Is virtual reality the future? Apple’s betting on it, but VR experts say we may not be there yet | 24CA News
On Monday, Apple unveiled a brand new product that is both revolutionary, or very costly hype, relying on whether or not you learn the firm description of the Vision Pro or media opinions of its unveiling.
Launched throughout the firm’s annual World Wide Developers Conference (WWDC) in Cupertino, Calif., the Apple Vision Pro is a wearable headset. The machine will probably be able to toggling between digital actuality (VR), and augmented actuality (AR), which tasks digital imagery whereas customers nonetheless can see objects in the true world.
It can be utilized for immersive experiences in every part from work conferences and FaceTime, to photographs, motion pictures and apps.
“Today marks the beginning of a new era for computing,” mentioned Apple CEO Tim Cook.
The headset, which Apple says will probably be obtainable in 2024, will not be low cost, beginning at $3,499 US, or about $4,700 Cdn.
While the Vision Pro was unveiled with some fanfare — it is Apple’s first main product launch since its Apple Watch almost a decade in the past — buyers gave it a lukewarm reception. Analysts warned the fee may very well be a significant deterrent and the VR and AR industries have struggled to take off previously.
Apple unveiled its first new product for the reason that Apple Watch in 2015. The Vision Pro VR headset lets customers mix augmented actuality with on a regular basis life, however its $4,700 Cdn price ticket could also be a troublesome promote.
“VR kind of resurfaces every 10 years or so as the big thing,” Alla Sheffer, a professor of laptop science on the University of British Columbia whose analysis areas embody digital and augmented actuality, advised 24CA News. “And then it goes away.”
The query on many individuals’s minds: is that this time totally different?
What’s the distinction between VR and AR?
To grasp the know-how’s implications, it helps to know the know-how itself. Traditional digital actuality is a computer-generated surroundings. Typically, a person wears a head-mounted show or headset like ski goggles, Sheffer defined. But as a substitute of wanting by way of these goggles, customers see a show.
“You only see the virtual content. You don’t see the outside world,” Sheffer mentioned.
VR additionally consists of seize setups, and software program that responds to them: suppose, for instance, of a digital actuality golf recreation the place you are shifting your arms, and that is captured mechanically and translated right into a gesture utilizing a digital golf membership.
There are two sorts of augmented actuality, Sheffer mentioned: head-mounted show, and cellular phone. With head-mounted show AR, think about you are carrying the identical ski goggles, however now they’re clear. You can see what’s in entrance of you within the bodily world, however you can even see what’s on the display.
Cell cellphone AR, Sheffer defined, combines what you see in your cellphone’s digital camera with digital components. Imagine selecting a sofa mannequin on a retail web site, and seeing it in your lounge by way of your cellphone’s digital camera.
“You probably interact with AR a lot and don’t realize it,” mentioned Bree McEwan, an affiliate professor on the Institute of Communication, Culture, Information and Technology on the University of Toronto, and the director of the McEwan Mediated Communication Lab.
Pokemon GO, Snapchat, TikTookay filters and even Google Maps already make the most of AR, McEwan mentioned.

What already exists on this sphere?
The Vision Pro combines each VR and AR in a single machine, McEwan and Sheffer defined. But Apple is much from the primary firm to enterprise into the digital and augmented worlds.
There are various VR headsets already available on the market, together with Meta’s Oculus Quest 2 and Pro. Its Quest 3 is ready to launch later this yr, beginning at $499 US or about $667 Cdn. That machine will function color blended actuality, which mixes augmented and digital actuality components, in line with CEO Mark Zuckerberg.
Meta’s Quest 2 and Quest Pro gadgets comprised almost 80 per cent of the 8.8 million digital actuality headsets bought in 2022, in line with an estimate by market analysis agency IDC. Still, Meta has struggled to promote its imaginative and prescient of an immersive “metaverse” of interconnected digital worlds and broaden the marketplace for its gadgets past the area of interest of the gaming group.
AR has been a trickier market to interrupt into, McEwan mentioned, noting the failure of two merchandise, Microsoft’s HoloLens and Google Glass.
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When Snap, the corporate that owns SnapChat, made AR glasses, “they went nowhere,” Sheffer mentioned.
“AR didn’t take off the way people thought it would,” McEwan mentioned, noting there have been various technical points.
Sheffer mentioned the wrestle could come right down to a easy challenge: “Humans don’t like to wear things on their heads.”
What are the real-world functions?
Right now, the largest use for VR is video games, McEwan mentioned, including: “Games is a big business.”
It’s additionally been used successfully for simulators, reminiscent of driving and flying simulators, working towards sports activities, and for coaching functions, Sheffer mentioned. “I think there’s a lot of value there.”
Virtual actuality can be being utilized in medication and medical analysis; to make most cancers therapies much less annoying, to grant remaining needs in palliative care, and to maintain surgical abilities sharp, to call just some functions. Some therapists are incorporating the know-how into treating phobias and anxiousness.
A pilot venture at Reddam House School in Berkshire, England, has college students utilizing VR headsets within the classroom to be taught conventional topics in a brand new means. Petting woolly mammoths, holding planets of their arms, and analyzing the human coronary heart are just some of the experiences college students have on this future-facing tackle training.
It’s additionally used for interpersonal abilities and public talking coaching, McEwan mentioned. Education is one other main alternative, she added. In one of many lessons she teaches, McEwan provides college students headsets they usually do 5 weeks of lessons just about. It’s a mannequin she began using throughout COVID, as a substitute of utilizing Zoom.
Screen-based AR is already utilized in a number of industries, reminiscent of warehousing and manufacturing, Sheffer mentioned, the place you possibly can level your digital camera at an object and a recognition software program identifies it.
So, is the longer term digital?
McEwan sees a possible future for headsets within the business sphere, and predicts extra organizations could begin offering them for conferences and coaching. And if folks get comfy utilizing one thing in a business setting, that will bleed into the social surroundings, she mentioned, noting that is what occurred with e-mail and intranet messaging programs.
But whereas there’s what she calls a “cultural imagination,” for popping a tool in your head and showing within the metaverse, she mentioned we’re not there but. “The average person is probably not quite ready to jump into VR all of the time.”
Whether or not headsets are going to lastly take off is what Sheffer calls “the billion-dollar question.” VR had surges of recognition during the last a number of many years, however folks did not wish to put on the headsets, she mentioned.
“I think if anyone can make it, it’s Apple,” she continued. “If they can make the headset convenient, and make people want to wear it, then all of the sudden this can go places.”

