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Apple Vision Pro

Source: Apple

appleThe new Vision Pro headset has sparked a new interest in head-worn computers that immerse users in a virtual world.

Engineers have been dreaming of virtual reality Since 1968 When a professor at the University of Utah built the first 3D virtual reality headset, some of the most powerful consumer electronics companies have since released headsets, including Nintendo, Microsoft, Meta, Google, and Sony. Nothing was hit.

Now Apple is on the table and virtual reality experts and developers say it has a chance to succeed where others have not.

“When people ask me what’s really special about this ad, in a word, it’s Apple. The world’s largest technology company and also the most responsible,” said Uri Inbar, co-founder of Superventures and CEO of Augmented World Expo, of the industry conference. “They always put everything behind every product they put out there. And that’s exactly the message they’re sending to the XR industry, but also to everyone else out there.”

Apple’s reputation and track record gives it the benefit of the doubt when it comes to really new technologies, and many consumers already own and love Apple products.

Apple commercialized the success of multi-touch screens with the iPhone, transforming the smartphone industry by showing the world a new way to interact with phones. It may be able to replicate this in the virtual reality industry with Vision Pro’s gesture and voice-based user interface. Unlike other headphones, it does not require a controller.

“Part of Apple’s influence is that they’ve built ownership of this brand, they’ve done it over and over again, across multiple categories, whether it’s the watch, the music player, and of course the smartphone,” said Tipatat Chenavasin, general partner at Venture Reality Fund. “What I think is really interesting about it as well, is that they’ve clearly laid out their vision for the future — this is the next iPhone, the next big platform.”

Apple Vision Pro is far more powerful than almost all competing products on the market. It’s equipped with two high definition displays, a battery of cameras and sensors, and custom processors that reduce latency and lag. Simply put: it can do more than any other headphone.

And the increased horsepower under Apple’s glasses has enabled a relatively new concept, sometimes called “XR,” “mixed reality,” “transitability,” or, as Apple calls it, “spatial computing.”

Cameras on the outside of the Vision Pro can display the real world in near real time inside the headset, which makes the technology less isolating, and addresses one long-standing problem with VR: Users can’t see what’s around them while they’re in VR.

But Apple also has to change the public perception of virtual reality. The moment when everyday consumers wear headphones on a daily basis may still be years away.

Huge specification

The new Apple Vision Pro Headset is shown during the Apple Worldwide Developers Conference on June 5, 2023 in Cupertino, California.

Justin Sullivan | Getty Images

One notable aspect of Apple’s Vision Pro is that it packs a lot of raw power and expensive parts. Previous early Apple products did not emphasize processor speed, display resolution, or specifications.

Vision Pro works. A short and incomplete list of its components that we know so far:

  • Two Micro-OLED screens measuring about an inch in diameter, each with a resolution that exceeds that of a 4K television.
  • An Apple M2 processor – the same as in a laptop – and a specialized R1 processor for cameras and other visuals.
  • eye tracking
  • Six microphones
  • 12 cameras and five sensors to monitor hand gestures

All of these specs combined mean that the Apple Vision Pro runs at a higher resolution than products currently on the market, such as the $299 Meta Quest 2, which use a mobile processor and lower-resolution screens.

It also costs a lot more: It costs as little as $3,499, possibly more if users opt for custom lenses or other potential upgrades, like storage.

The Vision Pro’s powerful specifications allow the outside world to be projected through a video feed inside the headset in real time, making it the first device to do high-quality VR, which takes users into a virtual world, and AR, which integrates virtual objects into the real world.

“Apple seems to be all in on the idea that it’s going to let you see, but it’s going to let you see camera usage, transit, very, very, very low latency, very, very powerful computing,” said Avi Greengart, an analyst at Techsponential, who demoed the headset earlier this year. Week on Apple Campus, “Problem Remediation Applied”.

This compares to competing devices such as the Magic Leap and Microsoft Hololens, which use transparent screens, which require less processing power but offer lower-quality images.

This level of visual quality means that the demos could be better, and that developers don’t have to limit themselves based on hardware. There is room for new experiments that require a great deal of processing power.

It also lays the groundwork for VR experiences going forward: Once people try a headset from Apple, with thousands of dollars in computing equipment, it’ll be hard to go with a cheaper headset without seeing the tradeoffs.

“Apple says unapologetically, in order to do virtual reality, or augmented reality, or what they call ‘spatial computing,’ that’s the experience you need to deliver, and that’s the price point it’s going to cost,” Greengart said. This price will simply be dismissed as a decent place. But Apple, because of its history with consumer products, because of its iterative history, you can expect the experience to improve over time, and the price is coming down — well, I hope it will come down.”

New interface

Apple Vision Pro

Source: Apple

Just like the iPhone did, the Apple Vision Pro introduces a new kind of user interface.

The iPhone introduced multi-touch screens, replacing pens and mechanical keyboards, and enabling full-color web browsing and maps on the pocket device.

“User experience is always the most important aspect. The most important part of the iPhone was not only its trim, display quality, multi-touch, but it was making the user experience feel comfortable and magical,” Chenavasin said.

Apple Vision Pro replaces controllers with simple gestures. The user’s eyes become the cursor and a simple tap of the thumb and forefinger selects the button.

“No other headset has really introduced the eye-plus-press method as the main interaction method,” said Jamin Hu, CTO of Doublepoint, a private company that works on software to enable gesture-based interactions. “Apple is the first company we’ve seen focused on building the entire operating system to support eye tracking.”

Apple Vision Pro

Source: Apple

Apple ecosystem

Apple CEO Tim Cook stands next to the new Apple Vision Pro headset.

Justin Sullivan | Getty Images News | Getty Images

The virtual reality industry has waited years for Apple to officially enter. Developers and experts believe that Apple can set the standard once it releases its headphone. He invented the iPhone, and he could invent the next major computing product now mainstream.

“You have this element that Apple never gets into an industry until they really know this is going to be something special,” said Sean Mann, CEO of RP1, a technology company that enables immersive online experiences.

Apple probably has the strongest suite of apps that can take advantage of the unique aspects of a virtual reality headset. It already has millions of developers and Vision Pro will support iPhone and iPad apps at launch. No other headset has that.

“Apple has a unique ability to stimulate developer interest in new platforms,” Greengart said. “For the Apple Vision Pro, the App Store will be there on day one.”

Plus, Apple has an ecosystem of products that it can integrate with, from iPhones and Apple Watch to Macs. The headset can also act as a giant monitor for your Mac to get work done.

Apple also has retail stores that are well suited to be the first experience in VR for tech-savvy people. An Apple headset needs a lot of configuration, including head scans and lenses for people who wear glasses — but if any company is well-suited to making those demos to give them the best chance of a “wow,” it’s Apple.

“No one else in the industry owns what Apple has. Apple owns the phone, the watch, the desktop, and now they have a headset, and they all work together,” Mann said. “Something I capture on my cell phone can easily be shown in the new Vision Pro, and this ecosystem is not found in any other VR manufacturer.”

Generate developer interest in an untapped market

The industry is still nascent. Data from Forrester, a research company, found that 79% of adults online are not currently using a VR headset.

“It could read as, you know, ‘Oh my God, most people won’t use this device,’ or it could read as, ‘Hey, there’s an opportunity right now to penetrate an untapped market with something that would,’” Mike Proulx, director of research at Forrester, said.

It’s expected to be a lower-volume product, however, selling hundreds of thousands of units over the course of a year, according to TFI Securities analyst Ming-Chi Kuo, versus the tens of millions of iPhones Apple sells in a quarter.

But many people in the VR industry think that’s fine for this type of product, which wasn’t meant for the mainstream yet due to its price, outdated battery pack, and novelty.

Instead, it is possible to see Apple Vision Pro as a kind of developer toolkit. Sure, some Apple fans and enthusiasts will buy it, and everyone will want to try it out, but what it really does is start a rush for developers to create essential apps for the platform.

In the end, like other computers, Apple’s vision can come down in price, updated models can become thinner and lighter, and they can become something of a must-have like a smartphone.

“I’ve talked to a lot of developers already in the XR space, and they’ve all said they’re interested in getting their hands on this headset and using it. Every single one of them,” said Anshel Sag, an analyst at Moor Insights.

When the iPhone introduced advanced multi-touch phone cameras and the mobile Internet, Uber and Instagram were born. Now, it costs $3,500 to start tinkering with software that could become a daily experience for everyday people as the potential market expands.

“If you could have the iPhone two or three years before it was released, and you had access to understand the hardware, wouldn’t you go for that? How much would you pay for it? That’s the future today,” Chennavasin said. “If you’re a developer, $3,500 is a small price to pay for it.”

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