Why do I look like Justin Timberlake?”
Facebook CEO Mark Zuckerberg was on stage wearing a virtual reality
headset, feigning surprise at an expressive cartoon simulacrum that
seemed to perfectly follow his every gesture.
The audience laughed. Zuckerberg was in the middle of what he
described as the first live demo inside VR, manipulating his digital
avatar to show off the new social features of the Rift headset from
Facebook subsidiary Oculus. The venue was an Oculus developer conference
convened earlier this fall in San Jose. Moments later, Zuckerberg and
two Oculus employees were transported to his glass-enclosed office at
Facebook, and then to his infamously sequestered home
in Palo Alto. Using the Rift and its newly revealed Touch hand
controllers, their avatars gestured and emoted in real time, waving to
Zuckerberg’s Puli sheepdog, dynamically changing facial expressions to
match their owner’s voice, and taking photos with a virtual selfie stick
— to post on Facebook, of course.
The demo encapsulated Facebook’s utopian vision for social VR, first hinted at two years ago when the company acquired Oculus and its crowd-funded Rift headset for $2 billion.
And just as in 2014, Zuckerberg confidently declared that VR would be
“the next major computing platform,” changing the way we connect, work,
and socialize.
“Avatars are going to form the foundation of your identity in VR,”
said Oculus platform product manager Lauren Vegter after the demo. “This
is the very first time that technology has made this level of presence
possible.”
But as the tech industry continues to build VR’s social future, the
very systems that enable immersive experiences are already establishing
new forms of shockingly intimate surveillance. Once they are in place,
researchers warn, the psychological aspects of digital embodiment —
combined with the troves of data that consumer VR products can freely
mine from our bodies, like head movements and facial expressions — will
give corporations and governments unprecedented insight and power over
our emotions and physical behavior.
Virtual reality as a medium is
still in its infancy, but the kinds of behaviors it captures have long
been a holy grail for marketers and data-monetizing companies like
Facebook. Using cookies, beacons, and other ubiquitous tracking code,
online advertisers already record the habits of web surfers using a wide
range of metrics, from what sites they visit to how long they spend
scrolling, highlighting, or hovering over certain parts of a page. Data
behemoths like Google also scan emails and private chats for any
information that might help “personalize” a user’s web experience — most
importantly, by targeting the user with ads.
But those metrics are primitive compared to the rich portraits of
physical user behavior that can be constructed using data harvested from
immersive environments, using surveillance sensors and techniques that
have already been controversially deployed in the real world.
“The information that current marketers can use in order to generate
targeted advertising is limited to the input devices that we use:
keyboard, mouse, touch screen,” says Michael Madary, a researcher at
Johannes Gutenberg University who co-authored the first VR code of ethics
with Thomas Metzinger earlier this year. “VR analytics offers a way to
capture much more information about the interests and habits of users,
information that may reveal a great deal more about what is going on in
[their] minds.”
The value of collecting physiological and behavioral data is all too
obvious for Silicon Valley firms like Facebook, whose data scientists in
2012 conducted an infamous study titled “Experimental evidence of massive-scale emotional contagion through social networks,”
in which they secretly modified users’ news feeds to include positive
or negative content and thus affected the emotional state of their
posts. As one chief data scientist at an unnamed Silicon Valley company told
Harvard business professor Shoshanna Zuboff: “The goal of everything we
do is to change people’s actual behavior at scale. … We can capture
their behaviors, identify good and bad behaviors, and develop ways to
reward the good and punish the bad.” The Intercept
Virtual reality has been a long time coming, but now it is easier than ever to get an immersive experience and take your first VR steps at home.
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