Meta is reportedly teaming up with South Korean tech giant LG Electronics to offer up competition to the Apple’s forthcoming Vision Pro mixed reality headset, which is slated to arrive sometime in 2024.
South Korea’s Maekyung (Korean) is reporting on two new Meta headsets: a low-cost Quest model that will be priced at “less than $200” coming in 2024, and a high-priced model in a joint venture with LG in 2025, which is supposedly set to take on Apple Vision Pro.
The report maintains the name of the Meta/LG headset will be ‘Meta Quest 4 Pro’.
Mass production of the so-called Quest 4 Pro is allegedly being handled by LG Electronics, and LG Display, with LG Innotek and LG Energy Solution supplying parts.
Provided the report is true, it seems some very distinct battle lines are being drawn. Samsung announced earlier this year that it was working with Qualcomm and Google to develop an Android-powered XR device, which may also be positioned to compete against Apple and Meta.
Experts have been warning that, as exciting as AI and the metaverse are, these emerging technologies may have negative effects if used improperly. However, it seems like the promise of these technologies may be easier to convey than some of the concerns. A new short film, titled PRIVACY LOST, is a theatrical exploration of some of those concerns.
To learn more, ARPost talked with the writer of PRIVACY LOST – CEO and Chief Scientist of Unanimous AI and a long-time emerging technology engineer and commentator, Dr. Louis Rosenberg.
PRIVACY LOST
Parents and their son sit in a restaurant. The parents are wearing slim AR glasses while the child plays on a tablet.
As the parents argue with one another, their glasses display readouts of the other’s emotional state. The husband is made aware when his wife is getting angry and the wife is made aware when her husband is lying.
A waiter appears and the child puts down the tablet and puts on a pair of AR glasses. The actual waiter never appears on screen but appears to the husband as a pleasant-looking tropical server, to the wife as a fit surf-bro, and to the child as an animated stuffed bear.
Just as the husband and wife used emotional information about one another to try to navigate their argument, the waiter uses emotional information to try to most effectively sell menu items – aided through 3D visual samples. The waiter takes drink orders and leaves. The couple resumes arguing.
PRIVACY LOST presents what could be a fairly typical scene in the near future. But, should it be?
“It’s short and clean and simple, which is exactly what we aimed for – a quick way to take the complex concept of AI-powered manipulation and make it easily digestible by anyone,” Rosenberg says of PRIVACY LOST.
Creating the Film
“I’ve been developing VR, AR, and AI for over 30 years because I am convinced they will make computing more natural and human,” said Rosenberg. “I’m also keenly aware that these technologies can be abused in very dangerous ways.”
For as long as Rosenberg has been developing these technologies, he has been warning about their potential societal ramifications. However, for much of that career, people have viewed his concerns as largely theoretical. As first the metaverse and now AI have developed and attained their moments in the media, Rosenberg’s concerns take on a new urgency.
“ChatGPT happened and suddenly these risks no longer seemed theoretical,” said Rosenberg. “Almost immediately, I got flooded by interest from policymakers and regulators who wanted to better understand the potential for AI-powered manipulation in the metaverse.”
“The goal of the video, first and foremost, is to educate and motivate policymakers and regulators about the manipulative dangers that will emerge as AI technologies are unleashed in immersive environments,” said Rosenberg. “At the same time, the video aims to get the public thinking about these issues because it’s the public that motivates policymakers.”
Finding Middle Ground
While Rosenberg is far from the only person calling for regulation in emerging tech, that concept is still one that many see as problematic.
“Some people think regulation is a dirty word that will hurt the industry. I see it the opposite way,” said Rosenberg. “The one thing that would hurt the industry most of all is if the public loses trust. If regulation makes people feel safe in virtual and augmented worlds, the industry will grow.”
The idea behind PRIVACY LOST isn’t to prevent the development of any of the technologies shown in the video – most of which already exist, even though they don’t work together or to the exact ends displayed in the cautionary vignette. These technologies, like any technology, have the capacity to be useful but could also be used and abused for profit, or worse.
For example, sensors that could be used to determine emotion are already used in fitness apps to allow for more expressive avatars. If this data is communicated to other devices, it could enable the kinds of manipulative behavior shown in PRIVACY LOST. If it is stored and studied over time, it could be used at even greater scales and potentially for more dangerous uses.
“We need to allow for real-time emotional tracking, to make the metaverse more human, but ban the storage and profiling of emotional data, to protect against powerful forms of manipulation,” said Rosenberg. “It’s about finding a smart middle ground and it’s totally doable.”
The Pace of Regulation
Governments around the world respond to emerging technologies in different ways and at different paces, according to Rosenberg. However, across the board, policymakers tend to be “receptive but realistic, which generally means slow.” That’s not for lack of interest or effort – after all, the production of PRIVACY LOST was prompted by policymaker interest in these technologies.
“I’ve been impressed with the momentum in the EU and Australia to push regulation forward, and I am seeing genuine efforts in the US as well,” said Rosenberg. “I believe governments are finally taking these issues very seriously.”
The Fear of (Un)Regulated Tech
Depending on how you view the government, regulation can seem scary. In the case of technology, however, it seems to never be as scary as no regulation. PRIVACY LOST isn’t an exploration of a world where a controlling government prevents technological progress, it’s a view of a world where people are controlled by technology gone bad. And it doesn’t have to be that way.
Looking to immerse yourself into Sword Art Online (SAO)? While there are plenty of VR games that offer the sort of massive multiplayer immersion fans of the manga and anime series have craved over the years, a game built for Quest Pro and Quest 2 has recreated probably the best/worst part of the series: its lovably bad user interface (UI).
Called Subspace Hunter, the SideQuest-only game is essentially in very early access at this point. The demo lets you spawn a certain number of swords, magic, guns, and thirteen monsters, developer XuKing Studio explains on the game’s SideQuest page.
The cheap and cheerful demo (it’s free) is unabashedly inspired by SAO through and through, even including a one-handed sword very similar to protagonist Kirito’s Dark Repulser blade. YouTuber ‘GingasVR’ shows off the demo in action:
While the low poly baddies aren’t anything to write home about, it’s the loyal adherence to Sword Art Online’s lovably obtuse UI that brings it all together, making it feel strangely more immersive than it might without it—and that’s despite the likelihood no professional XR developer in their right minds would design such a system for real-time battle.
In case you didn’t catch the video above, to select a weapon you don’t just pull out a virtual backpack, or reach over your shoulder like in many other VR games. Instead, you need to bring up the menu with a sweeping two-finger swiping gesture, select through three different 2D submenus, and then physically confirm your selection. Although that’s no more complicated than ordering through a fastfood kiosk, it’s not really the best system for immersive, real-time action games. Thankfully, you can control when monsters spawn, otherwise you probably wouldn’t have enough time to muck about.
That’s probably why we don’t see these sorts of dense 2D menus in modern VR games. But then again, it was never designed for any sort of game in the first place, since the anime aired in 2012 well before the Oculus Rift DK1 even arrived on Kickstarter backers’ doorsteps. By now though, the industry has mostly figured that 2D menus generally feel pretty bad to use in VR, making SAO’s fictional UI feel distinctly like a holdover from the gaming days of yore (think turn-based RPGs).
As it is, fiction typically does a pretty poor job across the board of predicting how UI actually evolves. Film and TV oftentimes prioritize large, overly complex movements and cluttered UI elements that just don’t really translate to real life. Tom Cruise’s cybergloves in Minority Report (2002) are a shining example.
You don’t see platform holders or individual games copying Minority Report not because it doesn’t look cool, but because it introduces unnecessary friction. It’s both tiring in the long term and unintuitive to new users in the short term—two things developers really have to pay attention to if they want players returning to their game or app. It’s basically the same thing for SAO, albeit on a smaller scale.
To be clear, this isn’t a dump on Subspace Hunter. The melee-focused MR demo offers SAO fans a very nice slice of immersion which is baked into a suitably pint-sized package. Critically, Subspace Hunter isn’t overreaching with promises of a VRMMOPRG the scale and depth of SAO either, which is probably where such a system might wear out its welcome. Whatever the case, there’s something stupidly charming about those sweeping hand motions, and the fitful hunt-and-pecking of 2D menus.
It seems like the studio has some very real ambitions to develop Subspace Hunter further, and you’re not going to have threaten me with the risk of explosive brain death to play either. I’ll just play.
Google has reportedly shelved a multi-year project that sought to commercialize an AR headset, known as Project Iris. Provided the report is true, it appears Google will now need to rely on Samsung to compete with Meta and Apple in XR.
According to Business Insider, Google shut down Project Iris earlier this year following mass restructuring, which included layoffs, reshuffles, and the departure of Clay Bavor, Google’s head of AR and VR. The report, which hasn’t been substantiated by Google, cites “three people familiar with the matter.”
According to a report from The Vergeearlier this year that first mentioned Project Iris, around 300 people were purportedly working on the headset, which was said to expand by “hundreds more” as production ramped up.
At the time, the prototype was said to be a standalone, ski goggle-like headset providing onboard power, computing, and outward-facing cameras for world sensing capabilities—similar in description and function to headsets like HoloLens or Magic Leap. Project Iris was said to ship as early as 2024.
Two unnamed Google employees told Business Insider the company could actually resurrect Project Iris at some point, as teams experimenting with AR tech haven’t been completely disbanded. Still, it seems its Samsung XR headset partnership and AR software development has become the main focus.
Samsung Future, Daydream Past
With its own in-house hardware allegedly no longer in the picture, moving forward Google is set to focus on the software side of AR, which also includes an Android XR platform it could license to OEM partners. Google is now developing such a platform for Samsung’s upcoming XR headset announced in February, as well as an alleged “micro XR” platform for XR glasses, which is said to use a prototyping platform known internally as “Betty.”
Google is pretty well known for shelving projects all the time for a variety of reasons, so it’s not a big surprise that an expensive hardware project is getting iced during an economic downturn. It’s also possible the company saw the writing on the wall from its earlier VR hardware projects, which were early to the competition, but not persistent enough to stick around.
In 2016, the company’s Daydream VR platform was positioned to compete with Meta’s (then Facebook’s) own mobile VR offering, Samsung Gear VR. Headed by Bavor, the company looked to replicate Samsung/Meta’s strategy of certifying smartphones to work with a dedicated Daydream View headset shell and controller. Google certified a wide swath of smartphones to work on Daydream, including Pixel, LG, Asus, Huawei, and even a number of Gear VR-compatible Samsung phones.
And Google’s ambitions were, let’s say, very big. At its I/O 2016 unveiling, senior product manager Brahim Elbouchikhi said on stage that Google intended to capture “hundreds of millions of users using Daydream devices.” No modern VR headset platform has reached that number of users even today, with Meta likely leading with the sale of nearly 20 million Quest headsets between 2019 and early 2023.
Lenovo Mirage Solo | Photo by Road to VR
Despite big ambitions to own the space early on, Gear VR became the clear winner in the nascent mobile VR market. Undeterred, Google broadened its horizons in 2017 to open its Daydream platform to one of the first truly standalone VR headsets—or rather a single standalone headset—the Lenovo Mirage Solo standalone, which awkwardly mashed up 6DOF positional tracking with a single 3DOF controller. Lenovo Mirage Solo was a real head-scratcher, as its room-scale content was hobbled by a single remote-style controller, which critically wasn’t tracked in 3D space.
In the end, Google shuttered the entire Daydream platform in 2019 because it couldn’t attract enough developer support. On the outside, that makes it seem like Google lost the VR race entirely, but a majority of standalone headsets on the market today run on top of a modified version of Android. Granted, that standalone VR content revenue isn’t flowing into Google’s coffers since it doesn’t control the individual storefronts like it might with a VR version of Google Play.
But that could change with its new Samsung/Qualcomm partnership, representing a fresh opportunity for Google to finally stake a claim in the mounting mixed reality (MR) race.
MR Headsets Walk, AR Headsets Run
MR headsets are virtual reality headsets that use color passthrough cameras to offer up an augmented reality view, letting you do VR things like play games in a fully immersive environment in addition to using passthrough to shoot zombies in your living room, or watch a giant virtual TV in your real-life bathroom (for optimal user comfort).
It’s still early days for MR headsets. While devices like Meta Quest Pro ($1,000) and Apple’s recently unveiled Vision Pro ($3,500) are likely to appeal to prosumers and enterprise due to their high price points, there’s a mounting battle for consumer eyeballs too. Provided that still-under-wraps Samsung XR headset can land at a digestible price for consumers, its brand name cache and patented global reach may serve up strong competition to Meta’s upcoming Quest 3 MR headset, due in September at $500.
Apple Vision Pro | Image courtesy Apple
Price speculation aside, the companies that launch MR headsets today will be better positioned to launch all-day AR headsets in the future. Platform holders like Meta are using their MR headsets today as test beds to see what AR content consumers find most compelling. Apple will be doing just that when it launches Vision Pro in 2024 at arguably an even deeper level, as the Cupertino tech giant seems to be deemphasizing VR stuff entirely.
Whatever the case, Google’s decision to reportedly shelve Project Iris means it’ll be more reliant on OEMs in the near term, and its first volley with that Android-supported Samsung XR headset will reveal the size of its ambitions. It’s a strategy that could work out in its favor as it critically gauges when, if ever to resurrect its own Google-built AR glasses. With Apple and Meta both staking serious claims though, it needs to solidify that strategy sooner rather than later.
The long wait for a mixed reality headset from Apple will soon be over with the recent launch of Apple Vision Pro. Earlier this month, Apple unveiled its highly anticipated XR headset at the WWDC 2023 event. The Apple Vision Pro is set to hit US Apple stores in early 2024.
Being the first major hardware launch of Apple after almost a decade, the Vision Pro is expected to be received with great enthusiasm. While it’s an undoubtedly powerful device packed with state-of-the-art features, the question remains: Is the Apple Vision Pro truly ready for mainstream use?
To delve deeper into how this development impacts the future of XR, we asked some experts to share their insights on Apple Vision Pro.
Apple Vision Pro: Pushing the Boundaries of Mixed Reality Technology
Compared with other available AR and MR headsets, Apple Vision Pro has raised the bar in several aspects. For Dominik Angerer, CEO of headless CMS Storyblok, this launch could potentially be another “‘iPhone moment’ for Apple, pushing the boundaries of how we perceive and interact with digital content.”
Nathan Robinson, CEO of Gemba, finds the technology sleek, responsive, comfortable, and highly performant. According to him, Apple’s user-centric design philosophy is evident in the Vision Pro’s external battery pack, wide articulated headband, and visual passthrough capabilities—all ensuring comfort and convenience even for extended use.
Michael Hoffman, Mesmerise Head of Platform and CEO of IQXR, also highlights the unparalleled ergonomics of the Vision Pro. For him, the Fit Dial that enables adjustment for a precise fit, the Light Seal that creates a tight yet comfortable fit, and multiple size options will all be crucial to the success of the product.
Performance-wise, experts agree that Vision Pro is powerful. Emma Ridderstad, CEO of Warpin Reality, believes that the use of two chips, R1 and M2, will improve real-time processing, reducing the amount of lag time experienced while using the headset.
However, some experts aren’t that impressed. Eric Alexander, founder and CEO of Soundscape VR, thinks that the Vision Pro is strong for a mobile headset but still pales in comparison to PC VR. “The sprawling, highly-detailed, 3D rendered worlds we build here at Soundscape won’t be possible on the Vision Pro yet as their M2 chip has less than 10% of the rendering horsepower of an Nvidia GPU,” he told us.
For Joseph Toma, CEO of the virtual meetings and events platform Jugo, the Vision Pro’s hardware can be overkill, no matter how powerful it is. He notes that advances in spatial AI, augmented reality, and mixed reality AI make bulky hardware unnecessary. “Apple’s Vision Pro may not be the product that ushers in this new era. While the tech is great, the future is about building something that includes everyone and can deliver mixed reality experiences without the constraints of bulky hardware,” Toma said.
Is the Apple Vision Pro Truly Ready for Mainstream Use?
While the Apple Vision Pro represents a significant leap forward in mixed reality technology, experts have varying opinions on its readiness for mainstream adoption.
Some argue that its current price point and the need for continuous advancements in software and content might limit its appeal. Others point out that existing platforms already offer immersive experiences without the need for bulky hardware, and Apple might face challenges in convincing the masses to invest in the Vision Pro.
Retailing at $3,499, the cost of the Apple Vision Pro is several times over the $499 price tag of the Meta Quest 3. For Robinson, this prohibitive price will be a large contributing factor to a slow adoption curve. However, he believes as the price falls and the number of applications grows over time, this technology will gain a much wider audience.
While Hoffman also sees the need for more cost-effective options, he believes that Vision Pro is ready for mainstream adoption. “Vision Pro is absolutely ready for mainstream adoption, especially because it’s made by Apple,” he said. “Once Apple launches a product, users typically flock to it.”
Still, some experts believe that Vision Pro isn’t ready for mainstream adoption yet. While initially impressed with the headset, Ridderstad noticed features that were centered around “looking and clicking” rather than 3D VR interactions. “I do think that Vision Pro won’t be ready for mainstream adoption until there’s been a few iterations of the headset,” she told us. “We’ll need to see some evolution from Apple in order to make mixed reality truly mainstream.”
For Alexander, the mainstream adoption of Vision Pro is still a few years out. Although he doesn’t see the price point being a hindrance to adoption, he believes that developers need time to build compelling apps that give people something to do on these devices outside of the novelty factor.
Toma, sharing a similar sentiment, said that, even though “the merging of the tangible and virtual worlds is an impending reality,” we’re still far from seeing these tools adopted on a massive scale by consumers and businesses. “The Vision Pro’s success depends on whether consumers will embrace a bulky, expensive piece of hardware they don’t need for the immersive experience Apple is promoting,” he said.
However, as Angerer points out, “Every technological leap comes with its share of skepticism.” While he understands why there are those who argue that Apple’s headset is not ready for mainstream adoption because of its size, he believes it’s important to remember that Apple has consistently placed high importance on balancing aesthetics with practicality. “Existing platforms may offer similar experiences, but Apple’s unique selling proposition often lies in its seamless user experience and integration across devices, which could give Vision Pro an edge,” he said.
Reshaping Industries: Applications of Apple Vision Pro and Other MR Headsets
Regardless of their readiness for mainstream use, mixed reality headsets like the Apple Vision Pro have the potential to transform various industries. Experts foresee numerous applications in fields such as healthcare, education, architecture, and entertainment.
In healthcare, for instance, mixed reality can aid in surgical simulations and remote medical consultations. In education, immersive learning experiences can enhance student engagement and comprehension. Architects can utilize mixed reality to visualize designs in real-world environments, while the entertainment industry can create entirely new levels of interactive experiences for consumers.
According to Hoffman, Vision Pro will be a game changer that unlocks high-value enterprise use cases. “Collaboration is essential for most scenarios that merge the physical and virtual. To be viable, eye contact is key for co-located participants, and faithfully conveying gaze and facial expressions is key for remote participants,” he explained. “Apple masterfully tackles both, making it possible to collaborate with any combination of co-located and remote participants where everyone wears a device. This combining of the physical and virtual worlds is critical for so many scenarios: task guidance, IoT digital twins, skills training, AI-enhanced inspections, augmented surgery, logistics, and space planning.”
A Promising Outlook for Apple Vision Pro and Mixed Reality Technology
As industry experts have highlighted, factors such as pricing, content availability, and competing platforms could influence its widespread acceptance. Nonetheless, Vision Pro and other mixed reality headsets are set to reshape industries and open new possibilities. The future of mixed reality holds immense promise with continued advancements and a growing ecosystem, and the Apple Vision Pro stands at the forefront of this transformative journey.
Apple unveiled its first mixed reality headset, the Vision Pro, at this year’s Worldwide Developers Conference (WWDC) on June 5, 2023. The company’s “first spatial computer” will enable users to interact with digital content like never before by leveraging a new 3D interface to deliver immersive spatial experiences.
The Vision Pro marks a new era for immersive technologies, and it can potentially be used to bolster efforts in using such technologies to improve communities.
How the Vision Pro Headset Can Strengthen Efforts to Transform Orlando
Cities around the world are starting to apply new technologies to help improve their communities. City, University of London, for instance, has launched an initiative that will bring about the UK’s largest AR, VR, and metaverse training center. London has also been mapped in 3D, allowing locals and visitors to have an immersive view of the city.
In 2021, Columbia University started a project called the “Hybrid Twins for Urban Transportation”, which creates a digital twin of New York’s key intersections to help optimize traffic flows.
Using New Technologies to Enhance Orlando’s Digital Twin Initiative
With Orlando, Florida, being designated as the metaverse’s MetaCenter, new MR headsets like Apple’s Vision Pro can help create radical changes to bolster the city’s digital twin efforts, which can accelerate Orlando’s metaverse capabilities.
In an interview with ARPost, Tim Giuliani, the President and CEO of the Orlando Economic Partnership (OEP), shared that emerging technologies like the digital twin enables them to showcase the region to executives who are planning to relocate their companies to Orlando.
Moreover, the digital twin helps local leaders ensure that the city has a robust infrastructure to support its residents, thus positively impacting the city’s economy and prosperity.
The digital twin’s physical display is currently housed at the OEP’s headquarters in downtown Orlando. However, Giuliani shared that AR headsets can make it more accessible.
“We can use the headset’s technology to take our digital twin to trade shows or whenever it goes out to market to companies,” said Giuliani. According to Giuliani, utility companies and city planners can use the 3D model to access a holographic display when mapping out proposed infrastructure improvements. Stakeholders can also use it to create 3D models using their own data for simulations like climate change and infrastructure planning.
He added that equipment like the Vision Pro can help make VR, AR, and 3D simulation more widespread. According to Giuliani, while the Vision Pro is the first one to come out, other new devices will come out in the coming years and the competition will make these devices a consumer device.
“Apple’s announcement cements the importance of the MetaCenter. The Orlando region has been leading in VR and AR and 3D simulation for over a decade now. So, all the things that we have been saying of why we are the MetaCenter, this hardware better positions us to continue leading in this territory,” he told us.
Leveraging the Vision Pro and MR to Usher in New Innovations
Innovate Orlando CEO and OEP Chief Information Officer David Adelson noted that aside from companies, ordinary individuals who aren’t keenly interested in immersive tech for development or work can also use devices like the Vision Pro to help Orlando with its effort to become the MetaCenter.
“These new devices are one of the hardware solutions that this industry has been seeking. Through these hardware devices, the software platforms, and simulation market that has been building for decades, will now be enabled on a consumer and a business interface,” said Adelson.
Adelson also shared that Orlando has been leading in the spatial computing landscape and that the emergence of a spatial computing headset like the Vision Pro brings this particular sector into the spotlight.
How can businesses leverage the new Vision Pro headset and other MR technologies to usher in new developments?
According to Giuliani, businesses can use these technologies to provide a range of services, such as consulting services, as well as help increase customer engagement, cut costs, and make informed decisions faster.
“AR can be a powerful tool to provide remote expertise and remote assistance with AR helps move projects forward and provide services that would otherwise require multiple site visits. This is what we are taking advantage of with the digital twin,” said Giuliani.
Giuliani also noted that such technologies can be a way for companies to empower both employees and customers by enhancing productivity, improving services, and fostering better communication.
Potential Drawbacks of Emerging Technologies
Given that these are still relatively new pieces of technology, it’s possible that they’ll have some drawbacks. However, according to Adelson, these can be seen as a positive movement that can potentially change the Web3 landscape. Giuliani echoes this sentiment.
“We like to focus on the things that can unite us and help us move forward to advance broad-based prosperity and this means working with the new advancements created and finding ways to make them work and facilitate the work we all do,” he told us.
Finnish game company Valo Motion is rousing the immersive reality industry with two exciting updates. With the remarkable success of RPM Raceway’s ValoArena installations and the introduction of Stomp Squad on ValoJump, Valo Motion is solidifying its position in physically active and fun immersive experiences space.
Let’s dive into these developments and explore the impact they have on the world of interactive entertainment.
RPM Raceway: A ValoArena Success Story
RPM Raceway, a New York-based Family Entertainment Center chaink, has taken their immersive attractions to new heights with mixed reality playground ValoArena. After experiencing “tremendous” success with the first installation at their Long Island location, RPM Raceway has decided to invest in a second ValoArena for their Stamford, CT venue.
According to Valo Motion, ValoArena has quickly become RPM Raceway’s top attraction, surpassing other VR experiences and even top-tier arcade machines. Players are transported into a realm where their actions and movements become an integral part of the exhilarating gameplay, providing an immersive experience that defies conventional boundaries.
This unattended 6-player mixed reality playground has proven to be a revenue-generating powerhouse, combining physical activity with social gameplay and exciting ROI potential. The success of ValoArena further cements Valo Motion’s commitment to providing physically active and engaging experiences in the FEC industry.
“What’s so impressive about ValoArena is that it generates more than enough revenue to substantiate its large footprint,” said Chris Kimlingen, RPM Operations Manager, in a press release shared with ARPost. “The numbers don’t lie, investing in a second ValoArena was really a no-brainer.”
As RPM Raceway forges ahead in their commitment to deliver unparalleled entertainment experiences, their partnership with Valo Motion continues to thrive, driving the industry forward and fueling the imagination of players seeking extraordinary adventures.
“Stomp Squad”: A Cooperative Trampoline Adventure
Last week Valo Motion unveiled Stomp Squad, an innovative game set in the captivating universe of Super Stomp, one of their most popular ValoJump experiences. In this futuristic world, players must join forces to protect Stomp Lake City from the notorious MegaFrog, a villain with nefarious intentions to destroy the city because of its advanced technology. The players are in for an adrenaline rush as they leap into action and stomp on evil robots.
“Valo Motion is incredibly excited to debut Stomp Squad,” noted Raine Kajastila, Founder and CEO of Valo Motion. “We’re committed to delivering unforgettable experiences that combine physical activity and cutting-edge technology; Stomp Squad does that while also encouraging teamwork. We can’t wait for guests to try it.”
Like other Valo experiences, Stomp Squad is an immersive cooperative game that combines physical activity, fun socialization, and virtual environments. Seamlessly integrating augmented reality and motion tracking, the Stomp Squad experience transcends traditional gaming, providing an opportunity for players to embrace their inner heroes and embark on an unforgettable trampoline adventure. Aside from having fun, players also cultivate skills such as spatial awareness, precise jumping, and teamwork.
Valo Motion: Committed to Continued Innovation That Redefines Gaming and Entertainment
These latest developments from Valo Motion add to their impressive portfolio of immersive entertainment. From the intergalactic adventure of Astro Blade to the thrilling heist in Operation Money Grab, the company has consistently pushed the boundaries of mixed reality gaming. Since the official launch of the ValoArena in the United States, Valo Motion has been capturing the attention of both operators and players seeking unique and thrilling experiences.
Valo Motion is certainly redefining the future of gaming and entertainment. The recently celebrated sale of their 1000th AR gaming system indicates the growing demand for their immersive products. Through their commitment to advanced technology, Valo Motion is transforming the landscape of interactive experiences, captivating audiences and attracting visitors to FECs worldwide.
While still in its early stages, mixed reality copresence has shown vast potential for applications beyond gaming and entertainment. Advancements in virtual, augmented, and mixed reality technology pave the way for seamless connections between real and virtual worlds. We see the lines between real-world interactions and digital-world experiences blurring into virtual oblivion.
However, mixed reality copresence still has a long way to go before it becomes available for mainstream use. Barriers to adoption, such as affordability, availability, and tech limitations, among many others, must be addressed for this technology to truly impact how we live our lives. Holo Interactive, a reality computing lab and content studio, is at the forefront of finding solutions to overcome these barriers.
Botao Amber Hu, the founder and CEO of Holo Interactive, shares his insights on the state of the mixed reality industry and his company’s role in shaping its future.
From Small Steps to Giant Leaps in Making Big Realities
After inventing the award-winning affordable stereoscopic AR headset HoloKit X, Hu gained popularity and esteem in the industry. Developing MOFA, an immersive multiplayer AR live-action RPG, further set Hu’s name as a trailblazer in mixed reality.
With a deep belief that mixed reality copresence holds the key to unlocking the true potential of headword AR, Hu established Holo Interactive to bridge the gaps that hinder the accessibility of mixed reality copresence in the mass consumer market.
Now working with a globally distributed team, Hu is rallying developers, engineers, and other industry professionals to embrace the motto “A dream you dream alone is only a dream. A dream you dream together is reality.”
The Holo Interactive team is leading the way as the premier lab for mixed reality co-presence experiences that are accessible to all. Over the years, Holo Interactive has been developing applications and innovative products that could widen the adoption of head-worn AR. Recently, the company hasalso released the HoloKit Unity SDK to empower developers in creating copresence experiences.
Leading the Way in Mixed Reality Copresence
HoloKit X, an immersive stereoscopic hardware designed as an iPhone accessory, enhances AR experiences by creating a more realistic and engaging visual experience that allows users to interact with their environment and digital content more naturally.
It harnesses the powerful capabilities of iPhone and ARKit to deliver exceptional AR experiences to iPhone users. With its multi-modal control inputs and copresence functionality, it can provide face-to-face shared experiences with other users in real time, fostering a sense of presence and social interaction in AR environments.
Aside from creating AR hardware, Holo Interactive is shaping the future of mixed reality by giving developers access to tools that would enable them to create MR solutions. “The current market situation and our unique position within the ecosystem make now an ideal time to release an open-sourced SDK for HoloKit X,” Hu told ARPost in a written interview.
He explained that this strategic move enables them to establish their presence in the MR ecosystem, tap into the growing interest in AR/MR technologies, and empower developers to create copresence experiences.
By opening the HoloKit SDK to third-party users, Holo Interactive hopes to become the “Arduino for head-worn AR.” “We want to encourage more people to experiment with their work in mixed reality copresence and to open-source their creations, inspiring others within the community,” said Hu.
In addition, he hopes that lowering the barriers to entry for mixed reality copresence projects and embracing open-source practices will accelerate progress in the field of MR.
Breaking the Barriers to Widespread Adoption
Immersive technologies are already transforming our lives. VR is gaining widespread use across industries. AR has also gone a long way since Pokémon Go first went viral. However, head-worn AR still faces challenges to widespread adoption.
Botao Amber Hu
According to Hu, “Head-worn AR has the potential to turn our world into a ‘software-defined reality’, allowing us to interact with the real world and others in novel ways, a concept known as co-presence. This exciting future, however, is not without hurdles.”
Asked about the barriers AR faces, Hu enumerates four obstacles: affordability of high-quality AR devices, efficiency of input methods, development of killer applications that drive adoption, and psychological barriers to social acceptance.
Holo Interactive is on a mission to break these barriers to adoption. Hu believes that addressing these challenges can help ensure that AR technology reaches its full potential, positively impacting our lives and the way we interact with the world around us.
Operation Money Grab is all systems go. The heist is officially on. Valo Motion has launched the latest addition to its growing game library of multiplayer mixed reality games for ValoArena. This heist-themed game is set to challenge players physically and mentally as they become immersed in a spy adventure that’s almost straight out of a Hollywood movie. To complete all the missions, you’d need to keep your wits and work well with your team.
Grab Your Squad and Pull Off the Greatest Heist in MR
Recruit a team of up to six players and attempt to pull off the greatest heist in ValoArena. Be spies or thieves and grab as much money and valuables as you can while outmaneuvering high-tech security systems and evading capture.
Upon entering the game arena, be transported to the lobby of the Museum of Money. Enter the elevator and brace yourself for a highly interactive and mentally stimulating spy adventure. As the elevator door opens, figure out how to get past the unique security system and snatch valuable items. Work as a team to solve puzzles and go through physical obstacles on every floor of the building. Once all floors are cleared, head to the roof of the building, then board the helicopter on standby for your grand escape.
Throughout the game, references to popular spy and heist movies add humor and make you feel like the lead star in a Hollywood film. Download the Valo Motion app to create shareable play videos and release your “trailer” on social media.
Powered by Valo Motion Technology
Like all other mixed reality games for Valo Arena, Operation Money Grab is powered by the proprietary motion tracking technology of Valo Motion. With full body tracking, players can roam freely around the game arena and play untethered without using any wearables.
Large digital screens, visually stunning graphics, and spatial audio create a hyper-realistic virtual environment that immerses players in the game.
According to Lauri Lehtonen, Lead Developer in Valo Motion, the popularity of the game Groundfall, inspired by The Floor is Lava, made their team think of other playground games they could draw inspiration from. Lehtonen recounts,
“We noticed that quite a few of them are played by moving back and forth in a limited space. This gave rise to the idea of designing a game with a series of different challenges players must go through in the ValoArena play area,” Lehtonen said in a press release shared with ARPost. “That idea eventually developed into the espionage and robbery-themed game Operation Money Grab, where the game challenges vary a lot during one game, and the players are taken on a kind of mini-adventure through a building to be robbed.”
Innovative Games That Keep People Active
Along with Astro Blade, Runway Zero, Toywatch Island, and Groundfall, Operation Money Grab highlights Valo Motion’s aim to encourage people to lead active and healthy lives through interactive experiences. “Valo Motion takes great pride in developing ValoArena experiences that get people on their feet and moving,” said Raine Kajastila, CEO and founder of Valo Motion.
By creating innovative games that are entertaining and highly interactive, Valo Motion hopes to make it easier and much more fun for people to develop and maintain healthy habits. We expect to see its game library grow with more themed games that would pique the different interests of players of all ages.
If the avalanche of recent reports can indicate anything at all, it seems Apple is entering the VR/AR headset market fairly soon, bringing along with it the most inflated expectations the industry has ever seen. It’s probably going to be expensive, but whether it flops or becomes a big hit, the mere existence of Apple in the space is set to change a lot about how things are done.
The iPhone wasn’t the first smartphone. That award goes to an obscure PDA device called the IBM Simon, released in limited numbers in 1994. The Apple Watch wasn’t the first smartwatch either. That was debatably the Seiko Raputer, which was released in 1998 in Japan. Its monochrome LCD wasn’t capable of touch, instead offering up a tiny eight-direction joystick and six function buttons to browse files, play games, and set calendar appointments. Similarly, iPad wasn’t the first tablet. Mac wasn’t the first home computer. iPod wasn’t the first MP3 player. But all of these products have become nothing short of iconic. There’s very little benefit to being first, at least as far as Apple is concerned.
And while it seems the company’s first mixed reality headset could finally debut at its Worldwide Developers Conference (WWDC) in June, like all of its other products, it won’t be the first MR headset. Just the same, like everything else the fruit company makes, it’s going to be the one everyone is talking about—for better or worse.
In case you haven’t noticed, Apple is a big deal. It has an ecosystem of products which connect to each other, design-forward hardware that has helped it maintain brand name cache, and a philosophy that puts user-friendliness at the core of its software experience. Oh, and it’s the most valuable company in the world.
And while the irrational exuberance for successive device generations has mostly petered out since its heydays in the early 2000s, reducing its famed long-line launch extravaganzas to more chill online pre-order releases, becoming an Apple apostate is still unthinkable to many. Once you’re in, you’re in. You buy the phone, the laptop, the headphones, and now, maybe you’ll get the newfangled headset too. Maybe. Let’s put aside the rumors for now. Forget about the spec breakdowns, hardware design leaks, software capabilities, etc. There are plenty of them out there, and you can read about those here. The only thing we know for sure is Apple is… well… Apple. Here’s what you, and probably everyone else is expecting.
Apple’s BKC Store in Mumbai, India | Image courtesy Apple
For Better: What Should Happen
Unless the company is making a drastic departure here, its first mixed reality headset should be built with this same level of user friendliness as all of its other devices, which means it should connect to the Apple ecosystem easily, and have a simple and intuitive UI. Log in with Apple ID. No muss, no fuss (whatever ‘muss’ is). Privacy should be a giant focus for the headset from the outset, since it will almost certainly pack eye-tracking in addition to a host of cameras to get a glimpse of the inside of your immediate surroundings, messiness and all. Apple has its fair share of data collection scandals, yet it seems to inspire enough confidence for privacy to be a big historical selling point for all of its devices.
If you want to avoid drawing the ire of tech reviewers everywhere though, wearing it should be fairly simple and very comfortable, and the experiences within should be of high enough value to overcome that inherent friction of charging it, putting it on, setting up a tracking volume, and wearing it for extended periods of time—everything we expect from any mixed reality headset at this point. It should fit most people, and offer up a clear picture to people with heads and eyes of all shapes and sizes.
Meta Quest Pro | Image courtesy Meta
An obvious analogue here is Meta Quest Pro, which is relatively low friction, but things like a halo strap that forces too much weight on your brow, or a passthrough that’s just a little too grainy, or a display that doesn’t have a high enough pixel per degree (ppd) for staring at text—all of these things make it less appealing to users in the day-to-day, introducing what you might call accumulative friction. You use it a bunch at first until you figure out all of the niggles, at which point you may revert to traditional computing standards like using a laptop or smartphone. The thing isn’t really the all-purpose device you hoped it would be, and the company thinks twice about when to send the better, more improved version down the pipeline.
One would hope that Apple’s headset, on the other hand, should have a mature design language and have obviously useful features from day one. While there’s bound to be some stutters, like with the first Apple Watch, which was critiqued for its slow software, short battery life, and lack of customization, it should all be there, and not require a ton of feature updates to enhance after the big launch day.
It should sell well out of the gate—at least by the standards of the existing XR industry—even if everything isn’t perfect. And it should be so cool that it’s copied. Like a lot. And it should drag top-level studios into the XR scene to start making innovative and useful apps that aren’t just straight ports of ARkit or ARcore apps made for mobile, but things people need and want to use in-headset. A big win from Apple should not only spur its new mixed reality product category, but kick off a buzz among developers, which would include those who currently work in the XR industry and Apple’s existing cohort of dedicated iOS developers.
But more than merely being the latest shiny new headset within the existing XR industry, Apple’s entrance into the field has a real chance of radically expanding the industry itself, by showing that the world’s most iconic tech company now thinks the medium is worth pursuing. That’s the way it happened when Apple jumped into MP3 players, smartphones, tablets, wireless earbuds, and more.
As the saying goes, a rising tide lifts all boats. The inverse is also true though….
For Worse: What Could Happen
Apple’s headset is reportedly (okay, maybe just one rumor) priced somewhere near $3,000, so it probably won’t be the sort of accessory that initially attracts people to the ecosystem; that would be the job of a peripheral like Apple Watch. It will likely rely on the pool of built-in Apple users. Despite the price, the first iteration very likely won’t offer the sort of power you’d expect from a workhorse like Apple MacBook Pro either.
At the outset, any sustained draw from prosumers will invariably hinge on how well it can manage general computing tasks, like you might have with an iPad or MacBook, and everything else current mixed reality headset should do too, namely VR and AR stuff. That includes a large swath of things like fitness apps, both AR and VR games and experiences, productivity apps, standard work apps, everything. Basically, it has to be the Quest Pro that Meta wanted to release but didn’t.
AR turn-by-turn directions on an iPhone | Image courtesy Apple
And if not, it leaves Apple in a pretty precarious situation. If their headset can’t find a proper foothold within its ecosystem and attract enough users, it could lead to low adoption rates and a lack of interest in the technology as a whole. Mixed reality is largely seen as valuable steppingstone to what many consider the true moneymaker: all-day AR glasses. And despite some very glassses-shaped AR headsets out there, we’re still not there yet. Even if Apple is willing to take a hit with a bulky device in service of pushing use cases for its AR glasses yet to come, the short term may not look very bright.
And perhaps most importantly for the industry as a whole are the (metaphorical) optics.
After all, if the iconic Apple can’t manage to make MR something that everybody wants, the rest of the world watching from the sidelines may think the concept just can’t be conquered. In turn, it may mean capital investment in the space will dry up until ‘real’ AR headsets are a thing—the all-day glasses that will let you play Pokémon Go in the park, do turn-by-turn directions, and remind you the name of that person you met last week. The steppingstone of mixed reality may get waterlogged. Those are a lot of ifs, coulds, shoulds, and won’ts though. The only thing truly certain is we’re in for a very interesting few months, which you can of course follow at Road to VR.
Apple’s entrance into XR has the potential to expand the industry by demonstrating its viability, just as Apple has done with previous technologies. It stands a good chance at carving out a sizeable claim in the space, but it’s a gamble that could equally backfire if both sales and public perception aren’t on their side.
Is Apple’s XR headset going to be the “one more thing?” we’ve all been waiting for at WWDC this year? Will it live up to the Apple name, or be an expensive dev kit? Let us know in the comments below!
Varjo hasn’t been hibernating over the winter but they’ve definitely had a very active spring. ARPost typically reports on the Finnish XR company’s groundbreaking hardware and software developments, but the company also helps develop and distribute XR experiences and solutions ranging from operas to flight simulations.
An Opera Produced Entirely Through XR
The Finnish National Opera and Ballet (FNOB) spent two years producing Turandot opera with Sweden’s Malmö Opera. The ambitious international product involved designing complex sets and orchestrating intricate scene transitions. FNOB has commented before that Varjo is the only headset manufacturer that matches their high-quality requirements.
Varjo partners with FNOB and Sweden’s Malmö Opera – Digital Twin vs real-world view comparison
FNOB, which has been gradually implementing XR production tools over the last three years, started with two things: the in-house Unreal Engine-driven “XR Stage” visualization tool, and a 3D model of the main stage created by ZOAN – a 3D content agency that uses the same hardware to bring employees into their virtual headquarters.
“Our artists were only open to using virtual tools if models would be photorealistic and it was an intuitive user experience,” FNOB Production and Technical Director Timo Tuovila, said in a release shared with ARPost. “We have been able to create a digital twin of our stage that actually is true to life, matching the expectations of our ambitious artistic and technical teams.”
The virtual stage was used collaboratively between the two opera houses to virtually design and redesign sets – a process that would normally have taken tremendous time, resources, and materials. It is estimated that using XR preproduction instead saved over $82,000 and 1,500 hours of production time, not to mention enhanced crew safety.
Varjo partners with FNOB and Sweden’s Malmö Opera for Turandot
This is the eighth FNOB production using XR preproduction, but this is the first time that they – or anybody – have used the technology at every step from proof-of-concept to final production, according to the release. It would be interesting to see XR also being used in recording and distributing live content at this level.
Twinmotion Programs Come to Varjo Devices
The virtual production of Turandot is a highly artistic example of using Varjo for architecture and design. That use case is about to get a big leg up as the company recently announced support for its hardware on Twinmotion. Users of the real-time visualization platform’s most recent update will be able to view its high-fidelity models on Varjo devices.
According to the hardware manufacturer, Twinmotion works with all headsets including Aero – the closest thing that the company offers to an entry-level headset. The headset, priced below the company’s other offerings but still within the almost exclusively enterprise range, comes without mandatory software subscriptions making compatibility with other solutions crucial.
Advancing Brain Health With MachineMD
Aero also plays an important part in a partnership with Swiss medical device company machineMD. The partnership’s goal is the development of “neos™” – a proposed device that would use eye-tracking technology for earlier diagnosis of brain disorders. In addition to helping specialists, the device could also be more accessible to doctors that aren’t neuro specialists.
“As a neuro-ophthalmologist, I use the eye as a window to the brain,” said michineMD Medical Director Professor Mathias Abegg in a blog post announcing the partnership. “The Varjo Aero provides me with the most powerful and precise view through this window.”
machineMD’s solution will be based on Varjo Aero to perform comprehensive eye exams for the diagnosis of brain disorders
Between the advancement of the technology and healthy financial support, machineMD expects neos to be ready by the end of this year. Of course, Varjo is also excited to be a part of the important work which could have far-reaching benefits in the brain health world.
“VR-based eye tracking in combination with ophthalmology and neuroscience is opening up important new avenues for researchers and the larger medical community,” co-founder and CTO of Varjo, Seppo Aaltonen, said in the post. “A rare window into the brain is possible with the Varjo Aero headset and we are proud to partner with machineMD to make this technology a reality.”
Hardware Built for Flight Simulation
Varjo is also a leading player in the simulation world, particularly automotive and flight simulation. In fact, one of its premiere headsets, XR-3, was recently released in a specially-tooled edition with cockpit simulations in mind. The variable-passthrough headset has a specially calibrated focal plane to optimize the display of the user’s immediate surroundings.
More recently, Varjo partnered with Leonardo – an aerospace, defense, and security developer. The relationship is intended to “enhance the capability of Leonardo’s aircraft training devices.” The above-mentioned XR-3 Focal Edition headset is already being used.
Varjo and Leonardo partner in developing and deploying immersive solutions for flight training
“Leonardo simulation and training experience, coupled with advanced Varjo technology, will allow our products to increase pilots’ training experience, bringing it into a more immersive environment, both within the specific customer training pipelines and within the scope of International Flight Training School,” said Leonardo Aircraft Division’s Head of Simulation and Training Systems Giuseppe Pietroniro.
Jumping Off of Virtual Cliffs
Simulation has a special place in the consumer space as well, where it allows individuals to experience convincing replications of activities that are costly, dangerous, or both. A recent experience offered by Varjo and Red Bull recreates diving from an 80 ft cliff.
“The VR cliff diving experience is really something that you cannot miss,” real-life cliff diver Orlando Duque said of the activation. “It places you right there in the location, in the middle of the action. It’s probably the closest thing to the real deal.”
Varjo and Red Bull partnership – Mixed reality watersports experience “Water – Breaking the Surface”
The experience is still not coming to a living room near you anytime soon. In addition to using the XR-3 rather than the more consumer-available Aero, the experience is currently only being offered as part of an exhibit at the Swiss Museum of Transport. The complete exhibit also uses AR technology and virtual production to replicate activities like surfing.
While available materials don’t mention plans for a more widely available version, it sure sounds like it would be a step up from Richie’s Plank Experience.
A Virtually Imagined Real World
Varjo is still pushing the limits of extended reality technology – and that means that a lot of its experiences and hardware aren’t available to just anybody. While some people get to put on the headset and jump off of a cliff, the benefits of the technology are definitely benefiting more and more people through the ramifications of work in design, defense, and the arts.
Last year, Valo Motion launched ValoArena, a mixed reality playground, in the US. Now, the company is back with an exciting MR game release – Astro Blade.
The Finnish game company, known for designing and developing cutting-edge interactive mixed reality games, has recently released a new space-themed game which can now be played in ValoArenas across the country. This interstellar adventure in a galaxy far, far away is sure to give you and your friends a thrilling time. So, get ready to take part in an action-packed battle in space and become a virtual superhero.
Blast Into Space With Valo Motion’s MR Game Astro Blade
Step into the world of the company’s MR game Astro Blade, where players become virtual holograms fighting in the hangar of a futuristic spaceship. Players can arm themselves with laser swords or spears and protect themselves with shields.
The game is inspired by classic fighting games and space-themed classics like Star Wars lightsaber battles. But what sets it apart is the technology behind ValoArena that makes it possible to bring these classics to life in an entirely new way.
ValoArena’s mixed reality system allows players to fully immerse themselves in the game’s interstellar world, where they can battle against friends and foes alike. The technology accurately tracks players’ movements, making the experience incredibly lifelike and realistic. With stunning graphics, exciting sound effects, and interactive gameplay, Astro Blade is a unique experience.
A Social and Safe Game
Valo Motion’s MR game Astro Blade is designed for up to six people. It is suitable for 8 to 14-year-olds, but it can be enjoyed by both young and adults. Those who grew up wielding imaginary lightsabers as pretend Jedis would definitely love this game. The game company has also paid special attention to making the game safe for younger players, which makes the game great for families with diverse age segments.
The game is very social and interactive. The actions of other players directly affect what you should do next, making it an excellent addition to ValoArena’s game offerings for small groups. They want players to feel like superheroes in a fighting game and be able to come up with their special moves without limitations.
Where and How to Play Astro Blade
Astro Blade can be found in various locations worldwide where Valo Motion products are available. You can check out their interactive map to find the nearest ValoArena to your location.
According to the company, “Astro Blade is also a part of Valo Motion’s mission of empowering people to move more and be physically active but also have a lot of fun while doing it. n Astro Blade the players use their entire body to play the game and an intense sword duel among friends is guaranteed to make them sweat!”
Astro Blade is designed to be an interactive and social game, so players can work together in teams or compete against each other. It’s a fun and exciting way to experience the latest in mixed reality gaming.
The Future of Gaming
Astro Blade is a testament to the power of mixed reality and how it can bring classic gaming experiences to life in new and exciting ways. As the popularity of MR releases like Astro Blade continues to grow, we can expect to see them become an increasingly ubiquitous part of the gaming landscape.
For players, MR offers a unique and interactive experience that allows them to socialize and have fun in a way that traditional gaming simply cannot match. And for amusement and entertainment centers, investing in MR technology can provide a competitive advantage by offering a cutting-edge gaming experience that attracts customers and keeps them coming back for more.
Looking to the future, it’s clear that MR is set to play an even bigger role in gaming. With advancements in technology, we can expect to see even more immersive and interactive experiences that blur the line between the real and virtual worlds.
So, whether you’re a gaming enthusiast or an amusement center owner looking to stay ahead of the curve, it’s clear that MR has its place in the future of gaming. It’s an exciting time to be a part of the gaming industry.