AR glasses: Difference between revisions
Appearance
Xinreality (talk | contribs) No edit summary |
RealEditor (talk | contribs) Make more readable |
||
(28 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{see also|Smart glasses}} | |||
[[File:DigiLens Design v1.png|thumb|A set of pre-mass-production AR glasses from [[DigiLens]]]] | |||
'''[[AR glasses]]''' (also known as '''[[augmented reality]] glasses''' or '''[[smart glasses]]''') are wearable [[head-mounted display|head-mounted devices]] that overlay computer-generated imagery, data or 3-D models onto a user’s direct view of the physical world. Unlike [[virtual reality]] (VR) headsets, which occlude outside vision, AR glasses use transparent or semi-transparent optics ([[waveguide]]s, [[prism]]s or [[optical combiner|combiners]]) so the wearer simultaneously sees real surroundings and virtual overlays.<ref name="SynopsysAROptics">Synopsys. "How Do Augmented Reality Optics Work?". Retrieved 30 April 2025. https://www.synopsys.com/glossary/what-is-augmented-reality-optics.html</ref><ref name="VarjoExplained">Varjo. "Virtual Reality, Augmented Reality and Mixed Reality Explained". Retrieved 30 April 2025. https://varjo.com/virtual-augmented-and-mixed-reality-explained/</ref> | |||
AR glasses integrate miniature [[microdisplay|micro-displays]] (often [[OLED]], [[LCD]], or [[LCoS]]), transparent [[waveguide]] optics, and an array of [[sensor]]s: [[RGB camera|RGB]]/[[depth camera|depth cameras]], an [[inertial measurement unit]] (IMU), [[eye tracking|eye-trackers]], and sometimes [[LiDAR]]. All driven by low-power [[system-on-chip|SoCs]]. Real-time [[simultaneous localization and mapping]] (SLAM) locks holograms to the environment while voice, [[hand tracking|hand-tracking]] or gaze serves as input.<ref name="SLAMBenchmark">Sarlin P. et al. (2022). "LaMAR – Benchmarking Localization and Mapping for Augmented Reality". Proceedings of ECCV 2022. https://link.springer.com/chapter/10.1007/978-3-031-20071-7_40 https://lamar.ethz.ch/</ref> In this way AR glasses provide hands-free, heads-up access to information – for example showing navigation cues, text annotations, or [[3D model]]s superimposed on actual objects – without obscuring the user’s natural vision. | |||
AR glasses come in various [[form factor]]s (from bulky [[headset]]s to slim [[spectacles]]) but typically resemble ordinary eyewear. Some experimental prototypes like the AirySense system (shown above) allow a wearer to see and manipulate virtual objects as though they were real. Because the hardware must balance optics, electronics, and power in a compact package, current devices range from one-eye displays to full pair-of-glasses designs. In either case, all employ specialized optics (such as [[holographic waveguide|holographic]] or [[diffractive waveguide|diffractive]] [[waveguide]]s) to focus virtual images at a comfortable viewing distance while still letting the user see the world around them.<ref name="SynopsysAROptics" /><ref name="ARDisplaysReview">Xiong J. et al. (2021). "Augmented reality and virtual reality displays: perspectives and challenges". Light: Science & Applications. 10 (1): 216. doi:10.1038/s41377-021-00658-8</ref> | |||
== History and evolution == | == History and evolution == | ||
The concept of see-through [[head-mounted display]]s (HMDs) dates back to the 1960s. [[Ivan Sutherland]]’s 1968 “Sword of Damocles” HMD is often cited as the first prototype, displaying dynamic wire-frame graphics aligned to the real world.<ref>Sutherland I. E. (1968). "A head-mounted three-dimensional display". AFIPS Conf. Proc. 33: 757–764.</ref> In 1990 the term “[[augmented reality]]” was coined by [[Thomas Caudell]] while describing a heads-up wiring guide for [[Boeing]] assembly.<ref>AWE XR. "Thomas Caudell – XR Hall of Fame". Retrieved 30 April 2025. https://www.awexr.com/hall-of-fame/20-thomas-caudell</ref> Early AR research explored wearable optics for [[pilot]]s and [[maintenance]]. However, practical AR glasses remained largely experimental until the 2010s. | |||
The first mass-public AR headset was arguably [[Google Glass]] (Explorer Edition released 2013), a US $1,500 [[monocular]] smartglass project that drew widespread attention and significant privacy debate.<ref name="GoogleGlassVerge">The Verge (May 2, 2013). "Google Glass review". Retrieved 30 April 2025. https://www.theverge.com/2013/2/22/4013406/i-used-google-glass-its-the-future-with-monthly-updates</ref> Around the same time other companies like [[Vuzix]] (with products such as the M100 smart glass) and [[Epson]] ([[Epson Moverio|Moverio]] series) began selling eyewear with AR capabilities. The mid-2010s saw a wave of [[miniaturization]] and new optics. | |||
In 2016 [[Microsoft]] launched the first [[Microsoft HoloLens]] as the first untethered, [[binocular]] [[mixed reality|MR]] headset for [[enterprise]] use, featuring [[spatial mapping]] cameras and [[gesture control]].<ref name="HoloLensVerge">The Verge (April 1, 2016). "Microsoft HoloLens review: the future, now". Retrieved 30 April 2025. https://www.theverge.com/2016/4/1/11334488/microsoft-hololens-video-augmented-reality-ar-headset-hands-on</ref> HoloLens (and its 2019 successor HoloLens 2) brought advanced [[SLAM]] and interaction (voice, hands) to AR glasses. In 2018 [[Magic Leap]] released the [[Magic Leap One]] “Creator Edition”, an MR headset using [[diffractive waveguide]] optics and a powerful tethered compute pack.<ref name="MagicLeapAxios">Axios (Dec 20, 2017). "Magic Leap finally unveils its first augmented reality headset". Retrieved 30 April 2025. https://www.axios.com/2018/01/05/magic-leap-finally-shows-its-ar-headset-1515110723</ref> Meanwhile [[consumer electronics|consumer]] AR eyewear efforts appeared: [[Snap Inc.]] introduced the original [[Snap Spectacles]] (2016) as camera glasses, and later the 4th generation Spectacles (2021) with dual [[waveguide]] displays, 6-DoF tracking, and AR effects for creators.<ref name="Spectacles2021">The Verge (May 20, 2021). "Snap unveils AR Spectacles that overlay digital images on the real world". Retrieved 30 April 2025. https://www.theverge.com/2021/5/20/22445481/snap-spectacles-ar-augmented-reality-announced</ref> Other attempts included fashionable AR frames like [[North Focals]] and [[Ray-Ban Stories]] (camera-equipped smartglasses by [[Meta Platforms]] and [[Ray-Ban]]). | |||
By the early 2020s, virtually all major tech players signaled interest in AR glasses. In 2023 [[Apple Inc.|Apple]] unveiled the [[Apple Vision Pro]], a premium [[mixed reality]] headset combining high-resolution [[micro-OLED]] displays (23 million pixels total), [[video pass-through]] AR, an [[Apple M2|M2]] [[system-on-chip|SoC]] and a custom [[Apple R1|R1]] sensor-fusion chip.<ref name="VisionProAvailability"> | |||
Apple Inc. (January 8, 2024). “Apple Vision Pro available in the U.S. on February 2”. | |||
Press release. Retrieved 30 April 2025. | |||
https://www.apple.com/newsroom/2024/01/apple-vision-pro-available-in-the-us-on-february-2/ | |||
</ref> [[Meta Platforms]] (Facebook) showcased prototypes ([[Project Aria]]) and in 2024 discussed “[[Project Orion (Meta)|Project Orion]]” – a prototype glasses-style AR device featuring silicon-carbide [[microLED]] waveguides and an on-device [[AI]] assistant.<ref name="OrionVerge">The Verge (Oct 15, 2024). "Meta shows off Orion AR glasses prototype with AI assistant". Retrieved 30 April 2025. https://www.theverge.com/24253908/meta-orion-ar-glasses-demo-mark-zuckerberg-interview</ref> Other recent entries include [[Lenovo]]’s [[Lenovo ThinkReality A3|ThinkReality A3]], [[Pico (VR company)|Pico]]’s AR headsets, and continuing updates from enterprise vendors like [[Vuzix]] ([[Vuzix Blade 2|Blade 2]]) and [[Epson]] ([[Epson Moverio BT-45|Moverio BT-45 series]]). Industry analysts note that the modern wave of AR glasses began around 2012 and accelerated after 2015 with breakthroughs in [[waveguide]] optics and miniaturized components. As of 2025 the technology continues to evolve rapidly. | |||
== Technical components == | == Technical components == | ||
=== Optics and | AR glasses integrate several key hardware subsystems: | ||
Most systems | |||
=== Optics and Displays === | |||
Most systems employ transparent [[waveguide]] combiners or reflective [[prism]]s to channel light from [[microdisplay]]s into the user’s eyes. A 2021 review summarized state-of-the-art grating, holographic and reflective waveguide architectures.<ref name="ARDisplaysReview" /> Common display engines are [[microdisplay]]s (small [[OLED]], [[LCD]], or [[LCoS]] panels) or [[pico projector]]s. For [[binocular]] systems, dual displays provide [[stereoscopy]]. [[Holographic display]]s or [[spatial light modulator]]s are emerging in research systems.<ref name="ARDisplaysReview" /> The optics collimate and focus the image, often using precision [[waveguide]]s (e.g. [[diffractive grating|diffractive]] or [[holography|holographic]] patterns) embedded in thin glass layers. Key specifications include [[field-of-view]] (FOV), [[resolution]], and brightness ([[nits]]) to compete with ambient light. Research directions now include inverse-designed [[metasurface]] gratings that could enable full-colour holographic AR in eyeglass-scale optics.<ref name="NatureMetasurface"> | |||
Gopakumar, M.; Lee, G-Y.; Choi, S. <i>et al.</i> (2024). | |||
“Full-colour 3D holographic augmented-reality displays with metasurface waveguides”. | |||
<i>Nature</i> 629 (800): 791–797. doi:10.1038/s41586-024-07386-0. | |||
Retrieved 30 April 2025. | |||
https://www.nature.com/articles/s41586-024-07386-0 | |||
</ref><ref name="NVIDIAAI">NVIDIA Blog (May 30, 2024). "NVIDIA Research Unveils AI-Powered Holographic Glasses Prototype". Retrieved 30 April 2025.https://developer.nvidia.com/blog/developing-smaller-lighter-extended-reality-glasses-using-ai/</ref> | |||
=== Sensors and | === Sensors and Tracking === | ||
AR glasses require extensive sensing for environmental awareness and interaction. Typical sensors include multiple [[camera]]s ([[RGB camera|RGB]], [[depth sensor]]s or [[Time-of-Flight camera|Time-of-Flight]]/[[LiDAR]] units) and an [[inertial measurement unit]] (IMU). [[Microsoft HoloLens 2|HoloLens 2]], for example, lists four visible-light cameras, a 1-MP time-of-flight depth sensor, and a 9-axis IMU.<ref name="HoloLensHardware">Microsoft Learn. "HoloLens 2 hardware details". Retrieved 30 April 2025. https://learn.microsoft.com/en-us/hololens/hololens2-hardware</ref> These feed [[computer vision]] and [[SLAM]] algorithms for [[spatial mapping]] and [[visual-inertial odometry]]. [[Eye tracking]] cameras detect gaze, while [[hand tracking]] enables gesture input. Sensor fusion keeps virtual content registered to the real world. | |||
=== Processing and Power === | |||
Standalone (untethered) glasses rely on mobile [[system-on-chip|SoCs]] such as [[Qualcomm]]’s [[Snapdragon#XR (Extended Reality)|Snapdragon XR]] series or [[Apple Inc.|Apple]]’s dual-chip [[Apple M2|M2]] + [[Apple R1|R1]] architecture in the [[Apple Vision Pro]].<ref name="VisionProAvailability" /><ref name="QualcommXR2">Qualcomm. "Snapdragon XR2+ Gen 2 Platform". Retrieved 30 April 2025. https://www.qualcomm.com/products/mobile/snapdragon/xr-vr-ar/snapdragon-xr2-plus-gen-2-platform</ref> [[Tethered computing|Tethered]] designs (for example early [[Magic Leap One]]) off-load computation to a [[smartphone]] or belt-worn “compute puck” to reduce head-borne weight and potentially increase performance. [[Battery (electricity)|Battery]] life remains a significant constraint, typically lasting only a few hours under active use. | |||
== | == Types of AR glasses == | ||
AR glasses can be categorized by several criteria: | |||
* '''[[Monocular]] vs. [[Binocular]]:''' ''Monocular'' glasses display to one eye, often simpler and lighter. ''Binocular'' glasses display to both eyes for [[stereoscopic 3D|stereoscopic]] vision and wider immersion. | |||
* '''Monocular''' | * '''[[Tethered computing|Tethered]] vs. [[Standalone VR headset|Standalone]]:''' ''Tethered'' glasses require a connection to an external device (PC, phone, compute pack). ''Standalone'' glasses contain all processing and power onboard. | ||
* '''Tethered''' ( | * '''[[Optical see-through]] vs. [[Video pass-through]]:''' ''Optical see-through'' uses transparent optics to directly view the world with overlays. ''Video pass-through'' uses external cameras to capture the world, digitally mixing it with virtual content before displaying it internally (for example [[Apple Vision Pro]]). | ||
* '''Optical see-through''' | |||
== | == Key applications == | ||
* '''[[ | AR glasses find use in many domains: | ||
* '''Medical''' | * '''[[Enterprise software|Enterprise]] & Industry:''' Including [[manufacturing]], [[field service]], and [[logistics]]. Applications include [[remote assistance]], step-by-step instructions, [[3D model]] overlays for [[maintenance (technical)|maintenance]] or assembly, and hands-free [[warehouse management system|warehouse]] picking ('pick-by-vision'). Live video, annotations and 3-D holograms can cut maintenance time significantly and improve first-time fix rates.<ref name="SoftwebEricsson">Softweb Solutions. "Augmented Reality in Manufacturing: Use Cases and Benefits" (Citing Ericsson study findings). Retrieved 30 April 2025. https://www.softwebsolutions.com/resources/augmented-reality-in-manufacturing.html</ref> | ||
* '''Consumer | * '''[[Healthcare|Medical]]:''' Uses include [[surgical navigation]] (overlaying [[medical imaging]] onto patients), medical training with virtual anatomy, and remote proctoring or consultation. | ||
* '''Military & | * '''[[Consumer electronics|Consumer]] & [[Entertainment]]:''' Applications include immersive AR [[video game|gaming]], virtual cinema screens for media consumption, [[navigation]] overlays, and [[social media]] integration. | ||
* '''[[Remote collaboration]]:''' Facilitating shared views with remote annotations for teamwork across distances. | |||
* '''[[Military]] & [[Aerospace]]:''' Applications include [[heads-up display|HUDs]] for [[pilot]]s, [[situational awareness]] tools for soldiers, and training simulators. [[NASA]] flew [[Microsoft HoloLens|HoloLens]] units to the [[International Space Station]] (ISS) in 2015 under **Project Sidekick** to test remote expert guidance for astronauts.<ref name="NASASidekick">NASA (June 25, 2015). "NASA, Microsoft Collaborate to Bring Science Fiction to Science Fact". Retrieved 30 April 2025. https://www.nasa.gov/press-release/nasa-microsoft-collaborate-to-bring-science-fiction-to-science-fact</ref> | |||
== Leading products and companies == | == Leading products and companies == | ||
{| class="wikitable" | Major technology companies and specialized startups are active in the AR glasses market: | ||
! Device !! First release !! | {| class="wikitable sortable" | ||
! Device !! Company !! First release !! Key Features / Target Market | |||
|- | |- | ||
| [[Microsoft HoloLens 2]] || 2019 || Binocular | | [[Microsoft HoloLens 2]] || [[Microsoft]] || 2019 || Binocular waveguides, hand/eye tracking, [[enterprise software|enterprise]] focus | ||
|- | |- | ||
| [[Magic Leap 2]] || 2022 || 70° FOV, dynamic dimming, enterprise focus | | [[Magic Leap 2]] || [[Magic Leap]] || 2022 || 70° diagonal FOV, dynamic dimming, enterprise/developer focus | ||
|- | |- | ||
| [[Apple Vision Pro]] || 2024 || Dual 4K micro-OLED, eye | | [[Apple Vision Pro]] || [[Apple Inc.|Apple]] || 2024 || Dual 4K [[micro-OLED]], [[eye tracking]], [[video pass-through]], high-end consumer/prosumer ([[Spatial computing]]) | ||
|- | |- | ||
| [[Snap Spectacles]] ( | | [[Spectacles (Snap)|Spectacles]] (Gen 4, limited release) || [[Snap Inc.]] || 2021 || Dual 46° FOV waveguides, [[6DoF]] tracking, AR creators | ||
|- | |- | ||
| [[Vuzix Blade 2]] || 2023 || | | [[Vuzix Blade 2]] || [[Vuzix]] || 2023 || Monocular waveguide, ANSI Z87.1 safety rated, enterprise/industrial | ||
|- | |- | ||
| [[Epson Moverio]] BT- | | [[Epson Moverio]] BT-45CS / BT-45C || [[Epson]] || 2022 || Si-OLED binocular displays, industrial/remote assistance focus | ||
|- | |||
| [[XREAL|XREAL Air 2]] / Air 2 Pro || [[XREAL]] || 2023 || Binocular [[OLED]], lightweight "AR viewer" tethered to phone/PC, consumer media/productivity | |||
|- | |||
| [[Ray-Ban Stories]] / Meta Smart Glasses || [[Meta Platforms]] / [[Luxottica]] || 2021 / 2023 || Camera/audio glasses, limited display/AR (Gen 2 adds livestreaming), consumer | |||
|} | |} | ||
Other notable players include [[Google]] ([[Google Glass|Glass Enterprise Edition]]), [[Lenovo]] ([[Lenovo ThinkReality A3|ThinkReality A3]]), [[Qualcomm]] (chipsets like [[Snapdragon#XR (Extended Reality)|Snapdragon XR]]), [[Varjo]], and [[RealWear]]. | |||
== Software platforms == | ==Software platforms and ecosystems== | ||
AR glasses rely on software frameworks and content ecosystems: | |||
*'''Mobile [[AR SDK]]s:''' [[Apple Inc.|Apple]]’s [[ARKit]] (for [[iOS]], [[visionOS]]) and [[Google]]’s [[ARCore]] (for [[Android (operating system)|Android]]) provide foundational tracking, scene understanding, and rendering APIs, primarily for [[smartphone]] AR but also influencing AR glasses development. | |||
*'''[[Mixed Reality|MR]]/[[Spatial Computing]] Platforms:''' Include [[Microsoft]]’s [[Windows Mixed Reality]] platform (for [[Microsoft HoloLens|HoloLens]]), [[Magic Leap]]’s [[Lumin OS]], and [[Apple Inc.|Apple]]’s [[visionOS]] (for [[Apple Vision Pro]]). Development often uses [[Unity (game engine)|Unity]] or [[Unreal Engine]]. | |||
*'''Creator Platforms:''' [[Snap Inc.|Snap]]’s [[Lens Studio]] allows creation of AR "Lenses" for [[Snapchat]] and [[Spectacles (Snap)|Spectacles]]. | |||
*'''Web Standards:''' [[WebXR]] Device API enables AR experiences directly within compatible [[web browser]]s. | |||
*'''Cross-Platform Standards:''' [[OpenXR]], an open standard from the [[Khronos Group]], aims to provide cross-vendor runtime compatibility for AR and VR applications and devices.<ref name="OpenXR">The Khronos Group. "OpenXR Overview". Retrieved 30 April 2025. https://www.khronos.org/openxr/</ref> | |||
*'''Enterprise Platforms:''' Solutions like [[PTC Vuforia|Vuforia]], [[TeamViewer Frontline|Frontline (TeamViewer)]], and [[Wikitude]] provide tools specifically for industrial AR applications. | |||
== | ==Privacy, ethics, and social acceptance== | ||
AR glasses raise significant [[privacy]], [[ethics]], and social acceptance challenges. The inclusion of outward-facing [[camera]]s and [[microphone]]s leads to concerns about [[surveillance]] and recording without consent. The launch of [[Google Glass]] notably sparked public backlash, leading to bans in some venues and the pejorative term “Glasshole”.<ref name="GlassholeWired">Wired (Jan 22, 2015). "Google Glass Got Banned. Why Did We Ever Think It Was OK?". Retrieved 30 April 2025. https://www.wired.com/story/google-glass-reasonable-expectation-of-privacy//</ref> | |||
Key concerns include: | |||
*Collection and use of sensitive data (video, audio, [[spatial mapping|spatial maps]], [[eye tracking]] data). | |||
* [[ | *Potential for misuse (for example covert recording, [[face recognition]] without consent). | ||
* [[ | *Digital distraction and safety risks (for example obscured vision, attention diversion). | ||
* | *[[Social norm]] disruption and the [[digital divide]]. | ||
*Aesthetic and [[ergonomics|ergonomic]] issues impacting adoption. Bulky or conspicuous designs can lead to stigma. | |||
*Technical artifacts like "[[eye glow]]" (light leakage from [[waveguide]]s) can be distracting or reveal device usage.<ref name="EyeGlowReview"> | |||
Ding, Y.; Yang, Q.; Li, Y. <i>et al.</i> (2023). | |||
“Waveguide-based augmented reality displays: perspectives and challenges”. | |||
<i>eLight</i> 3 (24): 1–39. doi:10.1186/s43593-023-00057-z. | |||
Section 2.1 & 3.2.5 discuss the “eye-glow” artifact. | |||
Retrieved 30 April 2025. | |||
https://elight.springeropen.com/articles/10.1186/s43593-023-00057-z | |||
</ref> | |||
== References == | Manufacturers are attempting to address these concerns through measures like visible recording indicators (LEDs), [[privacy by design]] principles, onboard processing to limit data transfer, and focusing on more conventional eyeglass [[form factor]]s. Public acceptance likely depends on demonstrating clear user benefits while mitigating privacy risks and social friction. | ||
==Market trends, forecasts, and adoption barriers== | |||
The AR glasses market is growing, particularly in the [[enterprise software|enterprise]] sector where [[return on investment]] (ROI) through productivity gains can justify current costs. [[Consumer electronics|Consumer]] adoption is slower but anticipated to increase as technology matures. Market research firms like [[IDC]] estimate global AR/[[VR headset|VR]] headset shipments are growing, forecasting significant increases in the coming years after potential consolidation or pauses.<ref name="IDC2025">IDC (March 5, 2024). "AR/VR Headset Shipments Forecast to Rebound in 2024 Followed by Strong Growth in the Outer Years, According to IDC". Retrieved 30 April 2025. https://www.idc.com/getdoc.jsp?containerId=prUS51864224</ref><ref name="Neowin2025">Neowin (March 6, 2024). "IDC revises AR/VR headset shipment prediction for 2024, expects 41% growth in 2026". Retrieved 30 April 2025. https://my.idc.com/getdoc.jsp?containerId=prUS53278025/</ref> | |||
===Key Trends=== | |||
*Advances in [[miniaturization|miniaturized]] optics ([[waveguide]]s, [[microdisplay]]s). | |||
*More powerful and efficient mobile [[system-on-chip|SoCs]] with dedicated [[AI]] capabilities. | |||
*Improved [[SLAM]] and [[computer vision]] algorithms. | |||
*The rollout of [[5G]] potentially enabling [[cloud computing|cloud]]/[[edge computing]] rendering and processing. | |||
===Barriers=== | |||
*'''Cost:''' High prices ($1000+) for capable devices limit mainstream adoption. | |||
*'''Form Factor & Comfort:''' Devices are often still too bulky, heavy, or unstylish for all-day wear. | |||
*'''[[Battery life|Battery Life]]:''' Often limited to 2-4 hours of active use. | |||
*'''[[Field-of-view|Field of View (FOV)]]:''' Often narrower than human vision, limiting immersion. | |||
*'''[[Display technology|Display]] Quality:''' Issues like brightness, [[sunlight readability]], and resolution need further improvement. | |||
*'''App Ecosystem:''' Lack of compelling, everyday "[[killer application]]s" for consumers. | |||
*'''[[Privacy]] and Social Acceptance:''' As discussed above. | |||
==Future outlook and ongoing research directions== | |||
Future development aims to overcome current limitations and unlock mainstream potential: | |||
*'''[[Optics]]:''' Research focuses on thinner, lighter, and wider-FOV optics like [[metasurface]]-based [[waveguide]]s or advanced [[holographic optical element]]s, potentially achieving eyeglass form factors.<ref name="NatureMetasurface" /><ref name="NVIDIAAI" /> [[Retinal projection]] and [[varifocal display]]s aim to address [[vergence-accommodation conflict]] and reduce [[eye strain]]. | |||
*'''Processing and Power:''' Continued improvement in low-power [[processor]]s and specialized [[AI]] chips ([[Apple R1|R1]], dedicated [[NPU]]s). Better battery technology and [[wireless power transfer|wireless charging]] are crucial. Offloading computation to [[edge computing|edge]]/[[cloud computing|cloud]] via [[5G]] or [[Wi-Fi 6|Wi-Fi 6/7]] may enable lighter devices. | |||
*'''AI Integration:''' On-device [[AI]] assistants that understand user context, interpret the environment, and provide proactive information (for example [[Meta Platforms|Meta]]'s [[Project Orion (Meta)|Orion]] prototype concept).<ref name="OrionVerge" /> | |||
*'''Sensing and Interaction:''' More robust [[hand tracking]], [[eye tracking]], and development of [[brain-computer interface|brain-computer interfaces]] (BCIs) or [[electromyography|EMG]]-based inputs. | |||
*'''Software and Ecosystem:''' Maturation of [[spatial computing]] platforms, expansion of [[OpenXR]] support, development of persistent, shared AR experiences ([[AR Cloud]]), and richer content creation tools. | |||
*'''New Form Factors:''' Exploration beyond glasses, including [[augmented contact lens|AR contact lenses]] or projection-based systems. | |||
==References== | |||
<references /> | <references /> | ||
[[Category:Terms]] | |||
[[Category:Technical Terms]] | |||
[[Category:AR Device Types]] | |||
[[Category:Technology]] | |||
[[Category:Wearable Technology]] | |||
[[Category:Augmented Reality]] | |||
[[Category:Computing Devices]] | |||
[[Category:Consumer Electronics]] | |||
[[Category:Emerging Technologies]] | |||
[[Category:Mixed Reality]] | |||
[[Category:Display Technology]] | |||
[[Category:Head-mounted Displays]] | |||
[[Category:Virtual Reality]] | |||
[[Category:Mobile Computing]] |