How Google Is Bringing Virtual Reality to Everyone on Every Device

Google just moved one step closer to its vision of taking virtual reality a mainstream. On February 9, Google announced that its Chrome browser supports VR experiences. As noted on a blog post, “With the latest version of Chrome, we’re bringing VR to the web—making it as easy to step inside Air Force One as it is to access your favorite webpage.”

This announcement means that anyone using Chrome can experience virtual reality on sites that deliver such experiences, such as the interactive documentary Bear 71, which explores the relationship between animals, people, and technology; Within, a collection of VR films; and Matterport’s Library, a collection of celebrity homes, museums, and other notable places.

These sites are best experienced using Google’s Daydream-ready phones and headsets, but even if you lack the equipment, you can have immersive VR-like experiences on them. As noted in Mashable, the Chrome update uses WebVR technology, which makes it possible for websites to provide VR experiences. In addition to Google, tech companies such as Facebook, Google, Microsoft, and Samsung also support WebVR.

This announcement is another sign that Google intends to deliver on its promise to “bring VR to everyone on every device.” (By contrast, Facebook seeks to turn its own platform into a VR social experience.) At its 2016 I/O event, Google unveiled its vision to democratize VR when the company unveiled its Daydream VR ecosystem, consisting of smart phones, a more affordable headset and controller, and apps designed for VR. Since then, Google has been taking a number of steps to realize that vision, such as:

  • Also in June, Google shared an online demo showing how creatives, using Daydream, can create animation in VR without possessing any specialty skills. This move showed Google’s intent to give designers the tools to use VR easily. As I mentioned at the time, making VR accessible to creatives is important — breakthroughs in any endeavor occur when the tools of production are accessible and democratic. For that reason, bringing VR to Chrome is important. As Mashable indicated, “Adding it to Chrome is a huge step in giving VR creators a larger platform to showcase the experiences they design.”
  • In November, Google released its Daydream VR headset, which, as promised, offers a more affordable quality VR experience.
  • Google also made Tilt Brush more useful. Tilt Brush enables the painting of life-size, three-dimensional images when used with the HTC Vive VR equipment. The Tilt Brush Toolkit makes it possible to create VR concepts in Tilt Brush and then import them into Unity engine, which developers use to design games and 3D software. As Fast Company noted, with the Tilt Brush Toolkit, “Google is quietly turning VR into a real creative tool.”

At its 2016 I/O event, Google CEO Sundar Pichai envisioned a future that consists of everyday Google users relying on VR to do everything from watch concerts on YouTube to navigate Google Maps. If Google has its way, creation of content, not just exploring it, will be a VR experience, with Google being the essential platform. When you consider that Google commands a considerable amount of our attention already, including 3.5 billion searches a day, you begin to grasp the magnitude of Google’s potential impact on VR.

The reality about virtual reality is that VR is not crashing down on us like a tidal wave, even with the support of heavyweights such as Google. VR is trickling into our lives slowly, and experiencing detours along the way. Despite its low cost, the Daydream headset has not exactly taken off, with reasons ranging from a lack of interesting content to lack of available companion phones to give the product critical mass. The future is coming in fits and starts. But it’s coming. Google is creating a VR future through is already-established ecosystem and influence in our lives.

 

 

Content Is King in Virtual Reality

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Virtual reality believers have had a lot to smile about lately, as Facebook and Google took big steps to make VR mainstream.

On October 4, Google launched its anticipated $79 Daydream View VR headset, part of Google’s toolkit to embed VR into our lives through Google’s ecosystem, whether we’re watching concerts on YouTube or navigate Google Maps. Two days later, Mark Zuckerberg wowed the technology industry by showing off a slick VR demo at the Oculus Connect developer summit, which showed how quickly Facebook is delivering on Zuckerberg’s vision to transformation social media into social VR.

These are indeed good reasons to be excited about the future of VR. But you know what really made me feel passionate about VR in recent weeks? Queen’s “Bohemian Rhapsody.”

Yep, an iconic song that was released more than 40 years ago gave me a more compelling glimpse of the future than any demos and new products coming out of Silicon Valley recently. Last month, Queen, Google Play, and studio Enosis VR collaborated to create The Bohemian Rhapsody Experience, an app that presents Queen’s masterpiece as an immersive journey “through frontman Freddie Mercury’s subconscious mind,” in Google’s words. After you download the app, you can experience the song with or without Google Cardboard in Android or iOS, as I did one recent afternoon. (Google Cardboard enables the VR experience, but without the viewer, you can still enjoy the song with a 360-degree view by tilting your screen — not quite VR, but a step toward it.)

And by “experience the song,” I do mean experience. Here is an inspiring, visually stunning re-imagining of Queen’s most endearing work. Drawing on animation that reminds me of Yellow Submarine, the video depicts a world of stars, floating snails, twirling figurines, moving album covers, forbidden caves, and members of Queen exploding in neon — just within the first few minutes of the six-minute epic.

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God knows how many times I had heard “Bohemian Rhapsody” before seeing the song this way. It’s the kind of song that I stop what I’m doing and pay close attention to each time I hear it. “Bohemian Rhapsody” doesn’t need VR to be memorable. But VR gave me a fresh perspective. It made me experience the music in a new way by using spatialized sound, or sound that corresponds to different segments of a video depending on how you turn your head.

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“Bohemian Rhapsody” is the latest example of how Google is partnering with artists to show us the possibilities of VR. For example, through Google Spotlight Stories, Google and directors such as Justin Lin (Fast & Furious) make short movies in VR. And on October 16, the 600th episode of The Simpsons will feature a virtual reality sight gag developed with Google. “Bohemian Rhapsody” is probably Google’s most ambitious creative partnership yet. The song speaks to multiple generations and has become so far embedded in popular culture that future generations will be singing along with Freddie Mercury in 2926. The app entailed a collaboration with Queen guitarist Brian May, a braniac who has a PhD in astronomy and who also just happened to help develop a VR viewer through his directorship of The London Stereoscopic Company.

The Bohemian Rhapsody Experience illustrates two essential truths about VR:

1. The Content Has to Be Great

“Bohemian Rhapsody” is great. But “We Built This City” would suck in any reality. If you start with terrible content, experiencing VR is about as compelling as watching Pirates of the Caribbean: On Stranger Tides in 3D: virtual crap. By working with acclaimed and popular artists such as Queen and Continue reading

Google Creates a Virtual Reality Future

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Google wants virtual reality to be everyone’s reality.

During the week of June 27, Google demonstrated its commitment to making VR a mainstream experience. To wit:

  • On June 28, Google shared an online demo showing how creatives, using Google’s forthcoming Daydream VR platform, can create animation in VR without possessing any specialty skills. Daydream, announced at Google’s I/O event in May, will encompass VR-enabled smartphones, a new VR viewer and controller (making Cardboard unnecessary if you can afford the viewer, whose price is unknown), and apps that will unlock VR content ranging from news to games. Daydream will be available on the Android operating system.

In addition, on July 29, roadtovr.com reported that Google is developing a feature for its Chrome browser that will allow you to browse the entire Web in VR when Google rolls out Daydream. Since Google is also rebuilding YouTube, Street View, Play, and Photos with VR modes, a VR-mode for Chrome, when ready, will have a world of VR-content to browse, such as a more immersive Street View experience or VR concert viewing on YouTube. When Daydream is rolled out, we should be able to use the Daydream headset or Cardboard viewer to visit any website in VR, according to Upload VR.

These developments demonstrate just some of the moving parts that will comprise Daydream, and they make Daydream seem like less of an abstraction and more of a tangible reality. Whereas Facebook communicates its vision for VR with good theater and well delivered messages, Google opens the hood to give you a glimpse at the engine.

Designing Animation in VR

The animation demo might seem like inside baseball to anyone who does not design for a living, but making VR accessible to creatives is important. Breakthroughs in any endeavor occur when the tools of production are accessible and democratic. Rock and roll took off because anyone who could get their hands on even a cheap guitar could teach themselves how to play. Basketball exploded in popularity across the United States in the 20th Century because all you needed was a basketball and a court to learn the game. And Google intends to make VR a breakthrough, too.

As Rob Jagnow, software engineer, Google VR, wrote in a June 28 blog post, Google Daydream Labs is reducing the complexity for making VR animation by making it possible for creatives to design scenes by moving objects around in VR, instead of needing complex and costly software to design scenes in 2D. Jagnow indicated that Daydream Labs experimented with VR by allowing users to bring characters to life by moving toys around a screen.

“Instead of animating with graph editors or icons representing location, people could simply reach out, grab a virtual toy, and carry it through the scene,” he wrote. “These simple animations had a handmade charm that conveyed a surprising degree of emotion . . . People were already familiar with how to interact with real toys, so they jumped right in and got started telling their stories. They didn’t need a lengthy tutorial, and they were able to modify their animations and even add new characters without any additional help.”

In a nod to making VR democratic, he added “VR allows us to rethink software and make certain use cases more natural and intuitive. While this kind of animation system won’t replace professional tools, it can allow anyone to tell their own stories.”

Expeditions

The Expeditions experience is more of a crowd pleaser. Google rolled out Expeditions in the fall of 2015 to participating classrooms. As reported in TechCrunch, more than a million students in 11 countries have gone on virtual field trips, and the collection of destinations has grown to more than 200.

The following video testimonial demonstrates how Expeditions can work:

Launching Expeditions in the classroom is a smart long-term strategy. Google is betting that tools such as Expeditions will help make younger generations become more familiar and comfortable with VR. And as they do so, they’ll associate Google with VR. of Google as their preferred platform throughout their lives, which is similar to Apple’s approach of embedding its products in the classroom decades ago.

But Google is thinking short-term by making Expeditions more widely available. Anyone with the tools can now join in the fun. And when the tools improve with Daydream, Google hopes to introduce a whole new meaning of fun. Making Expeditions available for iOS would be a way for Google to entice IOS users to switch to Android — as if to say, “Do you like what you’re experiencing with Expeditions? There’s a lot more fun to be had if you switch to Android.”

As I discussed in a June 11 blog post, Google’s vision is to make VR accessible to all, with Google products being at the center of our everyday VR experience. The way Google sees it, VR will underpin how we search and discover, how we experience content, especially if we use Google’s own Chrome browser on mobile devices. Chrome is now the most popular Web browser, according to Gizmodo. Android has the largest global marketshare of any operating system on a smartphone, according to stastista.com. Google intends to strengthen those leads in an era of VR that Google sees coming.

As the saying goes, the best way to predict the future is to invent it. Google sees a VR future on the horizon and intends for its own products to lead the way. But it’s not like we’re are all going to stop what we’re doing and start using Daydream when the platform becomes available. Even loyal Android users will take some time to adopt VR experiences. iOS users will watch that uptake (and, Google hopes, become envious) while pundits speculate about Apple’s possible move into VR. What’s clear, though, is that Google is priming the pump for a gradual adoption of VR through Daydream. Expanding Expeditions and sharing a demo for creating VR animation are all about getting us comfortable for a long-term change that is coming. And coming soon.

How Facebook and Google Are Bringing Virtual Reality to the Masses

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When a hot startup launches a virtual reality product, influencers and investors notice. When Facebook and Google bet on virtual reality, the whole world notices. Recently these two market makers unveiled their VR visions and plans at their own bellwether events, Facebook F8 and Google I/O. Both their plans are important because Facebook and Google possess the resources and reach to make VR more mainstream to everyday consumers faster than any startup ever could. Both their visions are intriguing. I believe Google’s is more compelling and far-reaching.

Facebook’s Vision

At F8, Facebook CEO Mark Zuckerberg articulated a simple, clear vision for VR: social VR, or connecting two or more people in the virtual world. Social VR is intuitively easy to grasp even if you don’t know how we’ll get there. Facebook users (wearing Facebook’s Oculus Rift headsets, naturally) can explore virtual worlds together, ranging from virtual Ping-Pong matches to virtual excursions to Bali, which makes posting information on each other’s wall seem quaint by comparison.

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During his F8 keynote, Zuckerberg said, “VR has the potential to be the most social platform because you have the ability to be right there with another person.” But Facebook doesn’t just talk vision — the world’s largest social network shows it. Accordingly, Facebook CTO Mike Schroepfer, wearing an Oculus Rift headset and using controllers, demonstrated a shared VR experience with Michael Booth of Facebook’s Social VR team, who was 30 miles away and also using Oculus Rift. Together, they visited London through VR — or at least their avatars did, projected on a giant screen. The F8 attendees oohed and aahed as their floating avatars checked out Piccadilly Circus and took a selfie together in front of Big Ben.

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The moment was a brilliant bit of theater that instantly injected excitement into the Facebook brand and gave us a glimpse at what social VR can look like. Afterward, Lance Ulanof of Mashable spoke for many pundits watching when he wrote, “Bravo, Facebook. Social VR is now officially something I want in Facebook. You made me want it, damn you.”

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