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  • '''Liquid Image''' is a company that made [[VR headset]]s, wearable computers, and other VR products. ...
    1 KB (149 words) - 20:42, 2 July 2025
  • ...a familiar name in the consumer VR scene, but this company has been in the wearable smart glasses industry since 2008 and has recently announced the ODG R9 sma ...rs, highly portable servers, miniature UAVs before finally stepping in the wearable smart glasses industry in 2008. The development of R9 marks the company’s m ...
    4 KB (553 words) - 23:05, 8 May 2017
  • |Subtype = [[Enterprise AR]], [[Wearable Computer]] |Requires = None (standalone wearable computer) ...
    12 KB (1,248 words) - 03:08, 8 January 2026
  • ...VR headset. IIS would later become [[Vuzix]], continuing to operate in the wearable display market as of 2023. ...rement of the VFX1. This made the headset compatible with a wider range of computers, including laptops. ...
    6 KB (801 words) - 22:11, 7 January 2026
  • ...d simple USB-C connectivity to compatible smartphones, gaming devices, and computers, the Nreal Air targets users seeking a private, immersive display experienc * Wearable in public ...
    10 KB (1,130 words) - 03:10, 8 January 2026
  • ...y solution that connects via USB-C to compatible smartphones, tablets, and computers, the BT-40 targets applications ranging from personal entertainment and dro * Mac computers ...
    10 KB (1,115 words) - 03:07, 8 January 2026
  • [[Smart glasses]] are [[wearable technology|wearable computing]] devices that resemble conventional [[eyewear]] but feature inte Smart glasses can function as wearable computers: they support wireless connectivity like [[Bluetooth]], [[Wi-Fi]], and [[GP ...
    29 KB (3,852 words) - 14:28, 7 June 2025
  • .../> The Luma Series was positioned as VITURE's next evolution in immersive wearable displays, built on years of user insights and optical breakthroughs.<ref na * [[MacBook]] and [[Mac]] computers ...
    20 KB (2,629 words) - 10:56, 16 November 2025
  • ...ure to create force feedback. These can be used in gloves, suits, or other wearable devices to simulate touch and pressure.<ref>Burdea, G., Zhuang, J., Roskos, ...istensen, D. L., Ploch, C. J., & Follmer, S. (2016, October). Wolverine: A wearable haptic interface for grasping in virtual reality. In 2016 IEEE/RSJ Internat ...
    28 KB (3,676 words) - 21:30, 7 May 2025
  • |Website = https://www.meta.com/emerging-tech/emg-wearable-technology/ ...virtual reality]] (VR) devices.<ref>https://www.meta.com/emerging-tech/emg-wearable-technology/ EMG Wristbands and Technology | Meta</ref> ...
    37 KB (4,642 words) - 22:11, 12 October 2025
  • ...nction as an external display that connects to [[smartphones]], [[personal computers]], and [[gaming consoles]] via [[USB-C]], positioning it as a tethered AR s ...egrates most deeply with the VITURE [[Pro Neckband]] (an [[Android]]-based wearable compute unit) for hand gestures and mobile use.<ref name="pro-neckband">VIT ...
    33 KB (4,278 words) - 10:55, 16 November 2025
  • ...s to intuitively manipulate virtual objects as if they were real, and lets computers understand and respond to the user’s physical context, aiming to make the c ...s vision of [[ubiquitous computing]] at Xerox PARC in 1991, which imagined computers woven into the fabric of everyday life.<ref name="HandwikiHistory"/> ...
    30 KB (3,842 words) - 14:28, 7 June 2025
  • ...2]], [[Steam Deck]], [[iPhone]], [[Android]] smartphones, and traditional computers.<ref name="official"/> * [[MacBook]] and Mac computers ...
    33 KB (4,359 words) - 10:56, 16 November 2025