Apple Vision renders what the eventual mixed reality headset from the Cupertino giant could be

Apple was expected to release information about its mixed reality headset at the recently concluded WWDC 2022. Since the fans were left disappointed, there is no other option but to treat our eyes to designers’ interpretation of what the anticipated headset – that could herald Apple into a new dimension – would look like.

Rumors of Apple working on some kind of Augmented Reality/Virtual Reality headset have been shrouding us for a very-very long time. While we have no clarity on what to expect from the headset and when it may be launched, designer Marcus Kane has conceptualized the Apple Vision – an adaptation of Apple’s mixed reality headset, based on its leaks, rumors, and patents.

Designer: Marcus Kane

If analyst Mark Gurman – who has a long-standing record for accurately predicting Apple’s product plans – is to be believed, the new headset will launch in 2023. The unit will be accompanied by a slew of other products, between fall this year and early 2023, Gurman notes. The ambitious period for Apple is just around the corner, and we are speculatively looking at the new iPhone 14 models, updated iPads, AirPods Pro, and an interesting new HomePod.

Besides, there is a likely possibility that Apple would roll out a few Mac models powered by in-house M2 and M3 chips. Reportedly, the M2 chip could also power the company’s premier mixed reality headset. Whether the Apple headset would eventually be an everyday wear or a Meta Quest 2-eseqe headset, only time will tell. For now, Apple Vision speculates it as any other VR headset on the market – a design that is not too far from the Quest 2.

A comfortable fit is perhaps guaranteed by its curved design with breathable soft mesh cushioning to rest against the face. The adjustable rubber headband would presumably be swappable – as Apple’s eventual headset is expected to achieve. The Apple Vision renders are much influenced by the images of the Apple headset idealized by concept maker Ian Zelbo, but it is likely to support microphones, spatial audio and immersive 8K viewing with response to the wearer’s eye movements and maybe hand gestures using onboard optical cameras.

According to rumors, the mixed reality headset is going to pack 16 gigs of RAM with an M2 processor powering its guts. This if eventually achieved will catapult AR/VR experience offered by the Apple headset well past the Meta’s VR headset option or even any other examples currently out there. Slated to be a dynamic choice for users when launched in 2023, will the headset end up looking anything like the Apple Vision, what do you think?

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When AR and VR meet the outdoors. This mixed reality headset was designed to be worn everywhere

Metaverse, meet universe. So much of our AR and VR experience is limited to the indoors. When the landline became a truly wireless (or cordless) device, the first thing that people did was move around with it. No wires means no boundaries, and the smartphone experience is proof. You can use a phone in the subway, on a mountain, even in the middle of a lake. AR/VR headsets? Not so much.

Designed as a graduation project by the students of Hongik University, Calypso is a mixed reality headset that’s designed to be worn and experienced outdoors. While the original intent of the MR headset was to be able to visualize micro aspects of the world like viruses in a much more observable way (making the microscopic world macroscopic), the Calypso’s design treatment is quite impressive, with the way the headset promotes outdoor use without sacrificing functionality or processing power.

Designers: Hyelim Shin & Youngin Cho

So, how does Calypso do that? Well, it works quite like a desktop computer does… by separating the display from the processing unit. The Calypso’s processor sits in a cylindrical gadget that straps to your body, while the display itself fits around your head, with both the devices interfacing wirelessly. Cameras on the headset send information to the ‘computer’, and the computer in return sends data back that gets displayed on the headset’s tinted MR glasses.

This separation is truly a thing of marvel, as it allows the headset to be a slick, non-clunky device (unlike current AR/VR gear that actually look like massive cinder blocks strapped to your face). Pretty much just the way a cloud server works, all the processing happens ‘outside’ the headset. If I had to draw a parallel, Google’s Stadia would be the perfect analogy. Instead of owning a powerful gaming computer that runs processor-heavy games, Stadia lets you outsource the processing online, so you’re just effectively streaming the game while playing it. Calypso works similarly, with the headset and the body-worn processor interfacing wirelessly.

This really removes all constraints for the headset’s design. There’s no need for a large CPU/GPU, a massive battery, inbuilt memory, or advanced cooling systems. The headset is now a rather sleek looking wearable that clips together magnetically near the bridge of the nose.  Wear the headset when you want to, unplug it and have it resting around your neck when you don’t… it’s entirely up to you.

Cameras on the Calypso give it its augmented reality abilities and spatial awareness. The Calypso comes with two cameras/sensors beside each lens, creating an array of four sensors near the nose, as well as two cameras on either side, above the cheeks. Astute observers will also notice the bone-conducting headphones on the temple-stems, allowing you to immerse yourself in audiovisual content.

The Calypso’s ‘meat’ lies in its body-worn processing center. This cylinder contains everything the Calypso needs to be a high-performance device. It houses a motherboard, CPU and GPU, storage, battery, cooling system, and speakers on each side that work in unison with the headset, sending and receiving information in real-time.

Is something like Calypso possible in real life? Well, the most immediate concern is sheer latency, given the amount of data input/output happening between the two devices. Something makes me think that 5G could, to some degree, solve those problems, although a simple cable also works, personally. Sure, it destroys the futuristic illusion of having two wireless devices, but then again, is a cable really that bad after all??

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The Metaverse is inevitable, and it’s already changing product design as we know it

As virtual and physical worlds collide, the way we design and appreciate products will change forever.

It’s easy enough to downplay the metaverse as an overly hyped buzzword that won’t last a few years. There’s also plenty of reason to be worried when a company like Facebook formally adopts it as its new prime directive. The metaverse, however, will eventually be our future, or at least the technologies that power the metaverse will be. But more than just something that geeks will enjoy, this new version of our reality will also affect everyday life, and it’s already causing a shift in the design world even as we speak.

Designer: Keiichi Matsuda

The Metaverse of Madness

What is this “metaverse” thing in the first place? Just like “the cloud,” the word existed long before it came to the attention of mainstream media and big tech giants, so its meaning might have become a bit muddled by now. It’s also impossible to talk about the metaverse without talking about the different “extended realities” (XR) that preceded it and enables it.

People will probably be most familiar with VR or virtual reality since it has so far been the most accessible to even the common folk. It immerses people in a completely digital world, with almost no connection to reality except as images and videos overlaid in the VR world. In contrast, augmented reality or AR puts digital objects in the real world, mostly to give additional information or put stickers in a mostly passive way. Then there’s the newly-minted “mixed reality” or MR that truly blends the physical and the digital, allowing objects in one world to manipulate the other.

Designer: Microsoft

The metaverse is an application of all these technologies, particularly VR and MR, with the added element of social interaction. Whether that interaction is happening in a completely virtual world or against the backdrop of real-world locations, the metaverse creates a social space where people can experience the same things as others in that same virtual space. It’s this blurring of the boundaries between the real and the digital that is going to inform the field of design in the years to come.

Product Design in a Mixed World

Product design has always been a discipline that aims to create things that give value to people, not just things that are pretty but solve the wrong problems. The metaverse, however, changes the rules on what will be valuable to people, and that will turn the field of product design on its head. In some ways, it improves on age-old processes and makes iterations faster and more efficient, but it also creates dangers that could impact people’s lives in less direct ways.

Products in the metaverse will no longer be limited to the constraints of physical materials and production pipelines. Changing designs on a shoe or even a car can be as simple as changing what people see through their AR headsets or glasses. We already see a shift in that kind of customizable experiences with BMW’s latest concept car, and many companies are already laying the foundations for their metaverse products. Nike, for example, recently acquired a startup that specializes in designing virtual sneakers for the future metaverse. The metaverse could also help make products more sustainable since changing designs or creating new variants will no longer require additional production processes or new materials that would eventually create more waste.

Designer: BMW

At the same time, metaverse-centric products can also reduce their inherent value, or at least the value we place on actual physical objects that actually do something in the real world. Taking the shoe example again, you can have a metaverse shoe that can look outlandish or out of this world in mixed reality, but they might not perform as well as specially-made running or basketball shoes. As human beings with physical bodies, we still put value in things that we can touch and feel, things that tickle the senses beyond sight and sound, things that these digital realities can’t fully replicate yet.

Designer: RTFKT

User Experience by Proxy

The metaverse can also change the way we will experience the world around us, which, in turn, will also change the way designers create products or user experiences. Hyundai, for example, presented the idea of “metamobility,” where Boston Dynamics’ Spot dog can be your physical representative on Mars. That, however, also requires designing new products that will let you physically experience those same sensations as if you were there.

Designer: Hyundai

A lot of these new concepts seem to revolve around cars, particularly the ones that can drive themselves so that humans can enjoy the metaverse in peace. LG’s concept unsurprisingly puts displays around the car’s interior, creating a virtual window into a digital world. Outside of vehicles, we will also need apparel and accessories that will not only reproduce sensations that should be felt in the physical world but also let us control the virtual world as naturally as possible.

Designer: LG

Even everyday products at home will be drastically changed, more in function than in form this time. In the metaverse, reality can be made to look different in a snap, but the underlying physical object still needs to be able to support its intended functions. A couch still needs to be a couch that you can sit on comfortably, no matter the reality. Designers, however, might be less interested in spending time on the finer details if they will be overlaid with a different design anyway.

Designer: Jeongin Lee

The Metaverse will change the Rules, but not yet

From product design to money, the metaverse both promises and threatens to change the world as we know it. It is equally exciting and frightening for everyone, from consumers to creators. The winds of change seem to have started blowing, but the good news is that the big changes aren’t going to happen just yet.

Beyond the hype being pushed by large companies (except Apple, it seems), the metaverse isn’t something that’s going to happen in just a few years, like 5G or a new smartphone. There are too many pieces still missing, starting with the devices that we’ll need to experience this metaverse, like ergonomic mixed reality eyewear. That’s not to say it won’t happen eventually, but the change won’t be as revolutionary as some companies like Meta would have people believe. And that is just fine because it will allow us to better prepare for when it does happen and not have our real reality come crashing down like a web server.

Designer: Panasonic

Designer: Beijing EM3 Technology Co. Ltd.

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Qualcomm has a new reference headset to help fast-track AR development

Qualcomm pulled back the curtain on a mixed reality headset design based on its high-powered XR2 chipset around this time last year, but it still isn’t done with the processor that precedes that one. The company announced today that it will release a...

This mixed-reality headset was designed to be your virtual tour-guide in foreign cities

In every way, the Voyager is what the Google Glass project should have aimed at becoming. Designed to enhance the tourism experience by augmenting it with everything the internet has to offer, and to make you self-sufficient in a foreign city so you don’t have to awkwardly ask people for directions, the Voyager is a goggle-shaped mixed-reality headset that lets you explore new cities like never before. The Voyager connects to your phone, bringing elements of smartphone functionality to the mixed-reality space. This means you can navigate cities by seeing directions projected on the road ahead of you, can click pictures and capture videos of everything you see through the glasses, and can interface with real-world objects and buildings like your hotel, restaurants, tourist spots, and heritage monuments. Rather than augmented reality, which just projects virtual elements on the physical world, Voyager’s mixed reality interface means you can interact with elements, tapping on virtual buttons to check into your hotel, program destinations on your maps, and even send videos and images of your PoV to social media just by waving in the air!

The Voyager, just like other MR headsets like the Hololens, Oculus Quest, or the Vive, serves its specific purpose. While some headsets are designed specifically for entertainment, and others for work, the Voyager champions travel and living. The headset is styled to look like a pair of goggles, so people don’t stare at you; it comes with clear eyepieces so your eyesight is never obstructed, and you can wear the headset even when it’s switched off; and pairs with Voyager’s own helmet, which creates the perfect ecosystem of products designed to boost solo tourism and travel. Unlike other MR headsets, though, the Voyager isn’t meant for sale. Designed for temporary use-cases like holidays and quick trips, the Voyager can be rented from tourism offices, kiosks, and e-scooter rental centers.

Designers: Seunghye Han, Sieun Roh & Soomin Son

Nintendo’s Mario Kart IRL with AR brings pure racing fun indoors, goodbye binge-watching Netflix!

The popular gaming franchise Mario Kart by Nintendo is a spin-off from the Super Mario series and it goes a long way back when first released in 1992 for the Super Nintendo Entertainment System. The game has seen generations of players battling it together over the years for pure fun, it is indeed nostalgia personified in every sense. The game has evolved in the last decade or so – becoming a staple for a gaming console and mobile device users alike. So what would have been the next big leap for Nintendo to take?

Bring the game environment to the real-world in a mixed reality experience which sees you and your pals racing for supremacy in the cozy confines of your home this Holiday Season. Yes, that’s true as you can turn your living room into a race track for the most exciting entertainment because binge-watching Netflix is so mainstream! Nintendo calls it Mario Kart Live: Home Circuit which fuses classic kart racing in the real-world with an augmented reality environment. It is actually a two-part acquisition – one you have to download the game from Nintendo Switch eShop which solves the gaming interface bit, and the other a $99.99 RC kart (with either Mario or Luigi) and a stack of 4 cardboard gates which shape the racing track in any space inside your home. These cardboards are the checkpoints for the race circuit and the kart needs to pass through them, till the last one to register a complete lap. The track’s turns and straights are left to your creative building – using things like sofas, tables, kids’ toys, or coffee cups for instance to craft the race track in a space as small as 15 x 15 feet!

The kart has an on-board camera for the live feed on your Nintendo Switch to get the close-up racing action. Mixed with the augmented reality elements, the experience promises countless hours of fun with up to three other players. The only requirement being – each player needs to have a separate Switch to participate in live races against each other. The idea is purely fun and resonates with everyone stuck indoors who loves the sense of adventure. Of course, there are things like your grumpy cat (who doesn’t like things moving on wheels) to consider which brings an unexpected twist to the racing environment. Nintendo has got this right and the prospect of getting creative indoors in such a volatile environment outside will keep you hooked for hours at end!

Designer: Nintendo

We now know a lot more about ‘Mario Kart Live: Home Circuit’

Mario Kart Live: Home Circuit was actually announced last month, but today Nintendo revealed new details about the “mixed reality” game ahead of its launch on October 16th. The software is free to download but it won’t work without one of the camera-...

Race tiny, real-life RC cars in ‘Mario Kart Live: Home Circuit’

Nintendo is celebrating the 35th anniversary of Super Mario Bros. with lots of truly wild announcements, but the most peculiar by far is a new Mario Kart game that only partially plays out on the Switch.When it launches on October 16th, Mario Kart Li...