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=== 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 (e.g., 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.
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 ==
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*  '''[[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 (e.g., [[Apple Vision Pro]]).
*  '''[[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 ==
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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 (e.g., covert recording, [[face recognition]] without consent).
*Potential for misuse (for example covert recording, [[face recognition]] without consent).
*Digital distraction and safety risks (e.g., obscured vision, attention diversion).
*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.
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*'''[[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 (e.g., [[Meta Platforms|Meta]]'s [[Project Orion (Meta)|Orion]] prototype concept).<ref name="OrionVerge" />
*'''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.