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Developer tools to create spatial experiences for Apple Vision Pro

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Re: Developer tools to create spatial experiences for Apple Vision Pro

#381
post #303

Earlier quoted context omitted.

>This is all true but it can be a little bit of survivor ship bias at play. Look at all the technology conferences over the last 40 years and for the most part you will see a grave yard of tens of thousand of ideas that looks promising but ended up going nowhere Survivor bias is real, but the interesting failures (in comparison to VR) are things like 3D TV. 3D TV has a very weak effect, the 3D effect is basically dis…

While I'm not sure that > we [will] all have headsets in a decade you do mention a couple things I hadn't considered or heard of before. > The company I work at has a smoking-cessation VR app This sounds very intriguing! Could you possibly provide some references and/or the name of your company? (I don't smoke but I'd love to understand better how this works.) More generally, how do you stay on top of what's happenin…

>While I'm not sure that

>> we [will] all have headsets in a decade

I'll take that bet. I'm a kind of tech-cynic, have a Nokia 8110, ten year old thinkpad and listen to minidiscs. But in January I'll fly to the states and buy a Vision pro day 1. The last time I was this excited about a technological innovation was with OS X. My brother was a CS guy and he recommended I buy an iBook when I started university because he thought OX was going to be a game changer. And in the beginning it was weird to have the only Apple in a lecture hall with 300 Dells. But 10.1, 10.2, 10.3... It felt like being on the cutting edge.

That's what the Vision Pro looks like to me. The Powerbook 12" all over again, future-tech.

>Could you possibly provide some references and/or the name of your company? (I don't smoke but I'd love to understand better how this works.)

It's really simple as hell, there's an effect called the 'Garcia' effect, whereby if you feel sick ≈6 hours after eating or drinking a novel taste, you get a lifelong aversion to that taste of smell. It's highly conserved, found in every animal studied with the sole exception of vampire bats (they only have one dietary option).

And this was used in tobacco cessation in the 60's. There's a lovely case study where a 14 year old boy is given apomorphine three times while smoking, he vomits so copiously he passes out at one point, but literally can't smoke afterwards.

It fell out of favour because injecting people with opiates to induce uncontrollable bouts of vomiting wasn't a popular way to treat smoking.

We just do with a simple VR spinning room, you take as long a break from smoking as you can comfortably manage, light up and then do our 'aversion' session for 5 minutes, or as long as you can manage.

From that, we see around 20% of people that are unaffected (the efficacy is dependent on a factor that varies ≈10000:1 across a normal population).

For most people, you get some effect, and for around a third you get an instant reaction where even 2-3 5 minute sessions mean they just can't smoke. They can cave to cravings and light up... and then just have to throw the cigarette away in disgust.

https://sickofsmoking.app/

Nicorette meets Clockwork Orange in a way.

>More generally, how do you stay on top of what's happening in VR tech & applications? I'm asking because I've clearly been missing out on some significant developments.

Very difficult, so much happening in various silos. Jaan Aru and Mel Slater are probably the two researchers I try to follow as much as possible, but this is a prescience at the moment, so even finding common terminology is a challenge.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#382

To paraphrase The Economist, "This device is amazing, and now Apple needs developers to figure out what it's for." https://www.economist.com/business/2023/06/06/apples-vision-...

In 1981, I received a computer as a birthday gift at the young age of 13. Likely the first micro-computer in my small California town. When I took it to my Junior High science fair people were like stunned by a kid with a computer. When you turned on the computer, all you got was a flashing cursor wait for you to program in BASIC. The next year, a successful local business person asked me, if I thought in the future…

>I have seen this pattern repeat many times.

I saw Personal Computer, PDA / SmartPhone and Tablet and I never doubted their success as a product category.

But Vision Pro, or AR / MR is the first one I am joining that camp. I am sure It will do well in many areas, I just dont see it carry the same weight as PC, or Smartphone.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#383

Earlier quoted context omitted.

A lot of people are looking for the next iPhone. My bet would be there is none in our generation and we spend the rest of our life with two kind of computing: one that fits our hand and other devices to deal with the rest. The question becomes, is this inherently better and more convenient than a laptop ? If it's not, it will stay a nice accesory, like the watch is a nice accessory.

This is incredibly hindsight biased. The watch itself is already a phone substitute for many people and continuing to grow. Isn't wearing a small thing on the wrist better than a brick in your pocket? Do you have any imagination about how form favors could advance or even be different?

Plenty of people prefer a brick in the pocket to a small thing on the wrist, even before you consider all the technical advantages of the brick — screen, input, battery life, etc. I don’t feel the brick in my pocket, while I feel the small thing on my wrist almost at all times, however comfortable the band is.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#384

I don't think there's a single comment here that's about the developer tools. It's all just people debating the merits of the Vision Pro and XR in general. Again...

I think discussions around potential behavioral impact of this tech category is a must, particularly with the existing forces at play that subsidize the literal engineering of addiction.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#385
post #330

Earlier quoted context omitted.

> third party apps are where a lot of things will come up that Apple themselves likely haven't thought of. Until they sherlock it. Honestly, I'd be terrified to come up with something that became too popular in their app store.

Imagine being terrified that your app will become popular. If Apple decides to copy you, that story alone would be worth it.

> a company called Karelia Software had a $29 search app named Watson with some better features like plug-ins for improved internet search. In 2002, Apple released Sherlock 3 with features similar to Watson, making Karelia’s app redundant and eventually forcing the company to close down.

Yeah, the employees of Karelia really thought the story more worthwhile than their livelihoods.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#386
post #357

Earlier quoted context omitted.

That depends on your view of VR entertainment and Las Vegas-style (adult) attractions. The Vision Pro was showcased with Disney as a content partner. While Disney has historically featured "family friendly" entertainment, there is definitely a market for adult entertainment that the Vision Pro could excel in. Is it "an exciting Las Vegas adventure in the privacy of your home" or "a lonely person in a dark room trying…

Apple won't allow porn-focused applications in their stores. Apple won't allow alternate stores on Apple-branded mobile devices, or sideloading. This is a fundamental disrespect of their customers who have purchased the device. Apple regards their brand image more than allowing their customers to display what they want on the device they own.

There is a browser on that thing. There will be generic 3d viewers that can access content over the internet. I think you can display what you want one way or the other. That they don't want porn to be the centerpiece I can understand. That's very problematic or outright illegal in most parts of the world.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#387

It's weird how on one hand, Apple is pushing the envelope with graphics rendering, but they have been funneling absolutely everyone into Swift for years. They recently released metal-cpp to help developers that have existing C++ codebases bring them to apple by dropping in header files that bridge to Objective-C, it's hacky and unwieldly but kind of works I guess. It's especially weird to me considering how nice Meta…

I think apple forcing using metal is a mistake. They don't have moat here - nvidia has with CUDA. All those CV researchers using mostly CUDA or OpenCL and they are not gonna learn metal because they probably not in even Apple ecosystem. Apple dropped ball on OpenCL.

Plenty of useful algorithms and GPU computing frameworks but barely anything available with metal backend. Libraries like OpenSYCL, OpenCV, Open3d, PCL don't have any Apple GPU backend.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#388

Earlier quoted context omitted.

My first computer (bought my parents) in 1986 was an enhanced 128K Apple //e with Duo disk drives and green screen monitor and a dot matrix printer. It was about $3K in all in 1986 dollars. My second computer I got for a graduation gift was a Mac LCII with 10MB RAM with a 512x384 12 inch monitor a LaserWriter LS printer, an Apple //e daughter card, a 5-1/4 inch drive for the card and a copy of SoftPC. It was $4000 -…

Your computers were tools for building... anything, and the manufacturers (especially Apple back then) actually educated, promoted and rewarded amazing things. This is a consumer device tightly coupled to the most restrictive ecosystem we've ever seen. Doesn't seem like a hackers' playground.

> most restrictive ecosystem we’ve ever seen

I get what you are trying to say, but this just isn’t true.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#389
post #192

Despite people always posing this as a “chicken and egg” problem, in reality there is never going to be a fledging developer ecosystem without first getting users on the platform. You can see the same in all of Apple’s own past product launches, iPhone included. Unless they can figure out a way to get the Vision Pro into the hands of millions of active users, I doubt they will get big time developer effort behind it.

They support all iOS and iPadOS apps - that's enough to be useful initially for the use cases they were presenting. All developer will have to do is probably just tick on one box. Same with all Unity games. Only VR style games/apps will need more integration but since It's all based on ARKit, ARKit apps or Unity apps using ARFoundation won't require much work to adopt for vision pro.

Re: Developer tools to create spatial experiences for Apple Vision Pro

#390

Earlier quoted context omitted.

I'm confused about this and related comments (it doesn't support Unreal, etc.) There is probably something that I'm missing here. What is technically preventing Unreal/OpenXR/etc. apps from running on Vision Pro?

From what I understand, OpenXR is a common interface that needs to be implemented by the headset manufacturer. If Apple doesn't do this, OpenXR apps won't work. Before OpenXR every headset had its own interface. Valve and descendants have SteamVR, Oculus has its own runtime, Microsoft and descendants have Windows Mixed Reality. Games/Apps targeting these platforms used to have to implement each one of these interface…

This is the correct answer, despite being downvoted.

What’s technically preventing OpenXR apps from working? Vision Pro doesn’t implement OpenXR.

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