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The saga of Apple’s troubled mixed reality headset

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Re: The saga of Apple’s troubled mixed reality headset

#181

I wonder what this could be that Apple feels it is close to consumer ready. Apple targets the premium mass market. They do not release products that sell a few million; they release products that sell 10 million or more a year. Anything less is a failure. So either Apple has figured out something really compelling in AR/VR that everyone--not just gamers and nerds--will want, or they are reaching.

Rumour has it they want to replace the phone.

Re: The saga of Apple’s troubled mixed reality headset

#182
post #81

Earlier quoted context omitted.

Move around a room? I'd compare it to eye motion of 30-60deg, that's a saccade of about 30-40ms. I don't think most fingers can move that fast from the home row, probably more comparable to head motion

It's not about switching time, it's about cognitive load. If any dense information creeps into your far peripheral vision, it might as well not exist because you have to locate it. During any concentrated work, only something you can fit in the center of your binocular field of vision (roughly speaking) doesn't cause severe mental context switching. I tried to work on three 16:9 displays for some time, and found it e…

> During any concentrated work, only something you can fit in the center of your binocular field of vision (roughly speaking) doesn't cause severe mental context switching.

I mean this doesn't seem to be true for anyone working in the trades. "Mise-en-place" allowed me to tend a 24-foot-long bar by myself with 60+ customers. At the time, I was essentially a highly trained, top performing athlete. Just because I can't see the cash register / margarita machine / well drinks / etc... it doesn't mean it's not an extension of my body.

It is possible for your entire workshop to become a second-nature extension of self, not just the desk in front of your face.

I think part of this discussion is: "What can be part of a singular focused task vs. what requires some amount of 'context switching'?" And its not always super obvious. Practicing a workflow can integrate context-switches so that it becomes one singular focused task.

But VR/AR can also assist with neurological training by allowing you to switch environments when you switch contexts. For someone who is WFH in a studio apartment it can separate their "gaming desk" from their "work desk" from their "hobby desk" ... or even their "React desk" from their "Concurrency-wrangling desk" from their "Email/Communications battlestation". This could enable much faster context switching -- meeting in 30 seconds? pop over to your "Virtual Conferencing Room". Then come back to your sanctum of concurrency troubleshooting.

Re: The saga of Apple’s troubled mixed reality headset

#183
post #155

Earlier quoted context omitted.

I'm a bit sceptical of this comment. I've probably shown mine to ~30 people and not a single one had motion sickness with any of the "safe" experiences, assuming the device is adjusted properly (IPD). If you stick them on a roller-coaster or a super laggy app as their first experience then yeah that's going to be a problem. But for safe experiences - I think there is a percentage of people who experience disorientati…

I got nauseous after a few hours of Half Life Alyx. Until then my test was going smoothly. I would imagine most games where you can move freely would be fairly bad for me. I even took a Dramamine to try to play some more which worked but wasn’t something I’d want to do often

Half-life Alyx is pretty bad actually. Even I as a veteran get a tiny bit queasy with that occasionally - definitely wouldn't class it as one of my "safe" experiences. But even then "after a few hours" is pretty long really. Most people wouldn't stay in VR that long anyway.

Native Quest games are the best as they are entirely on-device with no latency anywhere.

Re: The saga of Apple’s troubled mixed reality headset

#184
post #30

Productivity 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…

In case VR you are right, but AR, with current state of software might be good for navigation only. Later on, every physical thing can have its own augmentation, GUI, either by something like QR code or Bluetooth. In a bus stop you could buy a ticket not by using dedicated point of sale device but by using augmentation software in glasses. Posters could change into trailers etc.

Re: The saga of Apple’s troubled mixed reality headset

#185
post #55
post #30

Productivity 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…

I can get behind this. I always though VR was a gimmick but I got an oculus ~2016 and was honestly blown away. However, the #1 thing that turns me off to VR is that it's uncomfortable. That's ok though as long as the experience is worth it. I truly believe that VR is perfect for training/sim type games. Actual games.. Could really only count on one hand the games I feel are worth diving into VR for.

Apple's headsets would be much more comfortable:

- OLED panels could provide much darker screens and cause less eye strain.

- Eye tracking with higher resolution where they only have to render properly where you are looking at

- I think the headset would be much lighter and comfortable.

Re: The saga of Apple’s troubled mixed reality headset

#186
post #167

Earlier quoted context omitted.

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…

There have been steady improvements but it is still very early on in the development of the technology. Michael Abrash gave a talk at OC6[0] that centered around the idea that we are currently somewhere around the 1980s level when compared to the development of the PC. This is very much the beginning of the next major platform, comparatively few people have these systems and fewer still use them for more than just fu…

What would you recommend as the best first step to introduce someone to VR? I have an Oculus Quest but always felt that the hardware was insufficient. Would you recommend upgrading to a newer Oculus? And what would be your "safest" recommendation for a first VR game/experience?

Re: The saga of Apple’s troubled mixed reality headset

#187

Earlier quoted context omitted.

It's not about switching time, it's about cognitive load. If any dense information creeps into your far peripheral vision, it might as well not exist because you have to locate it. During any concentrated work, only something you can fit in the center of your binocular field of vision (roughly speaking) doesn't cause severe mental context switching. I tried to work on three 16:9 displays for some time, and found it e…

> During any concentrated work, only something you can fit in the center of your binocular field of vision (roughly speaking) doesn't cause severe mental context switching. I mean this doesn't seem to be true for anyone working in the trades. "Mise-en-place" allowed me to tend a 24-foot-long bar by myself with 60+ customers. At the time, I was essentially a highly trained, top performing athlete. Just because I can't…

Allow me to summarize this perspective as the future of "cognitive ergonomics" of sorts and second entirely the idea that it's the biggest promise of VR from an experience standpoint. Literally immersion in a wider context, not deliberate focus that by very definition a narrow viewport already covers quite well. Conversely to physical displays, contextual ergonomics is where VR must shine.

The way you expressed it actually reminds me of Iain McGilchrist's "left brain" versus "right brain" thinking model, wherein the narrow-ish "task-focused" approach is typical left-brain concern (essentialist, to a fault), whereas the wider "contextual" approach is typical right-brain associative concerns ("everything is complex/connected"). I'd never noticed this ergonomics question (should I say dichotomy) could be neurologically framed that way, thanks for the insight.

Re: The saga of Apple’s troubled mixed reality headset

#188

Earlier quoted context omitted.

Problem is most companies prefer higher headcount than more productive employees.

This is because middle managers need employees to manage.

Literally "proof of stake" as measured by headcount.

Is it a bad relapse of LOC metrics? ツ

Re: The saga of Apple’s troubled mixed reality headset

#189
post #128

Earlier quoted context omitted.

Social experiences are the use case you're looking for. Multiplayer gaming is a lot more fun in VR, watching video together with people is great, even just hanging out and socializing is great and it beats video or voice hands down. You're right that it's currently in the dork stage of development, the internet went through that period as well. I'd enjoy it while it lasts though, I dread the day when it's fully monet…

The internet is much improved since the end of the dork stage of development. Don’t know why HN romanticizes slow connections and a few text websites made by obsessives. Tik Tok, YouTube, etc. are leaps and bounds better than anything I saw online pre-1999. I can’t wait for VR/AR to be fully monetized and mainstream. I’m sick of speculative VC-funded crap that I can’t pay for because they’re in “growth mode.” When so…

We're hordes waiting for a usable product, but that iconic/pop moment isn't about to come, the tech just isn't there yet.

Think late 2020s at best, and probably well into the 30s for the kind of refined VR we all know possible. It's like we had nice and functional pocket computers since the 1990s (PDAs etc), but it would take a solid decade for the iPhone to be made under the vision of a statistically rare product genius (means we can wait ±5~10 yrs for things to emerge as commercially successful tech). Or how video games took about 20 years to move from whatever came before the current "modern" era/paradigm (say late 1990s) that lives on to this day in terms of UI/UX. Same with the "desktop" metaphor for PCs, etc.

We have yet to nail the hardware for VR, let alone the OS code (core libs etc) whose precision and intuitiveness will feel tremendously "corporeal" in the case of VR, visceral, much more than any TV/monitor + vibrating thing could ever do (let alone keyboard/mouse). If you've ever did the timing for an action-paced fast video game, you know the kind of intricate subtleties I'm talking about, where one frame can make or break some experiences.

Then will come the time to nail killer metaphors, high-level GUI/GUX, killer apps.

We're not quite there yet.

Re: The saga of Apple’s troubled mixed reality headset

#190
post #79

Earlier quoted context omitted.

Counterpoint: It’s faster to Alt+Tab (or using other keyboard shortcuts) than to move around the room.

It really isn't because you can't see everything at once. And I'm sure VR/AR will provide equally fast shortcuts for moving between anchor spaces. I have three monitors, and it's still not enough. I would be thrilled if each of my monitors had four times the apparent area in a 3D space that layered applications and documents behind each other in some approximately intuitive way.

You also can’t see everything at once with VR or with multiple monitors. You have to shift your focus and move your eyes/your head. It is though probably a matter of preference whether you want to have your windows etc. layed out in 2D or 3D space that you have to move around in, or whether you want buttons you can blindly press to have the desired window pop up immediately right in front of you where you’re currently looking at.
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