
Yesterday marked the last day of F8
2017, Facebook’s annual developer conference, which I’ve been attending the
last several days in San Jose (my rundown of Day 1 is here).
Attendance for Day 2 was considerably down from Day 1, but I certainly wasn’t
complaining—no line to get into the keynote and it wasn’t raining.
I was a
little disappointed in the overall lack of significant hardware news from the
Day 2 keynote like some sort of Amazon.com Echo/Dot or Google Home knock-off.
There was some hardware and some very pleasant surprises towards the end that
made it worth my while as it provided insights to where Facebook is headed. And
why they're headed there. Here’s my rundown of the keynote with some points of
analysis and opinion.
Improving the “360 experience”
Facebook Chief Technology Officer
Mike Schroepfer kicked off Day 2’s keynote by referencing Facebook’s 10-year
“roadmap” and setting the agenda for the day—a deeper dive into the three main
areas Facebook is focusing on in the coming decade: connectivity, AI,
and AR/VR. To be clear, this isn’t a real product development roadmap,
but more of a directional statement of vision.
Schroepfer proceeded to introduce
two new 360 camera designs—the x24, and the fun-sized version, x6. With 6DoF
capabilities (6 degrees of freedom, for the uninitiated) Facebook claims these
cameras will provide “some of the most immersive and engaging content” ever
shot for VR purposes. The 6DoF is interesting as it adds the element of depth
to VR video. I saw some cool demos from Intel at CES 2017 using HypeVR that
enables you to look around objects and it blew me away. Anshel Sag got up close
and personal with the new cameras and will be doing a deeper dive later next
week.
Schropefer also introduced the 360
Capture SDK, which allows developers and hence the developer's users users to
capture their own custom VR experiences through 360 photos and videos, and then
upload it to a VR headset, or their own Facebook News Feed.
These feature
additions are smart as it leverages community in a way that sharing regular
photos today can for non-360 folks. Facebook with YouTube is a leader in being
the first to allow users to share VR videos today and I just started doing it with
my new Gear 360 camera.
The other bit of “360” news, is that
Facebook has developed three new AI techniques that purportedly will improve
the resolution of 360 captures—AI view prediction, gravitational view
prediction, and content-dependent streaming technology for non-VR devices.
By
using these techniques to predict where exactly to focus the highest
concentration of pixels, which Facebook claims will improve VR experiences
under difficult network conditions. This is important stuff and the more quickly
you can do these VR tricks, the faster the industry will get to a killer
experience. We aren't there now.
Why is VR and 360 so important to
Facebook? Two reasons. VR is a new platform where new eyeballs and new ad units
will be. Facebook doesn’t want to get caught off-guard again like when they
went public and they were criticized for their reliance on “desktop.” Remember
that? It took them a year and they did a masterful job going “mobile”.
VR is a
new advertising platform and they need to be there. Finally, VR is also a new
paid content unit. As Netflix did a judo move on Blockbuster, why can’t
Facebook do the same to Netflix with VR games and movies?
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