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What does not convince me of the eye-and-hand interface of the Apple Vision Pro

The Ghost Howls

The Apple Vision Pro is the device of the moment: since the preorders have been opened on January, 19th, my social media feed is full of posts that just talk about this device. And this is for a good reason: Apple entering the field is for sure a defining moment for the immersive reality space. But is it a good idea?

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Existing VR Games Would Look Great on Vision Pro, But Without Controllers Most Are Stuck

Road to VR

Apple doesn’t call Vision Pro a mixed reality headset, or a virtual reality headset for that matter. To Apple, it’s all spatial computing , which is fine—if not a little too vague. Apple is thinking different about how it couches Vision Pro; it’s more face-computer than VR headset. And we get it.

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Lumus ‘Sheds Light’ on Future of AR, Apple Vision Pro

XR Today - Augmented Reality tag

We discussed his company’s waveguide and materials research, using AR for medicine and surgery, and the Apple Vision Pro. With DeepOptics, Lumus integrated eye-tracking with transparent, liquid crystal displays that “rotate the molecules in real-time.”

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Five Reasons to Buy XR Eye & Hand Tracking Tools in 2022

XR Today - Mixed Reality tag

Even in 2007, when Apple announced the first iPhone, Steve Jobs was keen to get rid of the stylus for touchscreen management, arguing separate controllers and devices make using technology more cumbersome. Eye tracking, on the other hand, can record eye positions and movements to provide insights into the human mind.

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Delivering Digital Meatballs in AR, with IKEA’s Martin Enthed

XR for Business Podcast

Martin: I started 13 years ago now in 2007, and I was hired to try to make use of computer graphics into a volume production, instead of just doing a few models or images a year or two, large volumes. So it took like from 2007 to 2012. And then the Apple guys came with a brilliant ARKit, and it worked beautifully. Martin: Okay.

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Delivering Digital Meatballs in AR, with IKEA’s Martin Enthed

XR for Business Podcast

Martin: I started 13 years ago now in 2007, and I was hired to try to make use of computer graphics into a volume production, instead of just doing a few models or images a year or two, large volumes. So it took like from 2007 to 2012. And then the Apple guys came with a brilliant ARKit, and it worked beautifully. Martin: Okay.

AR 78
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Delivering Digital Meatballs in AR, with IKEA’s Martin Enthed

XR for Business Podcast

Martin: I started 13 years ago now in 2007, and I was hired to try to make use of computer graphics into a volume production, instead of just doing a few models or images a year or two, large volumes. So it took like from 2007 to 2012. And then the Apple guys came with a brilliant ARKit, and it worked beautifully. Martin: Okay.

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