Google’s Daydream View VR reaches stores November 10th
You won’t have to wait much longer to see whether or not Google’s Daydream View headset is a viable contender to the likes of Gear VR. Google has announced that its virtual reality wearable will reach both the Google Store and retail in five countries (the US, Canada, UK, Germany and Australia) on November 10th. In the US, it’ll be available for $79 through Best Buy and Verizon. British buyers can track it down for £69 at Carphone Warehouse or EE, and Canadians can pick it up for $99 at Best Buy, Bell, Rogers or Telus.
You’ll need a compatible phone (such as Google’s own Pixel or Pixel XL) to use the Daydream View, but it promises to open up the world of mobile VR. Right now, your choices in that realm are largely limited to either basic viewers like Google Cardboard or Samsung’s proprietary Gear VR — you could soon see interactive VR on a wide range of Android devices. It’s also important to note that Google doesn’t have a monopoly on Daydream headsets, either. The aim is to create a whole ecosystem, not to corner the market.
Source: Google
The first Google Tango phone launches with over 35 new apps
It’s been years in the making but Tango, Google’s depth-sensing tech, is ready to make its consumer debut. That’s because today is when the first-ever Tango phone, the Lenovo Phab2 Pro, goes on sale for $499. To accompany the Phab2 Pro’s launch, Google is announcing over 35 new Tango apps, all of which will be available in the Play Store today. I had a chance to play around with several of them, talked to a few app developers and delved further into the future of Tango, including its relationship with Daydream, that other well-known Google project.
Tango first started life as a project within ATAP, Google’s Advanced Technologies and Projects division. The idea was to integrate an array of sensors and cameras into a mobile device so that it could figure out its position relative to its surroundings. We’ve already seen how Tango’s 3D-mapping can be used to give directions in a museum, assist in home improvement projects and create cartoon worlds, but there are a few new ones that caught my eye.
One of them is Crayola Color Blaster, which is described as a “zombie color-blasting game.” Created by Legacy Games, the object here is to deal with incoming zombies by pelting them with paint. The zombies appear in an augmented reality view on the display, so it looks as if they’re there in your actual living room. It’s a very active game, and I found myself wandering around from one area of the room to the other just to get enough distance between me and the color-hungry undead.
Arielle Lehrer, CEO of Legacy Games, said that there’s also a “horde mode” for smaller spaces, where you’re just pivoting and shooting instead of running around. Lehrer said that the game was originally conceived as juat a coloring book in real space until they figured out there was so much more you could do with the technology. “We started to think about the magic window idea of Tango,” said Andrew Duncan, the game’s lead designer. “Anywhere you look, you change the environment. It really plays in any space.”
Next, I played with Sockethead Games’ Slingshot Island, which is pretty much as the name describes. Again utilizing augmented reality, you place a virtual island in your physical space — be it your dining table or your kitchen floor. From there, you’ll use a slingshot to shoot projectiles at it in order to solve puzzles, like knocking an egg off a structure. The interesting thing here is that instead of swiping down to aim the slingshot, your phone is the controller. That means as soon as you aim your target, you actually move the phone around to establish the shot — as if your entire phone is the slingshot itself. It took a little bit of getting used to, but I learned it eventually.
“This is the one big challenge that we had,” said Randall Eike, the CTO of Sockethead Games. “Users had no concept whatsoever that they can use their phone as a motion controller. It’s completely foreign to them.” After they figure it out though, Eike said, it feels a lot more intuitive. “This motion control ability of using your device and interacting with the object… It’s going to open up this huge class of mobile games.”

I also played a couple of titles that didn’t use augmented reality. One was Hot Wheels Track Builder, which had me racing toy cars down virtual tracks that I could create myself. You could pick up pieces by grabbing a hand and then move them into place by moving the phone to the right place. It’s once again using the idea of the phone as the controller. “We figured out a control scheme where you wouldn’t need a touch screen to build your tracks,” said Kris Jackson, the lead game designer. “That’s the thing you usually struggle with the most.” Another was Ghostly Mansion, where I collected clues in a virtual room by walking around a physical space. I could lean down to open a drawer or lift the phone up to grab a picture on the wall.
A few years after its debut, Tango then graduated to become its own project division in 2015. Now, it’s a part of Daydream, Google’s VR initiative. It doesn’t take much imagination to think of how useful depth-sensing and 3D-mapping would be in virtual reality. Indeed, the combination of the two could lead to perhaps a standalone headset in the future.
“A lot of the work we’re doing will enable inside out tracking in VR,” said Johnny Lee, Tango’s Director of Engineering. “There’s no product that we can talk about. But as Tango matures, as Daydream matures, there’s an obvious crossroads that we’re excited about.”

But before integrating that tech into VR, Google thought it was important to incorporate Tango into phones first.
“There are still a lot of phones being manufactured today,” said Lee. “We feel like this form factor is one that we’ll have with us for quite awhile.” Indeed, one of the reasons Eike was drawn to Tango is because he felt that smartphones are a lot more accessible than VR headsets. “A VR headset isn’t something you whip out of your pocket at a Starbucks,” he said, whereas everyone has a smartphone. “There’s a chance [Tango] will be more ubiquitous than VR.”
Lee shares the same sentiment. He thinks of Tango in the same way as GPS; we were able to get through our lives before it came along, but now we can’t imagine our phones without it. The spatial reasoning and depth sensing allowed by Tango, he said, will be just as important. “I believe there is a whole new suite of experiences that are possible. The way we interact with our computers will change.” Plus, he said, the rise of Pokemon Go shows that the public is a lot more accepting of augmented reality apps than it used to be, which is good news for Tango.
Google is so bullish on Tango that it’s already built up a pipeline of partners. In other words, look forward to more Tango-enabled phones next year. According to the company, they’ll come in varying price points, designs and form factors. So if you’re wary of the giant 6.4-inch screen on the Phab2 Pro, maybe wait a few months for a smaller Tango phone.
“This is not just a research product. It’s a product in the market today,” said Nikhil Chandhok, Tango’s product director. “Should every phone have GPS? Yes. Should every phone have a camera? Yes. Should every phone have inside-out tracking? Yes,” Chandhok continued. “Every phone should have it.”
Google reveals unpatched Windows bug that hackers are exploiting
Google has revealed that it came across previously undiscovered Flash and Windows vulnerabilities in October, and one of them remains unpatched. The tech titan gave both Adobe and Microsoft a heads-up on October 21st — Adobe issued a fix on October 26th through the Flash update, but Microsoft hasn’t released one for its platform yet. The real problem is, according to Google, that unpatched Windows flaw is “being actively exploited.”
Google describes the Windows flaw as follows:
“The Windows vulnerability is a local privilege escalation in the Windows kernel that can be used as a security sandbox escape. It can be triggered via the win32k.sys system call NtSetWindowLongPtr() for the index GWLP_ID on a window handle with GWL_STYLE set to WS_CHILD. Chrome’s sandbox blocks win32k.sys system calls using the Win32k lockdown mitigation on Windows 10, which prevents exploitation of this sandbox escape vulnerability.”
As VentureBeat mentioned, however, it’s a lot easier to come up with a fix for Flash than for a full operating system. Ten days might not have been enough time at all for Microsoft to address the problem. Redmond’s statement to VB echoes the one it issued in 2015 when Google exposed another flaw a bit too soon. A spokesperson said Mountain View’s move “puts customers at potential risk” since more people now know that there’s a new vulnerability they can exploit:
“We believe in coordinated vulnerability disclosure, and today’s disclosure by Google puts customers at potential risk. Windows is the only platform with a customer commitment to investigate reported security issues and proactively update impacted devices as soon as possible. We recommend customers use Windows 10 and the Microsoft Edge browser for the best protection.”
As for why the big G decided to reveal the flaw even though it could put people at risk, it’s all because of the company’s existing policy for actively exploited critical vulnerabilities. That policy states that Google will disclose vulnerabilities merely seven days after reporting it to the developer. Microsoft clarified to VB, though, that the Flash bug is needed in order to exploit the Windows’ flaw. So make sure to update Flash if you haven’t done so in the past few weeks while waiting for Microsoft to release a patch for Windows.
Via: VentureBeat
Source: Google Security Blog
Android Chrome might move search bar to screen bottom
Even with my oversized mitts, stretching all the way across my Nexus 6P to hit the Chrome address bar can be a challenge. But I won’t be reaching nearly as far if the newly unveiled “Chrome Home” feature in Canary makes it into the next update. Namely because the address bar — as well as the tab switcher and settings menu — will be right there at the bottom of the screen.
The feature is still in its alpha stage and currently only available on the Canary for Android test platform (basically, the developer version of Chrome). As such, there’s no word yet on when or even if the feature will make it to the consumer version. Nor is there much information yet on the feature’s title and whether it is in any way connected to the upcoming Google Home device.
Source: 9to5Google
Chrome boosts page load speeds with clever bits of code
Google’s main selling point for Chrome has always been simple: speed. With the browser’s latest update, 64-bit Chrome 53 and 32-bit Chrome 54 on Windows, the internet juggernaut is upping performance again. By using Microsoft’s Profile Guided Optimization — a part of Visual Studio, as noted by TechCrunch — the browser has boosted new tab page loads by 14.8 percent and page loads by 5.9 percent. In terms of firing the browser up for the first time (people actually close it?), that’s seen the most improvement of all, with Google claiming 16.8 percent faster startup time.
It’s all calculated by looking at which functions are used most often and optimizing them over less-used functions, Sébastien Marchand writes on the Chromium blog. More speed is always appreciated, sure, but decreasing the browser’s impact on battery life would be awesome too. There’s always December’s version for that, though.
Via: TechCrunch
Source: Chromium blog
Google gets better at spotting bogus Play Store app installs
It’d bad enough when you download a crummy Android app, but it’s worse when you’re tricked into installing that app thanks to fake installs and other tricks that make it seem more popular than it is. Google wants to fix that: it’s deploying upgraded detection and filtering tech that should do a better job of catching installs meant solely to pump up an app’s placement in the Play Store. Developers won’t immediately get the boot if they’re caught (rookie developer may not fully understand the rules), but those who make a habit of rigging the system could lose their app presence.
Is this going to eliminate app fraud? Probably not — shady developers may find a way to circumvent detection, and it’s harder to spot non-automated deception like incentivized ratings. If Google succeeds, though, that should increase the chances that apps actually deserve their positions on the Play Store charts.
Source: Android Developers Blog
The bottom line: Our quick verdict on Google’s Pixel and Pixel XL
What happens when Google designs its own phones, as Apple does with the iPhone? You get some of the best handsets money can buy, that’s what. The 5-inch Pixel and 5.5-inch Pixel XL are well-built, with fast performance, excellent cameras and great screens (especially on the larger model). No product is perfect, though, and indeed, we’ve identified a few areas where Google can improve with the inevitable second generation. In particular, we were disappointed to see that these phones are less water resistant (and arguably less stylish) than other handsets you’d find in this price range.
Speaking of the sort, these things are expensive, with starting prices of $649 and $769, respectively. That’s on par with other flagships, but for the money, we don’t want to see too many “cons” in those review cards you see below. Thankfully, the pros here vastly outweigh the few shortcomings, and both Pixel phones both earn our strong recommendation.
Google unveils Allo-assisted ‘Stranger Things’ scavenger hunt
Google is trying hard to get folks using its AI-gifted Allo messenger service, so it has jumped on a popular Netflix show. It has revealed some Stranger Things tie-ins for Halloween, including a sticker pack and an AI-assisted scavenger hunt. If you’re in New York City today (October 28th) and want to participate, you just ask Google Assistant “Where is Barb,” a reference to the character who just kind of … disappeared from the show.
That’ll reveal the first location (Lafayette & Grand in Soho) where you’ll see a sticker wall instructing you to “use your powers” in Allo, Google says. Your AI sidekick will then tell you where to find a “mind-control vending machine” by dropping a so-called suggestion chip that you tap, directing you to a new, undisclosed Google Maps location. With some luck, you can claim a prize like a BMX bike, Pentax camera or a Panasonic boombox.

You can also download a Stranger Things sticker pack with artwork inspired by the show (above). Google is no doubt hoping like hell that all of this will entice you to try the app, since a lot of folks are probably unaware that it even exists. As a reminder, it’s a messaging service with a built-in conversational “Assistant” bot that can give you information whether you’re chatting with it directly or in a conversation with pals. For example, it can give you advice on restaurants, movies, the weather and more.
The company does have some actual news about the app besides the PR-inspired stickers and treasure hunt. You’re now able to reply to messages directly from your notifications, saving you the trouble of going into the app. Google also added new Android N features, including a split-screen mode and app shortcuts. iOS users, meanwhile, can doodle on photos before sharing them with friends.
Google’s AI created its own form of encryption
Researchers from the Google Brain deep learning project have already taught AI systems to make trippy works of art, but now they’re moving on to something potentially darker: AI-generated, human-independent encryption. According to a new research paper, Googlers Martín Abadi and David G. Andersen have willingly allowed three test subjects — neural networks named Alice, Bob and Eve — to pass each other notes using an encryption method they created themselves.
As the New Scientist reports, Abadi and Andersen assigned each AI a task: Alice had to send a secret message that only Bob could read, while Eve would try to figure out how to eavesdrop and decode the message herself. The experiment started with a plain-text message that Alice converted into unreadable gibberish, which Bob could decode using cipher key. At first, Alice and Bob were apparently bad at hiding their secrets, but over the course of 15,000 attempts Alice worked out her own encryption strategy and Bob simultaneously figured out how to decrypt it. The message was only 16 bits long, with each bit being a 1 or a 0, so the fact that Eve was only able to guess half of the bits in the message means she was basically just flipping a coin or guessing at random.
Of course, the personification of these three neural networks oversimplifies things a little bit: Because of the way the machine learning works, even the researchers don’t know what kind of encryption method Alice devised, so it won’t be very useful in any practical applications. In the end, it’s an interesting exercise, but we don’t have to worry about the machines talking behind our backs just yet. With open-source deep learning tools like Microsoft’s Cognitive Toolkit, it might be interesting to see this play out on an even larger scale.
Via: New Scientist
Source: arXiv
T-Mobile offers unlocked Pixel owners a $325 credit
While Verizon is the only carrier to offer Google’s Pixel phones directly, T-Mobile has its own plan to tempt over Pixel owners: $325 credited towards their bill. That’s half of the cost of the $650 32GB Pixel, and a significant chunk off of the price of the $769 Pixel XL. To get the deal, you’ll need to sign up for T-Mobile’s new unlimited One plan and show a proof of purchase. Don’t expect to get the credit in one lump sum, though. The carrier says it’ll distribute it in $13.55 increments across your bill for 24 months.
That’s still a good deal for anyone who plans to stick with T-Mobile, but it’s certainly not as impressive as a single bill credit. And of course, there are still some red flags with the carrier’s new One plan. It starts at $70 a month with “unlimited” data, text and talk, but you’ll have to shell out extra if you want to tether at LTE speeds or watch HD videos.
Source: T-Mobile



