Apple Vision Pro Headset

Apple Vision Pro Headset-Would You Buy It?

Will you buy this Apple VR Headset? What does it offer? How does it work?

What is Apple Vision Pro Headset?

Apple’s new mixed-reality glasses launched with plenty of hype.

The U.S. technology giant’s first foray into mixed-reality headsets, which has been termed “spatial computing” has been seen by some as the impetus for a new revolution in wearable technology.

Apple Vision Pro Mixed Reality Headset introduces spatial computing, with a 3D interface and dual-chip design for real-time experiences.

Apple Vision Pro seamlessly blends digital content with your physical space.

It uses micro-OLED technology for a display system, an advanced Spatial Audio system, high-performance eye tracking, and a unique dual-chip design.

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Features of Apple Pro Vision Headset

It offers an infinite screen and support for Magic Trackpad, providing wireless Mac experiences.

Basically, transforms spaces into personal theaters, and supports immersive videos and games.

Further, allows the creation of dynamic landscapes, and spatial photo/video capture, and transforms Face time into a spatial experience.

Ultimately, it introduces an all-new App Store for app discovery and access to iPhone and iPad apps.

Vision OS – It presents Vision OS for low-latency spatial computing and Eyesight for visual cues about the user’s focus.

Features a compact, wearable form factor with 3D laminated glass, a custom aluminum frame, and a tailored fit.

Privacy and Security – It utilizes Optic ID for secure authentication and ensures private eye tracking and sensor data processing.

Apple’s compact — but still not small — headset reminds me of an Apple-designed Meta Quest Pro.

The fit of the back strap was comfy yet stretchy, with a dial to adjust the rear fit and a top strap for stability.

The headset’s sleek design, and even its glowing front faceplate, also gave me an instant Ready Player One vibe.

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But can Apple’s Vision Pro Headset Succeed?

First, the history of mixed, virtual, and augmented reality goggles is littered with the corpses of failed projects past.

Basically, much of the problem has been finding a user for this technology that people actually want, or even need.

Second the immersive and interactivity augmented reality (AR) and virtual reality (VR) provide have tended to lend themselves most obviously to the gaming industry.

For the past 20 to 30 years, or since the late 80s or early 90s there has been this vision about virtual reality says Slyvia Pan, professor of virtual reality at Goldsmiths, University of London.

Nintendo’s Virtual Boy

Some attempts came to the market, like Nintendo’s Virtual Boy, which claimed to be able to present “stereoscopic” three-dimensional (3D) graphics while playing games.

But the Virtual Boy suffered from being too expensive, too clunky, and not effective enough.

A second attempt by the company’s 3DS-handled games console was downplayed by the company when promoting the console.

There was hype in the early 2000s, but it gradually came down.

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Oculus VR Headset

In 2013, the excitement started once more with Oculus Kickstarter Campaign, Oculus VR, a VR headset firm was set up by Palmer Luckey, a retro game modder, tinkering with classic video games to inject new life into them.

Kickstarter aimed to raise $250,000 at the time in crowdfunding for the headset, which promised to bring an immersive gaming experience.

In the end, it raised 10 times that amount.

Oculus was a rare success story in the early days of the VR headset’s relatively recent history. So much so that it was bought by Facebook in March 2014 for $2bn.

The acquisition of Oculus brought big tech into the game, and Meta continues to be a major player in the area as it builds a new virtual world called the Metaverse.

But while Meta’s move into VR appears to have helped the technology become more mainstream, the backing of a major technology company doesn’t always mean success.

Google Glass

Ten years ago, Google launched Google Glass, its attempt at augmented reality. Glass wearers would see the world with a graphical layer of digital information atop their field of view.

But the product flopped. The eyewear was considered unstylish, and hard to use and many people objected to the built-in camera.

Perhaps most unkindly of all, the most enthusiastic wearers came to be termed “glassholes”.

So far, the main issue has been that consumers struggled to find meaningful uses for these devices that justified strapping them on.

Much AR technology struggles to connect with ordinary people or only connects for a fleeting moment as a game.

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Why Apple Vision Pro Headset has a chance to succeed?

The tracking technology figures out where the wearer of the goggles is in the world, and overlays the graphical interface in the right place, has advanced to the point of being able to do it in real time.

And the graphics display technology has also sped up, meaning there is less lag between actions. (Apple claims its R1 computer chip embedded within the device can stream new images within 12 milliseconds,8 times faster than the blink of an eye).

Yet, there is still a problem of the gap between reality and the hype or hope we have for how these devices will change our lives.

Apple has presented the Vision Pro smartly by showing use cases for the device that echoed how people interact with computers, rather than pie-in-the-sky potential.

Apple’s own website shows people browsing the internet and watching a video without the need for screens.

Some technology commentators suggest that Apple should target the first version of the Vision Pro at specialist users, such as architects, who could use augmented reality to imagine what a building might look like in situ.

But there have been concerns raised by research that suggests augmented reality headsets may make complex tasks harder to complete than without any hi-tech help at all.

Even if Apple does not end up appearing in operating theaters worldwide, there is a surprising line in using AR and VR for training people to do tasks before they do them in real life.

About Apple’s dilemma

Apple is facing a lot of competition too with Magic Lerap releasing a second iteration of its goggles last year and Microsoft’s Hololens 2 already on sale.

Google, however, announced in March this year that it was giving up on the latest Enterprise Edition of its Glass smart glasses, giving no indication the project will be revived.

Finally, at this point, it looks like another iteration of a technology that has largely failed to catch on with most people.

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Would You Buy It?

However, Mark Gurman at Bloomberg has now tweeted that many people will have to set extra money aside to buy the Vision Pro.

That’s because there’s no room for wearing glasses under the headset, so those who wear specs have to find a different way to be able to see the micro OLED displays in perfect clarity.

This is achieved by prescription lenses that sit in front of each eye. They attach magnetically to the Vision Pro, Apple has said, but it has not given any clue about pricing.

When the price of the headset was announced, there were loud gasps among the crowd at the company’s campus.

The cost has been criticized by consumers and online commentators alike.

And then, Apple’s argument for the price point has also been short of compelling.

In a couple of years, though, this will all probably be a moot point. Apple is already at work on a cheaper version of the headset that will help it sell more units.


There’s no clarity at this point whether unicorn horns are part of the deal—this is Apple, after all—but, okay, let’s work on the principle that they’re not.

If the eyes-on sessions Apple has been holding are like the Apple Store experience, it may be that they’ll have an optometrist on-site, who will read your glasses prescription and select the right lenses for you. Apple has said it can cater to almost all eyes.

These are details that will become clearer in the run-up to the headset’s launch. But specs wearers can expect an extra cost, however big or small that might be.

The headset will test a market crowded with devices that have yet to gain traction with consumers and put it in direct competition with Facebook owner Meta.

After years of clashes between the companies over issues like user privacy and control of developer platforms.

The Vision Pro will start at $3,499, more than 3 times the cost of the priciest headset in Meta’s line of mixed and virtual reality devices.

Do you think Apple’s new AR/VR headset will be an iPhone reveal-like moment that will change the whole industry or not?


How much will the Apple Vision Pro cost?


What is Apple Vision Pro used for?

Vision Pro is essentially an Augmented -reality (AR) headset that “seamlessly” blends the real and digital worlds. The device can switch between augmented and full virtual reality (VR) using a dial. However, Apple did not use the expressions “mixed reality” or “virtual reality” in the presentation.

Is Apple Vision Pro VR & AR?

Apple announced the Vision Pro, its first augmented reality (AR) headset, at its 5 June WWDC keynote. The headset contains two leading-edge micro-OLED displays packing an incredible 23 million pixels nearly 3 times as many as in a 4k display.

Is VR better than AR?

As an AR user, you can control your presence in the real world; VR users are controlled by the system. VR requires a headset device, but AR can be accessed with a smartphone. AR enhances both the virtual and real world while VR only enhances a fictional reality.

What are the 3 types of virtual reality?

b. Semi-immersive
c. Fully immersive

Which is cheaper AR or VR?

AR is not expensive as VR. The start-up costs for AR can still be higher than alternative modalities, like eLearning and instructor-led training. It can also be costly in terms of the time it takes to develop it.

Who invented VR?

The use of term “Virtual reality” however, was first used in the mid-1980s when Jaron Lanier, founder of VPL Research, began to develop the gear, including goggles and gloves, needed to experience what he called “virtual reality”.

What is the oldest VR?

Cinematographer Morton Heilig created Sensorama, the first VR machine (patented in 1962). It was a large booth that could fit up to 4 people at a time.

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