AR / VR - Yanko Design https://www.yankodesign.com Modern Industrial Design News Fri, 31 Jan 2025 08:19:39 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.1 Mixed reality headband concept offers a simple solution to a common usability problem https://www.yankodesign.com/2025/01/31/mixed-reality-headband-concept-offers-a-simple-solution-to-a-common-usability-problem/?utm_source=rss&utm_medium=rss&utm_campaign=mixed-reality-headband-concept-offers-a-simple-solution-to-a-common-usability-problem Fri, 31 Jan 2025 09:45:57 +0000 https://www.yankodesign.com/?p=532084

Mixed reality headband concept offers a simple solution to a common usability problem

If you believe in the spiels of companies like Apple, Meta, and Google, you’d probably think that extended or mixed reality is the future of...
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If you believe in the spiels of companies like Apple, Meta, and Google, you’d probably think that extended or mixed reality is the future of computing. After all, it’s quite exciting to think of the way the physical world and the digital world will blend seamlessly in that future, but today’s technologies still leave plenty to be desired. As powerful as the likes of the Vision Pro and Quest 3 are, they haven’t solved many of the problems that literally isolate us from our own world.

These headsets can let us see the real world beyond the screens, but only through tinted glasses that also affect the quality of the digital objects overlaid on top. People outside can also barely see your own eyes, removing one important aspect of personal human communication. There are many technologies being developed to address these, but sometimes, the simplest solution can be the best. And no, you don’t have to take off the headset completely.

Designer: Junseo Oh

As fantastic as extended reality and spatial computing might sound, the reality is that we won’t spend all day in them. There will be moments when we want or even need to see the real world beyond those lenses, even for a brief moment, but removing headsets and putting them back on again is just too much of a hassle. You’re more likely not to wear them again for a while, which in itself could be a loss in productivity.

The frame concept design offers a simple solution that’s already in use in some eyewear. Instead of a fixed headset shape, it’s more like a visor where the front part that holds the lenses and optics can easily be lifted up, giving you an obstructed view of the world around you. And when you’re ready to dive back into augmented reality, simply flip the visor back down and carry on.

The flip design also has the benefit of giving you back your peripheral vision, a necessity when you’re moving around in the real world. It offers the best of all worlds, though it admittedly will make you look odd like a mad scientist with the visor up. That said, it’s a small price to pay for the ability to see the world clearly without having to take the headgear off.

Despite that unusual design, the frame concept still promises the usual staples of XR headsets, such as hand gesture detection and camera passthrough. It might even offer more, such as physical controls that gently remind you with tactile that you’re still in the physical world. Removable pads also let you fit the band around your head better, though the open-back design might not inspire much confidence in terms of stability, especially considering it has a front-heavy construction.

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Apple Glasses: The Future of AR or a Distant Dream? https://www.yankodesign.com/2025/01/29/apple-glasses-the-future-of-ar-or-a-distant-dream/?utm_source=rss&utm_medium=rss&utm_campaign=apple-glasses-the-future-of-ar-or-a-distant-dream Wed, 29 Jan 2025 18:20:03 +0000 https://www.yankodesign.com/?p=531785

Apple Glasses: The Future of AR or a Distant Dream?

Apple’s long-rumored augmented reality glasses, codenamed “Atlas,” continue to stir up curiosity. The idea of seamlessly layering digital elements over the real world without needing...
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Apple’s long-rumored augmented reality glasses, codenamed “Atlas,” continue to stir up curiosity. The idea of seamlessly layering digital elements over the real world without needing a clunky headset is an exciting one. But let’s be real, Apple hasn’t even acknowledged these glasses exist, let alone promised a launch. While Meta and Google are moving fast in the AR race, Apple’s strategy has always been about waiting for the right moment to deliver a polished experience.

If and when Apple Glasses arrive, they could reshape how we interact with technology. But the big question remains: Will they be practical enough for daily use, or just another tech fantasy stuck in development? And just as important, will they actually look and feel like something people want to wear, not just a piece of experimental hardware?

Development Status & Timeline

Behind the scenes, Apple has been experimenting with AR glasses, reportedly conducting tests in Santa Clara. The company is believed to be working on microLED technology for the displays, aiming for a lightweight, high-contrast visual experience. But developing AR glasses that balance comfort, power efficiency, and real-world usability isn’t as simple as slapping a display onto a frame.

Industry insiders suggest that Apple is at least three years away from a launch, putting a potential debut around 2026 or 2027. Apple has a habit of refining its products until they meet its strict quality standards, which is likely a key reason for the delay. In the meantime, the company is working on a lower-cost Vision Pro headset, keeping its mixed-reality ambitions alive while AR glasses remain in the pipeline.

Hardware & Design

Unlike the Vision Pro, which is bulky and meant for immersive experiences, Apple Glasses are expected to be as close to regular eyewear as possible. A pair of glasses is arguably one of the most personal accessories someone can wear, sitting directly on the face and shaping their overall appearance. Unlike a watch or a ring, which can be subtle expressions of personal style, glasses dominate the field of vision—both for the wearer and those around them.

Apple has always approached design with meticulous attention to form and function, but translating that philosophy into AR glasses is an entirely new challenge. The balance between technology and fashion will be critical—no one wants to wear a piece of tech that looks like something from a sci-fi movie.

MicroLED displays could be the secret ingredient, offering high brightness and deep contrast without draining battery life. But the real challenge lies in seamlessly embedding LiDAR sensors, eye-tracking cameras, and gesture-recognition tech into a design that remains stylish, lightweight, and wearable for long periods. These glasses need to blend into everyday fashion rather than scream “tech gadget.”

LiDAR sensors could play a crucial role in bringing Apple Glasses closer to a seamless AR experience. By enabling precise 3D mapping, these sensors allow for improved spatial awareness, object recognition, and realistic placement of digital elements within the user’s environment. This goes beyond just sharper visuals—it ensures AR feel natural and responsive, where digital elements seamlessly integrate into everyday interactions. With enhanced depth perception, Apple Glasses could support more natural and intuitive interactions, like gesture-based controls and context-sensitive applications that respond dynamically to the user’s surroundings.

These sensors function reliably in any lighting, ensuring consistent AR performance indoors, outdoors, and in low-light settings. With the potential for 360-degree vision through metasurface technology, they could eliminate blind spots, making AR overlays more precise and immersive.

Integrating LiDAR into Apple Glasses would enhance object tracking, occlusion handling, and real-time spatial mapping. If executed well, this could establish a new benchmark for AR wearables, moving Apple closer to making AR a seamless part of daily life rather than a niche technology.

Apple’s ability to merge advanced technology with premium aesthetics is what makes people obsess over their products. If Apple wants widespread adoption, it will need to create a product that looks just as natural in a boardroom as it does on a casual walk through the city. Comfort, fit, and customizability will be just as important as the tech inside.

Software, User Interface, and Ergonomics

Apple is likely adapting visionOS for the glasses, but don’t expect a Vision Pro-level interface floating in front of your eyes. These glasses will likely be more about subtle, real-time overlays—think notifications, directions, or quick-access information—rather than a fully immersive AR world.

Gesture controls and voice commands will likely play a big role, letting users interact without a touchscreen or physical buttons. We’ve already seen Apple integrate gestures into the AirPods Pro, allowing users to control playback with subtle swipes and even nod or shake their heads to respond to notifications. Imagine if Apple expands on these features for Apple Glasses, enabling users to navigate interfaces, adjust volume, or even interact with AR elements using intuitive gestures.

OpticID, Apple’s eye-tracking security feature from the Vision Pro, could also be integrated. Imagine unlocking your glasses just by looking at them. If Apple nails the UI/UX, it could be one of the most intuitive ways to interact with technology.

Ergonomics is just as crucial as functionality. Unlike smartphones or even smartwatches, glasses must fit perfectly, balance well, and remain comfortable for extended wear. The weight distribution, frame flexibility, and nose bridge design will all play a role in how these glasses feel over time. Apple has mastered product ergonomics with devices like the AirPods and Apple Watch, but AR glasses present a unique challenge—packing in sensors, displays, and batteries without making them feel cumbersome. If the company gets this right, it could be the difference between a revolutionary wearable and one that ends up collecting dust in a drawer.

Features & Use Cases

AR glasses need to be practical, not overloaded with unnecessary tech. Their success depends on simplifying everyday tasks. Here’s what Apple Glasses could bring to the table:

  • Hands-Free Notifications: Read messages, check emails, and see calendar alerts without pulling out your phone.
  • AR Navigation: Walking, biking, or driving directions overlaid onto your real-world view.
  • Real-Time AI Assistance: Imagine pointing at an object and having Siri tell you what it is or translating a foreign language on the fly.
  • Lightweight AR Gaming & Media: While full-on VR experiences are off the table, subtle gaming elements and interactive media could be included.

By focusing on useful, everyday applications, Apple has a better chance of making AR glasses an essential wearable rather than a novelty.

Competitive Landscape

The AR glasses space is heating up, with Meta, Google, and Samsung all taking their own approaches. Google Glass flopped due to its awkward design and lack of a real use case, while Meta is experimenting with AI-powered smart glasses in partnership with Ray-Ban. Apple, as usual, is waiting for the moment when the tech is mature enough to create a seamless experience.

The Vision Pro is a premium, niche product, but Apple Glasses could be positioned as something far more mainstream. The challenge is proving that everyday users actually want AR in their daily lives—and that the experience is worth the price.

Challenges & Mass Production Concerns

Even if Apple has the perfect AR experience ready to go, building these glasses at scale is another beast entirely. Some major hurdles include:

  • MicroLED Production: Manufacturing these displays at scale is notoriously difficult and expensive.
  • Battery Life: How do you power advanced AR features without adding too much bulk?
  • Pricing: If Apple Glasses cost too much, they risk being another Vision Pro—too niche for mass adoption.
  • Software Refinement: Creating an intuitive AR interface without overwhelming the user will require deep integration with iOS and visionOS.

Even with all of Apple’s resources, these problems don’t have simple solutions, and they could push the launch even further down the road.

Final Thoughts

Apple Glasses represent one of the most ambitious projects in wearable tech. With the promise of seamless AR integration in a lightweight, everyday-friendly form factor, they have the potential to change how we interact with digital information. However, the journey to that reality is filled with significant technical and logistical challenges.

Apple’s ability to create market-defining products is undeniable, but even with its resources and talent, AR glasses may take longer than expected to become indispensable. When they do arrive, will they be a game-changer or just another expensive gadget struggling to justify its place in our daily lives? That’s the question Apple will need to answer.

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Mixed Reality Makeup Simulator Creates The Ultimate Makeup Look That Even AR Cannot Reproduce https://www.yankodesign.com/2025/01/11/mixed-reality-makeup-simulator-creates-the-ultimate-makeup-look-that-even-ar-cannot-reproduce/?utm_source=rss&utm_medium=rss&utm_campaign=mixed-reality-makeup-simulator-creates-the-ultimate-makeup-look-that-even-ar-cannot-reproduce Sat, 11 Jan 2025 12:40:03 +0000 https://www.yankodesign.com/?p=528482

Mixed Reality Makeup Simulator Creates The Ultimate Makeup Look That Even AR Cannot Reproduce

Kosé has been recognized as a 2025 Honoree in the XR Technologies & Accessories category at this year’s CES event in Las Vegas for its...
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Kosé has been recognized as a 2025 Honoree in the XR Technologies & Accessories category at this year’s CES event in Las Vegas for its Mixed Reality Makeup – 0 min try-on studio. This innovation from the J-beauty leader offers ‘an entirely new makeup try-on experience’ utilizing cutting-edge high-speed projection mapping technology. The new makeup simulation system will replicate the color and texture of makeup on the skin in a way that AR simply cannot.

According to CES, the system enables customers to experiment with numerous makeup designs in a true 3D environment, allowing them to select products more swiftly and with greater confidence compared to traditional try-on methods or AR makeup filters. Thus, it is a worthy honoree.

Designer: Kosé Corporation

This innovative Mixed-Reality Makeup (MR Makeup) Color Machine utilizes high-speed projection mapping technology, which Yoshihiro Watanabe Laboratory of the Tokyo Institute of Technology developed. This technology allows makeup to be projected on the face. “MR Makeup allows the makeup to smoothly follow the human body’s movements and changes at the facial expression. The high-speed face recognition and projection technology, updated 1000 times per second, completes the process from facial movement to MR Makeup projection with a few milliseconds delay or less,” said the corporation.

What makes it even more interesting is that since it is a projection, it can be adapted to any section or shape. The makeup can be easily changed or worked over without actually having to remove it. This is a boon, especially if you’re someone who always messes up their eyeliner and needs to remove and re-apply it all the time! The high-speed projection mapping is paired perfectly with the color correction tech to create a realistic makeup simulation in no time. “By combining these, we have succeeded in developing an immersive makeup simulator that can achieve a natural finish that looks like you are actually applying makeup, even on a moving face,” said Kosé.

The final result is seamless and wonderful, beating the AR-enabled virtual makeup try-on applications we often find on smartphones and smart mirrors. It reproduces natural colors and textures that AR cannot hope to replicate. Since the colors are directly projected onto the skin, the makeup is realistic, perfectly adapting to the person’s skin tone. AR filters cannot achieve this realism. Kosé believes this makes the MR Makeup Color Machine quite versatile in its potential. They believe it can be used beyond makeup and cosmetics. They say shortly, everyone should be able to try their makeup anytime and anywhere – that is their goal.

The MR Makeup technology has been showcased at CES 2025, allowing visitors to try the one-of-a-kind makeup service. It is designed to encourage personalized self-expression and offer potential for entertainment applications. Check it out if you’re attending CES this year!

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Sony XYN VR headset for creating 3D games and Metaverse applications debuts at CES 2025 https://www.yankodesign.com/2025/01/07/sony-xyn-vr-headset-for-creating-3d-games-and-metaverse-applications-debuts-at-ces-2025/?utm_source=rss&utm_medium=rss&utm_campaign=sony-xyn-vr-headset-for-creating-3d-games-and-metaverse-applications-debuts-at-ces-2025 Tue, 07 Jan 2025 23:00:21 +0000 https://www.yankodesign.com/?p=527986

Sony XYN VR headset for creating 3D games and Metaverse applications debuts at CES 2025

At the ongoing CES 2025, Sony has launched the prototype of an extended reality headset dubbed XYN specifically for creating 3D spatial content. The Japanese...
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At the ongoing CES 2025, Sony has launched the prototype of an extended reality headset dubbed XYN specifically for creating 3D spatial content. The Japanese consumer Electronics giant briefly previewed their motive to develop the headset at last year’s CES and now the wearable has got better with 4K OLED microdisplays and video passthrough tech.

XYN is a comprehensive software and hardware solution to support VR content creators to capture the precise details of the real-world environment and seamlessly integrate with an array of third-party tools for a flexible workflow. This makes complete sense as demand for mixed reality and virtual reality content is spiking. Making it easier for developers to create such content will push the whole wearable headset universe forward.

Designer: Sony

Creators can use the XYN in conjunction with Sony’s spatial content creation software to craft extended reality content including 3D objects, animations, and immersive games for Metaverse applications. When not in use the wearer can flip the headset up since they’ll be using it for long durations while creating content. The only thing missing this year compared to last year’s version is the pointer and ring on top. At the event, the headset was spotted in two colorways – black and gray. The price and release date of the headset are still uncertain, and we hope to hear more from Sony in the coming months.

Alongside the XYN headset, Sony has also revealed the Xyn Motion Studio which is a Windows app with support for up to 12 Mocopi sensors for an improved motion capture flow. This is often used by video content creators to control virtual avatars courtesy of the wireless motion tracking system. The advanced software enables the developers to cut or merge motions, as well as toggle the time and position. A prototype of the spatial capture solution is now capable of converting any real objects or mirrorless camera photos into photorealistic 3D computer-generated assets. The software is slated to release in March 2025.

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This Ultra-compact Portable PC Concept Comes With a Mouse, Keyboard, and AR Glasses https://www.yankodesign.com/2024/12/26/this-ultra-compact-portable-pc-concept-comes-with-a-mouse-keyboard-and-ar-glasses/?utm_source=rss&utm_medium=rss&utm_campaign=this-ultra-compact-portable-pc-concept-comes-with-a-mouse-keyboard-and-ar-glasses Thu, 26 Dec 2024 21:45:18 +0000 https://www.yankodesign.com/?p=526316

This Ultra-compact Portable PC Concept Comes With a Mouse, Keyboard, and AR Glasses

Augmented Reality (AR) glasses or Mixed Reality headset – as Apple chooses to call its AR/VR device – represent a leap forward in wearable technology...
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Augmented Reality (AR) glasses or Mixed Reality headset – as Apple chooses to call its AR/VR device – represent a leap forward in wearable technology which thrives on the possibility of endless expandability. The best thing about these devices is that they are controlled by gesture and voice-based interactions through onboard sensors and cameras.

Despite their promise, AR glasses remain a niche product, while smartphones, laptops, and game consoles still remain daily drivers. A South Korean designer believes unintuitive gestures and voice commands can be awkward in public settings and since the AR glasses lack physical controls, they are not finding wide adoption. As a solution, he has come up with Cylin, a cylindrical portable PC comprising AR glasses and a controller.

Designer: Sun-il Kim

 

Currently, AR glasses’ interaction methods feel clunky, especially in a public setting or when you want to get some instant text written. To make the computing glasses a practical tool for all types of environments—whether enjoying videos sitting in a café or writing a column for a magazine in a shared public space. Sun-il Kim has designed Cylin, which functions like a scroll.

It has that slot for the glasses, a scroll-like opening keyboard interface for text input, and puts a mouse in there for precise control. Tying over a virtual keyboard or through gestures is cumbersome and adding a physical keyboard onboard would increase the weight and cost of the AR glasses. The Cylin is thus a handy solution that doesn’t take away the fun but adds required function making it convenient for everyday use in various environments.

As a compact PC in the shape of a small cylindrical body integrating a mouse, keyboard, and AR glasses, the Cylin may seem like a product too much. But given the problem it is trying to address; it may be a viable option. If it does get some heads like us interested, it can definitely start a product category of its own.

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This Nothing VR Headset Concept Might Be The Only Virtual Reality Device with a Glyph Interface https://www.yankodesign.com/2024/12/19/this-nothing-vr-headset-concept-might-be-the-only-virtual-reality-device-with-a-glyph-interface/?utm_source=rss&utm_medium=rss&utm_campaign=this-nothing-vr-headset-concept-might-be-the-only-virtual-reality-device-with-a-glyph-interface Thu, 19 Dec 2024 21:45:57 +0000 https://www.yankodesign.com/?p=525525

This Nothing VR Headset Concept Might Be The Only Virtual Reality Device with a Glyph Interface

It also might be the ONLY mainstream Android VR headset after ‘Google Cardboard’. It really goes to show that Nothing struck a chord with the...
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It also might be the ONLY mainstream Android VR headset after ‘Google Cardboard’.

It really goes to show that Nothing struck a chord with the global tech community, given how everyone’s speculating about what the company will launch next. Sure, the Nothing Phone (3) is in the works and plans on debuting early next year, but it’s fun asking questions like “What if they launched a Nothing foldable phone? (Hint: it would be awesome) Or as designer Ratan Pande asks – What about a VR headset?

Honestly, both the foldable phone and the VR headset would be great areas for Nothing to disrupt. Why? Because they’re both fairly declining industries and the only reason they are is that there’s a lack of exciting products in the area. In comes Nothing. The VR headset, designed by Pande, was created as an aesthetics exercise to see how one company’s design DNA would translate onto a product category that the company isn’t in. The result is fairly interesting, with the Glyph Interface making its way to the front of the VR headset, among a few other pretty cool details!

Designer: Ratan Pande

The Nothing VR Headset is outwardly simple, wowing with aesthetics and that transparent-ish design language that we’ve come to know and love. The form factor isn’t too different from, lets say, the Meta Quest, with a white block strapped to the front of your head. The front panel is transparent, revealing a fair bit of circuitry underneath (probably faux components designed just for the aesthetic), along with two front-facing pass-through cameras, and a few other lenses along the sides possibly for proximity awareness and obstacle detection.

The Glyph Interface is what the eye instantly notices. Borrowing from the Phone (1) and (2a)’s glyph patterns, the two sets of LED strips (one around each eye) help serve as notification lights – not for the wearer, but for people around the wearer. Given the conceptual nature it isn’t really fair to speculate what each individual glyph does, but one can imagine it glows when pass-through is switched on, so people around know that the wearer is aware of their surroundings. The glyphs could possibly do a light-dance when you’re playing a game and you score a point too. Oh, and there’s a red LED indicator when the wearer is recording their surroundings.

Along the back, the design has a setup that all VR headset wearers are all too familiar with. A simple padded eyepiece, with a three-strap system that keeps the headset in place. On the inside, fresnel lenses power the VR experience, providing immersive clarity without too much of a price tag.

It’s fun to speculate what this device could potentially cost. Given that Nothing usually enters a product category with an incredibly competitive price tag, this one would have to easily be under $300 to really squeeze some market share out of Meta. As perhaps the only Android manufacturer to build a VR headset, it could tie in perfectly with the Android ecosystem, relying on a tried-and-tested OS and a total of well over 3 billion Android handsets that will pair VERY well with the VR headset, allowing you to access apps, play games, browse social-media, watch movies, and even engage in a bit of productivity! Will Nothing launch a VR headset? Probably not for a while, given how they’re still trying to establish themselves as a dominant player in the phone category… but one can hope, no?

The post This Nothing VR Headset Concept Might Be The Only Virtual Reality Device with a Glyph Interface first appeared on Yanko Design.

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Bendable VR controller rod offers a more believable tactile experience https://www.yankodesign.com/2024/12/14/bendable-vr-controller-rod-offers-a-more-believable-tactile-experience/?utm_source=rss&utm_medium=rss&utm_campaign=bendable-vr-controller-rod-offers-a-more-believable-tactile-experience Sun, 15 Dec 2024 00:30:26 +0000 https://www.yankodesign.com/?p=524769

Bendable VR controller rod offers a more believable tactile experience

It’s quite astounding how virtual and augmented reality look so believable these days thanks to progress in both technology and content creation. But while our...
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It’s quite astounding how virtual and augmented reality look so believable these days thanks to progress in both technology and content creation. But while our eyes and sometimes our ears are easily fooled, our hands are more difficult to convince. That’s especially true when you’re trying to grab a non-existent virtual object with something that looks like your hand but is, in reality, just a short stick with buttons.

VR controllers are still a long way from feeling like our real hands, or at least train our brains to completely give up on the suspension of belief. That doesn’t mean we have can’t have some stopgap measures while waiting for that day, and this odd metal rod is one such solution that attempts to bring back some of that sensory experience that will make us really imagine that we’re holding the right tool for the right job.

Designer: Minkyu Oh

VR and AR systems have defaulted to using stick-like controllers not unlike the Wiimote mostly out of efficiency. They’re like the familiar gamepads but split in order to free our hands and arms for more natural movement. There’s nothing natural, however, with grabbing objects that look like they’re the real thing by pressing a button. And while some eXtended reality or spatial computing platforms are able to understand our hand gestures without the need for controllers at all, they also feel unnatural since we’re literally grasping air.

There will be times when our brains will expect us to hold something physical, especially if the virtual image involves holding a tool. Rather than just a short want, the Cogito concept proposes a shape-changing rod instead. Made of multiple segments, the rod bends and curves to take the form of the object we need to hold or at least some semblance of it.

If we simply need to swing a sword or a tennis racket, one of these Cogito rods is enough to make our hands and our brains believe we’re holding the real deal. For a gun or a steering wheel, however, you’ll need to combine two of these rods together and bend one or both to take the desired shape. This longer two-piece controller can even become a virtual guitar, though the experience is only a step better than an air guitar.

Cogito still requires the use of buttons, discreetly located in the middle, to actually take action. That could translate to a gun trigger or pressing a fret on a guitar, but it won’t translate perfectly to other real-world gestures. Unfortunately, the concept still doesn’t solve the problem of giving our fingers the correct haptic feedback, nor does it make grabbing virtual objects feel more natural. It does, however, offer enough believability to satisfy our brains, at least until the perfect VR input solution has been designed.

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How Android XR and Samsung headset could give the Apple Vision Pro a run for its money https://www.yankodesign.com/2024/12/13/how-android-xr-and-samsung-headset-could-give-the-apple-vision-pro-a-run-for-its-money/?utm_source=rss&utm_medium=rss&utm_campaign=how-android-xr-and-samsung-headset-could-give-the-apple-vision-pro-a-run-for-its-money Fri, 13 Dec 2024 14:20:25 +0000 https://www.yankodesign.com/?p=524605

How Android XR and Samsung headset could give the Apple Vision Pro a run for its money

Apple definitely turned heads and made believers out of doubters when it unveiled the Vision Pro and its spatial computing platform. But while the demos...
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Apple definitely turned heads and made believers out of doubters when it unveiled the Vision Pro and its spatial computing platform. But while the demos and first-hand experiences were nothing short of impressive, it quickly hit a snag even before it could launch to the general public. The price tag on this experience was pretty ludicrous, ensuring that visionOS would never leave the hands of an elite and lucky few.

Of course, Apple isn’t the only game in town, and while Microsoft has thrown in the towel and Meta seems to be taking its sweet time, Google has decided to take a dip into that space again. After trying and failing with the likes of Google Glasses, Daydream, and ARCore, just to name a few, it has announced a new Android XR platform to bring a Gemini-flavored eXtended reality experience to more people, with a little help from its hardware partners.

Designer: Google, Samsung

Android XR: Nth Time’s the Charm

It’s not like Google is a stranger to this kind of technology, though it has had mixed results over the years. Google Glass was an expensive privacy nightmare, Project Cardboard and Daydream went the opposite direction and prioritized affordability over quality control, and ARCore was just a blip on the radar. At the same time, Google also saw plenty of success in AR-powered apps like Google Lens, Street View, and, more recently, Gemini.

Android XR is its latest attempt to build on both failures and victories, though it seems that the formula it will be using is still the same. Namely, it is teaming up with hardware partners such as Qualcomm and Samsung, while building the software framework developers can use. As the name suggests, it its using Android as the underlying operating system, which brings both the familiarity of mobile apps as well as the limitations of a platform designed primarily for devices with screens.

Gemini AI: Screens Now Matter Less

It’s no surprise that Google is spinning this fresh new endeavor as part of its Gemini AI ecosystem. After all, it is putting AI into almost everything it owns, from Search to Gmail to Android and more. More than just a marketing stunt, however, it does partially make sense for a mixed reality platform. When your point interaction is no longer confined to a touch screen or keyboard, you’ll need something that spans almost all information available, which is Google’s vision and Gemini’s power.

Although Android XR naturally still has a visual component, it no longer locks you down to staring at a flat rectangular plane. You still have rectangular windows floating in front of you, a necessary evil from our computer-centric apps, but everything else is fair game. Gemini can see the world that you see and is smart enough to know what you’re looking at and infer what you mean. Of course, it can also converse with you naturally, giving you that much-coveted Iron Man experience.

Samsung Project Moohan: Taking a Bite out of Apple

Android XR won’t be as convincing without the right hardware, though. While developers will use a regular desktop or laptop to develop apps and experiences on a flat screen, you can only truly enjoy this eXtended reality when wearing a headset. Android XR is designed to run not only on those powerful visors but even on more discreet glasses, though the latter has yet to be revealed. At the moment, the only hardware demonstrated to work with comes from Samsung, one of Google’s strongest Android partner.

Just like Google, Samsung is familiar with this VR and AR space, from its phone-driven Gear VR to the Windows Mixed Reality HMD Odyssey. Project Moohan, a Korean word that means “infinity,” definitely looks like a clear stab at the Vision Pro but with one potential and critical difference. Although it could be priced competitively, it’s unlikely that Samsung or Google will dare to put such an exorbitant price tag for an experimental product, especially after Google Glass.

The “Pro” in Apple Vision

In essence, Android XR is trying to bring a spatial computing or mixed reality experience that leverages apps and technologies that people are already familiar with, especially now that they’re getting a taste of what Gemini AI can do. Unlike Apple visionOS which only has the Vision Pro as its solitary device, Google is opening up the platform to a variety of vendors and designs, potentially making it more accessible to a wider audience.

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That said, if the live demo of Android XR is any indication, Google and partners are again laser-focused on the technical merits of the platform. In contrast, Apple has always championed the human side of the equation, going as far as meticulously ensuring virtual shadows on window corners are as accurate as their real-world counterparts. It is, of course, too early to say which eXtended reality experience will emerge victorious, but Apple should probably take note that it’s biggest rival is now gunning for its crown in a very big way.

The post How Android XR and Samsung headset could give the Apple Vision Pro a run for its money first appeared on Yanko Design.

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Windows Mixed Reality and Meta Quest 3 give you three monitors for the price of none https://www.yankodesign.com/2024/12/12/windows-mixed-reality-and-meta-quest-3-give-you-three-monitors-for-the-price-of-none/?utm_source=rss&utm_medium=rss&utm_campaign=windows-mixed-reality-and-meta-quest-3-give-you-three-monitors-for-the-price-of-none Thu, 12 Dec 2024 11:07:24 +0000 https://www.yankodesign.com/?p=524367

Windows Mixed Reality and Meta Quest 3 give you three monitors for the price of none

Microsoft was in a prime position to push its own mixed reality experience, once that potentially had more relevance to users and accessibility. It owns...
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Microsoft was in a prime position to push its own mixed reality experience, once that potentially had more relevance to users and accessibility. It owns what is arguably the most-used operating system in the world and a suite of productivity apps and services that everyone also uses, whether they like it or not. Plus it has a dozen hardware partners to push the envelope of what headsets and computers can do.

Unfortunately, the HoloLens 2’s discontinuation marked the end of that potential, at least as far as Windows Mixed Reality is concerned. It seems, however, that Redmond isn’t giving up completely in dipping its toes in extended reality, but it is now doing so almost by proxy through a bridge between its Windows OS and the Meta Quest 3 headsets.

Designers: Microsoft, Meta

Microsoft has long given up on the commercial availability of its mixed reality platform and has opted to focus instead on industrial and business applications. Last October, however, it exited even that, leaving its technology in the unlikeliest of customers: the military. But while the HoloLens, Windows Holographic, and Windows Mixed Reality are practically dead, Microsoft is giving Meta Quest owners their own small taste of what could have been.

With a new Mixed Reality Link app, Meta Quest 3 and Quest 3S headsets will be able to connect to a local Windows 11 PC or an online Windows 365 Cloud account to create a virtual desktop right before their very eyes. What this practically means is that you can have three hi-res virtual monitors in a horizontal layout, something you might not own in reality due to cramped physical space.

This is a far cry from the more ambitious vision that Microsoft has been holding on for years, one that could have rivaled Apple’s Spatial Computing if it had actually become more widely available. What you’re basically getting is Windows 11 in a virtual space, completely disconnected from the rest of the real world. It’s an effect that’s already possible with more affordable glasses from the likes of Xreal or Rokid.

There are a few caveats to this kind of Windows VR experience that go beyond just the minimum requirements. Unlike a regular Meta Quest experience, however, you can only interact with Windows 11 using a keyboard and mouse, which is where Passthrough support comes into play. The experience doesn’t interact with the real world either, and it isn’t as dynamic as a true mixed reality platform. Still, if you’re in need of three monitors and have a Meta Quest 3 lying around, this is probably your best bet.

The post Windows Mixed Reality and Meta Quest 3 give you three monitors for the price of none first appeared on Yanko Design.

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Apple and Sony are apparently working on PlayStation VR2 Gaming Controllers for the Vision Pro https://www.yankodesign.com/2024/12/09/apple-and-sony-are-apparently-working-on-playstation-vr2-gaming-controllers-for-the-vision-pro/?utm_source=rss&utm_medium=rss&utm_campaign=apple-and-sony-are-apparently-working-on-playstation-vr2-gaming-controllers-for-the-vision-pro Mon, 09 Dec 2024 21:45:14 +0000 https://www.yankodesign.com/?p=523929

Apple and Sony are apparently working on PlayStation VR2 Gaming Controllers for the Vision Pro

Don’t dismiss the Vision Pro just yet. Sure, rumors have been swirling that the company has pretty much halted all production of their flagship spatial...
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Don’t dismiss the Vision Pro just yet. Sure, rumors have been swirling that the company has pretty much halted all production of their flagship spatial computing device, but Bloomberg’s Mark Gurman has some interesting updates. His scoop? Apple and Sony, are reportedly in talks to integrate PlayStation VR2’s Sense controllers with Apple’s Vision Pro headset. This partnership, if realized, could reshape how we think about virtual and mixed reality experiences, seamlessly blending gaming prowess with Apple’s signature design ethos.

The Vision Pro, Apple’s first foray into spatial computing, debuted as a device with lofty ambitions. Relying on gaze-and-pinch interactions paired with hand-tracking, its interface felt futuristic yet restrained when stacked against the tactile immersion offered by physical controllers. While its approach works wonders for casual gaming and productivity tasks, the absence of tactile input left a gaping hole in its potential for more dynamic, fast-paced VR gaming. Enter Sony, whose PS VR2 Sense controllers are heralded for their precise tracking, haptic feedback, and adaptive triggers. It’s easy to see why Apple would tap into Sony’s expertise to elevate Vision Pro’s gaming and interactive experiences.

Gurman, a well-known source of tech scoops, shared that Apple initiated discussions with Sony earlier this year, targeting the seamless integration of the Sense controllers into the Vision Pro ecosystem. The collaboration promises to extend beyond just gaming, allowing users to navigate visionOS interfaces using Sony’s controllers. For Vision Pro, this move is not just a band-aid solution but a strategic decision aimed at capturing a more serious gaming demographic. The absence of robust gaming support has been a sticking point for Vision Pro since its announcement. Adding PS VR2 Sense controllers could be the olive branch Apple extends to hardcore gamers who’ve so far been unimpressed by its current offerings.

What’s particularly intriguing is the potential ripple effect this partnership could have on the gaming industry. Sony has been fiercely protective of its PS VR2 ecosystem, even to the extent of not selling its Sense controllers separately. Yet, this exclusivity might soften if Sony and Apple push ahead with making these controllers available through Apple’s sales channels. Imagine walking into an Apple Store, purchasing a PS VR2 Sense controller, and unlocking new gaming experiences on a Vision Pro. It’s a scenario that positions both companies as collaborators rather than competitors—an unusual but potentially brilliant strategy.

But could this partnership lead to something even bigger? Some speculate it might pave the way for a broader gaming alliance between Apple and Sony. Such a move would undoubtedly send shockwaves through the gaming industry, especially with Microsoft’s Xbox looming large as the primary rival. While Apple could technically develop its own controllers tailored to the Vision Pro, partnering with Sony allows them to sidestep years of R&D and leverage Sony’s established credibility among gamers.

Beyond gaming, this partnership could also enhance Vision Pro’s value proposition for non-gaming applications. The tactile advantages of Sony’s controllers could transform how professionals interact with 3D models, designers manipulate virtual canvases, or filmmakers storyboard immersive scenes. By broadening its use cases, Apple has a shot at making Vision Pro more than a niche device for early adopters or AR enthusiasts.

Yet, as with any ambitious endeavor, there are potential roadblocks. Gurman notes that the announcement, initially planned for weeks ago, was delayed—possibly signaling internal hiccups or last-minute refinements. Whether it’s technical integration challenges, supply chain constraints, or plain old corporate hesitance, there’s always a chance this partnership could stall or be scrapped altogether.

However, the timing of this rumor feels strategic. Vision Pro’s early reviews have highlighted its groundbreaking potential while pointing out areas where it falls short. Apple knows that it must demonstrate more than technological novelty to justify the $3,500 price tag. Teaming up with Sony to bring richer gaming and interactive experiences could be the shot in the arm Vision Pro needs as it prepares for its full release next year.

For now, Apple and Sony remain tight-lipped, but the possibility of this partnership is tantalizing. It paints a picture of a future where Apple’s minimalistic design philosophy meets Sony’s immersive gaming technology, creating an ecosystem that’s not only expansive but compelling. If nothing else, it underscores Apple’s willingness to think beyond its walled garden—a refreshing shift for a company known for keeping things close to its chest.

So, will this be the start of a beautiful friendship between Apple and Sony, or just another chapter in the rumor mill? Only time will tell. But for now, the idea of navigating visionOS with a PS VR2 Sense controller is enough to keep tech enthusiasts and gamers alike dreaming of the possibilities. And if this collaboration does take off, maybe it’s time to rethink that Xbox subscription—just saying.

The post Apple and Sony are apparently working on PlayStation VR2 Gaming Controllers for the Vision Pro first appeared on Yanko Design.

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