Technologies
Samsung and Google Combine Forces in New Mixed Reality Partnership
Here’s what we think this new tech will bring.

This story is part of Samsung Event, CNET’s collection of news, tips and advice around Samsung’s most popular products.
Samsung made a lot of impressive announcements during its Galaxy S23 launch event last week. But an out-of-the-blue partnership with Qualcomm and Google on an upcoming mixed-reality platform certainly caught fans off guard. The new «XR» technology is an umbrella term for the intersection of AR, VR and mixed reality, or MR.
In a year that’ll see a new PlayStation VR headset, a new HTC Vive VR headset, a new Meta VR headset and likely a first-ever Apple VR headset, how will this Samsung product (or products) end up changing the game, and when could it arrive?
Samsung’s on-stage announcement was incredibly vague, with Google’s Hiroshi Lockheimer, head of Android, and Qualcomm CEO Cristiano Amon promising new hardware and software that’ll bring new experiences. But Samsung’s and Google’s histories in VR (and AR), along with Qualcomm’s major presence in the field, can point to some answers. So, too, can the last major Google and Samsung partnership two years ago, on smartwatches.
In 2021, Google’s partnership with Samsung began a rethinking of its smartwatch lineup, which also led to a Pixel Watch last fall. It’s likely that this new Samsung-Google-Qualcomm partnership could play out in a similar way in AR and VR. In this instance, though, both Google and Samsung will be making long-overdue returns to the VR/AR spaces they’ve both stepped away from for several years.
Here’s why Samsung and Google entering the field makes sense, and is even sorely needed.
VR and AR needs to work with phones again
VR goggles used to work with phones, half a decade ago. Back in the days of the Samsung Gear VR and Google’s Daydream View, you’d drop a phone into a cheap set of goggles that would use the device as a VR screen. It was a fun novelty back then, and greatly expanded access, but also had its limits. In 2023, oddly, VR headsets barely work with phones at all.
It’s annoying because most of us live our lives on our phones. VR, meanwhile, tends to stand alone. The Meta Quest 2 has slowly developed hooks into phones via its pairing app, but doesn’t have nearly enough cross-device intelligence.
Qualcomm has been trying to solve this idea already on its own. Via an early wave of AR glasses and certain Android phones, the company has been developing tools to bridge apps and experiences, and also have glasses directly connected to phones.
That’s a lot easier to do with official Android support. Google would enable that, and this Samsung-Qualcomm-Google partnership seems like a key to exploring how that would work with new VR headsets, or AR glasses, or both.
Right now, VR is the future. Then, AR
No one’s perfected AR glasses yet, although the hardware pieces are slowly coming together. In the meantime, standalone VR headsets using built-in cameras to show «passthrough» video of the real world, with virtual reality experiences overlaid, is the fastest solution to AR. It’s also called «mixed reality,» and it’s what the Meta Quest Pro does in some apps. Apple’s upcoming mixed reality headset should work the same way. HTC’s Vive XR Elite coming this February? Same thing.
I’d expect Samsung and Google to start with developing a similar lightweight VR headset with mixed reality features first, using similar Qualcomm chips as other hardware (or a next-gen chipset). After that, AR glasses.
Qualcomm has already promised a new generation of low-power wireless AR glasses that will work with next-gen phones over the next three years, using a new AR2 Gen 1 chipset announced last fall. Samsung’s Google partnership might also involve exploring how to build phones and glasses that could work together in the years to come.
Google’s already dipping its toes into assistive AR glasses research, and has a decade of experience in AR and VR before that. Samsung has all of its experience with the Gear VR and working with Oculus. Between the two, along with Qualcomm, it seems like there’s plenty of team wisdom.
A new OS (think smartwatches)
Evolving Android into a new software experience for VR and AR is the biggest challenge and opportunity, and it would make a ton of sense for Samsung to lean on Google here. VR headsets of the last five years have tried to go it alone with dedicated app stores, much like the Meta Quest. But the whole spirit of the idea of «the metaverse» is cross-device compatibility. And, in theory, easy app support.
Samsung shifted strategy on its watches by adopting Google’s WearOS as part of a partnership announced two years ago, aiming to bring Samsung’s watches closer to Google’s Android OS. But Samsung also helped Google think about higher-end health and hardware features to advance its aging smartwatch lineup. Which brings us to…
A road to Pixel hardware?
At some point, you’d imagine, Google will try to make its own AR/VR hardware again. The team behind Google’s Daydream, led by Clay Bavor, has shifted focus into Google Labs, working on more experimental projects like Project Starline (and those research-based assistive AR glasses).
It seems highly likely that the road to Google’s future XR hardware will run through Samsung in much the same way as smartwatches ahead of the Pixel Watch. The Galaxy Watch 4 became the first experiment in Wear OS 3, and then Google entered the waters over a year later with a Fitbit-infused Pixel Watch.
AR and VR headsets are significantly more complicated. Maybe Google waits a bit longer on a Pixel device. Maybe, as both Google’s Lockheimer and Qualcomm’s Amon seemed to suggest, there will be a variety of forms and possibilities, including some that aren’t headsets at all. Remember: Google’s idea of «ambient computing» involves immersive tech from every angle, including stuff that isn’t worn.
What year will this emerge?
That’s the hard question here. It seems likely that Google will dive into this partnership more at its I/O developer conference that usually happens in May, which would be right before Apple would likely go over its VR headset at WWDC. We haven’t seen any hint of any actual hardware yet. It’s not impossible that a standalone VR headset in the spirit of the Meta Quest could materialize sometime sooner than later, but it would be a huge surprise if anything arrived in 2023.
When Samsung and Google announced the Wear OS 3 partnership in 2021, it came with a teaser photo of the watch itself and a promise of hardware by year’s end. No such statements were made or shown this time and 2024 would seem like the earliest likely launch date.
And at any rate, 2023 is looking like a turbulent year for the greater XR world. While plenty of VR hardware is coming, it’s unclear who can actually afford it. For Samsung and Google, the best bet might be to wait out this crowded year and figure out how to make improved, possibly more affordable hardware in 2024.
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Technologies
Scary Survey Results: Teen Drivers Are Often Looking at Their Phones
New troubling research found that entertainment is the most common reason teens use their phones behind the wheel, followed by texting and navigation.

A new study reveals that teen drivers in the US are spending more than one-fifth of their driving time distracted by their phones, with many glances lasting long enough to significantly raise the risk of a crash. Published in the journal Traffic Injury Prevention and released on Thursday, the research found that, on average, teens reported looking at their phones during 21.1% of every driving trip. More than a quarter of those distractions lasted two seconds or longer, which is an amount of time widely recognized as dangerous at highway speeds.
Most distractions tied to entertainment, not emergencies
The top reason teens said they reached for their phones behind the wheel was for entertainment, cited by 65% of respondents. Texting (40%) and navigation (30%) were also common. Researchers emphasized that these distractions weren’t typically urgent, but rather habitual or social.
Teens know the risks
The study includes survey responses from 1,126 teen drivers across all four US regions, along with in-depth interviews with a smaller group of high schoolers. Most participants recognized that distracted driving is unsafe and believed their parents and peers disapproved of the behavior.
But many teens also assumed that their friends were doing it anyway, pointing to a disconnect between personal values and perceived social norms.
Teens think they can resist distractions
Interestingly, most teens expressed confidence in their ability to resist distractions. That belief, researchers suggest, could make it harder to change behavior unless future safety campaigns specifically target these attitudes.
The study’s lead author, Dr. Rebecca Robbins of Boston’s Brigham and Women’s Hospital, said interventions should aim to shift social norms while also emphasizing practical steps, such as enabling «Do Not Disturb» mode and physically separating drivers from their devices.
«Distracted driving is a serious public health threat and particularly concerning among young drivers,» Robbins said. «Driving distracted doesn’t just put the driver at risk of injury or death, it puts everyone else on the road in danger of an accident.»
What this means for parents and educators
The researchers say their findings can help guide educators and parents in developing more persuasive messaging about the dangers of distracted driving. One of the recommendations is that adults need to counter teens’ beliefs that phone use while driving is productive or harmless.
While the study’s qualitative component was limited by a small and non-urban sample, the authors believe the 38-question survey they developed can be used more broadly to assess beliefs, behaviors and the effectiveness of future safety efforts.
Technologies
Nintendo Switch 2 Joy-Con Issues? It Might Just Be Your HDMI Cable
Make sure to use the Switch 2 cable included with the new gaming console.

As the Switch 2 continues to sell in the millions for Nintendo, it shouldn’t be a surprise that there’d be some issues with the console. It appears, however, that one problem Switch 2 owners are facing is actually just a matter of using the wrong cable.
Reddit users have posted about their Joy-Cons disconnecting when they’re playing on their Switch 2 while it’s docked, an issue spotted earlier by IGN. It does appear that, luckily, the issue can be resolved by using the included HDMI cable for the Switch 2 rather than an older, slower one — including the cable that came with the original Nintendo Switch.
Nintendo laid out the solution on its support page for when the Joy-Con 2 starts disconnecting from the console:
- Confirm that you’re using an «Ultra High Speed» HDMI cable to connect the dock to the TV. If it’s not Ultra High Speed, your console won’t perform as expected when docked.
- If you’re using a different cable than the one that came with the console, it should have printed on the cable that it’s «Ultra High Speed.»
- The HDMI cable that came with the Nintendo Switch is not «Ultra High Speed» and should not be used with the Nintendo Switch 2 dock.
Nintendo didn’t immediately respond to a request for comment about the source of this issue.
Since the Switch 2 launch, many gamers have come to realize that Nintendo’s new console is very picky about what cables are connected to it. This goes for the HDMI cable as well as the power cable.
While the new and old Switch share the same name, they don’t share the same components. The Switch 2 is a huge upgrade in graphics power over the 2017 console, which means it needs the appropriate power supply. Not providing the Switch 2 with sufficient power could likely cause some issues, especially if the system has to do a lot of work to run a game.
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