Quite a juicy tidbit, this is not something I had even contemplated as a possibility. I struggle to imagine how this will work without looking bizarre. And the effect on battery life of doubling the screens would have to be significant.
The saga of Apple’s troubled mixed reality headset
161–170 of 201 posts
Re: The saga of Apple’s troubled mixed reality headset
#162Re: The saga of Apple’s troubled mixed reality headset
#163I am eternally surprised that Boeing has not developed augmented reality headsets for its maintenance crew. Overlaying specs and instructions onto the components being serviced would be a godsend for productivity, compliance, and personal safety. Edit: ditto for automotive assembly/repair. Power plant maintenance. Basically all complicated engineering fields could make excellent use of AR.
I'll never be able to find a reference to it, but I distinctly remember AR goggles being used for aircraft maintenance 10-15 years ago, if not farther back than that. It's a very obvious application, and not a new one at all.
Re: The saga of Apple’s troubled mixed reality headset
#164Productivity is correlated with display size, and VR should be the next step in productivity, because it allows your whole space to become a display and an interface. When paired with powerful hardware and innovative software it should be the next step in computing. Therefore, VR should be a replacement for large displays in productive work, not a device that everyone is wearing outside or casually watching videos wi…
> Productivity is correlated with display size Where do you get this from? It seems to me if there was even a correlation, which I'm not sure, it would have more to do with resolution, since same resolution but bigger display doesn't actually show more information.
Re: The saga of Apple’s troubled mixed reality headset
#165Earlier quoted context omitted.
What? A wearable display with a basic liquid crystal as well to control opacity can trivially do a normal rectangle too, anywhere you want. It's a complete superset of all current displays, that's the most basic use of it. Doing 3D stuff or whatever if anything strikes me as by far the least important, at least for quite a while after intro most of its use would be simple HUD or just using what we've got except where…
Wearable displays can do that but they were not designed to do that. Its called „augmented“ or „virtual“ REALITY for a reason. Focus is an issue in regard to legibility even if you dont use the 3d space. If you do you get even more issues with tracking, stabilizing, more focus issues as you generate defocus, filtering, occlusion limited fov and more. These devices are designed for rendering believable dinosaurs into…
Re: The saga of Apple’s troubled mixed reality headset
#166Earlier quoted context omitted.
I've owned three VR headsets over the years, and used all of them wearing my glasses.
The working assumption with AR wearables however is that, for a variety of reasons, they're going to have to look and feel a lot more like a pair of eyeglasses or sunglasses than a VR headset.
Re: The saga of Apple’s troubled mixed reality headset
#167Earlier quoted context omitted.
Sorry, those people aren't enthusiasts. There are people that spend 8 hours a day in VR. Hell, there are a lot of people that fall asleep in VR.
Man, if it really was that amazing, you'd see it in the numbers. Facebook acquired Oculus in 2014. Its still a rounding error in terms of revenue in their annual reports. Personally, I just felt it was gimmicky - try it once or twice for curiosity's sake, then forget about it. Nothing on VR enthusiasts - I'm sure you have reasons to love it. But as a piece of tech, unless there are drastic improvements, I just don't…
Re: The saga of Apple’s troubled mixed reality headset
#168Earlier quoted context omitted.
Sorry, those people aren't enthusiasts. There are people that spend 8 hours a day in VR. Hell, there are a lot of people that fall asleep in VR.
Huh? I only know one person who used bis VR set extensively like for 2-3 month and then falled back to play egoshooters. 'a lot of people' != Not market relevant
Re: The saga of Apple’s troubled mixed reality headset
#169Earlier quoted context omitted.
As someone who has been getting into CAD lately and has several years of experience working on 3D models in Blender, I would very much prefer to be able to walk around the model and make adjustments here and there rather than using keyboard shortcuts and the mouse. More display space in VR should have an emphasis on "space" rather than "display". If we're talking about programming instead, an intuitive way to switch…
>I'd also invest in learning how to use a one handed, portable chording keyboard, it'll probably be useful. We might end up with a phone as the go-to XR keyboard. Would be pretty funny if that evolves into everyone wearing AR glasses with a 90s Nokia sized blackberry keyboard in their pocket.
Re: The saga of Apple’s troubled mixed reality headset
#170Earlier quoted context omitted.
You sit with your eyes closer than half the width of your screen? That is either a HUGE screen and/or you sit with eyes less than 14" away, which is at least novel? Of course you need two of those screens to fill your field of view, unless you have a square screen that goes below your desk, but I'm sure that's available somewhere.
I’m near-sighted, and checking now it’s really more like 90-100° horizontally, but moving my eyes outside of that range without moving my head is actually not comfortable. My subjective impression is that the nonperipheral visual field isn’t square. I would find 3:2 displays optimal, or maybe rather 16:11. While a 16:9 or 16:10 display could be extended vertically to fill more of the visual field, that extended porti…
If you're like most people and the horizontal field is close to max, you'll do better stacking monitors than putting them side/side. Inter pupillary distance is a bit over 2in (~65mm), but that's usually small compared to screen distance, which is why I say roughly square (~16:14).