1. I think Apple will initially go the route of augmented reality – it’s just more practical that can be used in everyday life.

    First we’ll have ear buds will also be chock-fulla-sensors that may also be used to augment reality in some ways.

    Then, they’ll sell glasses with lenses that double as displays… it’ll connect to an iPhone. You’ll be able to order lenses in your prescription (or no prescription) and be able to choose different frames, they’ll be sold exclusively through Apple’s retail outlets.

  2. First of all – even state of the art VR on the oculus rift still makes me dizzy as hell and I am the last person to get seasick. When apple moves into a market niche it takes off. Apple is not going to harm its brand by making millions of people feel nauseous. That said, if Apple can make VR that does not make me nauseous, they will kill it in this niche.

    1. That is basically what this patent is describing: Part of the dizziness issue is because current VR headsets do a poor job addressing the periphery. Apple seems to have solved this issue, and, like you said, if the motion sickness is solved then they will kill it in this market.

      1. VR eill go the way of 3D tvs, i.e. barely anyone would want it anymore. People should just get out more, go to theatre (real 3D) or the forrest (real reality) and get a dog or a cat (you can touch it)!

    2. I’m the guy who *does* get seasick, has been treated for vertigo, and can’t ride roller coasters anymore. But I have no issues with 3D movies (other than just flat not liking them) and tried a friend’s Olulus once with no ill effects.

      I don’t know what the difference is, but I do hope Apple has it figured out. 🙂

  3. This is the year a bunch of companies (at least 2 dozen) attempt to get noticed for their VR gear. Beware the Christmas quarter!

    Then most of those companies drop dead.

    2017 is when VR gets sorted down to the few that provide something affordable with killer apps/games. I fully expect Apple to wait until then.

    1. They’ll wait longer than that. VR isn’t typical technology that eventually yields to processing power and coding wizardry. It’s a so-called Hard Problem because it seeks to infiltrate part of your vital nervous system. It must not hurt you in the process. And it must model how your particular way of seeing works, which is not uniform across humanity, particularly gender — and until it can do that, it likely won’t be vetted and certified for research, exploration, or training.

      Apple will wait until it can hammer out real-world VR applications useable by practitioners of medicine and science, not just by 18- to 35-year-old male gamers proficient with virtual guns and swords. Even though I love those lads, and they inhabit an exciting niche market, Apple is thinking bigger.

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