AR / VR - Yanko Design https://www.yankodesign.com Modern Industrial Design News Tue, 07 Jan 2025 19:06:02 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.1 Sony XYN VR headset for creating 3D games and Metaverse applications debuts at CES 2025 https://www.yankodesign.com/2025/01/07/sony-xyn-vr-headset-for-creating-3d-games-and-metaverse-applications-debuts-at-ces-2025/?utm_source=rss&utm_medium=rss&utm_campaign=sony-xyn-vr-headset-for-creating-3d-games-and-metaverse-applications-debuts-at-ces-2025 Tue, 07 Jan 2025 23:00:21 +0000 https://www.yankodesign.com/?p=527986

Sony XYN VR headset for creating 3D games and Metaverse applications debuts at CES 2025

At the ongoing CES 2025, Sony has launched the prototype of an extended reality headset dubbed XYN specifically for creating 3D spatial content. The Japanese...
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At the ongoing CES 2025, Sony has launched the prototype of an extended reality headset dubbed XYN specifically for creating 3D spatial content. The Japanese consumer Electronics giant briefly previewed their motive to develop the headset at last year’s CES and now the wearable has got better with 4K OLED microdisplays and video passthrough tech.

XYN is a comprehensive software and hardware solution to support VR content creators to capture the precise details of the real-world environment and seamlessly integrate with an array of third-party tools for a flexible workflow. This makes complete sense as demand for mixed reality and virtual reality content is spiking. Making it easier for developers to create such content will push the whole wearable headset universe forward.

Designer: Sony

Creators can use the XYN in conjunction with Sony’s spatial content creation software to craft extended reality content including 3D objects, animations, and immersive games for Metaverse applications. When not in use the wearer can flip the headset up since they’ll be using it for long durations while creating content. The only thing missing this year compared to last year’s version is the pointer and ring on top. At the event, the headset was spotted in two colorways – black and gray. The price and release date of the headset are still uncertain, and we hope to hear more from Sony in the coming months.

Alongside the XYN headset, Sony has also revealed the Xyn Motion Studio which is a Windows app with support for up to 12 Mocopi sensors for an improved motion capture flow. This is often used by video content creators to control virtual avatars courtesy of the wireless motion tracking system. The advanced software enables the developers to cut or merge motions, as well as toggle the time and position. A prototype of the spatial capture solution is now capable of converting any real objects or mirrorless camera photos into photorealistic 3D computer-generated assets. The software is slated to release in March 2025.

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This Ultra-compact Portable PC Concept Comes With a Mouse, Keyboard, and AR Glasses https://www.yankodesign.com/2024/12/26/this-ultra-compact-portable-pc-concept-comes-with-a-mouse-keyboard-and-ar-glasses/?utm_source=rss&utm_medium=rss&utm_campaign=this-ultra-compact-portable-pc-concept-comes-with-a-mouse-keyboard-and-ar-glasses Thu, 26 Dec 2024 21:45:18 +0000 https://www.yankodesign.com/?p=526316

This Ultra-compact Portable PC Concept Comes With a Mouse, Keyboard, and AR Glasses

Augmented Reality (AR) glasses or Mixed Reality headset – as Apple chooses to call its AR/VR device – represent a leap forward in wearable technology...
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Augmented Reality (AR) glasses or Mixed Reality headset – as Apple chooses to call its AR/VR device – represent a leap forward in wearable technology which thrives on the possibility of endless expandability. The best thing about these devices is that they are controlled by gesture and voice-based interactions through onboard sensors and cameras.

Despite their promise, AR glasses remain a niche product, while smartphones, laptops, and game consoles still remain daily drivers. A South Korean designer believes unintuitive gestures and voice commands can be awkward in public settings and since the AR glasses lack physical controls, they are not finding wide adoption. As a solution, he has come up with Cylin, a cylindrical portable PC comprising AR glasses and a controller.

Designer: Sun-il Kim

 

Currently, AR glasses’ interaction methods feel clunky, especially in a public setting or when you want to get some instant text written. To make the computing glasses a practical tool for all types of environments—whether enjoying videos sitting in a café or writing a column for a magazine in a shared public space. Sun-il Kim has designed Cylin, which functions like a scroll.

It has that slot for the glasses, a scroll-like opening keyboard interface for text input, and puts a mouse in there for precise control. Tying over a virtual keyboard or through gestures is cumbersome and adding a physical keyboard onboard would increase the weight and cost of the AR glasses. The Cylin is thus a handy solution that doesn’t take away the fun but adds required function making it convenient for everyday use in various environments.

As a compact PC in the shape of a small cylindrical body integrating a mouse, keyboard, and AR glasses, the Cylin may seem like a product too much. But given the problem it is trying to address; it may be a viable option. If it does get some heads like us interested, it can definitely start a product category of its own.

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This Nothing VR Headset Concept Might Be The Only Virtual Reality Device with a Glyph Interface https://www.yankodesign.com/2024/12/19/this-nothing-vr-headset-concept-might-be-the-only-virtual-reality-device-with-a-glyph-interface/?utm_source=rss&utm_medium=rss&utm_campaign=this-nothing-vr-headset-concept-might-be-the-only-virtual-reality-device-with-a-glyph-interface Thu, 19 Dec 2024 21:45:57 +0000 https://www.yankodesign.com/?p=525525

This Nothing VR Headset Concept Might Be The Only Virtual Reality Device with a Glyph Interface

It also might be the ONLY mainstream Android VR headset after ‘Google Cardboard’. It really goes to show that Nothing struck a chord with the...
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It also might be the ONLY mainstream Android VR headset after ‘Google Cardboard’.

It really goes to show that Nothing struck a chord with the global tech community, given how everyone’s speculating about what the company will launch next. Sure, the Nothing Phone (3) is in the works and plans on debuting early next year, but it’s fun asking questions like “What if they launched a Nothing foldable phone? (Hint: it would be awesome) Or as designer Ratan Pande asks – What about a VR headset?

Honestly, both the foldable phone and the VR headset would be great areas for Nothing to disrupt. Why? Because they’re both fairly declining industries and the only reason they are is that there’s a lack of exciting products in the area. In comes Nothing. The VR headset, designed by Pande, was created as an aesthetics exercise to see how one company’s design DNA would translate onto a product category that the company isn’t in. The result is fairly interesting, with the Glyph Interface making its way to the front of the VR headset, among a few other pretty cool details!

Designer: Ratan Pande

The Nothing VR Headset is outwardly simple, wowing with aesthetics and that transparent-ish design language that we’ve come to know and love. The form factor isn’t too different from, lets say, the Meta Quest, with a white block strapped to the front of your head. The front panel is transparent, revealing a fair bit of circuitry underneath (probably faux components designed just for the aesthetic), along with two front-facing pass-through cameras, and a few other lenses along the sides possibly for proximity awareness and obstacle detection.

The Glyph Interface is what the eye instantly notices. Borrowing from the Phone (1) and (2a)’s glyph patterns, the two sets of LED strips (one around each eye) help serve as notification lights – not for the wearer, but for people around the wearer. Given the conceptual nature it isn’t really fair to speculate what each individual glyph does, but one can imagine it glows when pass-through is switched on, so people around know that the wearer is aware of their surroundings. The glyphs could possibly do a light-dance when you’re playing a game and you score a point too. Oh, and there’s a red LED indicator when the wearer is recording their surroundings.

Along the back, the design has a setup that all VR headset wearers are all too familiar with. A simple padded eyepiece, with a three-strap system that keeps the headset in place. On the inside, fresnel lenses power the VR experience, providing immersive clarity without too much of a price tag.

It’s fun to speculate what this device could potentially cost. Given that Nothing usually enters a product category with an incredibly competitive price tag, this one would have to easily be under $300 to really squeeze some market share out of Meta. As perhaps the only Android manufacturer to build a VR headset, it could tie in perfectly with the Android ecosystem, relying on a tried-and-tested OS and a total of well over 3 billion Android handsets that will pair VERY well with the VR headset, allowing you to access apps, play games, browse social-media, watch movies, and even engage in a bit of productivity! Will Nothing launch a VR headset? Probably not for a while, given how they’re still trying to establish themselves as a dominant player in the phone category… but one can hope, no?

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Bendable VR controller rod offers a more believable tactile experience https://www.yankodesign.com/2024/12/14/bendable-vr-controller-rod-offers-a-more-believable-tactile-experience/?utm_source=rss&utm_medium=rss&utm_campaign=bendable-vr-controller-rod-offers-a-more-believable-tactile-experience Sun, 15 Dec 2024 00:30:26 +0000 https://www.yankodesign.com/?p=524769

Bendable VR controller rod offers a more believable tactile experience

It’s quite astounding how virtual and augmented reality look so believable these days thanks to progress in both technology and content creation. But while our...
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It’s quite astounding how virtual and augmented reality look so believable these days thanks to progress in both technology and content creation. But while our eyes and sometimes our ears are easily fooled, our hands are more difficult to convince. That’s especially true when you’re trying to grab a non-existent virtual object with something that looks like your hand but is, in reality, just a short stick with buttons.

VR controllers are still a long way from feeling like our real hands, or at least train our brains to completely give up on the suspension of belief. That doesn’t mean we have can’t have some stopgap measures while waiting for that day, and this odd metal rod is one such solution that attempts to bring back some of that sensory experience that will make us really imagine that we’re holding the right tool for the right job.

Designer: Minkyu Oh

VR and AR systems have defaulted to using stick-like controllers not unlike the Wiimote mostly out of efficiency. They’re like the familiar gamepads but split in order to free our hands and arms for more natural movement. There’s nothing natural, however, with grabbing objects that look like they’re the real thing by pressing a button. And while some eXtended reality or spatial computing platforms are able to understand our hand gestures without the need for controllers at all, they also feel unnatural since we’re literally grasping air.

There will be times when our brains will expect us to hold something physical, especially if the virtual image involves holding a tool. Rather than just a short want, the Cogito concept proposes a shape-changing rod instead. Made of multiple segments, the rod bends and curves to take the form of the object we need to hold or at least some semblance of it.

If we simply need to swing a sword or a tennis racket, one of these Cogito rods is enough to make our hands and our brains believe we’re holding the real deal. For a gun or a steering wheel, however, you’ll need to combine two of these rods together and bend one or both to take the desired shape. This longer two-piece controller can even become a virtual guitar, though the experience is only a step better than an air guitar.

Cogito still requires the use of buttons, discreetly located in the middle, to actually take action. That could translate to a gun trigger or pressing a fret on a guitar, but it won’t translate perfectly to other real-world gestures. Unfortunately, the concept still doesn’t solve the problem of giving our fingers the correct haptic feedback, nor does it make grabbing virtual objects feel more natural. It does, however, offer enough believability to satisfy our brains, at least until the perfect VR input solution has been designed.

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How Android XR and Samsung headset could give the Apple Vision Pro a run for its money https://www.yankodesign.com/2024/12/13/how-android-xr-and-samsung-headset-could-give-the-apple-vision-pro-a-run-for-its-money/?utm_source=rss&utm_medium=rss&utm_campaign=how-android-xr-and-samsung-headset-could-give-the-apple-vision-pro-a-run-for-its-money Fri, 13 Dec 2024 14:20:25 +0000 https://www.yankodesign.com/?p=524605

How Android XR and Samsung headset could give the Apple Vision Pro a run for its money

Apple definitely turned heads and made believers out of doubters when it unveiled the Vision Pro and its spatial computing platform. But while the demos...
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Apple definitely turned heads and made believers out of doubters when it unveiled the Vision Pro and its spatial computing platform. But while the demos and first-hand experiences were nothing short of impressive, it quickly hit a snag even before it could launch to the general public. The price tag on this experience was pretty ludicrous, ensuring that visionOS would never leave the hands of an elite and lucky few.

Of course, Apple isn’t the only game in town, and while Microsoft has thrown in the towel and Meta seems to be taking its sweet time, Google has decided to take a dip into that space again. After trying and failing with the likes of Google Glasses, Daydream, and ARCore, just to name a few, it has announced a new Android XR platform to bring a Gemini-flavored eXtended reality experience to more people, with a little help from its hardware partners.

Designer: Google, Samsung

Android XR: Nth Time’s the Charm

It’s not like Google is a stranger to this kind of technology, though it has had mixed results over the years. Google Glass was an expensive privacy nightmare, Project Cardboard and Daydream went the opposite direction and prioritized affordability over quality control, and ARCore was just a blip on the radar. At the same time, Google also saw plenty of success in AR-powered apps like Google Lens, Street View, and, more recently, Gemini.

Android XR is its latest attempt to build on both failures and victories, though it seems that the formula it will be using is still the same. Namely, it is teaming up with hardware partners such as Qualcomm and Samsung, while building the software framework developers can use. As the name suggests, it its using Android as the underlying operating system, which brings both the familiarity of mobile apps as well as the limitations of a platform designed primarily for devices with screens.

Gemini AI: Screens Now Matter Less

It’s no surprise that Google is spinning this fresh new endeavor as part of its Gemini AI ecosystem. After all, it is putting AI into almost everything it owns, from Search to Gmail to Android and more. More than just a marketing stunt, however, it does partially make sense for a mixed reality platform. When your point interaction is no longer confined to a touch screen or keyboard, you’ll need something that spans almost all information available, which is Google’s vision and Gemini’s power.

Although Android XR naturally still has a visual component, it no longer locks you down to staring at a flat rectangular plane. You still have rectangular windows floating in front of you, a necessary evil from our computer-centric apps, but everything else is fair game. Gemini can see the world that you see and is smart enough to know what you’re looking at and infer what you mean. Of course, it can also converse with you naturally, giving you that much-coveted Iron Man experience.

Samsung Project Moohan: Taking a Bite out of Apple

Android XR won’t be as convincing without the right hardware, though. While developers will use a regular desktop or laptop to develop apps and experiences on a flat screen, you can only truly enjoy this eXtended reality when wearing a headset. Android XR is designed to run not only on those powerful visors but even on more discreet glasses, though the latter has yet to be revealed. At the moment, the only hardware demonstrated to work with comes from Samsung, one of Google’s strongest Android partner.

Just like Google, Samsung is familiar with this VR and AR space, from its phone-driven Gear VR to the Windows Mixed Reality HMD Odyssey. Project Moohan, a Korean word that means “infinity,” definitely looks like a clear stab at the Vision Pro but with one potential and critical difference. Although it could be priced competitively, it’s unlikely that Samsung or Google will dare to put such an exorbitant price tag for an experimental product, especially after Google Glass.

The “Pro” in Apple Vision

In essence, Android XR is trying to bring a spatial computing or mixed reality experience that leverages apps and technologies that people are already familiar with, especially now that they’re getting a taste of what Gemini AI can do. Unlike Apple visionOS which only has the Vision Pro as its solitary device, Google is opening up the platform to a variety of vendors and designs, potentially making it more accessible to a wider audience.

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That said, if the live demo of Android XR is any indication, Google and partners are again laser-focused on the technical merits of the platform. In contrast, Apple has always championed the human side of the equation, going as far as meticulously ensuring virtual shadows on window corners are as accurate as their real-world counterparts. It is, of course, too early to say which eXtended reality experience will emerge victorious, but Apple should probably take note that it’s biggest rival is now gunning for its crown in a very big way.

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Windows Mixed Reality and Meta Quest 3 give you three monitors for the price of none https://www.yankodesign.com/2024/12/12/windows-mixed-reality-and-meta-quest-3-give-you-three-monitors-for-the-price-of-none/?utm_source=rss&utm_medium=rss&utm_campaign=windows-mixed-reality-and-meta-quest-3-give-you-three-monitors-for-the-price-of-none Thu, 12 Dec 2024 11:07:24 +0000 https://www.yankodesign.com/?p=524367

Windows Mixed Reality and Meta Quest 3 give you three monitors for the price of none

Microsoft was in a prime position to push its own mixed reality experience, once that potentially had more relevance to users and accessibility. It owns...
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Microsoft was in a prime position to push its own mixed reality experience, once that potentially had more relevance to users and accessibility. It owns what is arguably the most-used operating system in the world and a suite of productivity apps and services that everyone also uses, whether they like it or not. Plus it has a dozen hardware partners to push the envelope of what headsets and computers can do.

Unfortunately, the HoloLens 2’s discontinuation marked the end of that potential, at least as far as Windows Mixed Reality is concerned. It seems, however, that Redmond isn’t giving up completely in dipping its toes in extended reality, but it is now doing so almost by proxy through a bridge between its Windows OS and the Meta Quest 3 headsets.

Designers: Microsoft, Meta

Microsoft has long given up on the commercial availability of its mixed reality platform and has opted to focus instead on industrial and business applications. Last October, however, it exited even that, leaving its technology in the unlikeliest of customers: the military. But while the HoloLens, Windows Holographic, and Windows Mixed Reality are practically dead, Microsoft is giving Meta Quest owners their own small taste of what could have been.

With a new Mixed Reality Link app, Meta Quest 3 and Quest 3S headsets will be able to connect to a local Windows 11 PC or an online Windows 365 Cloud account to create a virtual desktop right before their very eyes. What this practically means is that you can have three hi-res virtual monitors in a horizontal layout, something you might not own in reality due to cramped physical space.

This is a far cry from the more ambitious vision that Microsoft has been holding on for years, one that could have rivaled Apple’s Spatial Computing if it had actually become more widely available. What you’re basically getting is Windows 11 in a virtual space, completely disconnected from the rest of the real world. It’s an effect that’s already possible with more affordable glasses from the likes of Xreal or Rokid.

There are a few caveats to this kind of Windows VR experience that go beyond just the minimum requirements. Unlike a regular Meta Quest experience, however, you can only interact with Windows 11 using a keyboard and mouse, which is where Passthrough support comes into play. The experience doesn’t interact with the real world either, and it isn’t as dynamic as a true mixed reality platform. Still, if you’re in need of three monitors and have a Meta Quest 3 lying around, this is probably your best bet.

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Apple and Sony are apparently working on PlayStation VR2 Gaming Controllers for the Vision Pro https://www.yankodesign.com/2024/12/09/apple-and-sony-are-apparently-working-on-playstation-vr2-gaming-controllers-for-the-vision-pro/?utm_source=rss&utm_medium=rss&utm_campaign=apple-and-sony-are-apparently-working-on-playstation-vr2-gaming-controllers-for-the-vision-pro Mon, 09 Dec 2024 21:45:14 +0000 https://www.yankodesign.com/?p=523929

Apple and Sony are apparently working on PlayStation VR2 Gaming Controllers for the Vision Pro

Don’t dismiss the Vision Pro just yet. Sure, rumors have been swirling that the company has pretty much halted all production of their flagship spatial...
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Don’t dismiss the Vision Pro just yet. Sure, rumors have been swirling that the company has pretty much halted all production of their flagship spatial computing device, but Bloomberg’s Mark Gurman has some interesting updates. His scoop? Apple and Sony, are reportedly in talks to integrate PlayStation VR2’s Sense controllers with Apple’s Vision Pro headset. This partnership, if realized, could reshape how we think about virtual and mixed reality experiences, seamlessly blending gaming prowess with Apple’s signature design ethos.

The Vision Pro, Apple’s first foray into spatial computing, debuted as a device with lofty ambitions. Relying on gaze-and-pinch interactions paired with hand-tracking, its interface felt futuristic yet restrained when stacked against the tactile immersion offered by physical controllers. While its approach works wonders for casual gaming and productivity tasks, the absence of tactile input left a gaping hole in its potential for more dynamic, fast-paced VR gaming. Enter Sony, whose PS VR2 Sense controllers are heralded for their precise tracking, haptic feedback, and adaptive triggers. It’s easy to see why Apple would tap into Sony’s expertise to elevate Vision Pro’s gaming and interactive experiences.

Gurman, a well-known source of tech scoops, shared that Apple initiated discussions with Sony earlier this year, targeting the seamless integration of the Sense controllers into the Vision Pro ecosystem. The collaboration promises to extend beyond just gaming, allowing users to navigate visionOS interfaces using Sony’s controllers. For Vision Pro, this move is not just a band-aid solution but a strategic decision aimed at capturing a more serious gaming demographic. The absence of robust gaming support has been a sticking point for Vision Pro since its announcement. Adding PS VR2 Sense controllers could be the olive branch Apple extends to hardcore gamers who’ve so far been unimpressed by its current offerings.

What’s particularly intriguing is the potential ripple effect this partnership could have on the gaming industry. Sony has been fiercely protective of its PS VR2 ecosystem, even to the extent of not selling its Sense controllers separately. Yet, this exclusivity might soften if Sony and Apple push ahead with making these controllers available through Apple’s sales channels. Imagine walking into an Apple Store, purchasing a PS VR2 Sense controller, and unlocking new gaming experiences on a Vision Pro. It’s a scenario that positions both companies as collaborators rather than competitors—an unusual but potentially brilliant strategy.

But could this partnership lead to something even bigger? Some speculate it might pave the way for a broader gaming alliance between Apple and Sony. Such a move would undoubtedly send shockwaves through the gaming industry, especially with Microsoft’s Xbox looming large as the primary rival. While Apple could technically develop its own controllers tailored to the Vision Pro, partnering with Sony allows them to sidestep years of R&D and leverage Sony’s established credibility among gamers.

Beyond gaming, this partnership could also enhance Vision Pro’s value proposition for non-gaming applications. The tactile advantages of Sony’s controllers could transform how professionals interact with 3D models, designers manipulate virtual canvases, or filmmakers storyboard immersive scenes. By broadening its use cases, Apple has a shot at making Vision Pro more than a niche device for early adopters or AR enthusiasts.

Yet, as with any ambitious endeavor, there are potential roadblocks. Gurman notes that the announcement, initially planned for weeks ago, was delayed—possibly signaling internal hiccups or last-minute refinements. Whether it’s technical integration challenges, supply chain constraints, or plain old corporate hesitance, there’s always a chance this partnership could stall or be scrapped altogether.

However, the timing of this rumor feels strategic. Vision Pro’s early reviews have highlighted its groundbreaking potential while pointing out areas where it falls short. Apple knows that it must demonstrate more than technological novelty to justify the $3,500 price tag. Teaming up with Sony to bring richer gaming and interactive experiences could be the shot in the arm Vision Pro needs as it prepares for its full release next year.

For now, Apple and Sony remain tight-lipped, but the possibility of this partnership is tantalizing. It paints a picture of a future where Apple’s minimalistic design philosophy meets Sony’s immersive gaming technology, creating an ecosystem that’s not only expansive but compelling. If nothing else, it underscores Apple’s willingness to think beyond its walled garden—a refreshing shift for a company known for keeping things close to its chest.

So, will this be the start of a beautiful friendship between Apple and Sony, or just another chapter in the rumor mill? Only time will tell. But for now, the idea of navigating visionOS with a PS VR2 Sense controller is enough to keep tech enthusiasts and gamers alike dreaming of the possibilities. And if this collaboration does take off, maybe it’s time to rethink that Xbox subscription—just saying.

The post Apple and Sony are apparently working on PlayStation VR2 Gaming Controllers for the Vision Pro first appeared on Yanko Design.

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Virtuix Omni One Core is a VR treadmill that lets you move safely in an imaginary world https://www.yankodesign.com/2024/12/07/virtuix-omni-one-core-is-a-vr-treadmill-that-lets-you-move-safely-in-an-imaginary-world/?utm_source=rss&utm_medium=rss&utm_campaign=virtuix-omni-one-core-is-a-vr-treadmill-that-lets-you-move-safely-in-an-imaginary-world Sat, 07 Dec 2024 20:15:44 +0000 https://www.yankodesign.com/?p=523649

Virtuix Omni One Core is a VR treadmill that lets you move safely in an imaginary world

Virtual reality graphics have evolved to such a great degree that they’ve come quite close to looking real, but that illusion quickly breaks down when...
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Virtual reality graphics have evolved to such a great degree that they’ve come quite close to looking real, but that illusion quickly breaks down when it comes to other parts of the experience. We still use sticks and wands to manipulate objects, something we don’t do in the real world, and we’re forced to stand or sit in place as if rooted to the spot. Of course, it’s dangerous to be moving around when your eyes are covered, as proven by plenty of anecdotal evidence.

VR and AR gloves, which are still in development, can potentially fix the hand-holding problem, pun intended, but you still need to limit your body movement for the sake of safety. VR treadmills, odd as they might seem, offer a possible solution to this conundrum, and the latest addition to this extremely small roster is bringing that design to more VR believers.

Designer: Virtuix

This isn’t your regular treadmill, of course. Completely absent is the familiar belt that moves backward to force you to compensate and walk or run forward. Instead, you have a concave disc base that turns and tilts as you move, reversing the relationship between your body and the ground you’re walking on. Combined with special shoes and sensors, this setup can detect whether you are walking, running, leaning, or crouching, allowing you to actually perform the body movements that are then translated into game movements.

The Virtuix Omni One Core’s aluminum arm and support vest are the parts that keep you from actually running off or falling, which is the biggest peril when using VR systems. In other words, rather than using your handheld controllers to walk, which is how many VR experiences implement movement, you’re actually using your feet this time, creating a more natural experience as far as movement goes. You’ll still need those controllers to swing your sword or fire your gun, of course.

The Omni One Core is the latest in Virtuix’s “omnidirectional” treadmills, as opposed to earlier designs that actually looked like regular treadmills. It boasts an easy assembly process that requires no tools, as well as wheels that allow you to move it anywhere in the room. The Virtuix Omni One Core costs $2,595 and includes the specialized shoes you need to wear over your own shoes and foot trackers. It’s $900 cheaper than the Omni One, but that’s because you will need to provide your own PC-compatible VR system, like the Meta Quest or HTC Vive, rather than use Virtuix’s own device.

The post Virtuix Omni One Core is a VR treadmill that lets you move safely in an imaginary world first appeared on Yanko Design.

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Simply Piano Apple Vision Pro app teaches you to play even without a real keyboard https://www.yankodesign.com/2024/12/06/simply-piano-apple-vision-pro-app-teaches-you-to-play-even-without-a-real-keyboard/?utm_source=rss&utm_medium=rss&utm_campaign=simply-piano-apple-vision-pro-app-teaches-you-to-play-even-without-a-real-keyboard Fri, 06 Dec 2024 11:07:31 +0000 https://www.yankodesign.com/?p=523395

Simply Piano Apple Vision Pro app teaches you to play even without a real keyboard

Although VR and AR have been around for a long time, now treated under a wider mixed (MR) or eXtended reality (XR) umbrella, most people...
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Although VR and AR have been around for a long time, now treated under a wider mixed (MR) or eXtended reality (XR) umbrella, most people still consider these experiences as complicated and unnecessary extensions of our computer monitors. After all, seeing digital objects floating in front of you gets old quickly if all you can do is to “click” on them or type on an invisible keyboard.

The technology has a lot more to offer, of course, especially given Apple’s push for its own brand of “spatial computing.” Unfortunately, the value of mixed reality can really only be appreciated if you have applications and experiences that truly showcase the power of this fusion of the real world and the virtual world, something that this educational music app pulls off with aplomb.

Designer: Simply

Augmented reality, as the name suggests, tries to augment or supplement what we can see in the real world by overlaying digital objects or markers over physical objects. Spatial computing takes it a bit further by making it a two-way street, where the real world’s physics, movement, and position can affect those virtual objects in turn. Of course, you’ll need specialized equipment to experience this, which is what the Apple Vision Pro brings to the table, or to your head, rather.

Simply Piano is an app that originally taught piano lessons using an iPhone or an iPad, but its new Vision Pro incarnation takes learning to the next level. Using Apple’s spatial computing platform, it not only pins a virtual score or guide above your keyboard, it can also detect your fingers, highlight the keys on the piano you need to hit, and let you know if you’ve made a mistake, just in case you out of tune note didn’t clue you in.

The magic happens when you find out that you can do all these things even if you don’t own a piano or electric keyboard. It projects a virtual keyboard that only you can see on any flat surface in front of you, allowing you to learn and practice anywhere without even making a sound. It uses all those same technologies and techniques to map your finger movement to the digital keyboard so you can use it on a plane, on your desk, or really anywhere you can tap comfortably on a table of sorts.

There are, of course, limitations to this learning technique, since Simply Piano won’t be able to check your hand posture, the strength of your key presses (which would be crucial to a real piano), and similar aspects of playing the instrument. It’s still a fun way to learn anywhere without even requiring a physical piano. Presuming, of course, you’re in a place where you can wear the Vision Pro headset.

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XREAL One AR glasses take on the Apple Vision Pro with a more discreet eyewear https://www.yankodesign.com/2024/12/05/xreal-one-ar-glasses-take-on-the-apple-vision-pro-with-a-more-discreet-eyewear/?utm_source=rss&utm_medium=rss&utm_campaign=xreal-one-ar-glasses-take-on-the-apple-vision-pro-with-a-more-discreet-eyewear Thu, 05 Dec 2024 11:30:25 +0000 https://www.yankodesign.com/?p=523295

XREAL One AR glasses take on the Apple Vision Pro with a more discreet eyewear

Virtual and augmented reality has long been one of mankind’s most ambitious dreams, as shown in sci-fi shows and films we’ve produced over the decades....
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Virtual and augmented reality has long been one of mankind’s most ambitious dreams, as shown in sci-fi shows and films we’ve produced over the decades. For a time, it seemed that many tech companies were invested in this field, especially with the buzz around the metaverse, but things seemed to have quieted down a bit. There are fewer players left in the arena, particularly Meta and Apple, both of which offer devices that are only slightly better than stripped-down helmets.

There were also companies that tried to scale the hardware down to the size of very large sunglasses, and those have dwindled down to a few as well. XREAL continues to push this niche market forward, and its newest pair of AR glasses makes a big leap to challenge the Apple Vision Pro and Meta Quest in the style department, while also demonstrating what the Microsoft HoloLens could have been.

Designer: XREAL

The original XREAL, formerly Nreal, glasses and its peers like Rokid and Viture couldn’t really be considered AR equipment, strictly speaking. They were practically glasses that functioned as external monitors, except they projected them through small lenses that made it look like they were floating in front of you. Unlike “video see through” or VST glasses like the Vision Pro, these “optical see through” (OST) eyewear simply had tinted lenses to still let you see the world beyond the glasses.

The new XREAL One, however, ventures into mixed reality territory by integrating its own spatial computing processor, the NREAL X1. In the past, you needed extra gadgets like the XREAL Beam or the phone-like Beam Pro to properly implement features like anchoring windows to a specific “space”, making it look like you’re really living in an AR world. Now any device connected to the XREAL One, from PCs to iPhones, can benefit from this spatial computing upgrade. You don’t even need to connect an external battery to power the glasses since it draws from the USB-C connection.

Although not essential to this new experience, XREAL is also launching a detachable XREAL Eye camera module that can be nestled below the bridge of the nose between the nose pads. This allows the XREAL One and accompanying software to see the world in front of it, improving tracking and spatial awareness to create an even more believable AR experience. And, yes, you can also record videos using this camera, which might bring up some privacy concerns due to its inconspicuous design.

The XREAL One also enjoys a few other upgrades, from the design quality to ergonomics to eye comfort. The spatial audio has also been improved with Bose tuning and four microphones. The price for all these starts at $499 for the base model and $599 for the “Pro” version. The XREAL Eye camera module goes for $99, though it’s still noted to be coming soon.

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