Mixed Reality with Passthrough
developer.oculus.com
developer.oculus.com
Well, now we could see the same thing happening. Oculus doesn't allow porn (because who in their right minds would watch it with their own personal Facebook ID tied to it, with cameras running and connected to the internet?). But a competitor that can dethrone Oculus isn't yet on the horizon. Where is our "VHS"?
This isn't a complaint. Just an observation :)
I'm willing to bet that a sizable portion of the population would watch porn on this device even after you explain this to them.
Or do you prefer your desktop porn to be via a .exe as well?
Obviously some people like this technology and are happy to trade the choice of using their FB account, nor does your comment contribute any discussion to this cool feature or tie it back to the privacy discussion in any meaningful way. It might be worth letting people just enjoy that news.
I initially bought this to explore UI/UX for VR, but with AR, it opens up the technology and my personal research to a whole slew of challenges.
VR turned out to be the easier of the two to turn into a viable consumer product - mainly because you can get away with a big bulky headset for gaming around the house, but you can't wear it outside for a walk.
The hardware that you could wear outside for a walk (e.g. google glass) hasn't actually been AR, and has just been like a tiny heads-up display in the corner of your eye.
These things have all been referred to as AR, and are all very different, but I’m specifically talking about the latter personally (which is the one the article is talking about).
It’s kind of the same with VR by the way - you used to be able to watch 360 videos on your phone and the viewport would change as you moved it, but it’s obviously very primitive compared to something like the VR oculus offers. These two things obviously are very different technologies, which is the same as in-phone AR and the AR described in the article.
VR, on the other hand, isn’t such a broad field. Take your 360 videos for example, there’s no interaction with the content.
Even 90s era VR was very specifically referring to interactive worlds. Whereas Augmented Reality has always just meant having our real world senses enhanced with digital technology. That means phone apps are legitimate examples. Google Glass is a legitimate example. The barrier for entry is much lower yet the possible utilities for AR are much higher than with VR. Which is why I’m surprised it hasn’t taken off in a much bigger way with all the hype that VR has.
So I think we need to define terms - Otherwise if we are comparing overlaying a tape-measure on the camera on your mobile phone to being able to plug on a headset and playing beat-saber, it's not a particularly useful comparison and I'm not surprised that VR has bigger hype!
(But moving about a bit of furniture through the camera view on your mobile phone is very different to something like magic leap, or oculus passthrough).
Bullshit. The technology cinemas use for their stereoscopic 3D is totally different to the technology used for Samsung’s 3D TVs, and different again from the Nintendo VirtualBoy which is also different from Google Cardboard. Yet all of the aforementioned are stereoscopic 3D.
Not every technical term depends on a technical implementation.
> So I think we need to define terms
It is a defined term. You just seem intent on moving the goal posts for some reason.
> (But moving about a bit of furniture through the camera view on your mobile phone is very different to something like magic leap, or oculus passthrough).
I agree. But 30 years after the first time I tried VR and the whole industry is still basically a novelty. Whereas AR is already providing practical value to millions (eg Google Translate) simply because it is more accessible and has more scope for useful utilities.
Which brings us full back circle to the very point I opened with. ;)
Almost every social video platform has some firm of AR filters. Snap probably has the most pervasive use of AR, with tools available to develop new filters (Lens Studio).
As of right now, these are the only examples of apps that do something with the tech that can't be done without the tech, and probably done better.
You can see why in the games market and Pokémon Go is a good example of why. The AR camera feature distracts, not adds, to the gameplay. Everyone I knew playing the game turned the camera feature off because it drained battery fast and limited play time.
Now, I would still call Pokémon Go an AR game, even without the camera feed, because I count the map overlay tracking your real work location a form of AR. It is a feature that augments your reality. And that feature adds to the gameplay. People enjoy traveling to play the game.
I think AR games will never be a big thing because AR design is fundamentally at odds with game design. With AR, you have to design an app the works in a context that the user brings in. In contrast, with VR, you're designing an app that provides a context to the user. Game design--especially as done by most game studios--is usually focused on providing a wholly contained experience for the user.
And that AR design challenge is just fundamentally more challenging. First of all, we can't get a lot of the interesting information about a user's personal context. The most we can get right now is geographic location, rough estimations of surfaces in their area, and maybe some very rough object classification. We don't know things like whether or not the user has a TV, or where that TV is located. Even if we did, we'll probably never be able to know what brand of TV they have, so now you have a problem of none of the stakeholders caring to ever fund a "TV classifying" project, because they'd never be able to sell the branding tie-in.
And I think that's the real problem with both the AR and VR industries. There's little incentive to create a product that users will care about, outside of games, which work better in VR. Any funding your going to find for any use case outside of games will want it 100% married to their brand, but brands have all gotten so indistinguishable from one another that there's nothing to really do.
The VR UI paradigms are really nice.
This is, for the most part, what enables the Quest to be fully wireless. Because there is no base station or fixed position camera, you're not limited to where you can use it, nor how big your play area can be. If you're in a new space, you just draw a guardian border around your play area and you're good to go.
The "passthru" feature mentioned above lets you see the camera feeds composited together in the headset display. It's very helpful for things like moving a chair out of the way or finding your controllers if you put on the headset without grabbing them. This new API allows developers access to this camera feed and to interact with its display for AR applications.
The biggest issue for me is videos where there is no rating and one slow camera pan or zoom will make me almost throw up.
I would find it interesting to see how a layer on top of reality would allow non-technical people to perform technical tasks.
For example I don't know a lot about car engines. I can imagine being guided through minor repairs by utilizing these types of overlays.
I can imagine this kind of overlay system also to provide a big boost in diagnosis for problems and systems such as car engines or even medical diagnosis.
If you are using it the other way around as a kind of real world view with only a few AR elements on top it gets old pretty quicklY
All those demos you’ve seen of AR glasses making screens on a wall are faked. Magic leap paid a special effects house to make a lot of their ‘real’ demos.
Also - field of view. Magic leap has an AWFUL field of view.
Versus importing elements from reality into a VR experience.
Based on your comments I would say one of the big advantages of importing from reality into VR would be to be able to move around without colliding into physical objects in the real world.
Long term I think the idea of a computer almost permanently between us and our number one most trusted sensory organ is a fast recipe for Utopia / Dystopia.
Edited.
I want invisible technology, the one that does everything and I don’t have to interact with it.
lol isn't this just the most ironic claim? i'm not excited by augmented reality exactly because i'm not bored with life (i.e. unaugmented reality).
Therefore I'm seeing any progress on the part of multiple companies signaling that this is more than just a one-off.
Another example would be the very early handheld iPad predecessors (Palm Pilot). Look like nothing was going to happen there. But after several failures it started to take hold.
Hololens price is $3,500 where as Quest 2 price is 300$. Quest 2 has the potential to become a mainstream device with that price.
I'm still not seeing the excitement as a consumer because the apps aren't there yet. From a development perspective it also just feels… iterative.
Why would the apps ever be there if the hardware isn't? Wouldn't that statement be like complaining "the apps aren't there yet" for the iPhone 1 or Android launch? We know how that movie plays out.
>From a development perspective it also just feels… iterative.
But "iterative" is generally by far the most important part of technical success where mainstream adoption is required to get the most out of it. Nobody builds Rome in a day, it takes years reaching a critical mass of iterative improvements.
Cheaper, better devices... about an order of magnitude here. A larger user base, by more than that. A better understanding of UX paradigms. ETC.
The majority of successful products of the last generation were conceptualized and attempted during the dotcom, circa 95-00. Smartphones, social media, online dating, ecommerce, travel, cloud computing.... The user base, infrastructure, technology, culture and such just weren't there yet.
If you wrote off everything that was attempted but failed to catch fire in the 90s, you would have written off almost every tech product created since.
The Hololens is a waveguide display with a very small FOV. It's also 10x the price.
The display technologies are fundamentally different. HL is additive so you can't show blacks. You have to make due with tricking the eye with grays. Its a lot harder to get realistic lighting on objects. The FOV on the Quest2 is much better.
The Quest2 is a couple SOC generations ahead of the HL2.
The Quest2 has a much bigger install base.
The Quest2 is 1/10th the price.
I don't do anything dodgy with it, and my name is mostly the same as the credit card.
They are much more reluctant to kill a dormant account if you attach it to hardware.
You have to get approval to get access to Oculus for Business, then you purchase the headsets through a partner company (CDW, in my case).
But when you eventually get everyone to wake up long enough, concurrently, to do their jobs, yes, you essentially get A Quest 2 with no apps other than the browser installed.
Is pretty cool. The browser is built on Chromium, so it has the full WebXR API. I have a WebXR/WebRTC app that I've built for my company. We have a fleet of 15 headsets right now. We send them to our students taking our foreign language classes and they use them to practice with their instructor in 360 photo environments of popular tourist places in their target country.
Man this is actually my number one idea for a VR app: VR language learning for more powerful immersion. Looks like I'm not the first to think of this I'd better hurry.
Imagine you're learning French and when you get to the word "voiture" a car materalizes in front of you, when you get to the word "cheval" you're suddenly riding a horse, etc. Now apply some SRS soup and you're learning vocab in an unforgettable way. I have no idea where to start but I want this.
We're the only company that makes the VR a part of an existing program of instruction, with instructors. All the other apps are self-driven, which doesn't really work for the vast majority of people. We are also the only app not leaning on speech-recognition, which also doesn't really work for language training (too many false-positives and false-negatives).
The part that's harder is getting people to fluent conversations, both on the comprehension and construction side.
Any blog posts you recommend from the hacking/developer perspective?
No, I don't have any links. Everything that is out there is almost universally written for Unity and I don't do Unity anymore.
Then I noticed this on the terms of service when clicking 'buy':
Requires wireless internet access and a Facebook account.
And, uh, heh... no. Just no. I don't even need a Sony/PS account to use a playstation, and at least a PS account has to do with, you know, the playstation.
Meanwhile, Facebook has to do with a bazillion other things, has all this baggage, I've never had and ever ever want an account, and... what? I'm going to get an account for a barely usable piece of expensive hardware?
No.
https://www.oculus.com/blog/facebook-accounts-on-oculus/?loc...
Can you sell the device without your personal ID on it?
The answer to both of those questions is: "hit the factory reset button in the Settings menu" which blows away any and all state. That's realistic for selling the device but not really for lending it.
The fact that they have to write a paragraph promising that everything is local and that videos don't get sent online, curiously, makes me even more suspicious.
I suppose FB now falls under the usual umbrella of Apple criticism: they implemented something well, for which the possibility has been known in the industry for some time, and so we gotta slag on them for not inventing it?
I continue to have strong reservations about an ad company (especially that has such a dodgy history with user privacy) running this platform, but the technical achievements from FBRL are quite (pun intended) real.
Between the oculus store, sidequest, Steam, and dropping in android APKs the device is a lot less closed than you think. Would I prefer if it was facebook account free? Yes but I dont know who else has the cash to compete with facebook on this one.
However, the Oculus Passthrough implementation (and their 'guardian' feature, for that matter) is unparalleled. It's many times more dependable than the SteamVR safety features, and surprisingly low-latency. I'm not at all surprised that it's local.
If the field of view, eye position, focus and latency are not right, the world will feel wrong. If it is way off, you are as good as blind. Close range focus is already a lost cause on current gen headsets. I don't know how tolerable the other factors are and how Oculus dealt with the problem.
Pass-through is sending the camera feed to the screen.
And we've had a limited pass-through for a while in that you can configure the headset to enable it when you leave the play boundaries. You can also enable it at will with a double-tap to the headset. I've walked around my entire office floor with it, greeting people. It works fine.
It's clear the r&d is heavily in oculus's favor, and nobody is showing up to play. Even valves new headset is marketing fluff- "reading brain waves" doesn't work how they advertise it.
Valve doesn't care about being competitive. They're not market driven. They hire the best engineers possible, and let them work on what they want.
Sometimes that comes together in something beautiful (Alyx, Index) sometimes it results in something out of touch (steam machines) and sometimes it results in unending development hell.
Source?
Perhaps they don't allow "custom" processing by the dev? E.g. can only use FB's face/pose/etc detector? That would be quite limiting though.
Maybe they only allow passing back a small amount of information per frame? That'd still make it possible to leak information over several frames (if GAN latents are anything to go by, there aren't that many bits of information in a human face, for example).
Apps that use Passthrough API cannot access, view, or store images or videos of your physical environment from the Oculus Quest 2 sensors. This means raw images from device sensors are processed on-device.
[1] https://developer.oculus.com/blog/mixed-reality-with-passthr...One of the best parts is hanging out, post game. Basic avatars and directional sound make the whole thing feel very different to video chat. A real world setting would give this a different dimension.
VR is in an interesting place. This initial hype has died down a little. Users no longer haul their headsets around for show and tell. Meanwhile, a bonafide juvenile market for hardware and content exists and incrementalism gets to do its thing.
Honestly, I'm kind of surprised there aren't more entrants into the hardware space.
The tech is great but the comfort is poor. Surprising because the Rift is decently wearable. Maybe Oculus 3 will have some strong improvements with the comfort level.
Still, I’d love to have a bunch of documents open, just like paper
I just gave up.
Opt out next to impossible.
The page does show one use case that I'm very interested in--showing the rough position of my hands, keyboard and mouse. If there's to be advancements in VR development environments, it has to at least have an input mechanism that's as good as what we have in the real world. Having the same in VR is as good and can be improved upon.