AR glasses: Difference between revisions
Appearance
Xinreality (talk | contribs) No edit summary |
Xinreality (talk | contribs) m Text replacement - "e.g.," to "for example" |
||
Line 35: | Line 35: | ||
=== Processing and Power === | === 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 ( | 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 == | == Types of AR glasses == | ||
Line 42: | Line 42: | ||
* '''[[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]] 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. | ||
* '''[[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 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. | ||
* '''[[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 ( | * '''[[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]]). | ||
== Key applications == | == Key applications == | ||
Line 91: | Line 91: | ||
Key concerns include: | Key concerns include: | ||
*Collection and use of sensitive data (video, audio, [[spatial mapping|spatial maps]], [[eye tracking]] data). | *Collection and use of sensitive data (video, audio, [[spatial mapping|spatial maps]], [[eye tracking]] data). | ||
*Potential for misuse ( | *Potential for misuse (for example covert recording, [[face recognition]] without consent). | ||
*Digital distraction and safety risks ( | *Digital distraction and safety risks (for example obscured vision, attention diversion). | ||
*[[Social norm]] disruption and the [[digital divide]]. | *[[Social norm]] disruption and the [[digital divide]]. | ||
*Aesthetic and [[ergonomics|ergonomic]] issues impacting adoption. Bulky or conspicuous designs can lead to stigma. | *Aesthetic and [[ergonomics|ergonomic]] issues impacting adoption. Bulky or conspicuous designs can lead to stigma. | ||
Line 129: | Line 129: | ||
*'''[[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]]. | *'''[[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. | *'''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 ( | *'''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. | *'''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. | *'''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. |