ohOn a sweltering summer day in London, I found myself working in the middle of snow-covered Yosemite National Park, surrounded by floating apps and browser windows. Later, I’d reminisce about holidays from years ago, staring out at windswept Oregon beaches, sitting in a speeder on Tatooine watching Rogue One in 3D, and spending the night with a guided meditation.
These are the sort of immersive experiences Apple’s latest, and most expensive, gadget offers, blending the real and virtual worlds, all controlled by your eyes and hands. The Vision Pro may resemble virtual reality headsets like Meta’s Quest series, but it aims to be something much more.
But with a prohibitive price tag of £3,500 (€3,999 / $3,499 / AU$5,999) that most buyers won’t even consider, this cutting-edge tech marvel is best thought of as a glimpse into the near future of computing.
Put on the headset and you’re transported to a photorealistic exotic location, or use the Digital Crown to increase or decrease immersion, seamlessly blending reality and the virtual world. The real world is sent through the camera to a crystal-clear display and displayed as pass-through video — far better than the competition, and so clear that you can read on your phone without taking off the headset.
Your content appears in a floating window fixed in 3D space, as big or small as you like. Even if you walk by the window, your content stays where you were and is instantly visible when you return. Just see the content you want and select it with a pinch of your fingers. Type directly by “touch” on the hover keyboard or scroll through sites like a giant virtual iPad.
Step into an immersive experience and go one step further by walking with dinosaurs, exploring the solar system or flying along neon-lit highways in rhythm games.
Heavyweight Technology
Vision Pro is the pinnacle of headset tech: The same M2 chip found in the 2022 MacBook Air runs apps, and its R1 chip processes input from the headset’s 12 cameras, five sensors, and six microphones. Combined, this delivers a smooth experience in both the real and virtual worlds displayed on two high-resolution Micro-OLED displays in front of your eyes.
The exterior cameras and sensors create a map of the real world, including objects like furniture and walls, and track the user’s position and hand movements. The interior camera monitors eye movements to interact with buttons and objects, making sure what you’re looking at is clear. The headset also features “Optic ID,” an alternative to Face ID, to seamlessly unlock and authenticate payments by scanning your iris.
The experience is exponentially better than anything that came before, and at times, it’s magical.
All the technology packed into the Vision Pro creates one major problem: weight. At up to 650 grams, it’s heavier than Apple’s largest iPad Pro and competing headsets like the Quest 3, which weighs 515 grams. And that doesn’t include the 353 gram battery, which connects to the headset with a cord so you can put it in your pocket or keep it on the desk in front of you.
During the ordering process, your face is scanned with an iPhone and a custom fit is created from nearly 200 combinations of strap sizes, “light seals” and cushioning, making it more comfortable than any other headset and leaving no goggle marks on your face.
What remains is the strain on my neck. After wearing the headset daily for a month, I can now manage sessions up to about two hours long. However, I still feel like I’ve given my neck a workout, and wearing it for long periods without taking proper breaks causes the same neck, shoulder and back pain I get when I’m hunched over a laptop all day.
The battery lasts for about 2-3 hours, which is plenty long enough for you to easily charge it while sitting at your desk or on the couch, but this headset isn’t designed to be easily shared, and even if you manage to get a good fit on your guest’s face, you’ll need to redo the eye-tracking setup for five minutes to get it to work temporarily.
We’re only scratching the surface in productivity improvements
The Vision Pro is different from other headsets in that it’s fully integrated into the Apple ecosystem — more like a Mac than an iPhone — allowing you to create an entire app and productivity environment anywhere, without the need for multiple monitors.
It comes with many familiar apps, including Apple’s Mail, Messages, Notes, Keynote, Freeform, and Photos, and many others are available as “compatible” apps, including Microsoft’s Word and Excel, but it doesn’t include Google apps like Gmail or Drive, and only some of them work properly as web apps in Safari.
Using the Vision Pro as part of a productivity setup is great, but that’s only scratching the surface of what the headset can do.
Apps for Vision Pro are varied: some simply drag 2D experiences into the 3D space of the headset, like games played on a TV screen placed within the environment, while others are fully immersive environments you can walk around in.
The Apple TV app lets you enter a virtual cinema and choose your row and seat, while Disney+ lets you sit on a couch in Avengers Tower or the aforementioned speeder on Tatooine. On both services, the 3D movies look especially good.
But where Vision Pro really shines is when you combine real and virtual worlds, such as playing on a virtual chessboard placed on a table in front of you. Apple’s Encounter Dinosaur demo experience shows what’s possible by creating a portal to a prehistoric land that’s fixed to the actual wall of a room. A butterfly emerges from the portal and lands on your outstretched finger. The dinosaur then comes into view and locks eyes with you. The dinosaur’s head and eyes follow you as you move around the room, before scaring off rival dinosaurs and roaring at you.
There are only a handful of truly great experiences available on the App Store right now, but most of the best ones are controlled directly by your hands and body. Other headsets can do similar things, but none do it as easily, accurately, or with the same high fidelity as Vision Pro.
Relive your memories like never before
One of the most unexpected and wonderful things about Vision Pro is its ability to relive past moments through photos, videos, and panoramas.
Loading a panorama photo made me feel like I was standing in Death Valley again, enjoying the dramatic colors of a sunset over the vast desert. Or sitting in a packed Capital One Arena watching the Washington Capitals play ice hockey. And a photo I took from the top of Seattle’s Space Needle gave me the same feeling of height dread I had when I took it seven years ago.
Vision Pro can also display spatial and 3D videos shot with a headset or iPhone 15 Pro. These look like the little holograms you often see in sci-fi, giving you a real sense of depth and the feeling of being back in the moment, but it takes practice to get it right
Source: www.theguardian.com
Viral Video of Tesla Driver Using VR Headset Prompts US Government Alert
U.S. Transportation Secretary Pete Buttigieg said on Monday that human drivers should always use caution after videos surfaced of people driving Teslas wearing what appears to be Apple’s recently released Vision Pro headset. He said he needed to pay.
Buttigieg responded on Twitter/X to a video that has been viewed more than 24 million times that shows a Tesla driver seemingly gesturing with his hands to manipulate a virtual reality field.
Buttigieg said on Monday that Tesla’s self-driving assist features (Autopilot, Enhanced Autopilot, Full Self-Driving), despite their names, do not mean the vehicle is fully self-driving. said on social media.
“Be careful – all advanced driver assistance systems available today require a human driver to be in control and fully engaged in the driving task at all times,” Buttigieg said.
Apple’s Vision Pro was released last week and blends three-dimensional digital content with views of the outside world. Apple, which says it should never be used while operating a moving vehicle, did not respond to a request for comment.
Note: All currently available advanced driver assistance systems require the human driver to be in control and fully engaged in the driving task at all times. pic.com/OpPy36mOgC
— Secretary Pete Buttigieg (@SecretaryPete) February 5, 2024
According to Apple’s Alan Dye, the Vision Pro will work as a headset that allows users to interact with “apps and experiences” in an augmented reality (AR) version of their surroundings or in a fully immersive virtual reality (VR) space. Vice President of Human Interface Design announced in June.
“Apple Vision Pro relies solely on your eyes, hands, and voice,” Dai said in June. “Browse your system just by looking. App icons come to life when you look at them. Just tap your fingers at the same time to select them and scroll them with a light flick.”
“Apple Vision Pro will change the way we communicate, collaborate, work, and enjoy entertainment,” said Apple executive Tim Cook. But the company didn’t intend for Vision Pro to change the way people commute.
Tesla did not immediately respond to a request for comment.
Buttigieg previously made similar comments about Tesla’s use of Autopilot. Tesla says its advanced driver features are intended for use by fully alert drivers who “keep their hands on the wheel and ready to take over at any time.”
Source: www.theguardian.com
The Limitations of Apple’s Vision Pro Headset: Absence of Netflix, Spotify, and YouTube Integration
It’s important to have friends who come to your birthday parties, offer support during tough times, and allocate resources to develop apps for emerging virtual reality platforms despite limited direct benefits. It may be tempting to believe that a $30 billion cash reserve and a product line generating over $200 billion annually are sufficient. However, Apple is finding that money cannot buy everything.
Pre-orders for Apple’s Vision Pro headset, a $3,500 “spatial computing” platform and CEO Tim Cook’s vision of Apple’s future, opened last week. Despite Apple’s enthusiasm, quiet opposition from potential users has overshadowed the announcement.
According to a report from Bloomberg (£), Netflix has opted not to design a Vision Pro app or support existing iPad apps on the platform, instead instructing users to access their content through a web browser.
Rather than developing a Vision Pro app or supporting existing iPad apps, Netflix has chosen to direct users to watch their content on the web. This decision is notable given the competition between Netflix and Apple in the streaming market.
Although the initial weekend release of Vision Pro saw an estimated 160,000-180,000 units sold, this pales in comparison to Netflix’s 250 million paying subscribers. Therefore, Netflix’s reluctance to invest resources in an app for the Vision Pro is understandable, as app development is only worthwhile if it can attract new customers or retain existing ones.
Despite Apple’s promotion of the Vision Pro as the most immersive way to watch TV, Netflix has similarly abandoned its app for MetaQuest, demonstrating a pattern of resistance to immersive platforms.
Due to these decisions, Vision Pro users will be limited to watching Netflix through the web, losing the ability to access offline viewing, a key selling point of the headset.
Furthermore, YouTube and Spotify have also opted not to release new apps for the Vision Pro, indicating a lack of enthusiasm from major content providers for the platform.
In a related story, Apple has recently allowed developers to bypass its payment system, providing them with an alternative to the high fees associated with in-app purchases. This shift may reflect a broader resistance among developers to Apple’s monopoly over economic activity in their app ecosystem.
The reluctance of major content providers to invest in apps for the Vision Pro may indicate a broader skepticism among developers about the benefits of supporting Apple’s latest venture. This trend may signal a greater movement within the developer community to challenge Apple’s control over app development and monetization.
Source: www.theguardian.com
Control Your Dreams with This Inception-Style Headset: What to Know Before Diving into Dreamworld
Can you imagine putting a device on your head before bed that allows you to control your dreams? This futuristic headband, currently under development by American technology startup Prophetic, promises to do just that.
Set to be released in 2025, Halo is designed to make dreams more lucid, meaning dreams in which you are aware that you are dreaming. These dreams can be controlled in some cases, potentially providing practical benefits in waking life, such as problem-solving, virtual travel, or skill practice.
While lucid dreams can happen spontaneously, about half of the population can expect to have at least one in their lifetime. The Halo headband aims to leverage these experiences for real-life benefits using the latest technology.
The Halo team collected brain data from volunteers having lucid dreams using EEG and fMRI technology. This information is then used to develop a mechanism for inducing, maintaining, and influencing lucid dreaming using transcranial focused ultrasound (TUS) technology, which is transmitted through the headband. TUS uses high-frequency sound rather than magnetic fields or electric current, offering improved anatomical precision and the ability to reach deep areas of the brain.
Research shows that electrical or sound stimulation can increase brain activity, particularly during sleep, resulting in more frequent lucid dreams. Professor Mark Blagrove, a sleep scientist, states that sound stimulation may induce high-frequency brain activity linked to dream clarity.
Despite the potential benefits, there are some concerns about the long-term effects and interference with the purpose of dreaming. The Halo headband is expected to cost up to £1,575 ($2,000) and may not be suitable for everyone. There are other techniques for inducing lucid dreams, such as sound pairing and self-awareness training, that do not require advanced technology like the Halo headband.
About our experts
Professor Mark Blagrove is a sleep and dream researcher based at the Swansea University Sleep Research Institute. He is involved in various sleep and dream research work and is a co-author of the book Science of Art and Dreams as well as having contributed to several psychology and dream publications.
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Source: www.sciencefocus.com
