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Apple Vision Pro review

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Re: Apple Vision Pro review

#862
post #840
post #808

Earlier quoted context omitted.

> This has been know for at least 30 years in the eye tracking business and it even has a name - The Midas Touch problem. I wanted to see how it is possible but sure enough, I found a paper from 1995 that cited even older research about this. https://www.cs.tufts.edu/~jacob/papers/barfield.pdf

from the paper, the definition of The Midas Touch problem is: > They expect to be able to look at an item without having the look cause an action to occur. So this doesn't seem to be a problem that Vision Pro has?

"At first it is helpful to be able simply to look at what you want and have it occur without further action; soon, though, it becomes like the Midas Touch. Everywhere you look, another command is activated; you cannot look anywhere without issuing a command."

Yeah, Apple Vision doesn't have this problem, because eye tracking is used just for pointing; not for clicking on items.

Re: Apple Vision Pro review

#863

My feeling is that Apple went entirely the wrong way here. They made an expensive device that doesn't meaningfully move the needle on AR/VR or AR/VR UX. As a result, they've narrowed the market so much that they can't convince app developers (who they've spent the last few years alienating) to develop for it, and are cannibalizing future sales (to Nilay Patel's point) by convincing people that a lot of these technolo…

This is generally true of most of the product line... the iPod Nano / Shuffle were very popular but not the first iPod, the Watch is popular now, but the first one wasn't a all that, same with AirPods, and of course the iPhone itself. Apple has visibility into the Vision Air, and the Pro 2 & 3 and maybe 4 as well, so I'm curious to see where in are in 3 years or iterations.

Re: Apple Vision Pro review

#864

Earlier quoted context omitted.

Iphone was made from pretty much what was available to other manufacturers plus some secret software sauce, and was priced like a Blackberry of the time. There was immediately plenty of use cases that competitors kinda did, but not so well. These googles are as bespoke as it gets, are priced at 7x the competition and more than a flagship laptop, steer clear of the most popular existing use case, which is games, and o…

iPhone used capacitive touchscreen whereas the competitors used resistive touchscreens in their smartphones, which instantly added more usability to iPhone compared to Nokia N95/97 that was already a fully featured pocket computer in mobile case and likely much more powerful than the original iPhone. Apple did the dirty logistics trick on other smartphone manufacturers by buying all production of capacitive touchscre…

https://en.wikipedia.org/wiki/LG_Prada

Re: Apple Vision Pro review

#865

Earlier quoted context omitted.

Underlying a lot of these discussions is the assumption that there is a future where this is an actually useful, mass-market device. I'm still not convinced this is true. For example, "killer apps/content" never arrived for 3D TVs and they have largely disappeared from the market. Same with various "waggling" input technologies like the Wiimote and Kinect. There were some compelling uses, like Wii Sports, but these w…

The "killer app" here is to have an infinity-sized 'screen' for anything the average user was already going to do with an iPad or Apple TV. The hardware's just not good enough yet, in terms of lightness and comfort, for the average user to put up with as more than a novelty.

Do you think it's plausible the hardware will ever be good enough?

People aren't really that happy wearing even vision eyeglasses, and I don't see any realistic chance we will ever be able to have something with the capabilities of the Vision Pro in a form factor as small and light as eyeglasses.

Re: Apple Vision Pro review

#866

Earlier quoted context omitted.

There's a bunch of VR games/apps that are notable for fitness. Beat Saber is the most well known one that's explicitly a game, Supernatural is maybe the most famous one that's framed as more of a fitness app/service. But other notable ones include Synth Riders, FitXR, OhShape, Pistol Whip, Thrill of the Fight, and (maybe) Gorilla Tag. And this list is far from exhaustive. VR is pretty good for fitness just because it…

I’d be too worried about sweat damage to use it for serious exercise.

I think the discomfort of sweaty eyes is a much bigger problem than damaging the device. It's extremely easy toake the device sweatproof compared to fixing the sweaty eyes issue.

Re: Apple Vision Pro review

#867
post #276

Lots of surprises on the downside from all the reviews. Pass through much more limited in quality with motion blur, pixelation, distortions, limited color and dynamic range. The eye tracking driven input method which was seen as holy grail turns out to be annoying after a while because people don't naturally always look at what they want to click on. Personas straight up aren't ready. The lack of AR features is the b…

> Want it for productivity? it can't run MacOS applications and if you want to use your actual Mac it can't do multiple monitors. I don’t know why, but while I feel multiple monitors helps my productivity a lot in Windows and Linux I find myself not caring as much in MacOS as long as the screen is big enough. I think it has to do with my habits around how I use the windowing in each. I tend to teasselate and arrange…

Unpopular opinion: multiple monitors are a meme for most uses and almost everyone is better off having a single screen and using their fingers to move the viewport accross virtual desktop spaces.

Re: Apple Vision Pro review

#868
I see a minor complaint about eye tracking, but people conveniently forget about the status quo. The status quo is holding large objects which are strapped on your hands and using point-and-shoot to click on items. You literally have to shoot items like on a shooting range, and hope that you hit. It's ridiculous. You can't use standard UIs with that kind of interaction, because everything is way too small.

And while you're strapped to those items you can't use keyboard or anything else with your hands. You can't scratch an itch or put something in your mouth. Your hands are occupied and you feel like you're in jail. Surprisingly you actually want to have hands.

This is the single most important innovation in Apple Vision. It gives you hands.

Re: Apple Vision Pro review

#869
post #637

Anyone remember when Memoji came out? It was pretty mid. Lots of problems with it. Now it's really good. It works really well now. Personas are like that. Same thing with eye tracking. This whole product is 90% of the way there. But the next 9% is just as hard as that original 90%. Apple is releasing it now to push it to 99%. It'll get better.

I've never seen people (particularly young people) use memojis and i wish there was an option to disable it entirely from my phone.

Only see older folk use it, I respect that, gives people different ways to express themselves

Re: Apple Vision Pro review

#870
post #868

I see a minor complaint about eye tracking, but people conveniently forget about the status quo. The status quo is holding large objects which are strapped on your hands and using point-and-shoot to click on items. You literally have to shoot items like on a shooting range, and hope that you hit. It's ridiculous. You can't use standard UIs with that kind of interaction, because everything is way too small. And while…

Only if it already wasn't available in other VR/AR platforms. Hand tracking is available on Meta Quest platform (albeit not very reliable, I admit) since December 2019.
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