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This week Apple debuted new accessibility-focused features for iOS. Among them, the AssistiveTouch feature for Apple Watch allows for single-handed control of the watch by detecting clenching and pinching of the hand, as well as accelerometer-based control.
Apple introduced a new world of opportunities to the VR space with its cutting-edge Vision Pro headset delivering incredible tracking capabilities, and almost unmatched visual fidelity. The future of VR could be marked by an evolution in haptic devices, such as gloves, body suits, and even armbands that boost immersion.
After 7 months of beta testing, Interhaptics just released its most ambitious project to date: a mixed reality development suite for deploying haptics across platforms for both head-mounted displays and mobile devices. When designers leave out haptics, they force their users to suffer fatigue,” he says.
In this Guest Article, studio head Denny Unger shares his thoughts on Apple’s entrance into the space. So let’s get the obvious over first; Apple Vision Pro is Apple’s first generation attempt at AR glasses using a Mixed Reality VR headset. Guest Article by Denny Unger Denny Unger is CEO and CCO at Cloudhead Games.
The debates started about the second point because Meta handing off the design of its headsets to its manufacturer would be a huge change of strategy. The two companies have a great relationship and Apple is realizing that the fact that its headset lacking controllers is a problem for certain types of content, gaming in particular.
This week, Apple and Epic continue to exchange blows, Tom Brady leans into NFTs and Vuzix forms partnership with TechSee. Let’s dive in… Apple says Epic’s Fortnite lawsuit is a marketing stunt to revive ‘flagging interest’ in the game. W elcome back to Spatial Beats. More from AR Insider….
From the nth rumor on the Apple headset to the announcement of the Pico 4 Pro in China, there have been a few things happening that you as an XR enthusiast can’t miss. According to Gurman, Apple is also investing in games, which will be an important part of the experience. This week we had quite a few interesting pieces of XR news.
This week, we had quite a lot of interesting news about all the major players: Apple, Meta, Google, and Valve. But now, with the Vision Pro becoming a bit old, we have the rumors about the Apple Vision Pro 2. But now, with the Vision Pro becoming a bit old, we have the rumors about the Apple Vision Pro 2.
Apple Vision Pro is coming next year, not only making for the Fruit Company’s much awaited first XR headset, but also spurring a resurgence in public interest (and likely investment) in the XR space. Apple has a tendency to undervalue gaming initially, though perhaps reluctantly, eventually acknowledges its importance.
We may know the field of view of Apple AR headset. Of course, since he has not an Apple HMD, the only thing he could obtain was the screen splitting in two on his phone, showing that view that we XR developers know very well. It is now sure that Apple is going to release an AR headset , the questions are just when and what.
Apple began building the Apple Vision Pro with a focus on enterprise needs. Haptic gloves and suits are beginning to experience a resurgence in popularity, particularly in the VR training landscape. These haptic tools are ideal for enhancing realism and building muscle memory.
The new Apple Pencil Pro would make a perfect accessory for Apple Vision Pro. Alongside new iPad Pro and iPad Air models, today Apple announced the $130 Apple Pencil Pro for use with them. 0:00 / 0:27 1× The new Apple Pencil Pro. Meanwhile, haptic feedback would make this feel great instead of lifeless.
Top news of the week (Image by Apple) Apple Vision Pro 2 may come in 2026 The rumors about the Apple Vision Pro 2 continue. It seems that most of the rumors are aligning on the launch of an Apple Vision Pro 2 in 2026–2027. What a time to be alive! Matt Miesnieks said that the rumor aligns with some things he heard.
Apple Announces Vision Pro Image courtesy Apple The News Apple announced is Vision Pro headset in June of 2023 marking the company’s first public step into the XR headset space. Apple also boldly announced the headset’s staggering $3,500 price, despite a launch date set for nearly a year later.
The strategy of the company is the one of having an affordable headset like the Quest 2 that can appeal to the masses, and then release a headset with enhanced features (like eye tracking, face tracking, etc…) for prosumers that want to pay for better performances. The Epic vs Apple trial makes interesting documents come to light.
Meta announced it’s licensing its XR operating system to select OEMs in a bid to become a more open alternative to Vision Pro, marking a monumental shift in the company’s XR strategy. Apple vs. Microsoft. Apple vs. Google. And you know what, it just might win. It’s a tale as old as time.
They’re used for cochlear implants, or specific treatment strategies. They can also sometimes provide sensory feedback, such as haptic responses. This would allow them to tailor their marketing and sales strategies more effectively. Apple seems to be actively researching brain-computer interfaces, based on previous patent leaks.
That’s enabled things like Logitech’s VR Ink stylus , the Vive Cosmos External Tracking Faceplate , the Vive Tracker , the Tactical Haptics controller , and even leaves the door open for academic and DIY experimentation. “[…] By accelerating this space, we are de-risking our vulnerability on mobile.”
Meanwhile, eye tracking is a core part of its pinch selection interface in Apple Vision Pro. I'm learning to type one-handed with the TapXR band, while both Apple Watch and AirPods embrace straightforward gestures for answering or dismissing calls. Meta demonstrated simple gestures in its own wristband paired to Orion glasses.
Most of us are already familiar with haptics from playing video games, where rumble and vibration are creatively used to create a connection between the action on the screen and the gamer. This is the idea that Apple piloted in its AR[T] walks, where digital works of art were placed around cities such as Tokyo, San Francisco and New York.
Of course for some ad-based tech companies, the current economic situation is not the only problem, but there is another big one which is Apple and its new privacy features embedded into iOS. I suggest everyone consider the possibility of harder times coming when defining the strategy of his own company. Some news on content.
Immersive environments stimulate the brain through visual, auditory, and even kinesthetic cues (with haptic feedback ), fostering deeper engagement with educational content, enhancing muscle memory, and accelerating skill mastery. Heres how immersive learning benefits modern teams. Ready to dive in?
The Meta Orion glasses were demoed for the first time at Meta Connect 2024, an event that was packed full of other insights into the Meta Quest 3S , and Meta’s AI strategy. There’s also a haptic, EMG-powered wristband included. The wristband also has a haptic feedback system that lets you know when the system recognizes a gesture.
Apple, Sony, Microsoft, and countless other vendors in the technology space are now investing heavily on the concept of “spatial audio”. A spatial audio strategy can also be a fantastic tool for building instinctual skills and muscle memory in the training world.
Increasingly, companies like Apple, Meta, and Microsoft are using mixed reality strategies alongside spatial computing to improve the accessibility of immersive experiences. Here are some of the top strategies leaders use to boost MR accessibility. What is Accessible Mixed Reality?
While Apple and Google have already made their first big moves into the realm of augmented reality with the release of their respective software development kits for smartphone-based AR, there still isn’t a widespread ‘Cardboard for AR’ yet, no opening gambit that potentially put an AR headset in every Christmas stocking.
The potential of the Apple Vision Pro for enterprises is quickly gaining attention across industries. Integrating new technology into your workflows is never easy even with a solution as intuitive as the Apple Vision Pro. The Apple Vision Pro is an incredible device, but it will appeal to some companies more than others.
An Ultraleap spokesperson provided the following statement to Sky News: "Since the company was established in 2019, Ultraleap has gained international recognition as the leading innovator in mid-air haptic and hand tracking technologies.
Companies can accelerate development strategies by offering employees tailored, interactive, and experiential learning experiences, enhance knowledge retention, and even increase employee engagement. These technologies dont just transform VR immersive learning, they can impact AR and MR strategies too. What is Immersive Learning?
While spatial computing isn’t an entirely new concept, major market leaders like Apple believe it will shape the future of our digital interactions. This includes the development of more comfortable, lightweight, and powerful wearable headsets, like the impeding Apple Vision Pro.
According to the patent filing, the headset will incorporate AI and haptic integration. As technology evolves, we can expect AI to play a significant role in future headsets; however, implementing haptic features and their effects will be particularly interesting to observe.
A headset "fully optimized for gaming with support for all kinds of different peripherals and haptics." Meta's new strategy and securing multiple major companies already could be a major blow to Google's ambitions in the space, especially given Lenovo was Google's original partner for its previous VR platform Daydream back in 2018.
While spatial computing isn’t an entirely new concept, major market leaders like Apple believe it will shape the future of our digital interactions. This includes the development of more comfortable, lightweight, and powerful wearable headsets, like the impeding Apple Vision Pro.
On this sense, Valve may play on the consumers’ side with a strategy similar to the one of Facebook: they could sell the headsets at cost or below cost , hoping to earn money with the sold games. Razer Hypersense is a technology to deliver haptic feedback to your ears based on audio cues of the game you’re playing.
Apple even advertised the Apple Vision Pro as a “ spatial computing device ”, rather than using the traditional terms of MR or AR/VR headset. All the technology that underpins augmented, virtual, and mixed reality experiences, from depth mapping to haptic feedback, relies on a computer’s “spatial awareness.”
However, hype around the concept has recently increased, thanks to companies like Apple promoting their new “spatial computing system”: the Vision Pro. With spatial solutions , such as haptic feedback and computer vision, companies empower users to interact with digital content and tools like never before.
Most of us are already familiar with haptics from playing video games, where rumble and vibration are creatively used to create a connection between the action on the screen and the gamer. This is the idea that Apple piloted in its AR[T] walks, where digital works of art were placed around cities such as Tokyo, San Francisco and New York.
As extended reality devices, metaverse solutions, and immersive technologies become more accessible, countless companies are updating their training strategies. XR treadmills, custom-made solutions for flight and automotive training, and haptic solutions are growing more common.
For instance, there’s the Apple Vision Pro for mixed reality, glasses like the XReal Air 2 Ultra specs for AR productivity, and even the Meta Quest 3 for VR. For a truly effective XR collaboration strategy, you need the right applications. These days, it’s possible to access XR experiences on a range of different tools and devices.
Lumafield, with the help of their Neptune industrial CT scanner and Voyager analysis software, conducted non-destructive teardowns of three popular headsets: the #Apple #VisionPro, #Meta Quest Pro, and Meta #Quest3. The Vision Pro utilizes Apple's custom silicon, while the Meta Quest headsets rely on the Qualcomm Snapdragon XR2 platform.
Devices like the Apple Vision Pro don’t depend on controller input; they use intelligent inside-out tracking to monitor everything from body movements, gestures, and eyes to the outside world and surrounding content. Already Apple uses tracking and sensors to allow users to create “personas” that look more like them.
We go on to talk about making AR/VR solutions viable within an enterprise setting at scale, including challenges around visual and audio haptics, working both online and offline, and other key bits of plumbing, as well as the misconceptions that many enterprises have about the technology. You can find all of the show notes at thearshow.com.
Moreover, Meta is making its XR OS open for all developers, removing a walled garden approach and talking aim directly at Apple with a noteworthy open alternative. A gaming-focused headset may prioritize peripherals and haptics, or a device that comes with Xbox controllers and a Game Pass subscription out of the box.
For example, Human Partner upgraded its traditional training strategy using VIVERSE technologies and the VIVE Focus 3 headsets. Some companies, like SandboxVR, are even creating fully immersive gaming experiences, combining XR headsets with haptic feedback accessories. Others are using content to enhance customer experiences.
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