Daily Archives: January 3, 2022

Virtual reality video games are really something: Talking Tech podcast – USA TODAY

Posted: January 3, 2022 at 2:00 am

Hit play on the player above to hear the podcast and follow along with the transcript below. This transcript was automatically generated, and then edited for clarity in its current form. There may be some differences between the audio and the text.

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Hey there listeners. It's Mike Snider here and welcome back to Talking Tech. Brett Molina is off today, but we're lucky enough to have my colleague and friend, MarcSaltzman, with us today. Marc, thanks for joining us.

Yeah. Hey, thanks Mike. Happy holidays to you.

Same to you. I know you've written about virtual reality in games recently for us on tech.usatoday.com, and I thought it'd be a good time to discuss VR games. I would bet many people were gifted a VR headset this holiday season, or maybe some listeners got gifts of money and wanted to spring for one or a new game for the headset they already have. I know for many years VR gaming didn't always match the expectations. Catch us up on where we are now.

Yeah, that's a great question/point. Yeah, there was so much hype about VR that there wasn't really a killer app or we really didn't feel like the momentum was there, and I think sales reflected that as well that it just didn't really happen.

But then in October 2020 when the Oculus Quest 2 came out from Facebook and it followed by one that had twice the memory. So now you can get 128 gigs for about $300 and 256 for $400, I think that changed the game. And one we've seen over the past 18 months is a lot of great content that is relatively affordable. There's a lot of free stuff too at the Oculus store. And there were some issues, people didn't like having to log in with a Facebook ID and I get that. But the freedom that the Oculus Quest 2 gave you by not having to tether it to a PC or a game console or stick a phone in the front, if you remember, that was a thing with some of them.

And then the developers learned how to iron out things like motion sickness for the most part. My son was just playing Res Evil 4 VR and there was just one point where he had to take it off and go, "Okay, I don't feel so good." It's like on water. You know? But for the most, I think developers have licked that issue.

So yeah, VR is catching up and to your point, if my social media feed is any indication, a lot of people unwrapped an Oculus Quest 2 over the Christmas break. So great. Yeah. There's a lot of good content.

Now, in addition to the Quest, are there other leading headsets that have somewhat of a population or following?

Yeah. So there are more powerful VR headsets, like the full Oculus or the HTC that you would connect to your computer. There's Windows MR. Different headsets there. And to a lesser extent, PSVR is still around even though there isn't a lot of content for the PlayStation product. But I think Oculus Quest 2, despite not having the kind of power and there is a bit of a caveat there, you can connect it to a PC with a cable or airlink. There's different ways to do it where you can play more powerful games, but for the most part, people are willing to trade some of that performance for the freedom of not being tethered to anything. So you can like quite literally bring your VR headset with you to go. Don't be one of those guys at the airport though. Please. That's playing while waiting for their flight or on an airplane.

But yeah, so some games you can be stationary. Others, you draw out where you are, in front of you, your own little area. And then it'll bleed into the real world if you start getting close to a wall or something like that. So there's some really neat things that they've added. And I'm really excited to see what Oculus Quest 3, or whatever it's going to be called. Meta 3, whatever that's going to look like.

But yeah, in the meantime, there's a lot of great games. So yeah, one of my last columns for USA Today in 2021 was a look at some, very subjectively, some of my favorite 2021 launch titles for VR. And most of them are for the Oculus platform, including the Quest 2.

So maybe tell us a couple of your favorites that you would want to make sure people are up on.

Yeah. So I already hinted at Resident Evil 4. If you like horror movies or your fan of the Resident Evil franchise, Res Evil 4 VR came out earlier this year, it's about $39. It's for Oculus Quest, rated M for mature. And it is a third person survival horror game that has you initially navigate around a rural sort of European village, but it really goes wild after that. And it's pretty scary and not just jump scares, but there's a lot of fun in fighting against this never ending hoard basically. And there's different modes that you can unlock as well. But the story campaign's really a lot of fun. So if you've ever played a Resident Evil game, imagine it being virtual reality, where it's tied to your head tracking everywhere you look, you are in the game. So a lot of fun single player, survival horror game. So again, that's called Resident Evil 4 VR. From Capcom, $39.

Another great one, Mike, would be Lone Echo II. So it's a sequel to a four year old game called Lone Echo, which takes place in space. Also $39 for Oculus Rift. And this is a game from a developer called Ready at Dawn Studios. And it is a sci-fi story. It's over 10 hours and you play as an Android who is accompanied by this captain, Liv Rhodes, who resurrects you basically after ... It continues on from the first game where she brings you back to life. You are this Android named Jack and you have to tackle different puzzles and solve this sort of epic story aboard a space station. But this game may not be for everyone because you do experience weightlessness. So there is this zero gravity part of the game that takes a bit of getting used to. You can imagine in virtual reality that can really trick your brain and it may not be the most comfortable. So I said it was playable on Oculus Rift, which is the PC based one. But you can play it on Oculus Quest 2 by connecting it to a computer through the cables that you get with it or it's an accessory, if I remember correctly.

And then one more I'll recommend is called, I Expect You To Die. It's a really funny UK based game. It's kind of like a 1960s James Bond esque first person game that's only $25. It works with Oculus Quest, Oculus Rift, PSVR, and different kinds of PC based virtual reality or windows MR headsets from Lenovo and other companies. So you are up against the head of this evil corporation and you've got to solve puzzles and manipulate the environment in different ways. What's fun is if you're a fan of Will Wheaton and his work, his voice is a character named John Juniper in this game. But it's a fun and funny game that's a lot about puzzle solving, using powers like telekinesis. So kind of like Psychonauts 2 in a way, which was another popular game this year, or at least let's say critically acclaimed game. And it's fun, you get to put on different disguises. But it's kind of like James Bond, 1960s, a satire of it, but it is a single player game that's a lot of fun called, I Expect You To Die 2.

So a couple of sequels in this year. And then I won't talk much about it, but another sequel worth considering is called The Climb 2, also for Oculus Quest for $30. And that's from Crytek. Crytek is the company that made all the crisis games a few years ago. So that's a really fun game about climbing up like buildings, other sculptures, mountains and trying to reach the top. Often it's timed and there's a multiplayer sort of leaderboard. It's not synchronous, it's asynchronous leaderboard stuff, but really fun.

So lots of good stuff. Lots of good stuff to play.

Well, it sounds like I need to get in VR gear and check these out, Marc. Thanks for being with us today and catching us up.

Yeah. Pleasure, Mike. Happy and healthy 2022 to you.

Same to you.

Listeners, let's hear from you. You have any comments, questions, or show ideas, you can find me on Twitter @MikeSnider. And please don't forget, subscribe and rate us or leave a review on Apple podcasts, Spotify, Stitcher, anywhere you get your podcasts. And don't forget if you want tech news delivered straight to your inbox, subscribe to the Talking Tech newsletter. It's out every Thursday. Go to newsletters.usatoday.com. You've been listening to Talking Tech and we'll be back tomorrow with another quick hit from the world of tech.

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Big Tech Journeys Into the Virtual Reality Reaches of the Metaverse – The New York Times

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We were giving away the hardware but making money on the data, he said. For every dollar of hardware, we were making three dollars on software and data sales.

This is why companies like Apple, Google, Microsoft and Meta are exploring similar technologies. For some, they might be a way of selling software and services. For others, they might be a way of selling ads, Dr. Bautista said.

But experts say perfecting this technology could take a decade if not more. Some augmented reality glasses are as small and light as ordinary eyewear, but they do not yet offer the computing power needed to generate the convincing but unobtrusive images that everyday use would require.

It sometimes feels like 10 years is code for I have no idea, said Dr. Balram, who is developing augmented reality glasses at a company called EyeWay Vision after leaving Google.

In 2018, Intel shut down the Vaunt project, before selling many of its patents to North, the start-up acquired by Google. Ultimately, Dr. Bautista said, the company felt it was just too difficult to answer the many questions surrounding the technology.

Because of privacy regulations in Europe and other parts of the world, he said, the project could end up harming the bottom line more than it helped. The company estimated that 3 percent of its yearly revenues could be at risk, he said.

Now, many of the worlds most powerful tech companies are facing the same questions.

We can build amazing things, Dr. Bautista said. The hardware is not the hard part. The business models are not the hard part. Finding ways these devices can be used is not the hard part. The hard part is: What happens if the data leaks out?

Brian X. Chen contributed reporting.

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How to get started with virtual reality – CNBCTV18

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Virtual reality (VR) has been the subject of discussions since the golden age of science fiction in the 1950s. Science fiction writers and storytellers had different versions of what a virtual world would look like and how people in it would interact with each other. From Ray Bradburys 1951 story The Veldt to William Gibsons phenomenal Neuromancer, writers have created diverse and exciting virtual worlds.

With rapid technological developments in the 21st century, these virtual worlds no longer seem far out of our reach. The rise of VR headsets like Oculus, HTC Vive, and PSVR (PlayStation VR) have, in fact, led to virtual reality devices becoming mainstream just like smartphones, televisions, and personal computers.

With companies like Meta and Microsoft announcing plans to invest in metaverses or 3-D virtual environments, virtual reality will play an even more significant role in the near future.

How can you start off in the virtual world?

A virtual reality or VR headset can help you take the first step in the virtual world. A VR headset is a peripheral device that you wear like glasses on your head to experience a 180 degree or 360-degree field of view in a virtual world. The virtual world can be a movie, simulation of an experience or a video game. It is a medium where you can closely inspect the world around you and feel like you are right there.

For example, there are VR videos on YouTube of people going on rollercoasters. When you wear a VR headset, you feel like you are on the rollercoaster yourself, experiencing exactly the same thrills that you would have while physically enjoying a rollercoaster ride.

There are multiple VR devices in the market you can buy. The more expensive they are, the better quality and pixel count you get. But there are also affordable headsets that you can attach to your smartphones.

Are there other VR accessories that are necessary?

While you are all set to enjoy VR just with a simple headset, you can also enhance your experiences in the simulated world by adding a few accessories like hand controllers and treadmills.

Hand controllers allow you to interact with the virtual world using your hand. You can pick up objects or press buttons in virtual worlds using the hand controllers. Hand controllers are an optional buy for a customer as they are not necessary to experience VR, but they are essential if you plan on playing VR video games.

Treadmills are a bit of a luxury buy as they are literally giant treadmills you walk on. The treadmill allows a VR user to walk in the virtual world without actually moving in the real physical world, which could be harmful.

So, if you only want to experience the virtual world without making a hefty investment, simple VR headsets should be good enough.

Are there any specific types of VR headsets?

The headsets available in the market can be broadly divided into three categories.

Computer-powered headsets are the most powerful and will give you the most immersive experience with the highest pixel count. They are also the most expensive headsets in the market. You have to connect these headsets to a powerful PC that can handle the power required to run the headset. Usually, you need a beefy rig even to use VR headsets. Some examples are Oculus and HTC Vive. Their price ranges from $300-800, depending on the model.

Mobile-powered VR headsets are the cheaper alternative. They are affordable headsets that you can attach to your phones and then strap to your face. They are not as powerful or immersive as computer-powered headsets, but they can be a good starting point. Some examples are Google Cardboard and Samsung Gear VR. Their price ranges from $15 to $100, depending on the model.

Console-powered VR headsets are an emerging VR market as the only VR headset that exists is Sonys PlayStation VR (PSVR). The headset is attached to a PlayStation 4 and can be played using the PlayStation controller. Sony plans to release a VR headset for their latest console, PS5, in 2022. You can buy a PSVR for $400.

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The Metaverses Dark Side: Here Come Harassment and Assaults – The New York Times

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VRChat did not respond to a request for comment.

After Ms. Siggens faced abuse while playing the Population One virtual reality game, she said, she joined a virtual support group for women, many of whom also play the game. Members regularly dealt with harassment in the game, she said. In June, Meta acquired BigBox VR, the developer of Population One.

Another member of the support group, Mari DeGrazia, 48, of Tucson, Ariz., said she saw harassment and assault happen in Population One two to three times a week, if not more.

Sometimes, we see things happen two to three times day that violate the games rules, she added.

BigBox VR did not respond to a request for comment.

Ms. DeGrazia said the people behind Population One had responded to her complaints and appeared interested in making the game safer. Despite the harassment, she said, she has found a community of virtual friends whom she regularly plays the game with and enjoys those interactions.

Im not going to stop playing, because I think its important to have diverse people, including women, playing this game, she said. We arent going to be pushed out of it, even though sometimes its hard.

In July, Ms. DeGrazia wore a haptic vest which relays sensations through buzzes and vibrations to play Population One. When another player groped her avatars chest, it felt just awful, she said. She noted that Mr. Zuckerberg has described a metaverse where people can be fitted with full-body suits that let them feel even more sensations, which she said was troubling.

Ms. Siggens said she had ultimately reported the user account of the person who groped her in Population One through a form within the game. She later received an automated response saying punitive action had been taken against the user.

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With virtual reality, the Infinite puts you on the International Space Station without leaving Earth – Houston Chronicle

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A new virtual reality exhibit is providing Houstonians with a perspective just 251 people have experienced: Life on the International Space Station.

Wearing a VR headset, participants can eat breakfast with crew members, throw a football in microgravity and walk outside the stations protection for unobstructed views of planet Earth.

There is something inherently emotional about this experience that could only be delivered through virtual reality, said Flix Lajeunesse, co-founder of Felix and Paul Studios. I think an experience as powerful, as unique as that will never quite translate into a film. It has to be in a state of total immersion.

The Infinite uses more than 200 hours of film taken aboard the International Space Station to create a free-roaming virtual reality exhibit at Silver Street Studios in Sawyer Yards. Wearing an Oculus VR headset, visitors walk through a replica of the International Space Station to experience different snippets of how astronauts live, work and play in microgravity.

REPLACING THE ISS: A Houston-area company is among those tapped by NASA to design commercial space stations

The exhibit was created through a joint venture between Felix and Paul Studios, an immersive entertainment studio that uses virtual reality to tell stories, and the cultural and artistic hub PHI Studio. Both companies are based in Montreal, Canada, and they hosted The Infinite in their hometown from July 21 to Nov. 7.

It opened to the public in Houston for its American debut on Dec. 21 and will be in town through Feb. 20, though officials hope to extend the show in Houston through the spring before touring the U.S.

Its just the city that made the most sense, said ric Albert, CEO and general manager of PHI Studio. It is NASAs hometown. It is Space City.

The experience begins with NASA astronaut Anne McClain describing how she felt as she prepared to launch to the International Space Station.

Then participants don their virtual reality headset. They can see themselves as an avatar. The avatars of friends and family are gold so they can be distinguished from the other avatars, which are blue.

Wearing the headsets, the new space station visitors walk toward a physical illuminated archway at Silver Street Studios. And as they cross beneath it, the floor disappears under their feet and is replaced by stars and the vastness of space.

Albert enjoys watching peoples reactions at this particular spot. Some people are afraid of falling while others are in a state of amazement and admiration. Kids tend to rush forward feeling completely comfortable (the experience is open to children 8 and older).

The reactions are just priceless, he said.

There is 6,750 square feet to roam, and luminescent spheres can be seen both inside and outside the space station. When a participant touches one of these spheres, he or she is taken to an experience filmed in that exact location of the real space station.

No two experiences are the same.

When people discuss their experience afterward, Albert said, people will have lived and seen very different things.

To capture this footage on the actual International Space Station, Felix and Paul Studios had to build special equipment that would work in microgravity. On Earth, for instance, heat created by a camera is pulled downward by gravity. But in space it would stay inside the electronics, so the cameras needed a system that would pull the heat away.

To make the cameras easier for astronauts to use, Felix and Paul Studios also created a capability that allowed teams on the ground to adjust the shutter speed and exposure in space.

Then the astronauts were asked to talk to the camera as if they were talking to a friend.

Its ultimately about making the viewers feel like they are one of them, Lajeunesse said. Those are particularly special and intimate moments when you really feel like the crew is talking to you.

After the free-roaming experience, participants sit and watch a spacewalk conducted by European Space Agency astronaut Thomas Pesquet and Japan Aerospace Exploration Agency astronaut Akihiko Hoshide. This is experienced in virtual reality, but participants sit, as its meant to be a contemplative moment.

Its the moment Albert hopes people will feel the overview effect, a phenomenon that some astronauts experience when seeing the fragile planet from above without borders dividing it into countries. This can change their perspective on the importance of protecting the planet and the realization that humanity is sharing the same challenges and opportunities, regardless of nationality.

If we can recreate even just a fraction of this emotion, we will have achieved our goal, Albert said. And our goal really is to make people aware of the planet that we live on. Its the only one we have.

INTERNATIONAL SPACE STATION: An orbiting home and lab for two decades

The footage inside the space station was filmed from January 2019 through early May 2021. The exterior footage was captured in August and September of this year by attaching a space-hardened camera to the Canadian Space Agencys robotic arm.

After the spacewalk, visitors take off their headsets and walk through a few final art exhibits. Most people will spend an hour at The Infinite.

Tickets range from $30 to $55, depending on the time and the day of the week. It is accessible to people who use a wheelchair (though no motorized wheelchairs are allowed), and the vast majority of participants do not experience motion sickness. Comfortable shoes are recommended; high heels and backpacks are not allowed.

andrea.leinfelder@chron.com

twitter.com/a_leinfelder

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How Virtual Reality Is Set To Change The Construction Industry – BBN Times

Posted: at 2:00 am

The use of virtual reality in constructioncan improve safety, precision and collaboration, saving contractors time and money.

Virtual reality (VR) is finally here and it is not just for gaming.

In fact, VR has begun to spread into almostevery industryyou can think of as more and more possible applications become known or invented, and the construction industry is certainly no exception. In the coming decades, the way that construction is done will change completely to make way for the time-saving and money-saving benefits offered by VR. Virtual reality is now capable of offering a really immersive experience that can be really helpful in industries like construction. In fact, construction may be the industry that is set to be changed the most by the usage of virtual and augmented reality.

Building Information Modelling (BIM) is one of the reasons why construction and virtual reality go so well together. BIM is being used more and more often for construction because of consumer demand. People want builders to provide them with a three-dimensional model of the project before the first nail is driven.

There are current methods of 3D modelling that are being used, but virtual reality has the potential to make these 3D models something that you could actually walk in and explore, giving developers the opportunity to interact with the design, see it up close and make changes that they can check in real-time. Being able to see a build in 3D through the lens of virtual reality means that builders can create better construction projects and spot problems before the building actually begins. This will save both time and money for builders and the potential customers asking for the build.

Obviously, there are some pretty big benefits to virtual reality as it stands now, but things are going to change in a huge way in the coming decades. What is possible now will seem like a drop in the bucket compared to what is coming with the pairing of virtual reality and the construction industry. This article will discuss this pairing now and in the future, and some of the exciting things that will be coming as a result of construction projects using virtual reality to model projects before the build begins.

Architects and engineers use BIM to represent structures so that they will have a plan for construction that shows them where the flaws are in the architectural plan and any changes that need to be made. In the beginning stages of a project, 3D modelling is an important step because it saves the architect from having to go back and redesign something that didnt work in the real world, and it saves the builder and person paying for the construction project money on wasted supplies and time that was used to build something that didnt work.

But that is not the only way the current 3D modelling is used in construction. 3D modelling can demonstrate to the customer, the builder or anyone else who needs to know that the project has been built to specifications. It can be difficult to verify a building project from the architectural 2D plans, but a 3D model can demonstrate that the plans have been followed and that the design is accurate. But virtual reality can make this so much more accurate and easy to view.

Virtual reality gives builders and architects the opportunity to work with full-size structures in the VR environment instead of using the old method of scale models on computer screens or physical scale models.

One of the most exciting things in the construction field that can be done with virtual reality in a collaboration with other people. Collaboration is important because it is not just the architect or engineer that comes up with the initial design, it is also the client paying for the build. In addition, the builder should be able to check out what is being asked for as well to find out if it is possible, to give accurate quotes and to suggest improvements based on their own experience.

But it is not just the client, designer and builder that can add value to the construction project by being able to see it in virtual space. Today, hospitals are asking doctors and nurses to take a look at virtual reality constructs of new buildings to give valuable input as to how the room should be designed and what the layout should be. This is set to create transformative change for the healthcare industry and it starts at the ground floor with the construction of the project.

Virtual reality has so much potential when it comes to collaboration because as VR improves, people will be able to walk in and see exactly what their build is going to look like, and even do things like change paint colours, adjust options and basically have total freedom over what they want to be built using virtual reality.

Another thing the VR does is improve thecustomer experience. Developers that are selling houses off of plans are using virtual reality to show customers exactly what homes will be like once they are built and create a buying experience that they cannot get anywhere else. Customers are able to take a test drive of sorts in their home before they decide to build it. They may be able to look at dozens of different plans in order to figure out what they want, something that is relatively difficult to do when it comes to 3D modelling. Customers want this experience. They want to be able to see what they are getting before they buy.

In addition, as we previously discussed the customer is going to have an old great deal of freedom in the virtual reality space as well. With the standard 3D modelling mockup, it can be difficult to see yourself in that home. But when customers start adding things like coats of paint, curtains, furniture and all of the other things that go into a home, they are able to see themselves living there much more easily and end up getting the perfect home for themselves. The customer experience is one of the areas where VR is going to be the biggest enhancement. The finished product can be viewed long before it is completed and changed if necessary. Customization will definitely improve the customer experience.

Professional training in construction can also be done with virtual reality. There are lots of fields where professional training is going to be instrumental in training people to do the job, but construction is definitely one of them. It is a lot safer and less expensive to train someone on heavy equipment and especially equipment like cranes with modern virtual reality rather than in the real world. Right now, lots of people graduate school with degrees in engineering or architecture despite never having actually worked on a construction site. Many of them have never even seen one up close. But virtual reality is about to change all that.

Imagine how much more understanding and experience an engineer or architect will be able to bring to a job if they have actual experience working with their designs in the virtual world before they even graduate. In addition, people will learn to do dangerous jobs and operate extremely dangerous equipment in a safe environment where mistakes do not have the potential to cost a life. Virtual reality is almost vital when it comes to professional training in a variety of fields and that definitely includes construction. In a few decades, virtual reality will be almost indistinguishable from the real thing and that will mean some major advancements when it comes to the construction industry.

The future of virtual reality is uncertain but only from the perspective that it is impossible to predict just how far virtual reality will bring the construction industry as well as all of the other industries that it can improve. There is no doubt that virtual reality is going to make a huge difference when it comes to construction; it is just that no one knows how far the technology will take us. It is very likely that in the near future, virtual reality will be the standard by which all construction projects are conceived and built. No construction project will be started or finalized until it has been built in virtual space first. But there is a lot more to it than that.

Right now, not that many companies are using virtual reality in order to improve their construction business, at least in meaningful ways. Not that many architects and engineers are using this technology yet either. But that is expected to change very soon. Firms are just barely starting to see the value of this technology, which is one of the reasons why the response has been slow. Another reason that companies have been slow to adopt virtual reality is that technology isnt perfect yet. But thats all going to change in the next 5 years as the technology fidelity catches up with mainstream renderings. In the future, it will be nearly perfect and everyone will be using it for an unforeseen number of applications.

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What to expect from Apple’s AR/VR headset in 2022 – Cult of Mac

Posted: at 2:00 am

Apple might break into a new product category in 2022. The company reportedly will unveil its long-rumored virtual reality and augmented reality headset.

Over the years, Apple profoundly changed the smartphone, tablet, smartwatch and MP3 player markets, taking niche products mainstream. Its possible its about to do the same for VR/AR.

Details on the potential VR/AR headset have been leaking out for many months. Apple is apparently developing something with cutting-edge features but without as much bulk as its rivals, such as the Meta Quest.

Apples first foray into this product line reportedly will be a relatively slim, curved visor attached to the face via mesh materials, with switchable headbands. It could weigh as little as 0.33 pounds.

The device allegedly will have a pair of 4K micro-OLED displays or maybe even 8K and a chip on par with the Apple M1 in processing performance.Many types of sensors will detect the wearers surroundings and body motions.

All of this will be necessary to run high-end games, as well as provide realistic virtual experiences. And compete with Meta, of course.

The headset will supposedly offer virtual reality and augmented reality. AR overlays computer-generated images or text onto the real world. Its different from virtual reality, which completely replaces the real world.

While several tipsters point to an Apple VR/AR headset being unveiled in 2022, it might not debut next year. In the past, when entering new product categories, the first entry reached customers months after the unveiling. A prime example is Apple Watch, which was announced in September 2014 and actually launched in April 2015.

The delay gives third-party developers time to write software for the product. And thats going to be needed for the headset.

Its possible Apples VR/AR headset will be the star of 2022s Worldwide Developers Conference but wont get to users until later in the year, or even 2023.

And the device is expected to be very expensive. It could even run as high as $3,000, according to one source. Others say it might cost $1,000. A name has yet to leak out.

While the headset will allegedly be Apples first foray into the market, more products are on the way. Cupertino is also reportedly working on a pair of much slimmer augmented reality glasses.

The VR/AR headset is intended for in-home use. Or at a job site. The AR glasses will be worn anywhere, and will do the same tasks as an Apple Watch, but more.

But all the technology required to make this device as slim and lightweight as it would need to be successful doesnt exist yet, or isnt commercially viable. So its not coming out in 2022 the wait might stretch out to 2025.

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Here’s another sign the Apple AR/VR headset is launching soon – TechRadar

Posted: at 2:00 am

At this point it seems certain that an Apple AR/VR headset is on the way, even if it hasn't been officially confirmed and we just got another big hint that the device's launch could be happening sooner rather than later.

According to Mark Gurman in his latest Power On newsletter, Apple has hired Andrea Schubert from Meta (the company previously known as Facebook). That may not interest you too much, until you hear that Schubert was the head of communications and public relations for augmented reality at Meta.

Putting two and two together, it seems the appointment may well be linked to the arrival of Apple's new piece of hardware. Previous rumors have suggested that the headset is going to make its debut at some point in 2022.

At the moment there's some uncertainty around this headset that Apple is reportedly making. It's been tipped as a self-enclosed virtual reality (VR) device in the style of the Oculus Quest 2, where everything you see is computer generated.

However, we've seen lots of suggestions that the hardware will support augmented reality (AR) too that's digital graphics overlaid on the real world. As well as being slated for a 2022 launch, it also sounds as though the device is going to come running a custom Apple chip, as we would expect.

But this is a separate device to the more lightweight AR specs that Apple is also rumored to be working on, in the style of Google Glass. These glasses are said to be launching after the main VR/AR headset, perhaps at some point in 2023.

It may seem somewhat tenuous to connect a new employee to a hardware launch people change jobs and roles all the time, after all but considering the momentum behind rumors of an Apple AR/VR headset, the appointment of Andrea Schubert to Apple's ranks does seem telling.

The device won't be confirmed by Apple until launch day of course, but what is on the record is CEO Tim Cook's love of everything AR. Cook thinks the technology can "amplify human performance" and we've seen augmented reality features added to the iPhone and iPad in recent years.

And Cook is also reportedly keen to oversee the introduction of one more big, new product category before he hands over the reins at Apple. The safe bet for that product is something to do with AR and VR, although you could probably get decent odds on it being the Apple Car as well.

The last time Apple launched something completely new and separate from its existing products was April 2015, when we got our first look at the Apple Watch. All the signs are that 2022 could be the year for another expansion at Apple.

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Here's another sign the Apple AR/VR headset is launching soon - TechRadar

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Baidu Tests Metaverse Waters With New VR App XiRang, Will Allow 100,000 Users to Participate at the Same … – Gadgets 360

Posted: at 2:00 am

Baidu on Monday took its first steps into the metaverse industry with the launch of a virtual reality app, looking to test the waters in what is considered by many to be the next phase in the internet's evolution.

The Beijing-based tech giant joins brands such as Nike and Ferrari in rushing to experiment with virtual goods against a backdrop of predictions that the metaverse could one day overtake and replace the web of today.

The firm, nicknamed the Chinese Google, held a conference inside the virtual world of its new app XiRang, which means "Land of Hope". It can be accessed from a smartphone, computer or through virtual reality goggles.

It took place in front of Baidu co-founder and chief executive Robin Li and an audience of 3D avatars.

The platform, however, is still in its infancy and Ma Jie, a vice president at Baidu, told reporters at an earlier event that it could take up to six years for a full launch, according to CNBC.

XiRang allows users to create a digital character and interact with other users in a 3D world, for example a fictional city.

Baidu says it will allow up to 100,000 users to participate in the same digital space.

Users, who can only access the app in China, can take part in activities such as visiting virtual exhibitions or practising diving in a digital swimming pool.

The opportunities offered by the creation of a "new virtual world" are whetting the appetites of digital giants such as Facebook, whose parent company was re-baptised Meta in October to signal a strategic shift to the metaverse.

Like Baidu, other Chinese digital giants have made inroads into the metaverse.

ByteDance, the owner of TikTok, has invested in several companies in the sector, including the maker of virtual reality headsets Pico.

And Tencent, aided by its expertise in video games, is developing its own metaverse platform.

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Tracee Ellis Rosss Dad on a Virtual Reality Roller Coaster Is Exactly What We Needed to See Today – PureWow

Posted: at 2:00 am

In the video, Silberstein is sitting in a lit-up chair and wearing a VR headset. While the goggles display a roller coaster track, the chair also rocks back and forth to create a realistic experience.

Youve gotta be kidding me. Holy sh-, he says before swinging his legs back and forth, yelling, Woo! At the end of the clip, someone says, What do you think, Bob? Silberstein responds with an affirmative fist bump.

The caption read, Wholesome content alert: my dad @bobellis333 on a VR roller coaster [laughing emoji].

As expected, fans enjoyed the video and filled the comments section with spot-on messages. One person wrote, Omg wholesome is the right word. Another added, You two, are a comedy duo. Someone even commented on his rag doll legs, writing, His feet!

This isnt the first time Ross has posted content with her dad on social media. Earlier this year, the actress posted a heartwarming video on her personal Instagram account, featuring the moment she broke social distancing protocol to reunite with Silberstein. Last month, Ross documented the moment her dad bought every copy of her Harpers Bazaar cover at Barnes & Noble.

We adore this father-daughter relationship.

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RELATED: Mandy Moore Celebrates Her Father, Captain Don, on His Last Flight: It's the End of an Era for Our Family

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Tracee Ellis Rosss Dad on a Virtual Reality Roller Coaster Is Exactly What We Needed to See Today - PureWow

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