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
Mars Just Got Closer: How NASA’s SR-1 Freedom Could Rewrite Space Travel
The spacecraft will deliver NASA’s Skyfall payload, which is a group of helicopters designed to find subsurface water on Mars.
NASA is sending a nuclear-powered spacecraft to Mars. Alongside Tuesday’s announcement of its new Ignition program, which features a planned Moon base and a successor to the International Space Station, the agency revealed the SR-1 Freedom, set to launch in 2028 as the first nuclear-powered craft to leave low Earth orbit.
First, SR-1 Freedom will act as a tech demonstration to show that a nuclear-powered spacecraft is a viable option. If it works, it opens the possibility of deeper space exploration by addressing the range limitations imposed by solar power and liquid fuel.
SR-1 Freedom is also responsible for delivering the Skyfall payload to Mars. Skyfall is a team of helicopters that will scour Mars with sensors to find subsurface ice. It’s no secret that Mars harbors water far beneath the surface, but NASA aims to find a large enough pocket of ice near the surface to help sustain human life in future missions.
It’s not NASA’s first attempt to solve nuclear space travel. The agency has spent $20 billion over more than a dozen failed attempts with only one nuclear reactor to show for it, which is the SNAP-10A that launched into low Earth orbit in 1965. It operated for 43 days before a high-voltage failure shut it down. The SNAP-10a remains in polar orbit to this day.
What we know about the SR-1 Freedom
Steve Sinacore, NASA Fission Surface Power program director, told reporters in a news conference that NASA would select a launch vehicle from the available stock and that there would be regulatory and inspection proceedings with the Interagency Nuclear Safety Review Board before any selection.
NASA plans to begin developing hardware for the SR-1 Freedom once the design is finalized. This is expected to take roughly 18 months, with assembly beginning in January 2028. Reactor fueling, texting and assembly will continue until the SR-1 Freedom arrives at its launch site in October 2028.
SR-1 Freedom is targeting a December 2028 launch, as it’s the next available Mars launch window after the one opening in late 2026. The nuclear-electric engine is expected to produce over 20 Kilowatt-electric units and will be integrated with existing spacecraft technology to make the launch timing more realistic.
The reactor will be powered by high-assay, low-enriched uranium dioxide fuel and will transfer its heat via heat pipes, protected by a boron carbide radiation shield. The heat is converted to power using the Advanced Closed Brayton Cycle Power Conversion System, which then powers the electric propulsion system at the other end of the spacecraft.
Excess heat is handled with a massive heat sink made of composite materials and titanium. The spacecraft’s brain is located between the heat sink and the propulsion system, and will send data back to Earth.
Why nuclear power?
«Nuclear power in space doesn’t just enhance space exploration, it enables it,» said Sinacore during the press conference. «Through increased energy density, nuclear power will keep lunar bases operating through the 14-day, 354-hour night.»
One of the big problems with deep space exploration and long-term space exploration is power, and NASA hopes nuclear power can solve it. Solar power is a challenge on the moon due to its two-week-long night cycle. According to Sinacore, you would need «football fields of solar panels» to power a long-term base on Mars.
The next planet out is Jupiter, where solar panel efficiency drops to 4% when compared to Earth. Once you get beyond Jupiter, solar energy is negligible, making it a poor choice for deep space missions.
NASA currently uses liquid propellant for space flight. That doesn’t work for long-term missions and flights due to its mass fraction, which is fancy math that basically says it’s too heavy for long-term spaceflight. The spacecraft wouldn’t be able to move people and cargo efficiently. Sinacore says these are «physics constraints» rather than engineering problems, and that nuclear power solves them.
What comes after SR-1 Freedom
SR-1 Freedom marks the beginning of many more projects coming over the next couple of decades. Should the SR-1 Freedom prove successful, the next project would be the Lunar Reactor-1, a nuclear reactor that would serve as the power source for NASA’s upcoming moon base.
Having a nuclear-powered spacecraft and base on the books would open the door for more of both, including a potential human mission to Mars, bigger and more powerful nuclear reactors, and potential commercial participation from companies wanting to get in on the action.
Technologies
We’re All Flailing With AI: I Tried Art That Pokes Back at the Chaos
A handful of moments at SXSW had me wondering: How much of AI is me playing a game and how much is it a game playing me?
Smack dab in the middle of this year’s SXSW festival in Austin, Texas, there was a huge dirt hole in the ground, blocks wide, where there used to be a convention center. The festival’s events continued around it in hotels, but the building’s absence was like a lurking symbol. Of chaos, of disruption. Of the world in 2026, dealing with AI and everything else.
I have no idea what the rest of 2026 will bring, but the vibe I felt at a vibe-filled show made me question how AI can work with our lives, our art and our existence. Instead of fighting it, the conference awkwardly embraced it and challenged it. I saw pockets of work all over the place and wondered about it. Conversations. And how to escape it.
Everyone’s trying to handle a world that’s suddenly way too overloaded with AI, generating documents, images, deepfakes and music, injecting assistant agents into our operating systems, even launching entire unleashed and interconnected agent systems all talking to each other on their own social networks. Job-threatening, constantly shifting, training on our data and aiming for our faces. Do we run from it, try to destroy it, or use art to question and challenge it?
SXSW gave me a lot of the latter, in different slices.
In my panel I was in at SXSW with Meow Wolf’s Vince Kadlubek and Niantic Spatial’s Dennis Hwang about their experiments overlaying tech into art in physical installations, Kadlubek discussed how AI’s infinite slop creative tool becomes uninteresting over time, while intentional art counteracts that. And that’s exactly how I felt moving through intentionally-made experiences that turned my thoughts about AI inside out, all in different ways.
AI seeping into our gaming chats, for better and worse
In a VR headset in a hotel ballroom, I chatted with cartoon fantasy characters in a whimsical game called Fabula Rasa: Dead Man Talking, made by game studio Arvore. I could make any request or beg as much as I wanted from my cage, where I was held prisoner for offending the King and kept dangling over a monster’s mouth for execution. Could I plead my case to them? The cartoonish VR characters responded, but via generative AI improvising off a script from a writing team, using Claude.
The chats were fun, ridiculous. I made myself an irresponsible magician and leaned into improv with the characters who approached me. None of them disappointed, which is a surprise for dialogue that’s somewhat AI-generated. Most interactions felt frazzled and absurd, but it worked for the style and the humor of it all. There was a bit of a delay for responses to kick in, though, standard-issue for a lot of AI conversations.
This was the best use of AI I saw. But what could it mean for future games, like RPGs? It’s an unsettling thought if you’re a writer…or, exciting. Indie games could end up finding ways to branch out responsive dialogue in ways that still feel custom-written and crafted. I don’t know.
On the less successful end was Love Bird, an interactive game show experience directed by Cameron Kostopoulos. I was wowed by the initial onboarding, where the «producers» called me on my phone to interview me. The producer was actually an AI chatbot with a surprisingly rapid response time. I convinced the AI to be a participant, and then was led into a room where I spoke via Xbox controller and headset microphone with a PC game on a monitor, where I was competing with others while carnivorous bird-people threatened to eat us. I’m not sure why, exactly. And I don’t know how it all ended, because my chats with the host and participants fell into broken loops that made us have to quit out early.
Love Bird was fast-paced and responsive, but also too chaotic and weird, even for someone like me who likes weird. It didn’t feel like it was really paying attention to me, and I didn’t feel like I had space to process. Maybe that’s by chaotic design, but after emerging, it just made me want to feel less AI-spammed and have games that didn’t flood me with as much conversation as this one did. I needed a quiet space. My favorite immersive experiences are often the quiet ones, not the chatty ones.
AI as a personal transformational lens
In one room, I stood at a podium and read a portion of New York Mayor Zohran Mamdani’s acceptance speech from November as, before me, video clips of crowds cheering played on a large video monitor, seemingly reacting to me. A few minutes later, I heard my voice delivering more of Mamdani’s speech, AI-generated in my voice, to film clips of inspirational moments of support. I saw my own face layered into the background of some of these clips, too.
The Great Dictator, directed by Gabo Arora, is a museum-style participatory exploration of the power of rhetoric, provocatively named for the Charlie Chaplin satire about Adolf Hitler. The three speeches you can choose from — Mamdani’s, President Ronald Reagan’s on taking down the Berlin Wall, and Malcolm X’s The Ballot or the Bullet speech — are all picked to represent powerful moments in history, and the exhibit is about embodying history and feeling the power of speech and rhetoric in a personal way — and relating to it from a new, personal, and maybe more empathetic angle. The voice AI was generated by ElevenLabs, and the video clips at the end were hand edited, but with AI overlays of my face handled by Runway. What surprised me was how much I ended up being in historical documents. Is this a deepfake? Is it embodiment? Is it both?
Another art experience embedded me into the work: Spectacular, by Jonathan Yeo. Yeo is an artist from London whose portrait work includes King Charles III, President George W. Bush and designer Jony Ive of Apple renown and has played with tech in many of his installations. This gallery at SXSW, replicated from an exhibit that was in Paris before, used Snap Spectacles AR glasses to melt the real portraits with augmented effects and voice narration from Yeo. And, later on, the portraits began overlaying my own face, transformed in art styles that matched Yeo’s using generative AI trained on his work. At the end, I got a printout of my portrait, «signed» by Yeo himself.
I spoke with Yeo in Austin after experiencing his work. He admitted that AI is a provocation here, but that he wants to own the process that AI is trying to take from our own data everywhere. And he’s trying to apply AI and AR in ways that feel intentional and subtle as ways to help play with and bring the art to life, in museums and elsewhere. But again, like with The Great Dictator, I wondered: How much will «permanent» documents of art and history begin to melt over time with AI? What will be kept intact, and who will enforce the line?
AI as broken manipulator
Wearing a pair of Meta Oakley smart glasses, I stood in a room full of objects on shelves as a voice directed me to open a drawer, find a dollar bill there and put it in a shredder filled with bill fragments. I did it. The AI remarked with pleasant surprise at how compliant I was. From there, I «competed» tasks to prove my value as human labor, graded by an AI that saw my actions through the glasses camera and showed my stats on a TV screen, along with a deepfaked dancing version of myself.
Body Proxy, by Tender Claws, applies Meta’s glasses camera feed into its own art AI app on a phone to explore how AI could make us proxies for physical labor. It’s weird and satirical like some of their other VR work (the game Virtual Virtual Reality, among others), but also pushes at a much bigger question: How much is AI breaking us or manipulating us? How much are we willing to be manipulated?
Escape The Internet (Part One), an interactive game I played in a movie theater at the Alamo Drafthouse, turned similar ideas of manipulation into a social experiment. Created by Lucas Rizzotto, another VR/AR provocateur artist, it involved no headsets or glasses. Instead, everyone in the theater used their own phones to connect to a private server that «ran» the game and gave us little personal avatars, feeding us surveys to collect our personal tendencies and then having us play social voting games to see how we’d polarize on decisions like, for instance, who to kill: one person who shared our political views, or five who didn’t?
It’s all absurd and funny and guided by Rizzotto’s in-person guidance at the front of the theater, and along the way, I thought about how social platforms manipulate us with algorithms. Here, in this room together, we’re encouraged to find each other, recognize each other and love each other. The experience has branching paths and can be replayed, and could re-emerge in future conferences and events. But, again, I asked myself: How much of AI is a game that’s playing me, instead of me playing it?
Design for AI is still unfinished (or nonexistent)
In some of the panels I sat in on, and in conversations I had, I got a creeping sense that AI is moving too fast for artists or ethicists — or anyone else, really — to stop and properly process. One panel exploring The Future Design Language of Robots, with Olivia Vagelos of the Design for Feelings Studio, and Savannah Kunovsky, managing director of Ideo’s emerging technology division, tapped into the assumptions we make about robots. I teamed up with someone next to me to try to dream up ideas to break my assumptions and think freshly about what robots could be.
Kunovsky and Vagelos both agreed that designing for AI presents similar challenges right now, particularly because the tech is moving too fast for design to properly attend to it. But sadly, my attempt to record what they said as a quote was sabotaged by my AI-enabled Meta Ray-Ban glasses, which activated as the microphone when I tried recording a voice memo from the panel on my phone, muting the audio completely because of noise cancellation. Wearables are still broken, too.
Another panel, called Generative Ghosts: AI Afterlives and the Future of Memory, led in part by two Google DeepMind researchers, discussed many fascinating angles on how we can responsibly handle archiving our lives via AI as memories in the future, and who controls that ability. The panel had no specific answers but plenty of questions. And, as my own attempt at recording it was also erased by my activated smart glasses, it gave me an additional level of absurd friction which made me wonder: Will these archived memories eventually be lost, too, from big tech companies that sunset services or introduce noncompatible formats, memory-holing the memories?
AI is threatening, but often not successful in fulfilling its promises (or threats). Self-driving Waymo cars flooded Austin during SXSW, with my Uber app often pushing them on me instead of human drivers. I gave in and took a few for amusement, but they usually took longer to get where I was going. And, one unfortunate evening, my Waymo took a weird roundabout route that ended up dropping me off a half mile from my destination on the wrong side of the highway.
My favorite SXSW memory was making an old-fashioned collage out of magazine clippings with friends at an art gallery over wine, something that involved no tech at all. We worked our magic with intuition, scissors, old magazines and good conversation. Was it perfect? No. But it cost a lot less than generative AI. Which also makes me wonder if all these AI tools being offered to enhance or supplant creativity are necessary, or whether we’ll just rediscover that we had more tools than we realized all along.
Technologies
Samsung’s Galaxy A37, A57 New Pricing Tests the Limits of a Plastic Phone
While market conditions are raising the cost of these Galaxy A phones, Samsung’s hopes fast charging speeds, improved water resistance and camera features will provide value for price-conscious buyers.
Samsung’s announcement of the new $450 Galaxy A37 and $550 Galaxy A57 today brings good news and bad news for value-conscious customers looking for a cheaper phone.
Much like we’ve seen on the flagship-level Galaxy S26, both phones are priced higher than the A36 and A56 they are replacing — in this case by $50 — though storage options for both phones still start at 128GB. However, both phones did get a design improvement that features IP68 water resistance and will feature the newly updated Circle to Search, with enhancements like Find the Look for identifying outfits.
Starting with the $450 Galaxy A37, this phone has a 6.7-inch display with a 120Hz refresh rate. It runs on Samsung’s Exynos 1480 processor and has a 45-watt wired charging speed, which Samsung says will recharge its 5,000-mAh battery from 0% to 65% in 30 minutes.
The phone is made from plastic and comes in four colors: charcoal, gray-green, white and — my favorite — lavender. (Note: Samsung adds the word «Awesome» in front of all of these color names, but I’m going to save us from this.) The A37 also comes in a 256GB model that costs $540.
The A37’s cameras include a 50-megapixel wide, an 8-megapixel ultrawide and a 5-megapixel macro on the back, along with a 12-megapixel selfie camera on the front. The A37 gets a sampling of Galaxy AI features, including object eraser for editing photos, language translation and an upgraded Bixby assistant.
The $550 Galaxy A57 moves up from plastic to a metal body but only comes in navy. It also has a 6.7-inch display, but weighs in at 179 grams, which is markedly lighter than the A56’s 198g. During my hands-on time, it was noticeably light, especially for a phone with the larger display size.
The phone runs on Samsung’s Exynos 1680 processor. It also gets a few more AI photo editing tools like Best Face for fixing group photos where someone is blinking.
The cameras on the A57 include a 50-megapixel wide, a 12-megapixel ultrawide, and a 5-megapixel macro on the back and, like the A37, includes a 12-megapixel selfie camera. A step-up 256GB model costs $610, but it’s worth noting that this price is really close to the $650 Galaxy S25 FE, which includes all of the Galaxy AI features along with a telephoto camera.
I’m bummed but not surprised to see the increased cost of the A37 and A57 versus last year’s models, which a Samsung representative said is attributable to current market conditions when I asked about the ongoing RAM shortage.
During my hands-on time, though, I did find both phones to look quite nice, with the lavender model likely providing plenty of competition to the $499 Google Pixel 10A’s colors. Both phones will go on sale on April 9.
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