How Much VR User Data Is Oculus Giving To Facebook? (theverge.com)
Facebook owns many other apps and services, including the Oculus virtual-reality platform, which collects incredibly detailed information about where users are looking and how they're moving. Since most of the discussion about how Facebook handles user information is focused on the social network itself, The Verge's Adi Robertson looks into the link between Facebook and Oculus: A VR platform like Oculus offers lots of data points that could be turned into a detailed user profile. Facebook already records a "heatmap" of viewer data for 360-degree videos, for instance, flagging which parts of a video people find most interesting. If it decided to track VR users at a more detailed level, it could do something like track overall movement patterns with hand controllers, then guess whether someone is sick or tired on a particular day. Oculus imagines people using its headsets the way they use phones and computers today, which would let it track all kinds of private communications. The Oculus privacy policy has a blanket clause that lets it share and receive information from Facebook and Facebook-owned services. So far, the company claims that it exercises this option in very limited ways, and none of them involve giving data to Facebook advertisers. "Oculus does not share people's data with Facebook for third-party advertising," a spokesperson tells The Verge.
Oculus says there are some types of data it either doesn't share or doesn't retain at all. The platform collects physical information like height to calibrate VR experiences, but apparently, it doesn't share any of it with Facebook. It stores posts that are made on the Oculus forums, but not voice communications between users in VR, although it may retain records of connections between them. The company also offers a few examples of when it would share data with Facebook or vice versa. Most obviously, if you're using a Facebook-created VR app like Spaces, Facebook gets information about what you're doing there, much in the same way that any third-party app developer would. You can optionally link your Facebook account to your Oculus ID, in which case, Oculus will use your Facebook interests to suggest specific apps or games. If you've linked the accounts, any friend you add on Facebook will also become your friend on Oculus, if they're on the platform. Oculus does, however, share data between the two services to fight certain kinds of banned activity. "If we find someone using their account to send spam on one service, we can disable all of their accounts," an Oculus spokesperson says. "Similarly, if there's 'strange activity' on a specific Oculus account, they can share the IP address it's coming from with Facebook," writes Robertson. "The biggest problem is that there's nothing stopping Facebook and Oculus from choosing to share more data in the future."
Oculus says there are some types of data it either doesn't share or doesn't retain at all. The platform collects physical information like height to calibrate VR experiences, but apparently, it doesn't share any of it with Facebook. It stores posts that are made on the Oculus forums, but not voice communications between users in VR, although it may retain records of connections between them. The company also offers a few examples of when it would share data with Facebook or vice versa. Most obviously, if you're using a Facebook-created VR app like Spaces, Facebook gets information about what you're doing there, much in the same way that any third-party app developer would. You can optionally link your Facebook account to your Oculus ID, in which case, Oculus will use your Facebook interests to suggest specific apps or games. If you've linked the accounts, any friend you add on Facebook will also become your friend on Oculus, if they're on the platform. Oculus does, however, share data between the two services to fight certain kinds of banned activity. "If we find someone using their account to send spam on one service, we can disable all of their accounts," an Oculus spokesperson says. "Similarly, if there's 'strange activity' on a specific Oculus account, they can share the IP address it's coming from with Facebook," writes Robertson. "The biggest problem is that there's nothing stopping Facebook and Oculus from choosing to share more data in the future."
The article is mostly about what data could be shared. The main point is that the privacy policy allows them to collect and share pretty much everything. Now, given the recent stories about Facebook, where do you think they sit on a scale of 0: no data collected or everything aggregated, to 100: everything stored on an individual level, tagged with your ID and cross-referenced with other data they already have? And what do you think the original backers of Oculus were scared of and pissed off about when Oculus sold out to FB?
The best privacy policy is the one where no data is collected other than what is strictly required to run the service the data is collected from. And if they do like to collect and aggregate anonymous data “to improve the service”, at least stick to the 3 Os: Open (transparency about what is collected and how it is used), Optional, and Off-by-default. A VR headset has no business collecting any of this crap without explicit consent.
If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...