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
AI Brings Val Kilmer Back to the Big Screen a Year After His Death
Kilmer’s estate approves plans to use generative AI to resurrect the late actor for a role in the historical drama As Deep As the Grave.
Actor Val Kilmer died in 2025, but he’ll be seen in an upcoming movie he didn’t live to film. The historical archaeologist drama As Deep As the Grave will include an AI version of the actor who died at age 65 after a battle with throat cancer. It’s not the first time we’ve seen studios use AI this way, but it could be the most successful.
Director and writer Coerte Voorhees revealed to Variety on Wednesday that he would use AI to bring Kilmer’s likeness back to play Father Fintan, a Native American priest.
As Deep As the Grave tells the true story of an archaeologist couple who worked with the Navajo people in the 1920s to learn about America’s very first civilizations. Voorhees says that Kilmer agreed to play the role five years ago, but the actor’s struggles with throat cancer made him unable to complete work on it. There’s no date yet for the film’s release.
Hollywood actors have increasingly found themselves at odds with generative AI, a technology that has rapidly begun to infiltrate nearly every aspect of the entertainment industry. From writing scripts to generating digital likenesses of actors’ faces and voices, AI now has the ability to replicate performances with striking realism. In some instances, studios have gone even further, creating entirely new AI «actors» who can perform without ever stepping onto a set. This has raised complex questions about consent, compensation, and creative ownership, as performers grapple with the reality that their identities and craft can now be reproduced, modified, or even replaced by algorithms.
These attempts have been strongly opposed by the SAG-AFTRA labor union representing entertainers, which has been engaged in strikes against video game companies and is currently in precarious negotiations with film and TV studios. The labor guild has certain protections against generative AI following a strike that lasted more than 100 days, including requirements for clear consent and fair compensation. The current negotiations would expand these protections.
A SAG-AFTRA representative didn’t immediately respond to a request for comment.
Voorhees says that Kilmer’s children approve of this AI resurrection.
«[Kilmer] always looked at emerging technologies with optimism as a tool to expand the possibilities of storytelling,» his daughter, Mercedes Kilmer, said in a statement, according to Variety. «This spirit is something that we are all honoring within this specific film, of which he was an integral part.»
Technologies
Today’s NYT Mini Crossword Answers for Thursday, March 19
Here are the answers for The New York Times Mini Crossword for March 19.
Looking for the most recent Mini Crossword answer? Click here for today’s Mini Crossword hints, as well as our daily answers and hints for The New York Times Wordle, Strands, Connections and Connections: Sports Edition puzzles.
Need some help with today’s Mini Crossword? It’s a pretty easy one today, but we’ve got all the answers in case you’re stumped. And if you could use some hints and guidance for daily solving, check out our Mini Crossword tips.
If you’re looking for today’s Wordle, Connections, Connections: Sports Edition and Strands answers, you can visit CNET’s NYT puzzle hints page.
Read more: Tips and Tricks for Solving The New York Times Mini Crossword
Let’s get to those Mini Crossword clues and answers.
Mini across clues and answers
1A clue: Ghost’s word
Answer: BOO
4A clue: Magician’s «And just like that, it’s gone!»
Answer: POOF
5A clue: With 7-Across, it’s full of stars
Answer: NIGHT
6A clue: White bills in Monopoly
Answer: ONES
7A clue: See 5-Across
Answer: SKY
Mini down clues and answers
1D clue: Score of 4 on a par 3
Answer: BOGEY
2D clue: ___ and aahs
Answer: OOHS
3D clue: Frequently, in poetry
Answer: OFT
4D clue: Like the sands of Harbour Island, Bahamas
Answer: PINK
5D clue: Dissenting votes
Answer: NOS
Technologies
Customers Prefer Apps Over Websites for Wireless and Home Internet Service
Easier logins are a key reason customers are happier with apps, according to the J.D. Power study.
When you last checked your mobile or home internet bill, did you reach for your phone or sit down with your laptop or desktop computer? According to a new J.D. Power study, people would rather access their accounts via apps than websites. And that preference is especially strong when it comes to telecom companies such as mobile carriers and home internet providers (which increasingly overlap).
According to the 2026 US Telecom Digital Experience Study, surveyed customers gave app login an average satisfaction score of 681 for wireless carriers and 689 for internet service providers (out of 1,000 points). Website login trailed those by 38 points and 42 points, respectively. J.D. Power gathered evaluations from 12,082 customers of eight internet providers and 14 wireless carriers.
Biometric logins were a major factor in the decision. When accessing an account, there are always one or more layers of authentication just to get in. An app tends to speed you through the door using face or finger recognition to sign in or load a passkey.
Built-in services like Apple’s Passwords app can also use biometrics to unlock and fill in saved credentials in websites, but the experience isn’t as smooth. J.D. Power noted that maintenance issues and slow responsiveness also derail the website login experience across both segments.
This helps explain why carriers have invested heavily in improving their apps. For one, T-Mobile’s T-Life app is increasingly the central point of customer interaction. And AT&T just this week rolled out a new app — named simply AT&T — that is a single resource for its mobile and broadband customers.
AT&T’s Jeff Dixon, assistant vice president of Digital Product Management and Development, emphasized the importance of speed in the company’s app overhaul.
«We did focus on performance to make it snappy throughout,» he said, noting extensive architectural work on back-end services to cache and pre-fetch data.
The J.D. Power study also found that the gap between satisfaction with telecom companies’ apps and websites was wider than in other industries, suggesting that wireless and internet providers need to shore up their web experiences. There was a 25-point gap between apps and websites for wireless carriers, and an 11-point gap for internet service providers.
Overall, customer satisfaction was 654 out of 1,000 for wireless carriers and 659 for internet providers. Scores were based on four factors in order of importance: design, system performance, tools and capabilities, and information.
Ranking among the wireless carriers, Mint Mobile got the highest score (704), with Spectrum Mobile coming next (678) and followed by a tie between Metro by T-Mobile and T-Mobile itself (672). It’s worth noting that, of those, Spectrum is the only one not owned by T-Mobile.
For internet service providers, T-Mobile ranked the highest in the survey with a score of 695, followed by AT&T at 675 and Verizon at 669.
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