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mixed reality Archives - Best News https://aitesonics.com/category/mixed-reality/ Wed, 29 May 2024 14:09:03 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.4 VR classics Job Simulator and Vacation Simulator come to Apple Vision Pro https://aitesonics.com/vr-classics-job-simulator-and-vacation-simulator-come-to-apple-vision-pro-190545280/ https://aitesonics.com/vr-classics-job-simulator-and-vacation-simulator-come-to-apple-vision-pro-190545280/#respond Wed, 29 May 2024 14:09:03 +0000 https://aitesonics.com/vr-classics-job-simulator-and-vacation-simulator-come-to-apple-vision-pro-190545280/ The Apple Vision Pro was marketed primarily as a productivity machine, but as any active VR user can tell you, it’s the games that sell these devices. Apple’s headset offers access to hundreds of games, but mostly as quick and dirty iPad ports that show up as a virtual screen in your field of vision. […]

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The Apple Vision Pro was marketed primarily as a productivity machine, but as any active VR user can tell you, it’s the games that sell these devices. Apple’s headset offers access to hundreds of games, but mostly as quick and dirty iPad ports that show up as a virtual screen in your field of vision. This, however, is starting to change.

Developer Owlchemy Labs just announced that two of its marquee titles, Job Simulator and Vacation Simulator, are now available for the Apple Vision Pro. These aren’t iPad ports. Both games are fully immersive VR experiences that have been optimized for Apple’s headset. This means that controls have been mapped to hand-and-eye tracking. The AVP’s lack of a dedicated controller would absolutely hamper some pre-existing VR games, but these two should work perfectly.

For the uninitiated, Job Simulator was one of the first “must have” titles in the VR space. It’s a hilarious riff on corporate culture that tasks players with designing a cubicle, making coffee and participating in all kinds of shenanigans. Vacation Simulator extends the tomfoolery to leisure, with a colorful beachside location, the ability to take picturesque hikes and, well, knitting. Players can also relax in a fake hot tub, splash in a fake sea and even get in some fake yoga.

Job Simulator costs $20 and Vacation Simulator costs $30, which are the same prices as rival platforms like the Meta Quest Store and Steam. It’s good to know there isn’t an Apple Vision Pro tax, beyond the initial $3,500.

Interestingly, developer Owlchemy Labs is actually owned by Google, which doesn’t really have a horse in the VR race. As for the Apple Vision Pro, the games and unique experiences are starting to appear. There’s an interactive story based on Marvel’s What If…? that releases on May 30 and the tabletop RPG Demeo hit the platform earlier this week. The sales numbers for the headset haven’t exactly been rosy, so we’ll see if that discourages companies from developing software for the platform.

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Meta opens Quest OS to third parties, including ASUS and Lenovo https://aitesonics.com/meta-opens-quest-os-to-third-parties-including-asus-and-lenovo-163127396/ https://aitesonics.com/meta-opens-quest-os-to-third-parties-including-asus-and-lenovo-163127396/#respond Sun, 28 Apr 2024 04:13:48 +0000 https://aitesonics.com/meta-opens-quest-os-to-third-parties-including-asus-and-lenovo-163127396/ In a huge move for the mixed reality industry, Meta announced today that it's opening the Quest's operating system to third-party companies, allowing them to build headsets of their own. Think of it like moving the Quest's ecosystem from an Apple model, where one company builds both the hardware and software, to more of a […]

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In a huge move for the mixed reality industry, Meta announced today that it's opening the Quest's operating system to third-party companies, allowing them to build headsets of their own. Think of it like moving the Quest's ecosystem from an Apple model, where one company builds both the hardware and software, to more of a hardware free-for-all like Android. The Quest OS is being rebranded to "Meta Horizon OS," and at this point it seems to have found two early adopters. ASUS's Republic of Gamers (ROG) brand is working on a new "performance gaming" headsets, while Lenovo is working on devices for "productivity, learning and entertainment." (Don't forget, Lenovo also built the poorly-received Oculus Rift S.)

As part of the news, Meta says it's also working on a limited-edition Xbox "inspired" Quest headset. (Microsoft and Meta also worked together recently to bring Xbox cloud gaming to the Quest.) Meta is also calling on Google to bring over the Google Play 2D app store to Meta Horizon OS. And, in an effort to bring more content to the Horizon ecosystem, software developed through the Quest App Lab will be featured in the Horizon Store. The company is also developing a new spatial framework to let mobile developers created mixed reality apps.

“Mixed reality is transforming how people interface with computers by integrating digital experiences and physical spaces to reach new levels of productivity, learning and play," Lenovo Chair & CEO, Yuanqing Yang, said in a statement. "Building from our past successful partnership, Lenovo is bringing together Meta Horizon OS with our leadership and innovation in personal computing to accelerate adoption of new user scenarios in mixed reality like virtual screens, remote presence, content consumption, and immersive training.”

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iOS apps will publish to the Apple Vision Pro store by default https://aitesonics.com/ios-apps-will-publish-to-the-apple-vision-pro-store-by-default-183016666/ https://aitesonics.com/ios-apps-will-publish-to-the-apple-vision-pro-store-by-default-183016666/#respond Sat, 13 Apr 2024 10:10:55 +0000 https://aitesonics.com/ios-apps-will-publish-to-the-apple-vision-pro-store-by-default-183016666/ Apple just announced that nearly every iOS app will automatically publish the Vision Pro store by default, which the company says will give early adopters access to “hundreds of thousands of iPad and iPhone apps.” This will be in addition to whatever actual Vision Pro apps launch on the official store. Most apps can easily […]

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Apple just announced that nearly every iOS app will automatically publish the Vision Pro store by default, which the company says will give early adopters access to “hundreds of thousands of iPad and iPhone apps.” This will be in addition to whatever actual Vision Pro apps launch on the official store.

Most apps can easily run on Vision Pro, but you won’t get a full futuristic experience. Instead, you’ll see what you’d normally see on your phone or tablet, just blown up via a fake screen in front of you. Apple says that “app experiences can easily extend to Apple Vision Pro from day one — with no additional work required.”

This is slightly underwhelming when you consider the usual apps, like Facebook, but actually provides some real benefits. This means, for instance, that every streaming app will automatically be available at launch, so you can watch whatever you want on the headset’s virtual screen. Incidentally, the screen can occupy a relative width of 100 feet, so those lightsaber battles on Ahsoka will really pop. Marry that with the comfort-forward lightweight design and you’ve got yourself one heck of an entertainment machine, and that’s before uniquely-made streaming apps begin showing up.

On the developer side, there’s a forthcoming visionOS beta launching this fall so devs can test their apps to make sure they work. Additionally, this toolset will allow developers to make adjustments to maximize integration with the headset. It’ll also let you know if your app isn’t eligible for some reason, though most will be.

Now onto the why of this. The Apple Vision Pro is set to be a niche product for at least the first generation, due to the exorbitant price tag and limited use case scenarios, so exclusive apps could be scarce at launch. This allows Apple to sort of inflate the Vision Pro app store numbers to entice consumers. It could also pressure some of the larger developers out there, like Meta, to push through features exclusive to the headset. No matter the reason, one of the primary clarion calls whenever any new technology is announced is a cry for backwards compatibility, and well, this’ll do it.

For the uninitiated, the Apple Vision Pro is the company’s forthcoming mixed-reality headset. It boasts eye-tracking, so you can control apps via minute ocular movements, and an OLED screen on the exterior to display a digital recreation of your eyeballs for others to interact with. It’ll cost a whopping $3,500 when it launches next year, which is equatable to purchasing seven Meta Quest 3 VR headsets.

This article contains affiliate links; if you click such a link and make a purchase, we may earn a commission.

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The iPhone 15 Pro can take 3D spatial videos for Vision Pro users https://aitesonics.com/the-iphone-15-pro-can-take-3d-spatial-videos-for-vision-pro-users-185251737/ https://aitesonics.com/the-iphone-15-pro-can-take-3d-spatial-videos-for-vision-pro-users-185251737/#respond Sat, 13 Apr 2024 10:03:22 +0000 https://aitesonics.com/the-iphone-15-pro-can-take-3d-spatial-videos-for-vision-pro-users-185251737/ During Apple's annual fall event on Tuesday, the company teased an interesting feature for the just-announced iPhone 15 Pro line of smartphones. Thanks to the redesigned camera system and the addition of the powerful A17 Pro CPU, these phones can shoot 3D spatial videos and photos which can then be viewed by using the forthcoming […]

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During Apple's annual fall event on Tuesday, the company teased an interesting feature for the just-announced iPhone 15 Pro line of smartphones. Thanks to the redesigned camera system and the addition of the powerful A17 Pro CPU, these phones can shoot 3D spatial videos and photos which can then be viewed by using the forthcoming Apple Vision Pro mixed-reality headset.

When Apple unveiled the Vision Pro, it spent some time on the notion of spatial videos and photos. Basically, these are completely three-dimensional experiences that you can relive by donning the headset. For instance, if you make a spatial video of your daughter’s birthday party, you can wear the Vision Pro and relive the day, as the operating system makes it feel like you're back in the moment.

However, the company hadn’t detailed an easy way for consumers to make these videos, until now. You point and shoot a video and let the beefy iPhone 15 Pro do the rest, eventually sending the footage onto a Vision Pro once it releases. Additionally, you’ll be able to use the headset itself to capture these moments, but that’ll be at the expense of, you know, actually experiencing the moment.

During the event, Apple CEO Tim Cook once again confirmed that the Vision Pro is all set for a release in the beginning months of 2024, so start saving up for the $3,500 device. The iPhone 15 Pro, for its part, starts at $1,000 for the bare-bones model. We'll be reviewing the iPhone 15 Pro soon enough, but in the meantime we have some first impressions from Engadget's Deputy Reviews Editor, Cherlynn Low, who was on the ground in Cupertino covering the event.

Update, September 20 2023, 2:26PM ET: Read our full review of the iPhone 15 Pro and 15 Pro Max, which is now live on Engadget.

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Some Apple Vision Pro units reportedly developed a similar hairline crack on the front glass https://aitesonics.com/some-apple-vision-pro-units-reportedly-developed-a-similar-hairline-crack-on-the-front-glass-173701528/ https://aitesonics.com/some-apple-vision-pro-units-reportedly-developed-a-similar-hairline-crack-on-the-front-glass-173701528/#respond Thu, 11 Apr 2024 17:02:40 +0000 https://aitesonics.com/some-apple-vision-pro-units-reportedly-developed-a-similar-hairline-crack-on-the-front-glass-173701528-2/ Picture the scene: you’ve had an enjoyable day of playing around in mixed reality using Apple’s Vision Pro headset. Once you’re done for the night, you carefully pack the Vision Pro away while leaving the battery pack connected and soft front cover attached. But when you wake up to begin a new day of work […]

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Picture the scene: you’ve had an enjoyable day of playing around in mixed reality using Apple’s Vision Pro headset. Once you’re done for the night, you carefully pack the Vision Pro away while leaving the battery pack connected and soft front cover attached. But when you wake up to begin a new day of work while wearing the $3,500 headset, you spot a problem: a hairline crack has formed on the front cover glass.

That’s a problem that at least a few users have encountered, according to a handful of reports on Reddit. It’s unclear how many units have been affected, though AppleInsider, which first reported on the cracks, suggests it’s a small number. The issue occurred on Engadget’s review unit as well.

The cause of the problem is not yet known. But the similar appearance of the cracks and apparently small number of impacted units suggests that it’s down to a manufacturing flaw. Engadget has contacted Apple for comment.

If Apple doesn’t officially recognize the issue as a manufacturing defect, it may not cover the crack under the device’s warranty. That’s reportedly been the case for some of the affected users. As such, they’re been put on the hook for $300 to repair the cover glass if they have AppleCare coverage. Otherwise, the cost is a stinging $800.

As MacRumorsnotes, Apple often offers special repair programs for recognized hardware issues, but that’s only likely to happen if there are enough reports to warrant the company fully investigating the matter and identifying a common problem. Still, this gives more credence to the maxim that maybe you shouldn’t buy a first-generation Apple product.

This isn’t the first time an Apple device has been susceptible to scratches in its first generation. Many users of the first iPod nano found that it scratched very easily. A lawsuit ensued, and Apple agreed to pay a $22.5 million settlement.

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Meta Quest 3 review: A bit of mixed reality makes for better VR https://aitesonics.com/meta-quest-3-review-mixed-reality-vr-150009788/ https://aitesonics.com/meta-quest-3-review-mixed-reality-vr-150009788/#respond Fri, 05 Apr 2024 08:43:50 +0000 https://aitesonics.com/meta-quest-3-review-mixed-reality-vr-150009788/ The Meta Quest 3 proves that the Meta Quest 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 […]

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The Meta Quest 3 proves that the Meta Quest 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.

Meta88100

Meta Quest 3

The Meta Quest 3 delivers an even better self-contained VR experience than the Quest 2, thanks to improved screens and lenses.

ProsSharp new screens and lensesMore compact than Quest 2Faster performanceMixed reality cameras make it easier to see the real worldAdjustable for glassesConsMore expensive than beforeOnly 128GB of storage to startNo battery life improvements$500 at Meta

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.

1 / 10

Meta Quest 3

Meta Quest 3

Here's what makes it special: It's significantly thinner 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. While it's a few grams heavier than the Quest 2, the refined ergonomics makes the new headset far more comfortable to wear. It puts far less pressure on the bridge of my nose and around my eyes.

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.

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.

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.)

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.

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.

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.

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NYU is developing 3D streaming video tech with the help of its dance department https://aitesonics.com/nyu-is-developing-3d-streaming-video-tech-with-the-help-of-its-dance-department-211947160/ https://aitesonics.com/nyu-is-developing-3d-streaming-video-tech-with-the-help-of-its-dance-department-211947160/#respond Fri, 05 Apr 2024 08:15:59 +0000 https://aitesonics.com/nyu-is-developing-3d-streaming-video-tech-with-the-help-of-its-dance-department-211947160/ NYU is launching a project to spur the development of immersive 3D video for dance education — and perhaps other areas. Boosted by a $1.2 million four-year grant from the National Science Foundation, the undertaking will try to make Point-Cloud Video (PCV) tech viable for streaming. A point cloud is a set of data points […]

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NYU is launching a project to spur the development of immersive 3D video for dance education — and perhaps other areas. Boosted by a $1.2 million four-year grant from the National Science Foundation, the undertaking will try to make Point-Cloud Video (PCV) tech viable for streaming.

A point cloud is a set of data points in a 3D space representing the surface of a subject or environment. NYU says Point-Cloud Video, which strings together point-cloud frames into a moving scene, has been under development for the last decade. However, it’s typically too data-intensive for practical purposes, requiring bandwidth far beyond the capabilities of today’s connected devices.

The researchers plan to address those obstacles by “reducing bandwidth consumption and delivery latency, and increasing power consumption efficiency so that PCVs can be streamed far more easily,” according to an NYU Engineering blog post published Monday. Project leader Yong Liu, an NYU electrical and computer engineering professor, believes modern breakthroughs make that possible. “With recent advances in the key enabling technologies, we are now at the verge of completing the puzzle of teleporting holograms of real-world humans, creatures and objects through the global Internet,” Liu wrote on Monday.

ChatGPT maker OpenAI launched a model last year that can create 3D point clouds from text prompts. Engadget reached out to the project leader to clarify whether it or other generative AI tools are part of the process, and we’ll update this article if we hear back.

The team will test the technology with the NYU Tisch School of the Arts and the Mark Morris Dance Group’s Dance Center. Dancers from both organizations will perform on a volumetric capture stage. The team will stream their movements live and on-demand, offering educational content for aspiring dancers looking to study from high-level performers —and allowing engineers to test and tweak their PCV technology.

The researchers envision the work opening doors to more advanced VR and mixed reality streaming content. “The success of the proposed research will contribute towards wide deployment of high quality and robust PCV streaming systems that facilitate immersive augmented, virtual and mixed reality experience and create new opportunities in many domains, including education, business, healthcare and entertainment,” Liu said.

“Point-Cloud Video holds tremendous potential to transform a range of industries, and I’m excited that the research team at NYU Tandon prioritized dance education to reap those benefits early,” said Jelena Kovačević, NYU Tandon Dean.

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Microsoft is nixing its Windows mixed reality platform https://aitesonics.com/microsoft-is-nixing-its-windows-mixed-reality-platform-161607566/ https://aitesonics.com/microsoft-is-nixing-its-windows-mixed-reality-platform-161607566/#respond Fri, 05 Apr 2024 07:08:35 +0000 https://aitesonics.com/microsoft-is-nixing-its-windows-mixed-reality-platform-161607566/ Windows Mixed Reality is heading to a farm upstate. Microsoft is shutting down the platform, according to an official list of deprecated Windows features. This includes the garden variety Windows Mixed Reality software, along with the Mixed Reality Portal app and the affiliated Steam VR app. The platform isn’t gone yet, but Microsoft says it’ll […]

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Windows Mixed Reality is heading to a farm upstate. Microsoft is shutting down the platform, according to an official list of deprecated Windows features. This includes the garden variety Windows Mixed Reality software, along with the Mixed Reality Portal app and the affiliated Steam VR app. The platform isn’t gone yet, but Microsoft says it’ll be “removed in a future release of Windows.”

Microsoft first unveiled Windows Mixed Reality back in 2017 as its attempt to compete with rivals in the VR space, like HTC and Oculus (which is now owned by Meta.) We were fascinated by the tech when it first launched, as it offered the ability for in-person shared mixed reality. The pricey Apple Vision Pro could offer a similar experience when it presumably launches in February.

Microsoft’s platform was ultimately adopted by several VR headsets, like the HP Reverb G2 and others manufactured by companies like Acer, Asus and Samsung. The Windows Mixed Reality Portal app allowed access to games, experiences and plenty of work-related productivity apps. However, it looks like the adoption rate wasn’t up to snuff, as indicated by today’s news.

Despite the imminent end to the platform, it doesn’t look to be impacting Microsoft’s other mixed-reality ecosystem, the HoloLens 2. Microsoft added a Windows 11 upgrade and other improvements for the business-focused headset earlier this year, according to The Verge. It also started shipping them out to the Army for combat tests. Yes. You read that last part right.

However, not everything’s rosy in HoloLens land. Reports indicate that Microsoft has stopped development on the HoloLens 3. A report in 2022 said that the company teamed up with Samsung to make an unannounced mixed-reality device, but Microsoft spokesperson Frank Shaw said that Microsoft remains "committed to HoloLens and future HoloLens development."

Additionally, Microsoft has made sweeping cuts throughout its VR division, leading to layoffs and the discontinuation of the AltspaceVR app. The company is, however, still developing its proprietary Mesh app that lets co-workers meet in a virtual space without a headset.

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The Apple Vision Pro goes on sale in the US on February 2 for $3,499 https://aitesonics.com/the-apple-vision-pro-goes-on-sale-in-the-us-on-february-2-for-3499-142006153/ https://aitesonics.com/the-apple-vision-pro-goes-on-sale-in-the-us-on-february-2-for-3499-142006153/#respond Fri, 05 Apr 2024 07:04:15 +0000 https://aitesonics.com/the-apple-vision-pro-goes-on-sale-in-the-us-on-february-2-for-3499-142006153/ Those who've been yearning for a chance to try the Apple Vision Pro headset and have the cash to spare won't need to wait much longer to snap one up. The company says the hotly anticipated device will arrive in the US on February 2. Pre-orders for the mixed reality headset, which starts at $3,499 […]

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Those who've been yearning for a chance to try the Apple Vision Pro headset and have the cash to spare won't need to wait much longer to snap one up. The company says the hotly anticipated device will arrive in the US on February 2. Pre-orders for the mixed reality headset, which starts at $3,499 for 256GB of storage, will open on January 19. The device will be available at all US Apple Store locations as well as through the company's web store.

Those who require vision correction will need to snap up Zeiss optical inserts and attach them to the headset magnetically (Vision Pro doesn't work with glasses). Readers will cost $99, while prescription lenses will set you back $149. The inserts will only be available for purchase online, so don't expect to be able to wander into an Apple Store to pick them up. Naturally, you'll need a prescription for the prescription lenses. However, Apple says that "not all prescriptions are supported."

This is Apple's first new major product line since it introduced the Apple Watch back in 2014. Apple revealed the Vision Pro release date just as CES 2024 is kicking off, likely to steal some thunder away from the show's exhibitors without needing to actually show up in Las Vegas itself.

The Vision Pro, which Apple announced at WWDC last year, marks the company's initial foray into spatial computing. You'll primarily control it with your hands, eyes and voice, though you can pair a Magic Keyboard and Trackpad for productivity needs or a controller when it's time to kick back and play games.

Apple says a brand new App Store will support more than a million apps from the iOS and iPadOS ecosystems. Of course, there will be apps that are unique to the headset's visionOS. You'll interact with apps by just looking at them, tapping your fingers (à la Apple Watch's new Double Tap feature), flicking your wrist to scroll and using dictation or a virtual keyboard for typing. Siri will enable to you control media playback, open and close apps and much more, Apple says.

Users can place apps anywhere in a 3D virtual environment, which could be a boon for multitasking. You'll be able to access your Mac through your Vision Pro as well, so you'll have access to a giant 4K canvas for your desktop or laptop to help you get things done.

On the entertainment front, you'll be able to stream shows and movies from the likes of Apple TV+, Disney+ and Max on a virtual screen that appears to be 100 feet wide. There's HDR support and, through the Apple TV app, you'll me able to check out more than 150 titles in 3D. Vision Pro also supports Apple's new Immersive Video format, through which you can check out 180-degree, 3D experiences in high resolution.

As for games, Vision Pro will support more than 250 Apple Arcade titles as well as others from the App Store. Players will be able to check out "spatial games," such as Game Room, What the Golf? and Super Fruit Ninja. In those cases, Apple says the headset will transform the space around you, likely leading to more immersive gaming experiences. It's possible that you'll be able to use PlayStation and Xbox remote play features using Vision Pro too.

Speaking of immersion, you'll be able to virtually relocate to more peaceful environments, such as a national park or the surface of the Moon, if you don't feel like looking at your office or home in mixed reality. By turning the Digital Crown, you can adjust the level of immersion in these environments.

The iPhone 15 Pro or iPhone 15 Pro Max can now capture spatial photos and videos, and you'll be able to view those in "life-size scale" through Vision Pro. Panoramas, for instance, will wrap around you.

FaceTime and other types of calls are getting an intriguing upgrade through Vision Pro. Headset users will appear as a Persona, a virtual representation of them that shows their hand movements and facial expressions (Personas are also supported on the likes of Zoom, Webex and Microsoft Teams). Those taking part in a call on a Mac, iPad or iPhone will appear in a tile, while spatial audio will make it seem as though each person's voice comes from the location of their tile in the space.

Oftentimes, wearers of virtual reality or mixed reality headsets seem disconnected from others in the same physical space as they can't make eye contact with those around them. To mitigate that, Apple has developed technology called EyeSight. This makes it appear as though the Vision Pro is transparent, allowing others to see a wearer's eyes.

Elsewhere, Apple has developed a new authentication system called Optic ID to unlock the device, as well as for password autofill and Apple Pay payment approval. The company says that eye-tracking information remains private — neither Apple nor the makers of third-party apps or websites can access that data. It also notes that Vision Pro has a number of accessibility-minded features, such as the ability to enable eye tracking for one dominant eye (which may be helpful for those who have severe vision loss in one eye or a misalignment).

Given the price of Apple's headset, it's highly unlikely that it will see wide adoption, at least in its first iteration. This is one for developers, early adopters and Apple enthusiasts. It may be the case that Apple eventually becomes the company to make mixed reality mainstream. In the meantime, at least we now know when eager beavers will be able to buy a Vision Pro if they have a spare few thousand dollars burning a hole in their pockets.

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Sony's mixed reality headset for 'spatial content creation' arrives later this year https://aitesonics.com/sony-spatial-content-creation-headset-at-ces-2024-013936595/ https://aitesonics.com/sony-spatial-content-creation-headset-at-ces-2024-013936595/#respond Fri, 05 Apr 2024 07:02:16 +0000 https://aitesonics.com/sony-spatial-content-creation-headset-at-ces-2024-013936595/ Sony’s CES 2024 presentation didn’t have much news for the first 25 minutes, but then the company revealed a new XR head-mounted display and controllers with… no name so far, aimed at “spatial content creation.” With a matte gray finish, the headset looks like a stripped-down PSVR2, and there appear to be two cameras facing […]

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Sony’s CES 2024 presentation didn’t have much news for the first 25 minutes, but then the company revealed a new XR head-mounted display and controllers with… no name so far, aimed at “spatial content creation.” With a matte gray finish, the headset looks like a stripped-down PSVR2, and there appear to be two cameras facing out from the front. There is also a controller-wand and a smaller peripheral similar in size to a ring. The new hardware is apparently aimed at creators and artists who manipulate and craft products in virtual spaces. It will be available later in 2024, though pricing will be announced at a later date.

Although Sony didn’t go into great detail onstage, a press release dropped after the show wrapped with some key specs. The headset is powered by Qualcomm’s Snapdragon XR2+ Gen 2, which was announced just as CES began. This means it’s a self-contained device that doesn’t require a computer to run. That chip is driving dual 4K OLED microdisplays, and provides “user and space tracking” for mixed reality experiences. Sony CEO Kenichiro Yoshida said it would offer a “crisp viewing experience” and “intuitive interaction for 3D design”, teasing a device aimed at professionals, similar to its professional-level cameras and devices.

The device has “video see-through” functionality and a total of six cameras and sensors. A pair of controllers were shown off, one described as a “ring controller” for manipulating objects and another as a “pointing controller” for… pointing. Sony envisions creators being able to craft 3D models in realtime using the controllers and traditional input devices like keyboards in tandem:

Sony is also talking up the headset’s balance, saying it has fine-tuned “the balance of the device’s center of gravity.” The display portion of the headset also flips up and out of the wearer’s field of vision, allowing them to dip in and out of their work without needing to remove the headset entirely.

From the work shown on stage, it seems positioned less as a Vision Pro rival and more as a creative take on Microsoft’s HoloLens. Hopefully, we’ll hear and see more at Sony’s booth later this week. The company showed mock-ups of a user tinkering with a bipedal robot while wearing the new headset, manipulating the robot’s arm, while two monitors nearby showed things in extra detail. Sony says you’ll be able to, through third-party creative apps, review and collaborate on work remotely.

Update, January 8, 10:30PM ET: Added details from Sony’s post-show PR.

We’re reporting live from CES 2024 in Las Vegas from January 6-12. Keep up with all the latest news from the show here.

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