your mind about who you let see your photos. Previously, you had to take the more aggressive move of blocking someone to get them off your followers list. Instagram says that people you remove from your private followers list won’t be notified when you flip that switch.
Lastly, there’s a new option to anonymously report what Instagram calls “self-injury” posts. If you see a post from someone you’re following that makes you worry for their well-being and think they might harm themselves, this feature lets you flag the photo for review. Instagram says it has a team working 24/7 that will then reach out to the user and connect them with resources that can offer help. It’s an interesting feature, but it also feels like something that trolls could potentially use to harass others. We’re reaching out to Instagram to see how the company plans to keep that from happening and will update this post with more details if we hear anything.
Those concerns aside, these features are most welcome — if the last year has showed us anything, it’s that online communities need to provide their users with tools to battle abuse. Without those sort of tools, users are likely to flee the platform or use it far less — so including these tools is smart for business, not just for the platform’s users. While we wish Instagram had been faster to roll out these new features, they’re still most welcome.
Via: TechCrunch
Source: Instagram
Facebook is asking users’ help to ID misleading news
The latest addition to Facebook’s never-ending parade of experimental features looks like it’s all about fake news. Chris Krewson, an editor for Philadelphia publication Billy Penn, has spotted a survey module right underneath a post by the Philadelphia Inquirer about a white nationalist (and well-known pistachio vendor) losing her job. The survey asked: “To what extent do you think that this link’s title uses misleading language?” There were five choices to choose from (“Not at all,” “Slightly,” “Somewhat,” “Very much” and “Completely”), but the module could clearly be dismissed with by clicking on an “X” button.
In late November, Mark Zuckerberg explained what Facebook is doing to get rid of fake news, including improving its algorithm’s ability to detect and making it easy to report them. He didn’t mention that the company will start asking for people’s input — as TechCrunch said, it’s a bit odd, since it’s the users who are flooding the social network with fake news to begin with. Facebook confirmed to TC that it’s indeed testing the feature, but it didn’t elaborate on its plans beyond that.
Facebook is asking whether this @PhillyInquirer headline is fake? pic.twitter.com/cCUpwtvQlS
— Chris Krewson (@ckrewson) December 5, 2016
Source: TechCrunch, Chris Krewson (Twitter)
Tech giants band together to fight terrorist content online
Some of the biggest names in tech have concocted a plan to combat the spread of terrorist content online together. Facebook, Microsoft, Twitter and Alphabet-owned YouTube are creating a shared database of “hashes” for any terror-related content they remove from their services. Hashes are unique code identifiers associated with each photo and video that computers can use for identification. For instance, if Facebook spots a new recruitment or (heaven forbid) beheading video on its website, the social network will give it a hash before and upload it to the database. The websites won’t automatically purge photos and videos in the database, though — each service will still review and remove them on their own.
According to The Wall Street Journal, this partnership was a direct result of the companies’ regular meetings with European Union officials. European authorities have been putting the pressure on internet companies to do something to curb the spread of terrorist propaganda, since extremists have been using their platforms to spread their message. Twitter, for one, had to shut down hundreds of thousands of accounts associated with ISIS and other extremist groups this past year.
The other companies are pretty experienced in fighting off terror content, as well. Microsoft started auto-purging them from Xbox Live, Outlook Docs and its other services in May this year. In June, Reuters reported that YouTube and Facebook, among other internet companies, were using automated systems to find and remove terror-related images and videos. They reportedly uploaded their finds to a shared database, as well, though it’s unclear whether that earlier experimental effort is associated with this collaboration. WSJ says the four companies will begin sharing their hashes next year and are open to welcoming new additions to the group in the future.
Source: Twitter, Facebook
‘Pizzagate’ and the real danger of fake news
The internet has always had its fair share of fake news and hoaxes, but it wasn’t until recently that it’s become an issue of national importance. One of the more vexing questions is whether or not fake news could have influenced the outcome of the election — would a false story about the Pope endorsing Trump be enough to sway voters, for example. While fake news leading to a misinformed voter is certainly of concern, it can also lead to dangerous and potentially violent situations.
That’s what happened last Sunday when Edgar Maddison Welch went into a Comet Ping Pong, a pizzeria in Washington D.C. with an AR-15 assault rifle and fired one or more shots. In his words, he was there to “self-investigate” Pizzagate, a conspiracy theory which alleges that Hillary Clinton and campaign manager John Podesta were leaders of a child sex trafficking ring run from the restaurant’s basement.
It’s a pretty crazy story, but it gained traction quickly. Initially spun out of 4chan, the news spread to Reddit and then to fake news sites. The story grew larger and more convoluted; people started to accuse the Democratic Party of running an even larger international child trafficking ring, and that Podesta’s emails to Clinton contained “code” words that had hidden meaning pertaining to the alleged trafficking.
What’s worse is that the conspiracy theory received major traction by right-wing outlets like InfoWars and Alex Jones. Another apparent Pizzagate believer is Michael G. Flynn, who happens to be the son of General Michael Flynn, Trump’s choice as his National Security Advisor. When CNN anchor Jake Tapper questioned his Pizzagate beliefs, stating that there is no evidence of it, Flynn instead demanded evidence of it not being true, which is far harder. The burden of proof here lies with the accuser.
Even the General himself retweeted a fake news site that alleged Clinton and her aides were responsible for “child exploitation” and “sex crimes.” Many Trump supporters fell for it too.
Before long, the news was shared and spread on Facebook and Twitter many times over, and thousands appear to have fallen for it. The pizzeria started receiving death threats via phone and social media. Examples include: “I will kill you personally.”
Obviously fake news is bad because it results in an ill-informed public. But it’s a whole other thing when someone believes in falsehoods so fervently that they’re willing to take dangerous and potentially violent actions because of it, just like Welch had done.
This is especially disconcerting when you consider fake news that peddles not just in misinformation, but also hate. There was a series of false stories in Myanmar that aimed to malign Muslims by claiming they had attacked Buddhist sites. Though discredited by the police, the news spread nonetheless, fueling anti-Muslim sentiment, leading to more attacks against the country’s minority Rohingya Muslim population.
Even if Zuckerberg is right in saying that only 1 percent of Facebook has fake news, that’s one percent too many if it leads down this dangerous path of distrust and violence.
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.
EU to tech industry: Remove hate speech faster or we’ll make you
Despite agreeing to crack down on the spread of hate speech across their networks earlier this year, four of the world’s biggest technology companies aren’t delivering on their promises, Reuters reports. A review conducted by EU Justice Commissioner Vera Jourova found that Facebook, Twitter, Google and Microsoft failed to flag and remove offensive content within 24 hours, with less than half of cases being responded to in that timeframe. If they don’t improve their response times, new legislation could be introduced to force them to do so.
“In practice the companies take longer and do not yet achieve this goal. They only reviewed 40 percent of the recorded cases in less than 24 hours,” a Commission official told Reuters. “After 48 hours the figure is more than 80 percent. This shows that the target can realistically be achieved, but this will need much stronger efforts by the IT companies.”
In May, Facebook, Twitter, Google (specifically YouTube) and Microsoft signed a voluntary code of conduct that would standardize the way users report hate speech and allow law enforcement agencies to act swiftly on harmful content. This included the removal of such content within 24 hours. They also committed to support educational programs and promote “independent counter-narratives” to hateful messages.
According to the Financial Times, the report found that (unsurprisingly) Twitter was slowest to respond while YouTube was fastest. Jourová didn’t single out Twitter, though, choosing to direct her ire at all of the companies involved: “If Facebook, YouTube, Twitter and Microsoft want to convince me and the ministers that the non-legislative approach can work, they will have to act quickly and make a strong effort in the coming months,” she told the paper on Sunday.
Justice ministers will meet in Brussels to discuss the report on Thursday. Also on the agenda will be a discussion on how the companies are tackling “terrorist propaganda” and what evidence they can provide to help make convictions.
Source: Reuters, Financial Times
Recommended Reading: Should Facebook start fact-checking news?
Facebook Shouldn’t
Fact-Check
Jessica Lessin,
The New York Times
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