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Virtual reality software for mac

Cook says AR is a " big idea like the smartphone ," equating it to a product that's for everyone. I get excited because of the things that could be done that could improve a lot of lives," he said in early Augmented reality AR and virtual reality VR are similar technologies, but there's a major difference between them and their potential applications vary widely. Virtual reality refers to a full immersive experience in a virtual world, while augmented reality refers to a modified view of the real world.

The difference can perhaps be best summed up by a comparison between two products, one AR and one VR. Google Glass , Google's now-defunct set of smart glasses, is an example of augmented reality. The eye-worn Google Glass let users view the world as it is, but it offered a heads-up display that overlaid relevant computer-provided information over that real world view, such as local weather, maps, and notifications.

Apple Glasses

This is similar to what Apple is said to be working on with its " smart glasses " or augmented reality headset. In comparison, Facebook's Oculus Rift is a virtual reality headset offering an immersive visual experience that doesn't augment the real world with additional sensory information -- it fully replaces the real world with a simulated world. Augmented reality provides computer-generated context and information about the world around us while allowing us to interact with our surroundings, while virtual reality is designed to isolate us from our surroundings so we can interact with fictitious worlds.

Potential applications for the two are vastly different. Virtual reality is singularly focused on immersive content consumption because it makes the wearer feel as if they're actually experiencing what's going on in the simulated world through visual, tactile, and audio feedback. Virtual reality is largely linked to gaming right now, but it also has the potential to recreate real world experiences for educational or training purposes.

Augmented Reality (AR)

Augmented reality doesn't hinge on immersive content and while less exciting because it's augmenting reality instead of replacing it, it has a wider range of potential applications. With ARKit, an iOS device is able to identify a surface like a table, and then virtual objects can be added to it.

Because of the computing power of the iPhone and the iPad, ARKit's augmented reality capabilities are impressive. ARKit is already being used to create a huge range of apps and games , blending digital objects with the real world.


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Such a product could be used for serious virtual reality applications as well as augmented reality experiences. At the very least, Apple's latest Macs and upcoming iMac Pro will support existing virtual reality hardware and VR content creation. He believes the two audio devices will complement Apple's rumored augmented reality glasses. Apple's work on virtual and augmented reality dates back multiple years, but rumors picked up starting in March of when news hit that Apple had a small team of people working on augmented reality.

The team works across office parks in both Cupertino and Sunnyvale, and Apple is exploring several hardware and software projects under the code name "T Apple's augmented reality team combines "the strengths of its hardware and software veterans," and is led by Mike Rockwell, who came from Dolby. Apple developers have also joined the WebVR community group dedicated to make VR content viewable on any device and on the web. He specializes in three-dimensional user interface design and has written a book on the subject covering 3D interfaces and the benefits of immersive virtual environments.

He has expertise with both virtual and augmented reality. Apple has also hired employees that have worked on virtual or augmented reality products at Microsoft and Lytro. Some recent hires are said to be from Microsoft's HoloLens team, while others worked at Lytro, a company working on a camera able to blend live action and computer graphics for a live action VR experience. Employees coming from the HoloLens team would have experience creating an advanced augmented reality headset.

The Lytro Immerge degree camera. Yury Petrov , a former research scientist at Facebook-owned Oculus, is now serving as a "research scientist" at Apple. According to his LinkedIn profile, Petrov studied virtual reality experiences, prototyped optics, and developed computer simulation software.

Augmented reality expert Jeff Norris joined Apple in April as a senior manager working on the company's augmented reality team. He led multiple projects focused on human-system interaction with an emphasis on virtual and augmented reality. Apple in December hired former senior Tesla and Microsoft HoloLens designer Andrew Kim, and given his history, he could be working on Apple's rumored AR glasses project or its upcoming Apple car that's said to be in development. With Apple's team encompassing hundreds of employees, there are many other virtual reality expert hires that have gone under the radar.

Apple in August bought Akonia Holographics , a startup that makes lenses for augmented reality glasses. Akonia Holographics advertises the "world's first commercially available volume holographic reflective and waveguide optics for transparent display elements in smart glasses. The displays that it makes are said to use the company's HoloMirror technology for "ultra-clear, full-color performance" to enable the "thinnest, lightest head worn displays in the world.

Totem, which was never released to the public, was designed to combine both augmented and virtual reality technologies in a single headset, merging full VR capabilities with pass-through cameras to enable screen-based augmented reality features. Totem essentially used a set of cameras to project real world images into its built-in p OLED display, a somewhat unique approach that set it apart from competing products like Microsoft's HoloLens, which uses a transparent display to combine virtual and augmented reality.

Apple could be planning to use some of Totem's technology in a future product. Apple purchased Israeli-based 3D body sensing firm PrimeSense in , sparking speculation that motion-based capabilities would be implemented into the Apple TV. PrimeSense's 3D depth technology and motion sensing capabilities were used in Microsoft's initial Kinect platform.

PrimeSense uses near-IR light to project an invisible light into a room or a scene, which is then read by a CMOS image sensor to create a virtual image of an object or person. This enables motion-based controls for software interfaces, but it's also able to do things like measure virtual objects and provide relative distances or sizes, useful for augmented reality applications like interactive gaming, indoor mapping, and more.

PrimeSense technology can also create highly accurate degree scans of people and objects, potentially useful for virtual reality applications. Apple acquired augmented reality startup Metaio in May of Metaio built a product called the Metaio Creator, which could be used to create augmented reality scenarios in just a few minutes.

Prior to being purchased by Apple, Metaio's software was used by companies like Ferrari, who created an augmented reality showroom. Metaio technology was also used in Berlin to allow people visiting the site of the Berlin Wall to use a smartphone or tablet to see what the area looked like when the Berlin Wall was still standing. Metaio's technology is one that could potentially be used to implement augmented reality capabilities into Apple apps like Maps.

Apple acquired Faceshift in August of , marking its second augmented reality purchase in Before being acquired by Apple, Faceshift worked with game and animation studios on technology designed to quickly and accurately capture facial expressions using 3D sensors, transforming them into animated faces in real time. Faceshift was also working on a consumer-oriented product that would allow people to morph their faces into cartoon or monster faces in real time in Skype.

Faceshift's technology has a wide range of possible use cases, and Apple appears to be using the feature to power Animoji in the iPhone X. Emotient, a company that built tools for facial expression analysis, was acquired by Apple in January of Emotient's technology uses artificial intelligence and machine learning to read human emotion, features that have been used in the real world by advertisers to determine emotional reactions to advertisements. Like Faceshift, Emotient's technology could be used to analyze and transform facial expressions for the creation of virtual avatars, useful for social media purposes and games.

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Emotient technology was likely used for Animoji. Purchased in early , Flyby Media is another company that worked on augmented reality.

I Played VR Games on Mac? HTC VIVE!

Dispatch from VRLA: It'll take more than a snazzy headset for Apple to enter VR. The New Year's hats have all been put away, the streamers are a distant memory, and last empty bottles of sparkling cider are in the garbage at the cu Follow VR on Mac. January 11, Ryan Ritchey. While is sure to bri Read More. September 29, September 10, Electronauts delivers on the promise of VR on the Mac.

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August 4, Apple hires VR app creator. July 31, July 17, June 4, May 8, Brand loyalty is already building among creators Apple has a history with products like the iPod, iPhone, and iPad of not being the first to enter a particular market. March 30, Contact Us.


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November 17, Steam is one of the biggest distribution platforms for games on both Mac and PC and is the only major gaming platform officially supporting VR gaming on macOS. This will undoubtedly change rapidly throughout however as more developers add Mac VR support for their games now that High Sierra supports VR. The Oculus Rift was one of the first successful VR headsets to hit the market but it still does not support Macs.

Luckey told Shacknews:. However, the situation has changed significantly since that statement was made.

VR Desktop — Experience macOS in Virtual Reality | Cindori

The latest iMac Pros certainly have the specifications to run Oculus Rift headsets without any external hardware or upgrades. As VR starts getting traction on macOS, there will surely be more VR headsets released throughout the year that are compatible with Macs. If you have any questions or thoughts about using a VR headset on your Mac, let us know in the comments below. Hi, do you need an eGPU even if you are not going to play games, just watching videos etc in VR or ?

You can read more about eGPUs and Macs here. Oh well, in ten years maybe. Thanks for the answer m8.


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