This week, we saw two different patents from Apple published – both of which are somewhat unsurprising (which might make them surprising moves for Apple). One for a VR/AR headset display. The headsets primary goal is VR, but the patent focuses on optical designs and begs the question of how the headset could be utilized in AR applications. The other published patent, a stylus for the air, certainly focuses more on AR. In truth, I don’t know anyone who purchased the pencil (which only works with iPad Pro) – but reviews are generally favorable of the smart stylus even if the price was a deterrent. Products of the past aside, a stylus for literally our surroundings seem extremely next level. While the conversation on the patented new stylus revolves around creating 3D objects in the air, its future as an AR tool seems quite obvious.
Returning to a time when Ghosting isn’t a bad thing
Urban dictionary and millennials changed the meaning of “to ghost” or “ghosting” someone. If you’re unfamiliar, read any recent article on dating. Not purposefully changing our vernacular, Vreal allows users to experience VR games played by others, illustrated a shaded out, ghost fashion. With a huge culture of watching other people play video games, it’s no wonder that this has finally become an option in VR.
VR Motion Sickness? An element of the past.
A huge consideration in VR content is how do you communicate your environment to your audience without making them ill. In some ways, this aspect is highly congruent to basic elements of film and cinematography. In VR, you want viewers to feel immersed and one way to accomplish that is through the field of view you provide them. What MonkeyMedia proposes, is for viewers to navigate themselves through an environment with their body language – thus reducing disagreements which can cause motion sickness.
AR in Mobile
8th Wall rightfully points out that for most consumers, their first (and primary) interaction with AR will be on mobile. At this moment, ARCore and ARKit are limited in terms of reach – only so many devices out there are able to run the platforms. In a move to equalize devices, and increase reach, 8th Wall specifically uses, “…computer vision to enable six degrees of freedom tracking, light estimation, and surface detection capabilities for apps on iOS or Android.” As more people age out of their current devices (planned obsolescence anyone?), this will become less of an issue – but is critical for increasing sample sizes now.
Last, but not least, grab your Cardboard and join the fun: Winter Olympics VR