Technologies
Apple’s Mixed Reality Headset: What to Expect From WWDC’s Big Reveal
Long-awaited and still mysterious, Apple’s VR headset could be the spark for a whole new wave of hardware and software.
Apple’s next big product looks like it’ll cost $3,000, rest on your face and need to be tethered to a battery pack. Whatever this expected VR headset ends up being, it isn’t immediately clear what it’ll do or who it’s for. The Reality Pro headset, as it’s expected to be called when it’s likely unveiled at Apple’s WWDC developer conference on June 5, is Apple’s biggest new product in nearly a decade. It’s also totally different than anything Apple has ever made before.
VR headsets have been a standard consumer tech thing for years, and your family, or families you know, may already have one lying in a corner. They’re used for games, fitness, creative collaboration, even theater. Still, VR and AR have been outlier technologies, not deeply connected enough to the phones, tablets and laptops most of us use every day.
Apple could change that. And of course, don’t expect the word «metaverse» to be uttered even once. The metaverse became Meta’s buzzword to envision its future of AR and VR. Apple will have its own parallel, possibly unique, pitch.
A connection to everything?
I pair my Quest 2, from Meta, to my phone, and it gets my texts and notifications. I connect it to my Mac to cast extra monitors around my desk using an app called Immersed. But VR and AR don’t often feel deeply intertwined with the devices I use. They aren’t seamless in the way my watch feels when used with an iPhone, or AirPods feel when used with an iPad or Mac.
Apple needs this headset to bridge all of its devices, or at least make a good starting effort. Reports say the headset will run iPad apps on its built-in 4K displays, suggesting a common app ecosystem. It’s also possible that the Apple Watch could be a key peripheral, tracking fitness and also acting as a vibrating motion-control accessory.
VR is a self-contained experience, but mixed reality – which Apple’s headset should lean on heavily – uses pass-through cameras to blend virtual things with video of the real world. In Apple’s case, its own devices could act as spatially linked accessories, using keyboards and touchscreens and ways to show virtual screens springing from real ones.
Apple’s expected headset is supposed to be self-contained, a standalone device like the Quest 2 and Quest Pro. But that interconnectivity, and its position in Apple’s continuity-handoff connected ecosystem, is a big opportunity and a big question mark.
However, Apple does have a big AR head start: Its iOS ecosystem has supported AR for years, and the iPhone and iPad Pro already have depth-sensing lidar scanners that can map out rooms in ways that Apple’s headset should replicate. Apple could emphasize making its existing AR tools on other devices more usable and visible through a new interface.
Apple’s head of AR, Mike Rockwell – the person expected to be leading this new headset’s development – told me in a conversation about AR in 2020 that «AR has enormous potential to be helpful to folks in their lives across devices that exist today, and devices that may exist tomorrow, but we’ve got to make sure that it is successful. For us, the best way to do that is to enable our device ecosystem, so that it is a healthy and profitable place for people to invest their time and effort.»

The Quest Pro and other headsets already support hand tracking. Will Apple refine the technology?
How do we control it?
I’m less curious about the Apple headset display – which sounds extremely promising with a possible 4K resolution per eye and a Micro OLED display – and more focused on how Apple solves what we do with our hands.
Interfaces in VR and AR are very much a work in progress. VR has tended to lean on split game controllers for most inputs, with optional (and steadily improving) hand tracking that still isn’t perfected.
Apple isn’t expected to have any controller at all with its Reality Pro headset. Instead, it’ll likely use both eye tracking and hand tracking to create a more accurate and possibly streamlined style of interface that could make targeting intended actions feel faster. Eye tracking already works this way, sometimes, in headsets that use it: The PlayStation VR 2 has some games that use eye tracking for controlling menus.
Accessibility is a big question here. Apple’s design choices are often very accessibility-conscious, and VR and AR headsets often rely on eye movement or physical hand movements that aren’t always easy for everyone. Voice control is a possible option here, or maybe some Apple Watch-connected functions that improve gesture accuracy and offer some touch controls could be in the cards, too. I don’t know. Apple already added some gesture controls for accessibility purposes on the Apple Watch, so the door’s open.
A lot of hand gestures in VR feel complicated to me, and involve lots of movement. Can Apple make a gesture language that feels as intuitive and as easy as multitouch on iPhones and iPads? It’s a big hurdle.

Supernatural has been a popular VR fitness app for the Meta Quest 2 for years.
Fitness focus
VR has already been a surprisingly effective fitness tool for years. Apple could address a whole bunch of opportunities that could open the landscape a lot further, though.
I’ve used Beat Saber and Supernatural on the Quest 2 for years as home exercise options, but the Quest 2 (and most VR headsets) aren’t designed with fitness in mind. Foam and silicone face pieces get sweaty, hardware can feel weirdly balanced, and no company has really spent targeted effort yet on making headgear that’s aimed at breathability and comfort like a piece of athletic equipment. There are plenty of third-party Quest accessories that help, but it still feels like an imperfect situation.
That’s Apple’s wheelhouse. After designing the Apple Watch, AirPods and, most recently, the Watch Ultra’s new straps, conceiving of materials and design that could feel better during workouts seems like an achievable goal. If the Reality Pro feels like a better piece of workout gear, it could inspire others to invest in better designs, too.
Apple should, and could, integrate the Apple Watch and fitness and health tracking into the headset’s functions. The Quest 2 can do this too to some degree, but most smartwatches and fitness trackers, like Fitbit, don’t have deep connections with VR headsets yet. They should, and again, introducing a clear wearable relationship between watch and headset feels like an overdue bridge.
Of all the things I’m trying to imagine Apple positioning an expensive headset to be in people’s lives, a fitness device keeps coming to mind as a much more likely proposition than a gaming gadget. Not that many people own gym equipment, or have space for it. Could headsets fill that role? I think they could. For me, they already do, sometimes.
Will Apple just focus on making it a great wearable display?
I’m starting to wonder if maybe Apple’s first goal with Reality Pro is just to nail a great audio/video experience. I’ve thought of VR/AR glasses as eventually needing to be «earbuds for your eyes,» as easy to use and as good as headphones are now. VR and AR headsets I’ve used all far short of being perfect displays, with the exception of the highly expensive Varjo XR-3. Could Apple achieve making the Reality Pro a headset that looks and sounds good enough to truly want to watch movies in?
Some reports that the Apple headset runs iPad apps, and that perhaps the iPad Pro with its lidar/camera array is in fact the «developer kit» for the headset, make me wonder if the headset will feel like a wearable extension of iOS rather than a whole new experience.

The inside of the Vive XR Elite: prescription adjustments allow a wide range of vision to fit… but not as wide as mine.
What about my glasses?
VR and AR headsets aren’t making it easy for me to live with my own eyewear. Some hardware fits right over my own chunky glasses, and some doesn’t. As headsets get smaller, a lot of them are trying to add vision-adjustment diopters right into the hardware – like the Vive XR Elite – or add optional prescription inserts.
Maybe someday we’ll have AR glasses that double as our own everyday glasses, and Apple can morph into a Warby Parker optical shop for its retail glasses fittings. In the meantime, these sometimes-on headsets also need to work without being annoying. Am I going to have to order prescription lenses? And how? And will they fit my needs? It’s a big responsibility for VR/AR manufacturers, and I’ve found that some of the insert options don’t meet my heavily near-sighted needs.
What are the killer apps?
Finally, of course, I’m curious about how this headset is defined. The Quest 2 is a game console with benefits. The Quest Pro was aimed at work. The PlayStation VR 2 is a PS5 extension.
The iPhone was a browser, an iPod, and an email device at first. The iPad wanted to be an easy way for users to read and look at the web. The Apple Watch was a fitness device, iPod, and wrist-communicator. What will Version One of the Apple Mixed Reality Headset be positioned as?
Apple did pepper a ton of extras into the Apple Watch at first, almost to test the waters with possibilities: a camera remote, a virtual way to send love taps and scribbles, voice memos. Reports of an avatar-based FaceTime, multiscreen immersive sports, and maybe 3D immersive versions of Apple’s already 3D-enabled Maps are clear starts. Apple’s collaborative Freeform app could be pitched as a mixed reality workplace, and movies could be watched in a virtual theater, in a way that VR headsets have enabled for years (but maybe here with an even better display and audio). AR-enabled iPhone and iPad home improvement apps, 3D scanning apps, and games could be ported over, leaning on similar lidar-scanning AR functions in-headset. Apple fitness workouts, clearly, could be big. Gaming? With Arcade, or some early partners, sure.
Will any of these be enough? Will Apple define a territory that right now has had a hard time defining itself beyond gaming? This first headset may not be the one most people buy, but it could be the one that tries to map out some clear directions for development beyond gaming. With Samsung and Google’s headset on the horizon, and possibly a lot more after that, these devices will start to reinvent themselves as they become more phone-connected and portable. Apple could have an early chance at shaping that narrative… or, if it doesn’t, others will get a chance after Apple. We’ll likely know more, or at least get an early glimpse, at WWDC.
Technologies
Nvidia Is Building a Computer for AI Data Centers in Space
The big challenge is keeping things cool, apparently.
Space may be the next frontier for the AI infrastructure boom, but it will take some work to make that happen, Nvidia CEO Jensen Huang said during his keynote address Monday at the company’s GTC conference in San Jose, California.
While the company already has chips in satellites, creating a data center in space is an entirely different beast, Huang said. «Obviously, very complicated to do so.»
Nvidia isn’t the only one eyeing orbit for AI factories. Elon Musk has talked often of putting data centers in space, which makes sense considering he recently merged the AI company he owns with the rocket company he owns.
Read more: Nvidia GTC: All the AI and Robotics News From Jensen Huang’s Keynote
Space has some distinct advantages for data centers. For one, there are no zoning boards or neighbors to worry about annoying. You could likely power an orbital data center with solar power.There’s also a ton of room, although the number of satellites is making orbit crowded.
But there’s a big challenge that Nvidia is facing as it designs its Space-1 Vera Rubin module computer. How do you keep chips cool in a vacuum?
«In space, there’s no conduction, there’s no convection, it’s just radiation,» Huang said. «So we have to figure out how to cool these systems out in space.»
Technologies
Today’s NYT Connections: Sports Edition Hints and Answers for March 17, #540
Here are hints and the answers for the NYT Connections: Sports Edition puzzle No. 540 for Tuesday, March 17.
Looking for the most recent regular Connections answers? Click here for today’s Connections hints, as well as our daily answers and hints for The New York Times Mini Crossword, Wordle and Strands puzzles.
Yes, you saw both DUNKIN and DONUT in today’s Connections: Sports Edition. But, of course, those words weren’t referring to the bakery chain. That would be far too easy. If you’re struggling with today’s puzzle but still want to solve it, read on for hints and the answers.
Connections: Sports Edition is published by The Athletic, the subscription-based sports journalism site owned by The Times. It doesn’t appear in the NYT Games app, but it does in The Athletic’s own app. Or you can play it for free online.
Read more: NYT Connections: Sports Edition Puzzle Comes Out of Beta
Hints for today’s Connections: Sports Edition groups
Here are four hints for the groupings in today’s Connections: Sports Edition puzzle, ranked from the easiest yellow group to the tough (and sometimes bizarre) purple group.
Yellow group hint: Hockey division.
Green group hint: Sporting goods.
Blue group hint: Some are birds.
Purple group hint: Sounds like a star hoops player.
Answers for today’s Connections: Sports Edition groups
Yellow group: A Western Conference NHL player.
Green group: Baseball equipment.
Blue group: Items in NFL logos.
Purple group: Homophones of Basketball Hall of Famers.
Read more: Wordle Cheat Sheet: Here Are the Most Popular Letters Used in English Words
What are today’s Connections: Sports Edition answers?
The yellow words in today’s Connections
The theme is a Western Conference NHL player. The four answers are Blackhawk, Blue, Oiler and Shark.
The green words in today’s Connections
The theme is baseball equipment. The four answers are base, bat, donut and tee.
The blue words in today’s Connections
The theme is items in NFL logos. The four answers are bolt, fleur-de-lis, horseshoe and swords.
The purple words in today’s Connections
The theme is homophones of basketball Hall-of-Famers. The four answers are Berry, Dunkin, Morning and Weighed.
Technologies
ByteDance’s AI Video Tool Seedance 2.0 Reportedly Delayed Amid Hollywood Pressure
The global rollout of the video tool, which sparked panic with its cinema-quality AI-generated video, appears to be delayed.
China’s ByteDance is delaying the global rollout of its Seedance 2.0 video-generating AI model, according to a report from The Information.
When it debuted in China in February, Seedance 2.0 caused a stir, as high-quality AI-generated videos made with the new model flooded social media, featuring existing actors and familiar intellectual property, including Tom Cruise and Star Wars. Unlike typical AI slop — or even advanced video from other AI-generation models — some of the Seedance-generated videos posted looked photorealistic enough to be mistaken for footage from big-budget Hollywood films or TV shows.
The model was expected to be rolled out to other countries by mid-March, but according to the report, ByteDance is working on ways to address legal and copyright issues that would arise in countries outside China.
Hollywood studios and unions did not react kindly to the videos that surfaced online in February.
The Motion Picture Association demanded that ByteDance «immediately cease its infringing activity,» referring to copyrighted works that appear to be used in training the model.
Labor union SAG-AFTRA, representing Hollywood performers, said it also condemned the Seedance model, pointing to the danger that the AI model could pose to actors’ careers in a statement. The union noted: «Seedance 2.0 disregards law, ethics, industry standards and basic principles of consent.»
Representatives for ByteDance and SAG-AFTRA did not immediately respond to a request for comment.
What’s different about Seedance 2.0
Like many other industries, the entertainment world is being upended by AI technologies, with concerns that tools will put human creatives out of work.
As AI-generated video content, animation, screenwriting and other forms evolve rapidly, popular photo and video generators are getting heat for propagating deepfakes and relying on copyrighted content. Many would have trouble spotting an AI-generated actress as fake, and viewers could easily confuse some AI-generated cinema with Marvel movies or other full-blown Hollywood productions.
While other AI-generators tools such as OpenAI’s Sora or Google’s Veo can quickly make videos good enough for casual social media use, Seedance 2.0 appears to be able to bypass some of the usual tells of AI video — text appears clear and not garbled, faces look convincingly human and there aren’t extra fingers or other strange AI hallucinations you might find in other AI video models. One viral example of this was «Will Smith Eating Spaghetti,» in which Seedance 2.0 created a video that convincingly depicted the actor eating a plate of pasta.
The degree of realism that makes footage practically indistinguishable from traditionally produced film and video is a prime reason why movie and TV studios have cause for concern.
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