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How AI and new displays secretly herald the next computer era: The struggle for the future of reality has started

How AI and new displays secretly herald the next computer era: The struggle for the future of reality has started

How AI and new displays secretly herald the next computer era: The fight for the future of reality has started-picture: Xpert.digital

Future of perception: when technology allows worlds to merge

Spatial computing: When holograms and reality touch

The world of expanded and virtual realities is experiencing a turning point. What sounds like fabric from science fiction novels-the metaverse, data glasses that blame digital and physical worlds-develops at a breathtaking speed of futuristic niche concepts into a tangible reality that knocks on the door of our everyday life. Driven by billion dollar investments by the largest technology groups, a dynamic and highly competitive field is created that promises to work, play, communicate and perceive the world fundamentally. But this technological tsunami raises as many questions as it creates opportunities.

The market is in motion: Almost weekly, new players announce their entry, established players such as Meta and Apple have a armamed arms for technological dominance, and even social media giants such as TikTok/bytedance are pushing into this new universe. We see how Smart Glasses, once chunky prototypes, are suddenly stylish and suitable for everyday use thanks to partnerships with fashion giant such as Ray-Ban. At the same time, VR headsets such as the Meta Quest series are slowly but surely conquering the mainstream living room through aggressive pricing and a growing game ecosystem, while its potential goes far beyond gaming-from education to fitness to therapy.

At the top of this development is the mixed reality (MR), embodied by visionary, but also costly devices such as Apple's Vision Pro. It aims at nothing less than the seamless fusion of our physical environment with interactive, digital holograms and thus defines the next level of “spatial computing”. This entire revolution is driven by invisible engines: groundbreaking progress in display technologies such as Light Field Displays, which should ensure unprecedented visual comfort, and an increasingly powerful artificial intelligence (AI), which only gives these devices their true “intelligence”.

This comprehensive articl dives deep into the current landscape of XR, AR and VR. He analyzes the different strategies of the main actors, explains the technological subtleties and illuminates the diverse use cases - from life -changing aids for visually impaired to new dimensions of entertainment. At the same time, a critical look at the inevitable challenges and concerns is taken, especially the urgent question of data protection in a world, in which technology not only records our clicks, but potentially our entire perception. Get ready for a detailed expedition to the front line of the digital future.

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1. We are currently experiencing a wave of new smart glasses. What are the driving forces behind this sudden update and why is the interest so big right now?

The current boom at Smart Glasses is not a coincidence, but the result of converting several crucial factors. After years of research and development, we have achieved a technological maturity level that finally makes these devices practical. You can divide the driving forces into four main areas:

Technological miniaturization and efficiency: The biggest hurdle for Smart Glasses has always been to put powerful technology in a form factor that is small, light and socially acceptable. Earlier attempts such as Google Glass (first generation) often failed due to chunky design, low battery life and overheating. Today, progress in microchip architecture (e.g. arm-based processors), miniaturized projectors and displays (such as microleds or waveguides) as well as more efficient batteries are enable the production of glasses that are hardly differentiated from normal visual aids or sunglasses.

The strategic entry of the tech giants: the market is no longer only served by small start-ups. Giants such as Meta (Facebook), Apple and potentially also TikTok/bytedance see the next large computer platform change after the smartphone in Smart Glasses. They invest massively to build ecosystems at an early stage. Metas partnership with essilorluxottica (the parent company of Ray-Ban and Oakley) is a strategic stroke of genius that connects technology with established fashion brand acceptance. This signals to the market that it is no longer a pure tech nerd product.

Focus on design and social acceptance: The teachings from the “Google Glass-Debakel” were learned. At that time, the striking, camera -expressed design led to considerable data protection concerns and social rejection (“glasshole”). Today's manufacturers like Meta with the Ray-Ban Meta or Oakley Meta attach great importance to an inconspicuous, stylish design. The technology should integrate seamlessly into everyday life and not be perceived as a disruptive factor. The goal is to position the glasses first as a fashion accessory and then as a smart device.

The role of artificial intelligence (AI): Modern Smart Glasses are hardly conceivable without AI. On-Device-KI or Cloud-based AI only enables the really “smart” functions: real-time translations, object recognition, navigation or interaction with a AI assistant. These functions give the glasses a real added value beyond what a smartphone can do because they act context -related and freehand. The AI makes the glasses from a pure display device a proactive assistant.

In summary, it can be said that the current uptake is powered by the combination of technological feasibility, strategic interest of the market leader, a paradigm shift in the design and the transformative power of AI.

2. What are the different strategies of companies like Meta, Xreal and others? Who aims at which market?

The strategies of the manufacturers are very different and show how wide the field of potential applications is.

Meta (in partnership with Ray-Ban/Oakley): The lifestyle and social media approach

Target group: mass market, fashion-conscious consumers, social media users.

Strategy: Metas approach is subtle and designed for long -term getting used to. The Ray-Ban Meta Smart Glasses are deliberately not full-fledged AR glasses with displays in the field of vision. They focus on camera functions (photos, videos, live streaming directly on Instagram/Facebook), audio (music, podcasts, calls) and the interaction with the Meta Ai assistant. The strategic idea behind this is to get people getting used to wearing computer-aided glasses and establish a hardware platform. Later generations are then gradually expanded to include AR display functions. It is a Trojan horse in the best sense: you sell a cool fashion accessory that happened to have smart functions and builds up a future AR ecosystem.

XReal (formerly Nreal): The developer and enterprise focus

Target group: developer, early adopters, companies and “prosumer”.

Strategy: Xreal goes the opposite way. Your glasses, like the XReal Air 2, are full-fledged AR glasses. You project a large, virtual screen in the user's field of vision. The primary application is the expansion of a laptop, smartphone or a game console. You can use it to work on a huge virtual display, watch films or play. Xreal positions itself as an open platform and primarily wants to attract developers to create new AR applications. In the company context, they are advertised for visualizations, remote maintenance and as mobile jobs. Their strategy is to first perfect the “hardcore technology” and occupy a niche in productive and entertainment area before attacking the mass market.

Lenovo: The focus on professional users and niches

Target group: business customers, engineers, designers.

Strategy: Lenovo's Legion Smart Glasses are similar to XReal's approach, but aim more on specific professional applications. Lenovo uses its strong position in the B2B market (ThinkPad etc.) to offer glasses as accessories for mobile workstations. They emphasize technical specifications such as a wide field of vision (Field of View, FOV) and an easy design, which is crucial for long work sessions. Lenovo sees the glasses less as an independent platform, but as a peripheral expansion of its existing product portfolio.

Apple and Tikk/Bytedance: The upcoming challengers

Strategy (speculative): While Apple started with the Vision Pro in the high-end MR area, patents and rumors indicate that they too are working on a more easy, everyday “Apple Glass”. As always, your strategy will, as always, rely on a deeply integrated ecosystem, premium design and data protection as a sales argument. Bytedance (Tikok) will probably go a strongly socially and creatively oriented path. One can imagine that their glasses will lift the creation and consumption of short videos and AR filters to a new level and thus expand their existing platform.

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3. A particularly touching application is the use of smart glasses for people with visual impairment. How exactly does that work and what potential is behind it?

Indeed, this is one of the most impressive and sensible applications for the current generation of AI-based smart glasses and shows the immense potential of this technology to fundamentally improve the quality of life of people. The functionality is based on the combination of camera, AI software and audio feedback.

The glasses continuously records the surroundings of the wearer with its built -in camera. This visual data is analyzed by a powerful AI software that runs either directly on the device or in connection with a smartphone/cloud. The AI can then do various tasks in real time and whisper the results directly into the ear via small loudspeakers integrated in the glasses or by bone sound.

Specific application examples are:

Text recognition (OCR - Optical Character Recognition): A visually impaired person can point to a text - be it a menu, a street sign, a letter or a medication pack - and the glasses read the text loudly. This enables previously unmatched independence in everyday life.

Object and product recognition: The AI can recognize thousands of everyday objects. The user can ask: "What is on the table in front of me?" And gets the answer: "A cup, an apple and a remote control." When shopping, the glasses can scan barcodes and identify products, for example to distinguish a can of tomato soup from a can of beans.

Facial and person recognition: After prior consent and storage, the glasses of known people can recognize known people and discretely inform the carrier who is coming up. This can make social interactions considerably easier.

Scene description and navigation: Advanced systems can describe an entire scene. "You are in a park. There is a way in front of you, there is a bank on the left, and children continue to play." Some systems also help with navigation by recognizing obstacles such as curbs or deep -hanging branches and warning of it.

Color and banknote recognition: The glasses can identify colors (“you hold a red shirt in your hand”) or recognize the value of banknotes, which helps.

Leading companies in this area are, for example, Orcam with their “MyEye” technology or Envision Glasses. The potential is huge. It's not just about convenience, but about restoring independence, security and social participation. While the mainstream market is still discussing the “coolness factor”, these devices already create an invaluable value for a specific user group and prove that Smart Glasses are far more than just a toy.

 

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4. The Meta Quest series dominates the VR market. What is the secret of the success of these headsets?

The dominance of the Meta Quest series is due to a clear and consistently implemented strategy that combines several key factors:

The “Standalone” factor: The most important success factor was the liberation of external hardware. The first Oculus Quest (today Meta Quest) was the first mass-compatible VR headset that did not need an expensive high-end PC or external sensors to follow position tracking. Everything - processor, memory, tracking, display - is integrated in the headset. This “all-in-one” nature dramatically lowered the entry hurdle. You buy the device, switch it on and are in virtual reality.

Aggressive pricing: Meta has praised its quest headsets from the start, often probably with little or no profit margin on the hardware itself. The strategy is similar to that of game consoles: the hardware is sold cheaply to create a large user basis, and the profit will later be achieved by selling software (games, apps) in their own store. This made the quest affordable for a wide range of buyers.

Building a robust ecosystem: Meta has massively invested in the construction of the quest store. You have bought up successful developer studios (e.g. Beat Games, the creators of “Beat Saber”) and finance exclusive titles. A rich and growing range of games and applications is crucial to make the hardware attractive and to bind users in the long term.

Continuous improvement: From Quest 1 to Quest 2 and further to Quest 3 there were significant technological jumps in the event of resolution, processor performance, comfort and in particular the introduction of color-fitthrough for mixed reality applications. Meta shows that you take the platform seriously and continuously develop.

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5. Gaming is obviously the most important driver for VR. Where is the potential for VR technology outside the game industry and how realistic is its exhaustion?

Answer: While Gaming was undoubtedly the engine that VR brought out of the niche, the potential outside the gaming is enormous and begins to develop slowly. The exploitation of this potential is absolutely realistic, but requires time, the development of specific applications and overcoming some hurdles such as costs and user -friendliness in professional environments.

Here are some of the most promising areas outside the gaming

Education and training: This is perhaps the sector with the greatest short -term potential. VR enables immersive and risk -free simulations.

Medical training: Surgeons can practice complex operations in a virtual environment. Medical students can explore human anatomy in 3D.

Vocational training: Technicians can simulate the maintenance of complex machines (e.g. aircraft engines). Firefighters and police officers can train dangerous situations without exposing themselves real danger.

Soft skill training: Employees can practice public speeches, difficult customer calls or negotiations in simulations and receive direct feedback.

Healthcare and therapy

Pain therapy: VR has proven to be effective to distract patients in painful procedures (e.g. changing the association in the event of burns) and reduce the need for pain relievers.

Psychotherapy: Especially in the treatment of phobias (e.g. fear of altitude, spider phobia, fear of flying) and post-traumatic stress disorders (PTSD), exposure therapy in a safe, controlled VR environment is extremely successful.

Rehabilitation: After a stroke, patients can playfully carry out exercises to restore their motor skills in VR.

Social interaction and cooperation (social VR)

Platforms such as VRChat or Rec Room are more than just games. They are social spaces where people from all over the world meet, interact, visit events or create content together.

Virtual meetings and remote work: Companies use VR for immersive meetings, in which the participants meet as avatars in a virtual space. This can create a stronger feeling of presence and engagement than a conventional video conference.

Fitness and sport

VR fitness apps such as “Supernatural” or “FitXR” combine workouts with immersive environments and playful elements, which can significantly increase motivation. It is more effective and entertaining to smash virtual walls or to row in exotic landscapes than to stare on a white wall in the gym.

Culture, art and tourism

Virtual museums can be visited and works of art from all perspectives.

Virtual tourism makes it possible to experience “travel” in distant places such as the Colosseum in Rome in its original splendor or to climb Mount Everest without leaving the house. This is particularly valuable for people with restricted mobility.

The exploitation of this potential depends on the fact that specialized software developers create user -friendly and content -related applications for these niches. While the gaming market lives on fast sales, the professional market is a slower but potentially more lucrative long-term market.

6. Mixed reality is often referred to as the future. What is MR from AR and VR?

The terms are often mixed up, but there are clear conceptual differences that are best understood on a spectrum, the so-called reality virtuality continuum.

Virtual Reality (VR): On one end of the spectrum is VR. Here the user is completely sealed off by the real world. A VR headset replaces the entire visual and auditory perception by a computer-generated, artificial environment. If you are in VR, you will no longer see your real room. They are completely in another world-be it on a foreign planet, in a fantasy kingdom or in a virtual conference room. The key term is immersion.

Augmented Reality (AR): At the other end of the spectrum, close to the real world, AR. Here the real world remains the primary environment, and digital information is placed (augmented = expanded). The classic example is AR filter on Instagram or Snapchat, which put on virtual sunglasses. Another example is the game “Pokémon Go”, in which digital creatures appear on your smartphone screen in the real world. It is important for traditional AR that the digital objects do not really “understand” the real world. The Pokémon simply hovers over the lawn; It doesn't know that there is a table that could jump on. The key term is overlay.

Mixed Reality (MR): MR lies between AR and VR and is the most progressive form. In the MR, virtual objects are not only laid over the real world, but they are anchored in it and can interact with it. The MR device (such as the Apple Vision Pro or the Meta Quest 3 in the Passhrough mode) scans and understands the real environment-the position of walls, tables, chairs, etc. This enables a virtual ball to crash from a real wall, sit a virtual cat on a real sofa or hang a virtual television screen on a real wall. They can walk around these virtual objects and they stay in their place. You can even interact with you with your hands.

The decisive difference is the spatial understanding and interaction. MR merges the real and virtual world into a single, interactive space. You can imagine it like this:

AR: A sticker on a glass pane.

MR: A hologram in the room that stands on the floor and reacts to its presence.

Devices such as the Apple Vision Pro or the Quest 3 also allow it to slide seamlessly on the continuum. You can work in the MR and then fully hide the surroundings at the push of a button or rotary wheel and immerse yourself in a fully virtual VR world. This flexibility makes MR a potentially ultimate goal of spatial computer technology.

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7. With TikTok/bytedance, another social media giant is entering the MR market. Why is this step so important and how could he change the competition with Meta and Apple?

The entry of bytedance into the MR market is extremely significant for several reasons and could fundamentally change the competition.

A gigantic, young and creative user base: Bytedance has TikTok, one of the world's largest social media platforms with over a billion active user. These users are mostly young, digital-affin and already well familiar with AR filters and creative video tools. Bytedance does not have to build up a new community from scratch; You can market an MR headset directly to your existing, massive user base.

Expertise in algorithms and user -generated content: The success of Tikok is based on a highly developed recommendation algorithm, which provides users an endless current of personalized content. This expertise in algorithmic curating and promoting user-generated content can be transferred directly to an MR platform. You can imagine a “for you” feed in 3D, in which you wipe through immersive experiences, games and social interactions created by other users.

Challenge for Metas Social Metavers: Meta positioned Metaverse (Horizon Worlds etc.) as the next social platform. However, bytedance is the company that has proven in recent years that it can successfully challenge and overtake meta in the field of social media. A Bytedance MR headset would be a direct attack on Metas core strategy. The competition would shift from the smartphone screen to the Immersive 3D world. It would be a struggle for the next generation of social interaction.

Competition for Apple's “Spatial Computing”: While Apple positions the Vision Pro as a tool for productivity and high-end entertainment (“Spatial Computing”), Bytedance could pursue a completely different, consumer-oriented, social and entertaining approach. This could lead to a clear market division: Apple for professional and premium use, bytedance for the social entertainment of the masses. This could increase the pressure on Apple to offer cheaper, more consumer -friendly devices.

Potential for price competition: Bytedance is known for aggressively investing in new markets in order to gain market shares. It is very likely that you will offer your MR headset at a very competitive price in order to quickly achieve a large user base. This would set META and other manufacturers under considerable price pressure and could accelerate the general affordability of MR hardware.

In summary, it can be said that the entry of bytedance could make the MR market from a duopoly (Meta vs. Apple) a three-way fight. Bytedance brings a huge user base, a proven content strategy and another cultural approach, which will enliven the market, accelerate innovation and reduce prices.

 

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8. A decisive factor for the user experience is the display. What progress is there and what does the work of companies like CRAAL mean to “Light Field Displays”?

The display is indeed the heart of every AR/VR/MR device and one of the greatest technical challenges. The progress here is crucial for immersion, comfort and everyday suitability. Development is currently focusing on several aspects:

Resolution and pixel density: Higher resolutions (more pixels per eye) reduce the so-called “screen door effect”, in which you can see the gaps between the individual pixels. Modern headsets such as the Apple Vision Pro use micro-Oled displays with extremely high pixel density, which leads to a razor-sharp picture.

Brightness and contrast: For AR glasses used outdoors, high brightness is crucial so that the virtual content is not outlined by the sun. OLED technologies offer perfect black values and high contrasts here.

Viewing field (Field of View - FOV): The FOV describes how much is covered by the user's peripheral perspective. A narrow fov feels like looking through binoculars. A wide FOV, as Lenovo advertises in his Legion glasses, increases the immersion considerably.

Form factor and efficiency: The displays must be small, light and energy -efficient in order to be able to be installed in slim glasses and not to be excessively burdened.

However, the work of companies such as CREAL to Light Field (light field) displays is a potential quantum leap that could solve a fundamental problem of today's display technologies: the Vergenz-Akkommodation conflict.

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What is the Vergenz-Akkommodation conflict?

In the real world, our eyes work together in two ways to perceive depth:

Vergenz: Our two eyes are aimed at an object. With near objects, you can squint slightly inwards, with distant objects you can see in parallel. The brain interprets this angle to appreciate the distance.

Accommodation: The lens in every eye focuses (like a camera lens) to focus the image of the object sharply on the retina. It bends for near objects and relaxes for distant.

In nature, Version and accommodation are always perfectly synchronized. However, there is a problem in almost all today's VR/AR headsets: the displays have a fixed focus level. Regardless of whether you look at a virtual object that seems to be 50 centimeters or 50 meters away, your eye lenses (accommodation) always have to focus on the physical removal of the display (e.g. 2 meters). However, your eyeballs (Vergenz) focus on the perceived removal of the virtual object.

This conflict between what the eye muscles do (forces) and what the eye lenses do (accommodation) is unnatural. It can lead to faster fatigue, headache and even nausea and is one of the main reasons why the long-term use of VR/AR devices is uncomfortable for some people.

How do light field displays solve this problem?

A light field display not only projects a flat 2D picture. It reproduces the way in which light rays come from a 3D object in the real world in all directions. It sends out a complete “light field” that contains deep information. If your eyes look at this field of light, you can of course adapt both the deflection and the accommodation to the perceived depth of the virtual object - just like in reality.

The miniaturization of this technology on which CREAL works is the Holy Grail for AR glasses. It would mean:

Visual realism: Virtual objects would fit seamlessly and convincingly into the real world and would no longer be visually differentiated from real objects.

Visual comfort: The Version Akkommodation conflict would be solved, which would enable much longer and more comfortable use without fatigue or nausea.

If this technology can be successfully miniaturized and produced in mass production, it will revolutionize the quality and comfort of AR experiences and take a crucial step towards really suitable everyday glasses.

9. Apple has ventured a very expensive and highly developed entry into the MR market with the Vision Pro. Why this high price and what do the rumors say about a quick upgrade about Apple's strategy?

Answer: Apple's strategy with the Vision Pro is classic for the company when it introduces a new product category. It does not aim at the mass market, but on setting a technological benchmark and define a new platform.

Reasons for the high price (from $ 3,499)

Technological pioneering work: The Vision Pro is packed with the latest and extremely expensive technology that has never been in a consumer product in this combination. This includes two 4K-micro-Oled displays (with more pixels than a 4K TV per eye), a complex system from a dozen cameras and sensors for precise surrounding and hand tracking, an advanced eye tracking system for control and a dual chip design (M2 for performance, R1 for sensor processing in real time). All of these components are extremely expensive in production.

Definition of a new category: “Spatial Computing”: Apple deliberately avoids the terms “VR” or “MR”. They call it “spatial computing” (spatial arithmetic). With this, you want to signal that it is not a pure entertainment device, but a new kind of personal computer. The price positions the device as a professional tool or a luxury goods, similar to the first Macintosh computers or the high-end models of the Mac Pro.

Interpreting developers and prosumers: The high price filters the target group. Apple initially aims at developers who are supposed to create the apps and experiences for this new platform, as well as on “prosumer” (professional users and wealthy early adopters) who are willing to pay for the latest technology. It is about sowing an ecosystem before making the hardware accessible to the width.

The importance of rumors about a quick upgrade

The reports that Apple is already working on a successor are not surprising and do not indicate failure, but to a long -term, iterative strategy.

A first generation product: Vision Pro is undeniably a “version 1.0” product. As with the first Apple Watch or the first iPhone, there is room for improvements. The main criticism of the current model is its weight, the external battery with a limited term and the high price.

Iterative improvement: a future model (perhaps a “vision per 2” or a lighter “Vision Air”) will concentrate exactly on these points. Apple will work to reduce weight, increase the battery efficiency (or to integrate it) and to reduce production costs through scale effects and technological progress.

Long -term roadmap: Apple thinks in decades, not in quarters. Vision Pro is the first step on a long journey. The strategy is:

Phase 1 (Vision Pro): Define the maximum technological, get developers on board, create a premium experience and learn how people use spatial computers.

Phase 2 (future, cheaper models): Bring the technology into easier, more comfortable and more affordable form factors to reach the mass market.

Phase 3 (Possible “Apple Glass”): The ultimate goal, a light, everyday glasses that offers the functionality of a “spatial computer” in an inconspicuous design.

The rumors of an upgrade confirm that Apple sees the vision platform as a strategic priority and aggressively works for the next generation to overcome the initial hurdles and to realize its long-term vision.

10. In addition to all the technology and the products, there are critical questions, especially in data protection. Why are the concerns of AR/MR devices so much larger than with smartphones?

Answer: The data protection concerns for AR/MR devices are not only larger, they are more serious from a fundamental other nature and the order of magnitude. This is due to the type and amount of the data that these devices can record. A smartphone is a tool that we consciously use; AR glasses or an MR headset is a sensor package that constantly conveys and records our perception of the world.

Here are the main reasons for the increased concerns

Permanent ambient recording (outward facing sensors): In contrast to a smartphone, the camera of which you have to actively focus on something, AR/MR devices permanently scan the environment to work. You create a detailed 3D card of your private spaces-your living room, your bedroom, your office. Companies could potentially know which books they have on the shelf, which art hangs on their walls, how messy their desk is or which other people are in their household. This is an unprecedented invasion of privacy.

Intime biometric data (inward facing sensors): Use high-end devices such as the Vision Pro Eye tracking (eye tracking) as the primary input method. This means that the device knows exactly what you look at how long you look at it and how your pupils widen. This is a direct line to your subconscious. Marketers dream of such data: You could not only know that you have seen an advertisement, but also whether she has attracted her attention whether it triggered positive or negative emotions. This data about unconscious reactions are far more powerful than a click or a “like”.

Data collection by social media giants: The concerns are potentiated when companies like Meta or bytedance produce the hardware. Your business model is based on the collection of user data for the personalization of content and to circulate highly targeted advertising. If these companies receive access to the above-mentioned surrounding and biometric data, a profile of them arises that puts everything in the shade of intimacy and richness of detail. They not only know what they are doing online, but also how they live in the real world, what they react and what captivates their attention. The article by Gizmodo (“Oh Great, The Tikok People Want to Strap AR Goggles on Your Face”) catches this concern.

Security risks: A chopped email account is bad. A chopped MR headset could deliver a live stream from their home to an attacker or potentially even manipulate the perceived reality of the user (“AR-Spoofing”).

These concerns require a completely new regulatory and ethical framework. Concepts such as “data economy”, processing of the data directly on the device (on-device processing) instead of the cloud and transparent controls for the user will be absolutely crucial in order to gain the public's trust. Apple's strong focus on data protection is a strategic attempt to stand out from the competition, but the basic risks of the technology remain and must be discussed by the entire society.

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11. What is a realistic forecast for the development of the entire XR/AR/Metaverse area in the next 5 to 10 years? Will we all run around with glasses?

Answer: A realistic forecast is probably between the dystopian warnings and the utopian promise of salvation from the manufacturers. We are at the beginning of a long development, and the next 5 to 10 years will be a phase of diversification, competition and gradual adaptation.

Here are the most likely developments

Not a “unit meta verse”, but a competition of the ecosystems: there will not be “one” meta-verse, as there is no “one” internet. Instead, we will see an intensive competition between closed and open ecosystems, similar to today's struggle between iOS (Apple) and Android (Google). Apple will build its polished, curated and data protection-oriented “spatial computing” ecosystem. Meta will drive its more open, social interaction and gaming quest ecosystem. Bytedance will try to establish a creative alternative driven by user -generated content.

Diversification of the hardware: The market will split off. We will see a clear separation between:

Full EMOVESIVE VR/MR headsets (such as quest, Vision Pro): These are primarily used at home or at work for gaming, immersive entertainment, social experiences and productive work. They become easier, cheaper and more powerful, but remain dedicated devices for targeted sessions.

Light AR/Smart Glasses (such as Ray-Ban Meta or future Apple Glasses): These become everyday companions. Their functionality will gradually increase-from notifications and AI assistance to simple visual overlays for navigation and context-related information. A complete replacement for the smartphone is still unlikely during this period, but you become an important new device category.

The “killer app” will vary depending on the segment: there will not be one killer app for everything.

In the consumer VR area, gaming remains the main driver, supplemented by social platforms and fitness.

In the professional MR area, the killer apps will be industry-specific solutions for design, training, maintenance and medical visualization.

For everyday AR glasses, the killer app could be a AI assistant that provides proactive and context-related information without having to get a device out of your pocket.

AI as an invisible engine: Progress at AI will promote development more than any hardware jump. AI will revolutionize interaction (hand tracking, voice control), the understanding of the world and the creation of content.

So will we all run around with glasses?

Probably not all in the next 5 years, but the sight of people with Smart Glasses will become much more common, similar to what was the case with wireless headphones (such as the AirPods). The adaptation will take place gradually. First with technology enthusiasts and in professional niches, then, with falling prices and increasing benefits, in the broad population.

The decisive factors for mass adaptation will be the solution to the core problems: price, comfort (weight, battery, heat), social acceptance and, above all, the creation of a convincing, irreplaceable benefit that outweighs the undeniable data protection risks. Technology has the potential to change our interaction with digital information and fundamentally with each other, but the way there is still far and full of exciting, but also critical ways of walking.

 

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