Posts Tagged: reality

Meta’s Reality labs had its best quarter, but still lost more than $4 billion

Reality Labs, Meta’s division for AR, VR and the metaverse, just had its best quarter yet despite continuing its multibillion-dollar losing streak. Reality Labs generated more than $ 1 billion in revenue during the final quarter of 2023 thanks to its Quest headsets and the Ray-Ban Meta smart glasses.

While crossing $ 1 billion in revenue is a new milestone for the company’s metaverse group, it’s still expected to continue racking up massive losses for the foreseeable future. Reality Labs lost $ 4.6 billion in the quarter, and more than $ 16 billion in 2023. Meta CFO Susan Li said that these losses are expected to “increase meaningfully year-over-year due to our ongoing product development efforts in augmented reality/virtual reality and our investments to further scale our ecosystem.”

The fourth-quarter, which encompasses the holiday shopping season, has typically been when reality does the best. During a call with analysts, Mark Zuckerberg suggested that the company’s smart glasses had done particularly well, saying that Ray-Ban maker EssilorLuxottica was “planning on making more [smart glasses] than we’d both expected due to high demand.” He added that both Quest 2 and Quest 3 were “performing well,” calling Quest 3 the “most popular mixed reality device.”

Reality Labs aside, Meta had a strong quarter, reporting $ 40.1 billion to close out 2023, bringing its total revenue for the year to just under $ 135 billion. Facebook’s user base also grew to 2.1 billion daily active users (DAUs). Meta CFO Susan Li said that the company was “transitioning away” from sharing the metric and would no longer report on Facebook’s daily or monthly active users or its “family monthly active people.”

The company had shared that it would eventually stop reporting user numbers back in 2019 as Facebook’s growth began to slow. But the change shows how Facebook’s position in the company’s “family of apps” has changed in recent years. A report from Pew Research earlier this week found that Instagram is continuing to grow in the US while Facebook use remains flat.

Meta’s newest app, Threads, is still growing, however. Zuckerberg said the service has 130 million monthly users, up from “just under” 100 million last fall. “Threads now has more people actively using it today than it did during its initial launch peak,” Zuckerberg said, referring to the app’s initial, but short-lived, surge in growth.

Zuckerberg also talked more about his newly-stated ambition to create artificial general intelligence, or AGI at Meta, saying it would be the “theme” of the company’s product work going forward. “This next generation of services requires building full general intelligence,” he said. “It’s clear that we’re going to need our models to be able to reason, plan, code, remember and many other cognitive abilities in order to provide the best versions of the services that we envision.”

The Meta CEO also indicated the company would be unlikely to offer any of its apps in alternative app stores in Europe, following Apple’s controversial new developer policies. “The way that they’ve implemented it, I would be very surprised if any developer chose to go into the alternative app stores,” he said. “They’ve made it so onerous, and I think so at odds with the intent of what the EU regulation was, that I think it’s just going to be very difficult for anyone, including ourselves, to really seriously entertain.”

This article originally appeared on Engadget at https://www.engadget.com/metas-reality-labs-had-its-best-quarter-but-still-lost-4-billion-231135719.html?src=rss
Engadget is a web magazine with obsessive daily coverage of everything new in gadgets and consumer electronics

Meta Quest 3 review: A bit of mixed reality makes for better VR

The Meta Quest 3 proves that the Meta Ques 2 was just an impossibly good deal. When that VR headset arrived for just $ 300 three years ago, it was the perfect gateway to VR for most people. You didn't need to hook it up to anything, you just flipped it on and stepped into virtual reality. But then Meta raised the price to $ 400 last year, and the entire VR industry just started to feel very stale.

It's no wonder the $ 1,500 Meta Quest Pro completely flopped – VR was already struggling, and few people actually needed something so expensive.

The $ 500 Quest 3 likely won't tempt over as many VR newcomers as the Quest 2, but it's still a solid step forward for Meta. It has all of the upgrades you'd expect, and it also has full color mixed reality cameras, which let you use VR apps alongside a view of the real world. Squint a bit, and you can almost see what Apple is going for with the Vision Pro (though with far less fidelity).

Despite all those improvements though, the Quest 3 makes me marvel even more at what Meta accomplished with the Quest 2, which is still available at its original $ 299 price. That headset is still the best VR entry point for newbies, though I wish it were a bit cheaper by now. The Quest 3, meanwhile, is the logical upgrade once you've caught the VR bug.

Here's what makes it special: It's significantly thinner and lighter than the Quest 2, thanks to a new set of pancake lenses. Those also help to produce a sharper image from the new displays, which deliver 2,064 by 2,208 pixels per eye. That's even better than the PlayStation VR 2, which wowed us earlier this year.

The Quest 3 is also running Qualcomm's new Snapdragon XR2 Gen 2 chip, which offers double the GPU power of the Quest 2, according to Meta. Up front, there are two full color cameras for mixed reality, along with a depth sensor in the middle to help map your space and avoid obstacles. That's notable, since it was a feature Meta completely dropped from the Quest Pro. When it comes to storage, you’ve got your choice between the 128GB $ 500 model and a 512GB option for $ 650.

Meta Quest 3
Photo by Devindra Hardawar/Engadget

Now for what the Quest 3 doesn't have: There's no face or eye tracking, or cameras on the controllers like the Quest Pro. Though, at least they've lost the annoying rings from the Quest 2 gamepads. I don't think you'll miss any of the Quest Pro's features – they're potentially cool, but developers haven’t really taken advantage of them.

Meta already proved it can make a solid standalone VR headset, but can it really bring mixed reality to everyone? That seems to be the driving force behind the Quest 3. Apple's Vision Pro showed us a genuinely promising vision of spatial computing, one where the digital and physical worlds can comfortably coexist. But that thing also costs $ 3,499. Trying to accomplish something similar for a fraction of the price seems impossible.

The Quest 3's attempt at mixed reality is far from perfect – the color cameras deliver a fuzzy and pixelated view of the world, as if you're in a drug-fueled haze. But it’s still pretty useful. A double tap on the side of the Quest 3 is all it takes to flip between immersive VR and the real world.

That's something I ended up using frequently to check on text and Slack messages, grab information from my computer, and chat with people around me. Doing any of those things in the past would have required either completely removing the headset, or flipping up the visor.

Meta Quest 3
Photo by Devindra Hardawar/Engadget

The Quest 3 also goes beyond just letting you see the real world: You can also do some basic mixed reality multi-tasking. You can arrange up to three windowed Quest apps, like WhatsApp and the Quest Store, on a translucent virtual tray that sits in front of you. Even better, you can move that tray anywhere in your space. That's not something I’d use a lot, but the fact that I could create this environment, anchor it to a specific point in the real world, and walk around it simply blew me away.

It also helps that the Quest 3 makes every virtual element look incredibly sharp. Looking at WhatsApp chats in the headset was no different than on my gaming monitor. Meta still has to work on actually making the Quest's apps more useful though: I could only reply to WhatsApp chats by awkwardly pecking away at the Quest’s virtual keyboard, leaving voice messages or attaching media from the headset. (Let's just hope that tabletop virtual keyboard that Mark Zuckerberg showed off actually becomes a reality.)

Quest 3 Mixed Reality
A glimpse of the Quest 3's mixed reality view from my family room.
Photo by Devindra Hardawar/Engadget

The Quest 3 also marks the first time I’ve genuinely enjoyed using Meta’s finger tracking. It was an intriguing feature when it arrived on the original Quest, but it wasn’t alway accurate, so I preferred using the Quest’s controllers instead. Now, thanks to the depth sensor and full color cameras, the Quest 3 does a far better job at recognizing every finger gesture. I found myself letting my controllers rest far more often, since it was so easy to navigate through apps by swiping and virtually pointing.

Now given just how well the Quest 2 excelled at being a standalone VR headset, I wasn’t very surprised that the Quest 3 was even better. Everything loaded faster thanks to its increased RAM. The controllers felt far more precise, especially for games that demanded accuracy, like the upcoming Samba de Amigo and the VR mainstay Beat Saber.

Meta Quest 3
Photo by Devindra Hardawar/Engadget

The Quest 3’s higher resolution display also makes games look far better than the Quest 2, but I was more impressed by the handful of titles that were optimized for its faster hardware. Red Matter 2 practically looked like a full-fledged PC VR title, thanks to its incredibly detailed textures and character models. The Kurzgesagt game, Out of Scale, made me feel like I was living inside of one of its gorgeously animated YouTube videos .

Quest 3 owners will still have access to the hundreds of games that also work on the Quest 2, but it’s nice to see some new titles arriving alongside fresh hardware. It doesn’t look like anything will be exclusive to Quest 3 yet, but that could easily change down the line. For now, I’d expect new games will have an extra layer of polish, while the Quest 2 will get a more basic experience.

I didn't get to try First Encounters, the Quest 3 mixed reality tutorial that was shown off during our initial preview, but I'm hoping more developers start building similar experiences for the Quest 3. There are a handful of truly "mixed reality" titles already, like Zombies Noir and Figmin XR, but they're mostly just interesting experiments instead of anything truly groundbreaking. There's room for the Quest 3 to deliver the sort of reality-bending experiences initially promised devices like the Magic Leap and HoloLens. 

After testing the Quest 3 for a week, I’ve noticed something surprising: It’s the first headset that doesn’t make me feel trapped while using it. Since the real world is easily accessible, I feel far more comfortable sitting and enjoying a movie on Netflix, or a 360-degree video on YouTube. And thanks to its lighter frame and additional room for glasses, I can also play VR games far longer than I used to.

I only wish the Quest 3’s battery life lasted longer. Depending on what you’re doing, it can go for two to three hours, just like the Quest 2. At least you can still use it while charging the headset though, and it also stays powered when connected to a PC for beefier experiences, like Google Earth VR.

Meta Quest 3
Photo by Devindra Hardawar/Engadget

If you’ve seen my PlayStation VR 2 review, you’ll know I’m pretty ambivalent about the state of VR at the moment. The headsets are getting better, but the games and industry just feels stagnant. The Meta Quest 3, at the very least, seems like a better option for VR newcomers than the $ 550 PlayStation VR 2. It’s pricey, but it delivers solid VR without a PlayStation 5. While it’s no Vision Pro, the Quest 3’s stab at mixed reality makes it a headset you’ll likely use long after your VR honeymoon is over.

And if a $ 500 headset is too expensive, I’m sure you can find a used Quest 2 for a steal.

This article originally appeared on Engadget at https://www.engadget.com/meta-quest-3-review-mixed-reality-vr-150009788.html?src=rss

Engadget is a web magazine with obsessive daily coverage of everything new in gadgets and consumer electronics

Hitting the Books: The thirty-year quest to make WiFi a connectivity reality

The modern world of consumer tech wouldn’t exist as we know it if not for the near-ubiquitous connectivity that Wi-Fi internet provides. It serves as the wireless link bridging our mobile devices and smart home appliances, enabling our streaming entertainment and connecting us to the global internet. 

In his new book, Beyond Everywhere: How Wi-Fi Became the World’s Most Beloved Technology, Greg Ennis, who co-authored the proposal that became the technical basis for WiFi technology before founding the Wi-Fi Alliance and serving as its VP of Technology for a quarter century, guides readers on the fascinating (and sometimes frustrating) genesis of this now everyday technology. In the excerpt below, Ennis recounts the harrowing final days of pitching and presentations before ultimately convincing the IEEE 802.11 Wireless LAN standards committee to adopt their candidate protocol as well as examine the outside influence that Bob Metcalf — inventor of both Ethernet, the standard, and 3Com, the tech company — had on Wi-Fi’s eventual emergence.

white writing on a blue background the V is a WiFi signal strength indicator
Post Hill Press

Excerpted from Beyond Everywhere: How Wi-Fi Became the World’s Most Beloved Technology (c) 2023 by Greg Ennis. Published by Post Hill Press. Used with permission.


With our DFWMAC foundation now chosen, the work for the IEEE committee calmed down into a deliberate process for approving the actual text language for the standard. There were still some big gaps that needed to be filled in—most important being an encryption scheme—but the committee settled into a routine of developing draft versions of the MAC sections of the ultimate standard document. At the January 1994 meeting in San Jose, I was selected to be Technical Editor of the entire (MAC+PHY) standard along with Bob O’Hara, and the two of us would continue to serve as editors through the first publication of the final standard in 1997. 

The first draft of the MAC sections was basically our DFWMAC specification reformatted into the IEEE template. The development of the text was a well-established process within IEEE standards committees: as Bob and I would complete a draft, the members of the committee would submit comments, and at the subsequent meeting, there would be debates and decisions on improvements to the text. There were changes made to the packet formats, and detailed algorithmic language was developed for the operations of the protocol, but by and large, the conceptual framework of DFWMAC was left intact. In fact, nearly thirty years after DFWMAC was first proposed, its core ideas continue to form the foundation for Wi-Fi.

 While this text-finalization process was going on, the technology refused to stand still. Advances in both radio communications theory and circuit design meant that higher speeds might be possible beyond the 2-megabit maximum in the draft standard. Many companies within the industry were starting to look at higher speeds even before the original standard was finally formally adopted in 1997. Achieving a speed greater than 10 megabits — comparable to standard Ethernet — had become the wireless LAN industry’s Holy Grail. The challenge was to do this while staying within the FCC’s requirements — something that would require both science and art. 

Faster is always better, of course, but what was driving the push for 10 megabits? What wireless applications were really going to require 10-megabit speeds? The dominant applications for wireless LANs in the 1990s were the so-called “verticals” — for example, Symbol’s installations that involved handheld barcode scanners for inventory management. Such specialized wireless networks were installed by vertically integrated system providers offering a complete service package, including hardware, software, applications, training, and support, hence the “vertical” nomenclature. While 10-megabit speeds would be nice for these vertical applications, it probably wasn’t necessary, and if the cost were to go up, such speeds wouldn’t be justifiable. So instead, it would be the so-called “horizontal” market — wireless connectivity for general purpose computers — that drove this need for speed. In particular, the predominantly Ethernet-based office automation market, with PCs connected to shared printers and file servers, was seen as requiring faster speeds than the IEEE standard’s 2 megabits.

Bob Metcalfe is famous in the computer industry for three things: Ethernet, Metcalfe’s Law, and 3Com. He co-invented Ethernet; that’s simple enough and would be grounds for his fame all by itself. Metcalfe’s Law— which, of course, is not actually a law of physics but nonetheless seems to have real explanatory power— states that the value of a communication technology is proportional to the square of the number of connected devices. This intuitively plausible “law” explains the viral snowball effect that can result from the growing popularity of a network technology. But it would be Metcalfe’s 3Com that enters into our Wi-Fi story at this moment. 

Metcalfe invented Ethernet while working at PARC, the Xerox Palo Alto Research Center. PARC played a key role in developing many of the most important technologies of today, including window-based graphic computer interfaces and laser printing, in addition to Ethernet. But Xerox is famous for “Fumbling the Future,” also the title of a 1999 book documenting how “Xerox invented, then ignored, the first personal computer,” since the innovations developed at PARC generally ended up being commercialized not by Xerox but by Apple and others. Not surprisingly, Metcalfe decided he needed a different company to take his Ethernet invention to the market, and in 1979, he formed 3Com with some partners.

This was the same year I joined Sytek, which had been founded just a couple of months prior. Like 3Com, Sytek focused on LAN products, although based on broadband cable television technology in contrast to 3Com’s Ethernet. But whereas Sytek concentrated on hardware, 3Com decided to also develop their own software supporting new LAN-based office applications for shared PC access to data files and printers. With these software products in combination with their Ethernet technology, 3Com became a dominant player in the booming office automation market during the nineties that followed the introduction of personal computers. Bob Metcalfe was famously skeptical about wireless LANs. In the August 16, 1993, issue of InfoWorld, he wrote up his opinion in a piece entitled “Wireless computing will flop — permanently”:

This isn’t to say there won’t be any wireless computing. Wireless mobile computers will eventually be as common as today’s pipeless mobile bathrooms. Porta-potties are found on planes and boats, on construction sites, at rock concerts, and other places where it is very inconvenient to run pipes. But bathrooms are still predominantly plumbed. For more or less the same reasons, computers will stay wired.

Was his comparison of wireless to porta-potties just sour grapes? After all, this is coming from the inventor of Ethernet, the very archetype of a wired network. In any event, we were fortunate that Metcalfe was no longer involved with 3Com management in 1996 — because 3Com now enters our story as a major catalyst for the development of Wi-Fi. 

3Com’s strategy for wireless LANs was naturally a subject of great interest, as whatever direction they decided to take was going to be a significant factor in the market. As the premier Ethernet company with a customer base that was accustomed to 10-megabit speeds, it was clear that they wouldn’t take any steps unless the wireless speeds increased beyond the 2 megabits of the draft IEEE standard. But might they decide to stay out of wireless completely, like Bob Metcalfe counselled, to focus on their strong market position with wired Ethernet? And if they did decide to join the wireless world, would they develop their own technology to accomplish this? Or would they partner with an existing wireless developer? The task of navigating 3Com through this twisted path would fall to a disarmingly boyish business development whiz named Jeff Abramowitz, who approached me one afternoon quite unexpectedly. 

Jeff tapped me on the shoulder at an IEEE meeting. “Hey, Greg, can I talk with you for a sec?” he whispered, and we both snuck quietly out of the meeting room. “Just wondering if you have any time available to take on a new project.” He didn’t even give me a chance to respond before continuing with a smile: “10 megabits. Wireless Ethernet.” The idea of working with the foremost Ethernet company on a high-speed version of 802.11 obviously enticed me, and I quickly said, “Let’s get together next week.”

He told me that they had already made some progress towards an internally developed implementation, but that in his opinion, it was more promising for them to partner with one of the major active players. 3Com wanted to procure a complete system of  wireless LAN products that they could offer to their customer base, comprising access points and plug-in adapters (“client devices”) for both laptops and desktops. There would need to be a Request for Proposal developed, which would, of course, include both technical and business requirements, and Jeff looked to me to help formulate the technical requirements. The potential partners included Symbol, Lucent, Aironet, InTalk, and Harris Semiconductor, among others, and our first task was to develop this RFP to send out to these companies. 

Symbol should need no introduction, having been my client and having played a major role in the development of the DFWMAC protocol that was selected as the foundation for the 802.11 standard. Lucent may sound like a new player, but in fact, this is simply our NCR Dutch colleagues from Utrecht — including Wim, Cees, Vic, and Bruce — under a new corporate name, NCR having been first bought by AT&T and then spun off into Lucent. Aironet is similarly an old friend under a new name — back at the start of our story, we saw that the very first wireless LAN product approved by the FCC was from a Canadian company called Telesystems, which eventually was merged into Telxon, with Aironet then being the result of a 1994 spinoff focusing on the wireless LAN business. And in another sign of the small-world nature of the wireless LAN industry at this time, my DFWMAC co-author, Phil Belanger, had moved from Xircom to Aironet in early 1996. 

The two companies here who are truly new to our story are InTalk and Harris. InTalk was a small startup founded in 1996 in Cambridge, England (and then subsequently acquired by Nokia), whose engineers were significant contributors to the development of the final text within the 802.11 standard. Harris Corporation was a major defense contractor headquartered in Melbourne, Florida, who leveraged their radio system design experience into an early wireless LAN chip development project. Since they were focused on being a chip supplier rather than an equipment manufacturer, we didn’t expect them to submit their own proposal, but it was likely that other responders would incorporate their chips, so we certainly viewed them as an important player. 

Over the first couple of months in 1997, Jeff and I worked up a Request for Proposal for 3Com to send out, along with a 3Com engineer named David Fisher, and by March we were able to provide the final version to various candidate partners. Given 3Com’s position in the general LAN market, the level of interest was high, and we indeed got a good set of proposals back from the companies we expected, including Symbol, Lucent, InTalk, and Aironet. These companies, along with Harris, quickly became our focus, and we began a process of intense engagement with all of them over the next several months, building relationships in the process that a year later would ultimately lead to the formation of the Wi-Fi Alliance. 

Bob Metcalfe’s wireless skepticism had been soundly rejected by the very company he founded, with 3Com instead adopting the mantle of wireless evangelism. And Wireless Ethernet, soon to be christened Wi-Fi, was destined to outshine its wired LAN ancestor.

This article originally appeared on Engadget at https://www.engadget.com/hitting-the-books-beyond-everywhere-greg-ennis-post-hill-press-143010153.html?src=rss
Engadget is a web magazine with obsessive daily coverage of everything new in gadgets and consumer electronics

Apple’s mixed reality headset could feature full-body FaceTime avatars

Apple is expected to reveal its long-anticipated mixed reality headset in the coming months. The device has been in the works for several years and it'll be Apple's first new product category since Apple Watch, which debuted in 2015. Many details about the device have emerged through the rumor mill. Although much of the information in his latest piece on the headset has already been reported, Bloomberg's Mark Gurman has revealed some more details about what to expect from the product, which may be called Reality Pro.

It's said to be a standalone device with an interface similar to that of iPhone and iPad and the option to pin widgets to the home screen. Alternatively, it may be used as an external display for a connected Mac. Along with Siri voice commands, there'll be the option to use a Mac, iPhone or iPad keyboard to enter text on the so-called "xrOS" operating system, according to the report. Apple is believed to be working on a way for users to type with their hands in midair, like in many sci-fi movies, but that option likely won't be available when the headset debuts.

It's expected that there will be health-tracking features and the option to install third-party apps. Virtual reality video is said to be a focus, with the company adding support for Apple TV+ content. It's believed that Apple has held talks with Disney, Dolby and other media partners regarding VR content, and that there will be the option to watch video on virtual screens in environments like space or a desert. Users might need to wear AirPods or other supported headphones for spatial audio if they want to be fully immersed. Gaming may be an important aspect of the device as well. 

The key selling point for the headset could be Apple's approach to hand and eye tracking. It's believed that the device will have sensors that can follow wearers' eyes and several external cameras that can monitor hand movements. The idea, according to the report, is that users would be able to select an item (such as an app icon or button) by looking at it and then squeezing their thumb and index finger to carry out that action. If this approach works as expected, wearers wouldn't need to use hand controllers — rival headsets typically require those. Meanwhile, the headset may have a screen on the front that can display the wearer's eyes, which might be a little offputting for some.

The device is expected to support virtual reality and augmented reality, with the ability to switch between the two modes using a Watch-like digital crown. Meta's latest headset, the Quest Pro, offers full-color passthrough for AR use and it's expected that Apple will offer a similar function.

Apple may be keeping users who need prescription glasses in mind. Many glasses wearers have found it uncomfortable to wear VR and AR headsets. However, it's claimed that Apple will offer custom lenses that sit within the headset's enclosure, which could make it more comfortable to use.

One intriguing aspect of the headset that doesn't seem to have been reported before is how it will handle one-on-one FaceTime calls. It was previously believed that other people on a call will be displayed as an icon or Memoji. That's still likely to be the case for group calls. For one-on-one chats in which both participants are wearing a Reality Pro, the report suggests that FaceTime will render realistic versions of their face and body. Processing limitations seemingly prevent this feature from being available for group calls. Other companies, such as Meta, typically render users in a more cartoonish fashion (and don't yet include legs).

Any of these features may still yet change as the headset is months away from coming to market. However, it's believed that Reality Pro will be powered by an M2 chipset. A second chip called the "Reality Processor" is expected to handle graphics and mixed-reality experiences.

While other headset makers typically opt for a plastic body, Apple is believed to be constructing Reality Pro using aluminum, glass and cushions with a similar look to the AirPods Max headphones. However, the battery is not expected to be built into the device. According to Gurman, the battery will be in an external pack that connects to the headset via a cable and is placed in a user's pocket. That, and a cooling fan, could help avoid the headset from overheating, but it could lead to a weight imbalance. The battery life is said to be around two hours.

Apple may reveal the device this spring — before this year's Worldwide Developers Conference in June — and release it this fall. The price, though, may put off many who might otherwise be interested in Reality Pro. It's long been expected that the headset will retail for around $ 3,000. That's twice as much as the Quest Pro.

This is a gamble for Apple as it moves into a new market that hasn't yet seen mass adoption. The report suggests that Apple expects to sell around 1 million units in the first year and the company even anticipates that the first version of Reality Pro won't turn a profit. Another version that will cost around $ 1,500 is said to be in the pipeline, though that may not arrive until late 2024 or early 2025. The cheaper model may eschew the Reality Pro's 4K displays for ones with lower resolution to reduce the cost.

Engadget is a web magazine with obsessive daily coverage of everything new in gadgets and consumer electronics

Reverse wireless charging on the iPhone gets one step closer to reality

Reverse wireless charging has been around for years on Android devices, but now it seems like it could finally be coming to Apple’s ecosystem.
Wearables | Digital Trends

Apple’s mixed reality headset may feature an M2 processor

The latest version of Apple’s long-rumored mixed reality headset features the company’s recently announced M2 system-on-a-chip and 16GB of RAM, according to Mark Gurman. The Bloomberg reporter shared the tidbit of information in his latest Power On newsletter – along with details on a “deluge” of devices Apple plans to release over the next year, including a new HomePod speaker.

As The Verge points out, most recent reports, including those from Apple analyst Ming-Chi Kuo and The Information, have suggested the augmented and virtual reality headset would feature two processors. According to Kuo, one of the SoCs would have the same capabilities as the company’s M1 chip, while the other would be a lower-end chip designed to handle data from the device’s sensors.

After years of rumors, there’s been increasing evidence Apple is getting closer to the day when it will finally announce its mixed reality headset. In May, a Twitter user found evidence Apple likely used a shell company to obtain trademarks for “RealityOS.” Earlier in the year, developers also found references to the operating system in App Store upload logs. More recently, Tim Cook told China Daily he “couldn’t be more excited about the opportunities” presented by augmented and virtual reality, and told the publication to “stay tuned and you will see what we have to offer” on that front.

Engadget is a web magazine with obsessive daily coverage of everything new in gadgets and consumer electronics

Tesla Tequila goes from April Fools joke to $250-per-bottle reality

With an awkward meeting of cars and alcohol consumption, Tesla is actually going to release branded liquor. Tesla Tequila is available to order now on its site, offering “an exclusive, small-batch premium 100% de agave tequila añejo” for $ 250.As with…
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Sony officially kicks off their new 360 Reality Audio format on the Xperia 1

Sony is no stranger to proprietary formats for audio and video. Sometimes that pays off, like with Blu-ray, but sometimes it’s just a massive headache for everyone before eventually dying off and leaving some devices useless, like Sony memory sticks for cameras and the PlayStation Vita. Is that going to stop Sony from trying the […]

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Tilt Five wants to bring augmented reality to tabletop games

In 2013, former Valve engineer Jeri Ellsworth used an idea for projection-based AR glasses from her prior employment and built a company called Technical Illusions, which would then become castAR. Despite early success, including a $ 15 million invest…
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Time’s mixed reality app takes you inside the Amazon rainforest

Time's Immersive app brought you to the moon a couple of months ago — now, it's taking you on a timely trip to the Amazon forest. The publication has rolled out a new augmented reality experience for its application — now available for both iOS and…
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Fable’s ‘Wolves in the Walls’ VR is about more than virtual reality

After rebranding itself as a "virtual beings" studio in January, Fable is ready to show us what they mean. At the Tribeca Film Festival this week, it debuted the second chapter of The Wolves in the Wall, a VR experience adapted from the Neil Gaiman s…
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Mystery company buys Meta’s augmented reality tech

After a promising start, AR startup Meta's assets have been sold to an unknown buyer, reports TechCrunch and other sites. Meta fell on hard times in September after a promised $ 20 million investment from a Chinese company fell through over trade tens…
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Recommended Reading: The reality of sci-fi’s AI immortality obsession

Are Hosts, Replicants, and robot clones closer than we think? Jayson Greene, The Ringer Black Mirror already uncomfortably aligns with the real world, but we might be even closer to more advanced concepts from that show and others, like Westworld…
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eBay uses augmented reality to help you pick packaging

It can be a pain to sell your gear on eBay for many reasons, not the least of which is packaging. How do you know a box will be large enough without having it on hand? eBay can help: it just launched a previously teased, ARCore-based augmented realit…
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The UK’s spaceport ambitions inch closer to reality

The UK government's goal to play host to the first spaceport in Europe is taking a baby step closer to fruition today. After being introduced just over a year ago as the Draft Spaceflight Bill, the rebranded Space Industry Bill is receiving royal ass…
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Vive Focus pegged as HTC’s standalone Daydream virtual reality headset

The HTC Vive was a virtual reality collaboration project between Valve and HTC. It’s expensive, though, running $ 599 even after the most recent price cut. It also doesn’t work without a beefy computer rig to actually handle the heavy lifting. The next big development in VR, therefore, should be a headset that doesn’t need a […]

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Your Samsung Galaxy S8 now works with the Daydream View for all things virtual reality

The 2017 flagship from Samsung finally works with Daydream, which is Google’s virtual reality platform. Move over, Oculus. Samsung is partnering with someone else to serve up immersive content on its phones. The plan to add the Galaxy S8 to the Daydream-ready family was put into motion at Google I/O 2017 in May. Now it’s […]

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Virtual reality could help elderly people avoid potentially fatal falls

Researchers have been investigating whether VR tech could be used to help prevent falls among the elderly and people with neurodegenerative conditions. Here’s what they’re busy planning.

The post Virtual reality could help elderly people avoid potentially fatal falls appeared first on Digital Trends.

Cool Tech–Digital Trends

Here are the flat-out craziest virtual reality demos we saw at Mobile World Congress

You might not necessarily think of virtual reality as phone tech, but it nonetheless was out in full force at Mobile World Congress in Barcelona. We sought out the best the show had to offer.

The post Here are the flat-out craziest virtual reality demos we saw at Mobile World Congress appeared first on Digital Trends.

Wearables–Digital Trends

Augment your reality with the best Project Tango apps and games

Project Tango, Google’s augmented reality platform for smartphones and tablets, is in its infancy. But there are already a number of great games and apps for the burgeoning hardware.

The post Augment your reality with the best Project Tango apps and games appeared first on Digital Trends.

Android Army–Digital Trends

Virtual reality content startup Jaunt lands on PlayStation VR

The PlayStation VR just got some additional content via the recently announced app launch by Jaunt. The platform will have instant access to 150 cinematic titles from the startup. The app includes videos like the award-winning animation Invasion, CBS…
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HTC invests in transparent optical display maker for augmented reality

HTC and Quanta Computer recently made a huge investment in Lumus, a maker of transparent optical screens for augmented reality-based glasses. The screens are based on the Lumus Optical Engine that blends digital and physical worlds.

The post HTC invests in transparent optical display maker for augmented reality appeared first on Digital Trends.

Wearables–Digital Trends

How the UN thinks virtual reality could not only build empathy, but catalyze change, too

Technology is hoping to turn empathy into action. Or at least, the United Nations is hoping to do so. The intergovernmental organization is 71 at this point, but it’s constantly finding new ways to better the world’s citizenry.

The post How the UN thinks virtual reality could not only build empathy, but catalyze change, too appeared first on Digital Trends.

Mobile–Digital Trends

Xiaomi announces the Mi VR Play, a virtual reality headset for your smartphone

Xiaomi’s taken the wraps off the Mi VR Play, a smartphone-powered headset made of stretchable Lycra material. It’s available to select “beta testers” now, with general availability to follow in the future.

The post Xiaomi announces the Mi VR Play, a virtual reality headset for your smartphone appeared first on Digital Trends.

Wearables–Digital Trends

Mercedes’ Rescue Assist app uses augmented reality to aid first responders

The Mercedes-Benz Rescue Assist app uses augmented reality to let first responders see inside vehicles and plot the best way to rescue occupants. 3D models of vehicles show things like fuel lines and high-voltage wiring.

The post Mercedes’ Rescue Assist app uses augmented reality to aid first responders appeared first on Digital Trends.

Cool Tech–Digital Trends

This proposed drone taxi service just took a big step toward becoming a reality

EHang’s cool 184 passenger drone has just received permission to carry out flight tests in Nevada, bringing the possibility of a drone taxi service another step closer.

The post This proposed drone taxi service just took a big step toward becoming a reality appeared first on Digital Trends.

Cool Tech–Digital Trends

Check your email in augmented reality with the new Outlook Hololens app

Untethering humans from the displays on smartphones, tablets and computers could well be the biggest impact of augmented reality technology like Hololens, and access to Outlook Mail and Calendar apps is one of the first steps in that direction.

The post Check your email in augmented reality with the new Outlook Hololens app appeared first on Digital Trends.

Wearables–Digital Trends

Samsung shows off 4K screens for virtual reality displays

4K displays in a virtual reality headset might happen sooner than you think. Samsung has shown off an ultra HD screen that’s intended to be used in VR applications, which should offer a considerable bump in quality and pixels over what we’re using in headsets right now. The display itself was a 5.5-inch screen with […]

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You can now go shopping inside a virtual reality department store

Say hello to what eBay is calling the world’s first virtual reality department store, which allows eager customers to browse through collections like clothing, electronics, and home goods as though you were actually, well, in the store.

The post You can now go shopping inside a virtual reality department store appeared first on Digital Trends.

Mobile–Digital Trends

We tried on an augmented reality dinosaur t-shirt, and it was awesome

Dinosaurs are cool, and although VR is getting all the attention, AR (augmented reality) can be cool too. Put the two together and you get this amazing AR-enhanced dinosaur t-shirt that you’ll want to wear right now, regardless of your age.

The post We tried on an augmented reality dinosaur t-shirt, and it was awesome appeared first on Digital Trends.

Wearables–Digital Trends

One step closer to reality: introducing 360-degree live streaming and spatial audio on YouTube

Growing up as a kid, my favorite basketball player was Magic Johnson. I wanted nothing more than to be able to watch him play in person, but unfortunately I never got the chance. Whether it’s a sporting event or a concert or even a family gathering, all of us have had the feeling of wanting to be somewhere we couldn’t. But these days, virtual reality and 360-degree video can help get you one step closer to actually being at those places and in those moments. Today, we’re taking immersive video even further with 360-degree live streaming on YouTube.

We first launched support for 360-degree videos back in March 2015. From musicians to athletes to brands, creators have done some incredible things with this technology. Now, they’ll be able to do even more to bring fans directly into their world, with 360-degree live streaming. And after years of live streaming Coachella for fans around the world who can’t attend the festival, this year we’re bringing you the festival like never before by live streaming select artist performances in 360 degrees this weekend.

Starting today, we’re also launching spatial audio for on-demand YouTube videos. Just as watching a concert in 360 degrees can give you an unmatched immersive experience, spatial audio allows you to listen along as you do in real life, where depth, distance and intensity all play a role. Try out this playlist on your Android device.

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To make sure all creators can tell awesome stories with virtual reality, we’ve been working with companies across the industry. We’re working with companies like VideoStitch and Two Big Ears to make their software compatible with 360-degree live streams or spatial audio on YouTube and more will be available soon. We’ll also make 360-degree live streaming and spatial audio technologies available at all YouTube Space locations around the globe, so you can take it for a spin.

What excites me most about 360-degree storytelling is that it lets us open up the world’s experiences to everyone. Students can now experience news events in the classroom as they unfold. Travelers can experience faraway sites and explorers can deep-sea dive, all without the physical constraints of the real world. And today’s kids dreaming of going to a basketball game or a concert can access those experiences firsthand, even if they’re far away from the court. What were once limited experiences are now available to anyone, anywhere, at any time.

Are you ready to never miss a moment again?

Neal Mohan, Chief Product Officer, recently watched “Dub360: Stephen Curry pregame warmup routine.”


YouTube Blog

11 incredible headsets that are making the virtual a reality

There’s a wave of new entries in the virtual reality race. Could the long-awaited promise of VR finally be here? We take a look at the most promising headsets currently available, or on the horizon.

The post 11 incredible headsets that are making the virtual a reality appeared first on Digital Trends.

Wearables–Digital Trends

[TA Deals] Save 30% on the Homido virtual reality headset

homido_vr_set_contents

Virtual reality has slowly been on the rise in recent years, but now it seems to finally have become mainstream. Brands big and small are attempting to get a headset on your face, allowing you to watch video and play games in an immersive way. The pricing of capable headsets, though, is pretty high if you want to get one of good quality. But we are currently offering the Homido virtual reality headset on Talk Android Deals with savings that make it a worthwhile consideration.

Here’s what you need to know about the Homido:

  • Screen size compatibility
    • Greater than 4 inches
    • Less than 5.7 inches
  • Screen resolution support
    • Optimal: Full HD (1920×1080) or higher
    • Compatible: HD (1280×720)
    • Limited: 800×480
  • Operating system support
    • Optimal: Android, iOS
    • Compatible/Limited: Windows Phone

Forget about paying the usual $ 100 price for the Homido because we’ve knocked 30% from that price. So you can bring home an impressive virtual reality headset for less than $ 70 with free shipping. Included with the Homido is one pair of lenses, three pairs of lens holders for different sights, a soft case for storing, and a strap. You’re getting everything you need to immerse yourself in 360-degree experiences. Upon ordering, you can expect your Homido virtual reality headset to be delivered November 13-20.

[Talk Android Deals]

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YouTube presses play on virtual reality

If we’ve learned anything in the past 10+ years at YouTube it’s that capturing and sharing videos is a great way to bring people there with you—whether “there” is an Icelandic glacier, a special performance by violinist Tim Fain, or just a friend’s birthday party.

Virtual reality (VR) makes the experience of being there even more awesome and immersive, so today we’re bringing two new VR features to YouTube’s Android app. All you need is your current phone, and a Google Cardboard viewer.

First, YouTube now supports VR video—a brand new kind of video that makes you feel like you’re actually there. Using the same tricks that we humans use to see the world, VR video gives you a sense of depth as you look around in every direction. Near things look near, far things look far. So if you were excited about 360° videos, this is pretty freakin’ cool.

To give it a try just find a VR video on YouTube—like the Hunger Games Experience or TOMS Shoes Giving Trip—tap the new Cardboard icon, drop your phone into your Cardboard viewer, and you’re off! If you’re a creator, you can also check out technologies like Jump to capture and share your own VR videos.

Check out this and more VR videos here

Our second bit of news is for the universe of existing YouTube content. And that’s the fact that you can now watch any video using Google Cardboard, and experience a kind of virtual movie theater. Just select the new “Cardboard” option from the watch page menu, drop your phone into your viewer, and you’re done. You’ll now have the largest VR content library right at your fingertips.

Both of today’s updates make it easier to be there. In some cases, really there there. So download the new YouTube app from Google Play, and get going.

Kurt Wilms, Senior Product Manager, YouTube VR recently watched “Waves of Grace”, Sanjeev Verma, YouTube Product Manager, recently watched “LA Phil: The Orchestra VR Video Experience” and Husain Bengali, Product Manager, Jump recently watched “Apollo 11 moon landing.


YouTube Blog

How Netflix works in virtual reality, and why it’s not HD

It's true, the Netflix VR app is ready for your compatible* Samsung phone and Gear VR headset (if you don't see it, try uninstalling and reinstalling the Oculus app), and has a virtual living room for you to chill in. Oculus CTO John Carmack worked…
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