IMO the more interesting business cases would be around simulated environments even as simple as viewing 360 videos for places where workers would be expected to know what's going on when they enter.
Thanks for the detailed analysis!
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IMO the more interesting business cases would be around simulated environments even as simple as viewing 360 videos for places where workers would be expected to know what's going on when they enter.
Thanks for the detailed analysis!
Earlier quoted context omitted.
As someone close to this in the industry, I definitely agree. I also really don't know why he decided to deemphasize the perspective and depth correctness so much. He mentions it here: > In this case, they were willing to sacrifice image quality to try to make the position of things in the real world agree with where virtual objects appear. To some degree, they have accomplished this goal. But the image quality and l…
In a regular Quest 2 (not the pro as discussed here) you can use pass-through and actually reach out and grab a glass of water and drink it. It's super impressive and actually makes the pass-through useful for the things that you use pass-through for. Would it be nice to be able to actually read text and not have distortion when objects get too close? Yes, of course. But it's not necessary.
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Personally, I actively reject this distinction between AR & MR. For as long as I've been aware of the concept, the term "Augmented Reality" covered both use cases, including virtual objects embedded into the real world. The distinction never struck me as interesting or useful; virtual objects embedded into the real world being the most useful way to interact with augmentations to the real world. Moreover, "Mixed Real…
AR will never be able to mix depth to objects with the real world due to the physics of image planes. MR could do that, so it might be one key difference.
(Assuming by "mix depth to objects with the real world" you mean "having virtual objects alongside real objects with convincing depth alignment")
I’m not a AR/VR bull but I think Apple’s position is extremely underestimated. It’s almost like every Apple product has been developed and refined for the future AR/VR moment. Custom silicon. Fast camera HDR. LiDAR. People/scene/room/boundary detection. AirPod Max fit and finish. Spatial audio. 50 other things… All in the service of AR/VR.
It's interesting in that context that they seem to have met with a much bigger challenge than they expected in actually delivering on their AR/VR product. Current indications are that it's going to be quite mind blowing but at the same time, highly encumbered by compromises as well (encumbered by wires, external battery packs, etc). [0] https://www.macrumors.com/2023/01/03/report-reveals-wave-of-...
I cannot fathom apple releasing a waist mounted battery pack like the article suggested.
Absolutely refuse to accept they’d do this.
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I personally think Apple is very capable. The issue is they'll build a good enough VR then put it within their walled garden.
Having used Apple software, I'm honestly not convinced of Apple's ability to deliver anything half as sophisticated as VR.
In spite of all the negativity, I'm super excited about the future of AR. - being able to see in extremely wide spectrum bands compared to human eyesight - being able to see in higher dynamic ranges than the human eye - being able to magnify little details and thus see with a higher spatial resolution than the human eye - all of this while enhancing your field of view with lots of other interesting information
(Yes thermal cameras exist, but not really as an AR overlay)
The author persistently conflates AR and MR throughout the posting, evaluating the Quest Pro as an AR device but the concluding at the end it's a terrible "MR" device because it failed at their AR tests. It seems to suggest they really think these terms are synonymous but they aren't. While AR aims to enable display and interaction with the real world but with augmentations, MR aims to bring virtual objects into the…
As someone close to this in the industry, I definitely agree. I also really don't know why he decided to deemphasize the perspective and depth correctness so much. He mentions it here: > In this case, they were willing to sacrifice image quality to try to make the position of things in the real world agree with where virtual objects appear. To some degree, they have accomplished this goal. But the image quality and l…
The author persistently conflates AR and MR throughout the posting, evaluating the Quest Pro as an AR device but the concluding at the end it's a terrible "MR" device because it failed at their AR tests. It seems to suggest they really think these terms are synonymous but they aren't. While AR aims to enable display and interaction with the real world but with augmentations, MR aims to bring virtual objects into the…
Personally, I actively reject this distinction between AR & MR. For as long as I've been aware of the concept, the term "Augmented Reality" covered both use cases, including virtual objects embedded into the real world. The distinction never struck me as interesting or useful; virtual objects embedded into the real world being the most useful way to interact with augmentations to the real world. Moreover, "Mixed Real…
Alternatively, if you are going to just stick to one hyper general term then you can't really complain that product X is bad at Y because it doesn't do every single thing the general term Y encompasses. Language is fluid for a reason - it adapts to our needs to define and distinguish things. In this case, the Quest Pro does a subset of things quite well, while completely leaving other aspects of AR on the table. Whatever we refer to that subset as, it's not really valid to then say it's generically bad just because we don't have good words to describe what it does do.
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> While AR aims to enable display and interaction with the real world but with augmentations, MR aims to bring virtual objects into the real world and allow you to interact with those. Would you mind giving user-facing examples to illustrate the difference? As in something you consider AR but not MR and vice-versa. I've googled a bit but I don't understand the distinction between "enable display and interaction with…
Consider something like Gravity Sketch [0] as MR. You are designing a virtual object and it is useful to bring it into the real world to (a) collaborate on it with others in a shared workspace and (b) envision it within its real context. For example, you can design a chair and actually place it in a living room while you are working on it to see how it looks. An AR example would be the classic overlay of text on a si…
Where would you set Pokemon Go’s “AR view” [0] kind of implementations for instance ? (First link I found was for a headset, but I’m also actually curious how you qualify the phone only version of it)
Or what would it change if in you Gravity Sketch example each user would be seeing colors or rendering adapted to their vision/preferences making it a separate experience for each of them ?
Also VR Chat (also an app) has been awesome for connecting and talking with new people. Environments from orbiting high above the earth in space to a rooftop restauraunt in Paris make it fun to spend a few hours with new people.
As other have said, inside other VR application there is a lot of "neat" "potential" but hampered execution due to software, hardware, or both. I always tell people we've made some gigantic leaps but we're still in the early stages.