The Virtual Reality Battle For Standards Is Coming

There’s a lot of excitement around about the future of Virtual Reality (VR from now on). There are a lot of gadgets, devices and potential. However there’s also going to be the inevitable battle to win the war on standards and protocols.

We’ve been here before in many ways, Blu-Ray v HD-DVD. Those of us who are a bit longer in the tooth can remember VHS v Betamax. There will be lots of other examples. Arguments will always rage about which format was the better one and why the better one doesn’t always win, but generally one format wins and the same surely has to be true for VR.

Initially we’ll probably find experiences optimised for the Oculus Rift, or optimised for a rival headset. Eventually, for the sake of consumers, that optimisation for a brand will need to be replaced by optimisation for a standard. For example consumers won’t want a headset for Second Life, a headset for Linden Lab’s next gen Virtual World, a headset for OpenSim, a headset for a game or MMO and so forth. Consumers will want a choice of headsets that work pretty much across the board. Obviously some headsets will be better than others but they should all work to a set of standards and protocols that mean software developers optimise their product for those standards and protocols.

At CES 2014 the BBC reported that Valve were making steps in this direction :

Valve designer Brian Coomer says the company is “days away” from releasing a VR software development kit that will give game makers a standard way to provide an interface for VR controllers.

I’m not quite sure what happened there because I haven’t heard much about this since. However at CES2015 noises are being made in this direction by Razer with their Open Source Virtual Reality (OSVR) Hacker Dev Kit.

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Automattic Exemplify A Sensible And Transparent Approach To DMCA Requests

Nalates Urriah has posted a very interesting blog post about about DMCA Abuse. The post highlights that Automattic, the people behind WordPress and other ventures have been Striking Back Against Censorship. The post is almost a year old so I’m a bit surprised we haven’t heard more about this in Second Life circles. Where this should be of interest to Second Life and other users is that this is about abuse of the Digital Millenium Copyright Act. The DMCA process is something that frustrates many Second Life content creators.

The issue for Automattic is what they view as abuse of the DMCA process to censor opinion. On their blog post Automattic write :

The DMCA system gives copyright holders a powerful and easy-to-use weapon: the unilateral right to issue a takedown notice that a website operator (like Automattic) must honor or risk legal liability. The system works so long as copyright owners use this power in good faith. But too often they don’t, and there should be clear legal consequences for those who choose to abuse the system.

However whereas this is all very good and well when the DMCA process is used in good faith, Automattic were seeing an increase in the number of cases where good faith does not seem to be being applied, they also highlight one of the issues with the DMCA process that makes people uncomfortable, having to provide your details to the person making the complaint :

We receive hundreds of DMCA notices and try our best to review, identify, and push back on those we see as abusive. Our users have the right to challenge a DMCA complaint too, but doing so requires them to identify themselves and fill out a legally required form saying that they submit to being sued for copyright infringement in a place that may be far away. If they don’t, their content is taken down and could stay down forever. This tradeoff doesn’t work for the many anonymous bloggers that we host on WordPress.com, who speak out on sensitive issues like corporate or government corruption.

So we’re talking blogging and sensitive issues here, not whether someone really created a texture. However the issues raised are similar to those that confront Second Life users in terms of the process and the abuse of the process. One of the big issues that people in Second Life complain about is that it’s too easy to abuse the DMCA procedure.

Automattic assist their users when they see what they feel are abusive uses of the DMCA procedure, they even have a Hall Of Shame where they highlight some examples of what they feel were improper takedown notices.

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I’m Leaving On A Jet Plane

Ok so this blog is going on holiday for a fortnight, largely because the evil drow wizard who runs it is also going on holiday for a fortnight. Now being as this is a modern era and I’m a semi modern man, I will be taking mobile devices with me.

However here’s the rub, I’ll be hopefully locking them mostly in a safe as I’m going to the beach! Yes that place with sand, sea and sun! I may engage with Twitter though.

Now whilst I’m gone I would like you to do some things and have fun. First and foremost, I want you to visit Fantasy Faire. Trust me on this, you’ll like it. Hey you may not like Orcs, you may not like Elves, you may not like furries, you may not like Dwarfins but you will find something you like, there are hunts, live music, DJ’s, shopping! An awesome event like this should not be missed and at the end of the day, it’s for a very good cause.

Next I’d like you to sample Project Interesting because this is a venture from Linden Lab aimed at improving your Second Life experience, don’t be shy about trying this out, even if you go back to your viewer of choice afterwards.

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Linden Lab Issue Heartbleed Information

The heartbleed bug has been causing mayhem this week, many a headache has been felt in IT departments the world over. Second Life users were obviously concerned about this and Linden Lab have produced a blog post relevant to Second Life : Account Safety and the Heartbleed OpenSSL Bug.

There’s some really good news from the lab about this:

You do not need to take extra action to secure your Second Life password if you have not used the same password on other websites. Your Second Life password was not visible via Heartbleed server memory exposure. No secondlife.com site that accepts passwords had the vulnerable SSL heartbeat feature enabled.

However it should be noted that Second Life properties were not immune to this issue, as the blog post explains :

Supporting sites such as Second Life profiles are hosted on cloud hosting services. Some of these sites were previously vulnerable to Heartbleed, which may have exposed one of these servers’ certificates. As an extra precaution, we are in the process of replacing our SSL certificates across the board. This change will be fully automatic in standard web browsers.

Initially this may seem confusing, but login to Second Life profiles is done via the main website login, rather than a login directly on those servers, so the initial advice that there’s no need to take extra action stands.

However there are circumstances whereby you may want to change your Second Life password and that is if you use that very same password on a site that may have had login information exposed.

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Do Chief Scientists Dream Of Electric Sheep?

Oculus VR like Valve employees so much that they are getting into the habit of making them ex Valve employees. They’ve recently added Aaron Nicholls to the team, who will apparently be working out of Bellevue R&D with Atman Binstock, who used to work for Valve and became Oculus VR chief architecht in March. A year earlier and Tom Forsyth had started the trend of being ex Valve, now Oculus.

Then of course there is Michael Abrash, who is the new Oculus VR chief scientist and used to work for Valve. In the blog post welcoming Michael Abrash to Oculus VR Michael gets more than a little excited about the possibilities of the future of virtual reality. A little too excited to be honest, but you’ve got to have a dream, if you don’t have a dream, how you going to have a dream come true. The problem of course about dreams about virtual reality is that in traditional fiction and film, they are more like nightmares than dreams.

In the blog post Michael says :

Sometime in 1993 or 1994, I read Snow Crash, and for the first time thought something like the Metaverse might be possible in my lifetime.

The good thing about the blog post is that it attempts to move the discussion away from the murky acquisition and back to the concept of virtual reality. This is a noble and important move because the technology trumps the controversy. Michael says:

You get the idea. We’re on the cusp of what I think is not The Next Big Platform, but rather simply The Final Platform – the platform to end all platforms – and the path here has been so improbable that I can only shake my head.

I have to say he sounds a little too excited there, the platform will evolve and so will the technology, the holodeck is not just around the corner and there are going to be many swings and roundabouts before people are able to truly immerse themselves in virtual worlds. However, the excitement in Michael’s post is most definitely to be welcomed, this is after all a technology people have been hoping and waiting for.

There are problems ahead, Hamlet Au over at New World Notes recently highlighted a potential problem : Does Virtual Reality Literally Make Most Women Sick? That post links to a post from Danah Boyd : Is the Oculus Rift sexist? The issue is nausea and this isn’t an off the cuff post from Danah Boyd, there’s real research there. Danah concludes that more research is needed, which is hopefully where funds for VR projects will come into play.

However with Oculus VR, there’s the Facebook angle. In most VR type stories and films, Facebook would be “The Corporation”. They wouldn’t be the good guys, they’d be the guys with power, the ones who know everyone’s secrets and use them for power and influence, so when Michael Abrash says :

That’s why I’ve written before that VR wouldn’t become truly great until some company stepped up and invested the considerable capital to build the right hardware – and that it wouldn’t be clear that it made sense to spend that capital until VR was truly great. I was afraid that that Catch-22 would cause VR to fail to achieve liftoff.

That worry is now gone. Facebook’s acquisition of Oculus means that VR is going to happen in all its glory. The resources and long-term commitment that Facebook brings gives Oculus the runway it needs to solve the hard problems of VR – and some of them are hard indeed. I now fully expect to spend the rest of my career pushing VR as far ahead as I can.

This is where the alarm bells start ringing.

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