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It appears that Apple's vision for the future is this, a VR headset.

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They're cool and quite a bit of fun, at least for a while.

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And at this year's WWDC, we're expecting to see their version of it.

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From what I know about Apple's history, this seems off, an Apple VR platform that seems

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so open-ended and unresolved. I'm not confident and I don't know why.

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So to see if I'm the only one, out of the announcement, let's ask people what they

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want from an Apple VR headset.

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Mark, do I look cool wearing these?

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A little bit. Kind of, but probably just wear inside.

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You look cooler. What? Kind of.

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Kind of look like a bug. I don't know where to look. Look, like there's cameras right above your nose.

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You look like a Star Wars alien if I just focus on that.

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This headset has been a long time coming, actually, with rumors trickling out steadily

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for the past eight years.

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People have been speculating about the specs, but I'm more interested in the whole point

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of Apple's headset. Because frankly, I think it's worth tamping down expectation.

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So if I had to sum it up, it's probably not going to be amazing.

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In my opinion, what they're going to probably announce or release according to all those

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rumors, it's going to be kind of VR headsets with potentially C2 applications.

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To help me on my journey, I reached out to Zane Bahamri, a lead analyst for Display Imaging,

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as well as Eugene Fumay, Dean of Applied Sciences at Simon Fraser University here in Burnaby.

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I would have preferred the straight AR solution personally.

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I think there would be a lower barrier to acceptance, and more people would try it out.

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I think AR actually has more potential in society at large.

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The very fact you're looking at me through this VR headset, and I'm not sharing that

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experience with you, is fundamentally problematic.

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But I'm not too surprised that they would go to a VR setting first.

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There is an opportunity to capitalize on existing VR applications, interesting graphics games,

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and having a pass-through gives you an AR-ish experience.

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The closest analog to what's expected is this, the MetaQuest Pro.

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I've been using it for the past week, and it's really sold me on what VR offers,

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especially in terms of immersion and sense of scale in virtual worlds.

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Whoa, cool apartment! Unfortunately, it's decent hardware controlled by maddening Meta software.

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But fortunately, this is what Apple does best. Take an established category that's a little lost, and then show the world how it should be done.

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It's what they did with the PC, it's what they did with the music player, it's what they did with the cell phone, and I guess what they're doing with the Apple Watch.

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The question is, are those past successes any indication that Apple will be the company to

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finally crack VR, or is this just a radically different challenge from what they faced before?

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Search! We have to remember that this idea of extending reality has been around for millennia.

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I mean, you know, with the development of eyeglasses and microscopes and telescopes,

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we're kind of extending the nature of the reality we can perceive.

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So this idea of augmenting reality has been around a long time.

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The difference is that those were all purpose-built.

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What we're dealing with here with these glass technologies is we've been through a cycle since,

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you know, the mid-1960s, and they've really been largely the same kind of applications,

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simulation technologies, and it's moved into the idea of immersive computer graphics environments,

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games, and so on. So the cycle of applications hasn't changed that much, and the nature of the,

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frankly, the form factor has not changed that much.

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And the use case, the application is really what's missing. And I mean, if we look at the history, you opened up with the VR.

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Don't know if you remember, 2014, Max Zuckerberg by Oculus for two billion,

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and he says, no worry, we're going to start with the video gamers, and then it's going to be what he

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called a social VR. It's going to be for everyone. You're going to be able to call the grandma or the

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VR and so on and so forth. Lo and behold, we are many years after that, and the market is only

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the video gamers and the industrial applications. I'm sure you've heard that there are a lot of

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rumors that Apple's going to release a headset similar to this. What should it do? Like, what's

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I don't want to watch like Netflix outside, but like maybe scan some areas, maybe make

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graphs, I don't know. Final Cut Pro, my new editing setup. So you would edit Final Cut Pro in like a

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virtual world? That'd be amazing. What's that movie? Minority report? Minority report, but like video

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editing. I'm not an Apple. I don't have anything Apple, so I don't, if it could get my wife interested

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in it, then I would buy it. Seriously, if this could get your wife into VR, that would make it work well.

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Yeah. The more that being in a VR environment is more like being in the real world, this is obvious.

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The more I want to try it. Yeah. Yeah, it would be cool if it can incorporate with some like

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applications where you can like do like draping or some sort or pattern making.

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Because gravity sketch can already do something similar with like drawing in a 3D space with

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VR headsets. What would it have to do to be revolutionary and useful? You'd have to be able

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to use it while it's charging. Okay. Would I want to watch a movie through an AR VR headset?

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No, we already saw the problem with that with stereo televisions. You lose track of your

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companions. What I would want is something where there's nothing but a gain. And there seems to be

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a situation where there's a gain, but there's a demonstrable loss. So if it's win-win-win along

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the way, then I'm in. Well, it's interesting you mentioned like that we've been making progress

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forward, but there's always been kind of caveats. It kind of feels then that we're not getting as

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far as we could. Like there's lots of obstacles in the way. What we haven't seemed to have gotten

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past is getting really into the mainstream. We seem to be stuck in the early adopter world

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with these technologies. Unlike, say, you know, look at where we've gone with games technologies

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and how far people are willing to go to really upgrade their systems so that they get the best

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possible experience. They're early adopters, but there's many others that have joined. There's a

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huge momentum to the point that video games are a gigantic industry that dwarfs the moving industry.

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So show me more gains. And you know, I'm all in if they do.

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Like VR, the rumors of Apple's headset haven't shown a win-win though. It sounds more like a

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compromise. The dream and intention from the start was to create a set of augmented reality

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glasses, which wouldn't look out of place on your face while displaying an interface in your space.

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But that's not happening. Instead, we're getting mixed reality. And that's quite new.

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Using this makes that hard to see, though. Sure, I can walk around with it just fine,

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but the effect from these cameras make me feel like Scott Pilgrim battling the X's.

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And who wants to do that? In 2017, Apple launched ARKit for developers,

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and for a few years after, they would demo how the LiDAR sensors in their pro-mobile devices

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could enable such amazing experiences, like Lego on a table or overlays in clips. Perhaps the best

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experience I've been able to find is the AR walking directions in Apple Maps. That would be great

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in a pair of glasses, but only if I'm willing to be seen out in public with them. What I'm hoping for

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is that we see a lot of creative people looking at these beyond-games technologies, that they'll

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be looking at more somber or austere applications that really will help people. And another aspect

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of this is how do we make these devices more inclusive? But we really need creative software

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people to generate and develop really interesting, inclusive applications.

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So what kind of applications can we expect developers to make? Currently the most compelling

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use case for VR is gaming, but that's the one thing Apple's the worst at. If a developer wants

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to make a game, they have to use Apple's Metal API, whereas most are using Vulkan.

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So if you were to take the number of VR developers and cross them with the number of Metal API

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developers, I imagine the Venn diagram overlap is quite slim. Not to mention if they have to give

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30% of all transactions on the platform to Apple, which has already strained the company's

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relationships with developers, even on top of App Store review struggles.

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But maybe we don't need any new applications. We just need the applications we already have

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with a new interface and in a new way, which is what Apple's done exceedingly well. The

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Macintosh had the mouse, the iPod had the click wheel, the iPhone had multi-touch.

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You know, one of the things that we really might want to think more about is the whole

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nature of display systems. As I went through my understanding of computer graphics, I was forced

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to learn about magic. And the magic starts with things like cathode ray tubes. They're magic.

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Then we go to, you know, we went to LCDs and to LEDs, magic. But one of the things that we're stuck

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with is the display. And it means that we have to go to the display. The promise of AR and VR,

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in particular AR, is that we can be freed from the display as a fixed thing.

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We actually have an opportunity to get a glimpse of what this is like with the in real

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air glasses. And I gave Eugene a chance to try them out himself.

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You know, that's really good. I think I could actually use this. That's always being the promise

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of it. And that's, I think, a place where we can kind of imagine really a world where the computer,

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and in some sense, the display disappears. It's simply part of a human visual system,

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part of the cognitive processing we do. I think it will happen though. And that's,

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that's really something for us to be thinking about as human beings. What will happen when we

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are completely unmoored from, you know, the home office and the display systems that we

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essentially have our faces stuck into. Now the display travel with us. It's kind of cool when

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you think about that as it's as the promise of the technology. It's really interesting that you

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bring up, you know, replacing screens because that is kind of a compelling application. And is

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it really that simple? I think it is that simple. And, but then we have to have the compelling

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applications. I could imagine sitting in the office managing Windows floating in space,

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maybe even video editing a timeline that spans across the entirety of the desk.

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The office use case is where meta has been trying to go and they've yet to set the world on fire.

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But meta is an apple.

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And the apple coming in would be kind of a strong commitment. So they're going to release something

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that's top level that she goes through. And I'm really hoping that it creates the emulation

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and the development that's needed for the whole industry because you can have the best hardware.

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If you don't have anything to use it for, it's going to be useless. So you can see, right?

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But you know, it's going to happen. Like this is going to happen. Does it happen now versus

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the next wheel of reincarnation? That's going to be the interesting question.

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So yeah, it's been a 50 some odd year process. And it'll just be very interesting to see

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where we end up. I think, you know, given Apple's reputation, I think they'll likely have a very

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nice looking headset. Thanks for making this Mac Address a virtual reality. If you're excited for

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Apple's headset, give this video a like. And if you want to learn about it when it gets announced,

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well, you might as well subscribe. Now, I'm curious in the comments below what you think

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the right use case for one of these is.
