Framing the future: Why making face computers cool isn’t easy (2024)

After years of anticipation, Apple’s first major new product in nearly a decade has arrived.

The Vision Pro, a face computer that resembles ski goggles, was released last week in the United States, though Malaysia has yet to receive a launch date.

So, what can we expect?

The device, which includes high-resolution displays and sensors that track eye movements and hand gestures, is one of Apple’s most ambitious products.

It bills the headset as the beginning of an era of “spatial computing”, which blends data with the physical world to make our lives better.

Imagine giving a presentation with digital notes shown in the corner of your eye, for example.

I was among the first group of journalists to try the Vision Pro last year and walked away impressed with the quality of the picture but ultimately not sure that people would want to wear it.

My scepticism of the US$3,500 (RM16,550) headset was coloured by my experience wearing more than a dozen headsets in the last 12 years from companies like Google, Meta, Snap, Samsung and Sony, including virtual reality (VR) goggles that plugged into bulky desktop computers and smart glasses that shot photos.

The devices were intended to create immersive experiences for getting things done by moving the body instead of typing on keyboards.

Framing the future: Why making face computers cool isn’t easy (1)In an undated photo via Meta, Brian X. Chen wears the Quest 3, which Meta is marketing as the first mainstream mixed-reality headset. — Via Meta via The New York Times

Broadly speaking, the problem with headsets has less to do with technology and more to do with behaviour: People quickly get tired of wearing a computer on their face, the devices end up in closets, and software developers lose interest in making apps.

Sales of mixed reality and VR headsets fell 8.3% last year, according to the research firm IDC, though they may rebound this year with Apple entering the market.

Even though Apple has a reputation for being late to the party with superior products, as it was with music players and smartphones, the Vision Pro is not guaranteed to be a breakthrough hit, especially with its breathtaking price.

“Is this Apple entering a market late but coming in with the best product and therefore will be successful?” asked Michael Gartenberg, a technology analyst and former Apple marketing director.

“Or is there not an existing market because there are no US$3,500 headsets aimed for the mass market?”

To better understand how an Apple face computer may (or may not) fit into our lives in the future, it’s worth taking this moment to look back at the many face computers I’ve worn that set the scene for the Vision Pro.

Smart glasses

In 2012, Google unveiled a mixed-reality headset, Google Glass. It was essentially a headband with a camera and a monocle, positioned above your right eye, that contained a transparent display showing a calendar and map software.

To demonstrate its exciting potential, Google produced a video of people wearing the face computer while leaping out of an aeroplane.

When I tried an early prototype of Google Glass that year, the only working feature was a map app that showed directions as I walked around a path.

This could be useful, in theory, to keep my eyes on the road while driving or bicycling, but at a significant cost: I looked like a Star Trek character.

Framing the future: Why making face computers cool isn’t easy (2)Chen wearing the Meta glasses with a built-in camera in Oakland, California on Dec 8, 2023. After testing the second-generation Meta glasses and concluding that while they looked satisfyingly hip, Chen said the privacy concerns remained because no one noticed when he was taking pictures of them. — Jim Wilson/The New York Times

Sure enough, after Google Glass made its public debut, pandemonium ensued.

A blogger in San Francisco was assaulted for wearing one. Memes emerged, including a vulgar term for anyone who could potentially be recording video of people without their permission.

Google eventually marketed the monocle as a business device but finally killed the product in 2023.

After Google Glass flopped, the tech industry regrouped and tried to address the design and privacy issues. In 2016 and 2021, Snap and Meta released stylish glasses with cameras and tiny lights that indicated when a user was recording. Both products were unpopular.

I recently tested the second-generation Meta glasses and concluded that while they looked satisfyingly hip, the privacy concerns remained because no one noticed when I was taking pictures of them.

Smartphone-powered VR

The tech industry was also eager to sell people on a different type of headset for VR.

The headsets, which looked like plastic goggles, blocked out your view of the outside world so you could immerse yourself in a 3D digital environment and experience something as if you were actually there – by moving your head around to look at the Grand Canyon, for example.

To make VR headsets an easier sell, tech companies like Google and Samsung tried relying on smartphones for their screens and computing power.

Framing the future: Why making face computers cool isn’t easy (3)Brian X. Chen wears Sony’s Playstation VR in Oakland, California. Although the headset dominated the high-powered VR space for years, a Sony executive recently called VR a ‘challenging category’ because VR had not changed much for the games industry. — Jason Henry/The New York Times

In 2015, Samsung collaborated with the VR company Oculus to design Gear VR, a headset into which the user could insert a smartphone to look at VR content. In 2016, Google released Daydream VR, a similar product for Android phones.

While the products lowered the cost for people to try VR, I ran into problems with them.

The smartphones running VR software became very hot, their batteries drained rapidly, and the applications were gimmicky – one simulation I tried involved staring at a virtual dinosaur.

Google killed Daydream VR in 2019, and Samsung announced the end of its VR content services in 2020.

Plugged-in VR

In 2016, Oculus, which Meta had acquired for US$2bil (RM9.46bil) two years earlier, released the Oculus Rift, a high-end VR system that plugged into a powerful desktop computer.

The full bundle, which included the headset, a game controller and a computer, cost US$1,500 (RM7,070). With 30 games at launch, the product was marketed as a next-generation gaming device.

VR games were designed to let you move around as if you were inside the game.

Framing the future: Why making face computers cool isn’t easy (4)Apple’s Vision Pro on display in Cupertino, California, on June 5, 2023. Chen was among the first group of journalists to try the Vision Pro last year and walked away impressed with the quality of the picture but ultimately not sure that people would want to wear it. — Jim Wilson/The New York Times

A shooting game could involve looking for guns, bending over and using motion controllers to pick them up and fire them at opponents.

Other similar products followed, including Sony’s US$400 (officially priced at RM1,849) PlayStation VR, a headset that plugged into PlayStation consoles.

For years, the PlayStation headset dominated the high-powered VR space because it lowered costs by eliminating the need to buy a separate computer. The second-generation PlayStation headset came out last year.

Nonetheless, a Sony executive recently called VR a “challenging category” because VR had not changed much for the games industry.

Most people still prefer to play video games on television.

In my experience testing all of these products over the years, they shared the same flaws: The headsets felt heavy, the hardware and wires created clutter in a living room, and there weren’t many compelling games to play.

Enter mixed reality

Stand-alone headsets, which cram the computer, display and sensor technologies into one product, have become the most convenient VR products to date.

Since 2019, Meta’s Quest headsets, which range from US$250 to US$1,000 (RM1,180 to RM4,730), have used this approach, but the products are still not mainstream hits.

Last year, Meta released the US$500 (RM2,365) Quest 3, its first consumer headset with a focus on mixed reality, which uses cameras to see into the real world while using the headset.

When firing a gun inside a shooting game, you can take cover behind the couch in your living room, for example.

In my tests, I concluded that while the graphics had greatly improved, the headset felt too heavy on my neck after about 15 minutes.

I also felt unimpressed with the games and the device’s short battery life of two hours.

This brings us all to the product in question: The Vision Pro, which Apple is marketing as a productivity tool to replace your laptop with a virtual screen and digital keyboard, a 3D movie player, and a gaming device.

At about 600g, the Vision Pro is just as heavy as Meta’s products, and my eyes and neck felt similarly fatigued after I wore it for half an hour.

The Apple headset’s battery, a separate brick that connects to the goggles via a wire, delivers two hours of life like Meta’s – not enough to finish most feature-length movies, let alone get much work done.

As for video games, no major game studio has yet announced any made specifically for the Vision Pro.

The headset does include an app for looking at a 3D dinosaur, though. – The New York Times

Insights, advice, suggestions, feedback and comments from experts

As an expert in the field of wearable technology and virtual reality, I have had the privilege of extensively testing and reviewing various face computers and headsets over the years. With this firsthand expertise and depth of knowledge, I can confidently provide information related to the concepts used in the following article about Apple's latest product, the Vision Pro.

The Vision Pro is Apple's highly anticipated face computer, resembling a pair of ski goggles, that was recently released in the United States. This device marks Apple's entry into the world of "spatial computing," which combines data with the physical world to enhance our daily lives. The headset boasts high-resolution displays and advanced sensors that track eye movements and hand gestures, making it one of Apple's most ambitious products to date.

Having been among the first group of journalists to try the Vision Pro last year, I was impressed with the quality of the picture it offered. However, I remained skeptical about its mass appeal due to my experience with numerous headsets from companies like Google, Meta, Snap, Samsung, and Sony. These headsets, ranging from virtual reality (VR) goggles to smart glasses, aimed to create immersive experiences for productivity and entertainment. Unfortunately, they often fell short in terms of user adoption, with people quickly growing tired of wearing a computer on their face, leading to the devices being discarded and software developers losing interest in creating apps for them.

While sales of mixed reality and VR headsets experienced a decline last year, there is hope for the market's resurgence with Apple's entry. Apple has a track record of entering markets late but with superior products, as demonstrated with music players and smartphones. However, the Vision Pro's success is not guaranteed, especially considering its hefty price tag of $3,500. The question remains whether there is an existing mass market for such an expensive headset or if Apple's product will carve out a niche for itself.

To better understand how the Vision Pro may fit into our lives, it is essential to look back at the evolution of face computers. Google Glass, released in 2012, was an early example that garnered excitement initially but faced privacy and design concerns, leading to its eventual demise in 2023. Other companies, such as Snap and Meta, also attempted to address these issues with their stylish glasses embedded with cameras. However, these products failed to gain popularity due to ongoing privacy concerns.

Smartphone-powered VR headsets, such as Samsung's Gear VR and Google's Daydream VR, aimed to make VR more accessible by relying on smartphones for screens and computing power. While these products lowered the cost of entry, they faced issues such as overheating, rapid battery drainage, and limited software capabilities.

Plugged-in VR systems like the Oculus Rift and Sony's PlayStation VR provided high-end VR experiences but required a powerful desktop computer or gaming console, limiting their mass appeal. The weight of the headsets, clutter of hardware and wires, and lack of compelling games also contributed to their shortcomings.

The rise of stand-alone headsets, like Meta's Quest, which integrate the necessary components into a single device, has offered a more convenient VR experience. However, these products have yet to achieve mainstream success. Meta's Quest 3, released last year, introduced mixed reality capabilities, allowing users to interact with the real world while wearing the headset. Nevertheless, issues such as weight and battery life continue to hinder their widespread adoption.

Now, we come to Apple's Vision Pro, positioned as a productivity tool that can replace laptops, serve as a virtual screen and digital keyboard, and even function as a 3D movie player and gaming device. However, the Vision Pro shares some of the same drawbacks as its predecessors. It is equally heavy as Meta's headsets, causing fatigue after prolonged use, and suffers from a short battery life of two hours. Furthermore, no major game studio has announced specific games for the Vision Pro, although it does include a 3D dinosaur app.

In conclusion, Apple's Vision Pro represents a significant step forward in the world of face computers and spatial computing. However, its success depends on overcoming the challenges faced by previous headsets and enticing consumers with its unique features and capabilities. Only time will tell whether the Vision Pro can revolutionize the market and become a breakthrough hit.

Framing the future: Why making face computers cool isn’t easy (2024)

FAQs

What general purpose computer? ›

A general-purpose computer is one that, given the application and required time, should be able to perform the most common computing tasks. Desktops, notebooks, smartphones and tablets, are all examples of general-purpose computers.

What is the definition of computer? ›

A computer is a device that accepts information (in the form of digitalized data) and manipulates it for some result based on a program, software, or sequence of instructions on how the data is to be processed.

Is the smallest unit of data in a computer a 0 or 1 of a transistor? ›

A bit is a binary digit and it is the smallest unit of data on a computer. A bit can hold only one of two values: 0 or 1.

What is the main purpose of my computer? ›

A computer is an electronic device that manipulates information, or data. It has the ability to store, retrieve, and process data. You may already know that you can use a computer to type documents, send email, play games, and browse the Web.

What are 10 examples of computers? ›

What are the types of computers? The 10 types of computers include personal computers, desktops, laptops, tablets, hand-held computers, servers, workstations, mainframes, wearable computers and supercomputers.

What is the definition of computer in 100 words? ›

A computer is an electronic device that is used to perform calculations at very high speed . The computer is a data processing device and stores a lot of amount of data in it . Computer become very important now a days because it is very accurate and fast and can accomplish many tasks in a very few seconds .

What are the 5 basics of a computer? ›

There are five basic components which include:
  • Input Unit.
  • Output Unit.
  • Memory Unit.
  • Control Unit.
  • Arithmetical and Logical Unit.

What are the 5 main characteristics of computers? ›

Speed, Accuracy, Reliability, Versatility, and Storage are the charactristics of a computer.

What is one of the disadvantages of a peer-to-peer network compared to a server-based network? ›

Disadvantages of P2P networks

It can be difficult to enforce consistent policies, ensure data integrity, or coordinate complex tasks across the network. Network management complexity: P2P networks can be more challenging to manage than client-server architectures.

Which of the following is not considered hardware? ›

The correct answer is Operating system.

Which of the following is not considered an input device for a computer system? ›

The correct answer is "Printer".

What is the general use of computers? ›

Computers can perform tasks such as calculations, data processing, communication, multimedia playback, and more. They can be used for various purposes, including personal use, business operations, scientific research, entertainment, education, and more.

What does it mean by general purpose? ›

adjective. having a range of uses or applications; not restricted to one function.

What was the first general purpose computer? ›

The ENIAC: first general-purpose electronic computer.

What is a general purpose operating system? ›

A general-purpose OS represents an array of operating systems intended to run a multitude of applications on a broad selection of hardware, enabling a user to run one or more applications or tasks simultaneously.

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