Even if parents didn't want their kids on social media, buying the Oculus player and games effectively puts them into a world of hustling for likes that they're just not ready for.Last year's Oculus Quest was a surprise hit for Facebook, which had trouble keeping the units in stock. The sequel, Quest 2, will be in stores Oct. 13.Stacey Luchs, whose 13-year-old son has been asking for Oculus for years, was ready to make the purchase until this wrinkle was added. "It really touched a nerve, and I feel very resentful towards Facebook," says Luchs, a single mom raising a 13-year-old and running the Los Angeles-based Dialogue PR marketing firm. "My son is not ready for social media, because of what it brings."
the Los Angeles Rams and Chargers, is a site to seeFacebook, which bought Oculus in 2014 for $2 billion, had required users to have Oculus accounts, similar to how other gaming systems do it. For Xbox, a Microsoft account is required, similar to Sony and Play Station and Nintendo games.Those companies "don't operate social media networks," Luchs says. "This forces parents to make a choice, and it makes me uncomfortable."
This is a bad call from Oculus, need to log in with a Facebook account. And even track more? That's a nope for me. And some people don't have or want a Facebook account.— Dva_VR (@Dva_VR)
So for the people who consider buying VR, you might want to stay away from Oculus, that's my opinion. https://t.co/CoV8syrRGk
The First Computer Virtual and Augmented Reality Headset – The ‘Ultimate Display’ Concept and the Sword of Damocles. If we could name one person as the father of Virtual and Augmented Reality headsets as we know them today, it would without a doubt be Ivan Sutherland. In the 1960s, he described the concept of the ‘Ultimate Display’ that would be able to stimulate reality to a point that the viewer would not be able to tell the difference between the virtual and the real world. His concept included a head-mounted display with 3D sound and tactile feedback, a computer that would create and maintain the virtual world through this device and the ability of a user to interact with objects from the virtual world in a realistic manner. Sutherland later created the first VR/AR head-mounted display, which was connected to a computer and not a camera, known as the Sword of Damocles. However, the contraption he made was too heavy for a person to wear comfortably on their head, so the device had to be suspended from the ceiling. Furthermore, the computer generated graphics were too primitive with wireframe rooms and objects.
Facebook says the change becomes effective in October, but people can continue using their Oculus accounts until Jan. 1, 2023.
"Giving people a single way to log into Oculus – using their Facebook account and password – will make it easier to find, connect and play with friends in VR," Facebook says.
Kids and young adults are the target audience for Oculus games, and Facebook's rules put a minimum age of 13 to qualify for an account. The social network posted alengthy FAQ on its website about the changes, where it admitted that when young players sign in with a Facebook account, the social network can start tracking their behavior.
"This information is also used to show you personalized content, including ads," Facebook says.
Walnut Creek, California-based Elizabeth Boukis says she preordered a unit this week, then found about the rule change. She doesn't allow her 11-year-old on social media and is "contemplating what to do. ... Aside from being on social media, between Facebook's less than stellar privacy and the fact that they have already confirmed that they track Oculus activity to feed advertising to users outside of the headset ... they have really put us in a corner if our kids want to experience Oculus."Dara Pressley, a Seattle-based product designer, noted that just because you're giving an account to your kid to play the game, it doesn't mean "your child has to or should be using Facebook or Instagram."
The First Head-Mounted Displays – The Telesphere Mask and the Headsight. You might think that strapping a display on a person’s head is a relatively new idea, but it is not. The first head-mounted displays were developed as early as the 1960s. The Telesphere Mask was the first example of a head-mounted display, which provided 3D stereoscopic and wide vision with stereo sound. However, the device lacked certain immersion, because of it being a non-interactive medium. In 1961 two Philco Corporation engineers, Comeau and Bryan, came up with the Headsight. A head-mounted display, much like the Telesphere Mask, the Headsight featured magnetic motion tracking technology, which was connected to a close circuit camera. While the goggles can be named a precursor to modern virtual reality technology, they were not developed for entertainment purposes. Instead, they were developed for the military with the idea that a person would be able to immerse themselves in the remote viewing of dangerous situations.
One option for parents, beyond saying no: a new account, under their name, which they share with their kids."For example: you might be Monique Smith on Facebook, but WarriorMama365 in VR," Facebook says on its FAQ page.What Facebook didn't do in its FAQ was address parents' concerns about having their kids on social media with the required Facebook account. USA TODAY asked the social network to comment.
The social network said it will put "special protections" in place for minors to "limit contact" from adults they aren’t connected to. "We will use machine learning to detect and disable the accounts of adults who are engaging in inappropriate interactions with minors."
It added that people do not need to be active on Facebook to use their account to log-into their Oculus device.
Facebook, the world's most popular social network, has come under greater scrutiny in recent years for allowing manipulated media and conspiracy theory-laden political posts. The corporate policy is not to police politicians. Facebook has run into hot water with regulators over data breaches that compromised users' sensitive information.
Facebook says, "by integrating Oculus with Facebook’s infrastructure, we’re able to provide even more safety protections - including for young people. Oculus devices have always been designed for ages 13 and up. We encourage families to make the choices that feel right to them when it comes to online activity."
Virtual Reality Doesn’t Replace Real Life. Strapping on a virtual reality headset is an amazing experience. In fact, it’s so realistic that you almost feel as if you’re visiting a location or taking part in an activity. But the key word in this sentence is “almost.” Virtual reality isn’t meant to replace real life, but instead enhance it. One of the best examples of this is how the travel industry uses virtual reality. For destinations and hotels, virtual reality is a research tool that enables potential guests get a glimpse of what it would be like to visit or book a room.
Sign of the times: As part of my personal boycott of Facebook products and services, I am trying to give away my Oculus Quest to someone else in my family—and NOBODY WANTS IT. (One nephew specifically cited having to set up a Facebook account in order to use it.) pic.twitter.com/wOaJ5igXxz— Ryan Schultz (@quiplash)
As someone who uses Oculus herself (yes, for games), I will be ditching my Rift once they faze out Oculus accounts and require Facebook to login.Hoping @htcvive or someone else (NOT Micro$oft) ups their game to give more options 2 years from now.— Dealiah (@Dealiah3)Follow USA TODAY's Jefferson Graham (@jeffersongraham) on Twitter