Oculus 'Always On' Services and Privacy Policy May Be a Cause for Concern
uploadvr.com
uploadvr.com
"Virtual reality offers an unparalleled level of access to data for advertisers. Before metrics were measured in how long someone watched a video or how many times a link was clicked, but with VR you can get far more granular. An ad executive at Coke, for instance, could tell just how long you stared at the Coke bottle cleverly placed inside your favorite game as an in-game ad and use that data to better place it in the game for you next time."
It amazes me that before this technology is even out and proven to work, and be a success with consumers, Facebook have already set up monitoring software to develop even more targeted advertising. At least Microsoft had the decency to wait a few versions with Windows first...
It would have been a nice move if they would have respected the users privacy this time just to spite the critics.
If this is VR, VR must die.
If I buy a new monitor it's not telling Asus or Dell or HP what apps I'm using or what I look at for how long.
When that ugliness rears its head, people need reminded that it's not normal, it's abusive. These companies aren't poor startups trying to make ends meet, they're corporate empires who are exploiting their users in every way possible.
Apologies for being preachy, this topic really gets under my skin.
I for one don't really care if VR ads are tracking information like that, I kinda figured it was a given. In game ads on consoles have existed for 10+ Years, and guess what? Tracking how long the ad is on the screen was already included.
My monitor tells Microsoft and Apple what I'm looking at? Huh?
Paying for the Ad Machine? This is ridiculous
Yet you're still paying for Win 10 with either money or market share, thus signaling your acceptance of that spyware. MS will continue adding exploitative features until it starts to hurt the only things they care about: revenue or market share.
Some people got a free upgrade. Others will pay for Windows 10.
At time stamp 29:19: There might be advertising in the world, but we need to figure that down the line. That is probably where the business will come from...
And at time stamp 29:50: If we are successful in building the kind of platform that we think we can build here, there should be lots of different monetization opportunities, it is too early to make any concrete plans in terms of exactly what virtual will be.
Facebook is building the first virtual world. Think about that.
No, Facebook is a glorified chatroom with constant surveillance and ads. The only thing unique it did was to aggregate enough gravity to become the first stop for digital peasants of all ages. Facebook is not building anything virtual first here.
VR will give these virtual worlds a lot more appeal. As will the increase of bandwidth and improved graphics. There's a reason that two of the Linden Labs guys (the company behind Second life) are (separately) working on successors.
Here's what's going on. OVRServer_x64 is, conceptually, a device-driver component for Oculus. It does things like handle the orientation sensor input and controls which app appears on the Oculus' display. This has been around since the very first prototypes, and since it is a piece of hardware, it's not like they could have gone without.
None of the current titles in the Oculus store have in-game advertising. There's none in the first-party titles, nor in any of the third-party titles that I've tried. Instead, they use the traditional business model: pay up front. They're running a store, called Oculus Home, which competes with Steam. They know which games and experiences you buy on the store, and are probably measuring how many hours you spend in each, like Steam does.
And that's it. This statement from the article is straight up false:
> "An ad executive at Coke, for instance, could tell just how long you stared at the Coke bottle cleverly placed inside your favorite game as an in-game ad and use that data to better place it in the game for you next time."
It's false because the Oculus Rift does not contain eye-tracking (only head-orientation tracking); because the software infrastructure for measuring that doesn't exist (though I suppose someone could write it); and because that isn't Oculus' business model.
What the hell are you talking about? The endermen in minecraft change behavior based on whether you are looking at them or not, and minecraft has hardly a bastion of bleeding edge game engine technology. The difference between making an enderman attack if you look at it for more then 2 seconds and firing a metric if you look at a coke bottle for more than two seconds is pretty minimal.
A metric tool that sends data on how long you keep certain objects within the center of your FOV can be backed with off the shelf free software[1]. The infrastructure is commonplace, well tested and used daily for a myriad of metric related tasks all over the world.
The reason nobody is mad is because there is no evidence anything shady is going on there. Just like in this case with Oculus.
It's possible for anyone to track pretty much any metric in any software and then analyze it. So saying it's possible doesn't really mean much.
That IS evidence of something shady going on. A display device does not need to send data over the network. This is already spyware.
And no, the endermen in Minecraft do not send data back to Mojang when they detect you looking at them. That was obviously a an example of how someone could exploit head tracking data; it would still require exchanging data with Facebook... which the article claims OVRServer_x64.exe does.
Then explain to me why this driver needs to phone home.
Your comment completely ignores the context as well: the predilection of companies, Facebook included, has trended towards surveilling their customers at an alarming rate.
The Coke example is possible on the current hardware because head orientation leaks largely the same data.
Are you talking about the privacy aspect i.e the device regularly phoning home and sending data here?
I tend to think once they've done it it's too late: the product, once it's built, will be offered as a take-it-or-leave-it prospect, and lobbying for them to go back and re-engineer it to respect privacy is a losing proposition. We lost with Windows 10 and now there's no hope of it being fixed. I think in the beginnings of the product design cycle is exactly where these concerns should be voiced, and loudly.
1) Oculus' SDK does know where your head is pointing, but it has no idea what the game engine is actually rendering in that direction. It just warps the image the game engine gives it and passes it through to the headset. There's no real way to glean semantic information about what you're looking at through their platform.
2) If Coke wanted to track this, why would they track it through Oculus instead of just asking the game developer who has agreed to the product placement to track that information themselves? That's much easier technically and from a business standpoint. Of course, you could do this for any game or application, VR or otherwise. But I guess that makes it less of a story.
>None of the current titles in the Oculus store have in-game advertising.
yet. you forgot the word yet.
I hope there's still demand for no-strings-attached hardware. I'm not sure it's a viable marketing point for enough people.
This is not a healthy trend for customers/users, but if entire industries go in that direction because the $$$ signs are too attractive, the practical solution is likely to be statutory regulation.
When it comes to strengthening privacy and data protection in today's highly connected world, I personally have no problem with imposing that regulation. But until more normal (non-geek) people understand the implications and potential abuse of modern data collection and mining practices, until people realise it's not just annoying and slightly creepy ads they have to worry about, I doubt we're going to see a critical mass of popular concern for politicians to act.
Facebook operates on this extreme: it's completely "free" to use, except you have to count your privacy, which in fact turns out to be quite valuable currency. And unfortunately I think we've established several times that at least for social media or even web or apps in general that the other extreme of "pay us more of your normal$ and less of your privacy$" doesn't work well at all.
So it looks like you can't have a "monitor for your face and that's it" because human psychology.
True, but I have a choice of what I put there (also, using an ad blocker greatly reduces the tracking they can do)
One Kudos I have to give FB is that they allow you to configure what information you can send to apps that use FB for authentication
That's a scary thought, if people are generally assuming that's the direction things will go.
People need time out, to disconnect and re-energise.
A "constantly connected" state seems like it would generate massive burn-out and/or mental issues. :(
My employer doesn't care about people's privacy. But when there's no market share then there's no need to support the product.
And I thought free to play was bad...
No thanks.