[Update] Meta Founder Confirms Insolvency & Asset Sale to Unnamed Buyer

Meta, the company behind the Meta 2 tethered AR headset, has suffered its fair share of growing pains since its founding in 2012, although a lack of outside investment and a recent patent infringement lawsuit seem to have proven fatal. Now, Meta founder Meron Gribetz confirms he’s stepped down as owner of the company after its assets were auctioned off to a new, unnamed buyer, presumably stripping the company down to its bare assets.

Update (January 22nd, 2019): Meta founder Meron Gribetz spoke with Variety recently, confirming that he is “no longer the owner of the company,” and that Meta’s assets “changed hands to (a) new owner.” Gribetz hasn’t specified the identity of the new owner, but maintains that support for their existing products will continue. “The Meta assets have a future,” he said. “That future was not so clear a few months ago.”

Whether that future actually includes the Meta Company itself, we just can’t say. Gribetz hasn’t revealed anything substantial, although he told The Verge that he was “somewhat encouraged” by the sale. “I feel like it’s a good home for the Meta assets, and that it could provide a future for them,” he said. No mention has been made about the future of Meta talent however.

So while Meta hasn’t publicly admitted defeat, it’s hard to imagine the company resurfacing after investor interest failed to keep it afloat in the first place. In the interim, Meta’s online shop portal has magically returned to the website after it was taken down sometime late last year, although without any visual indication that the company has switched hands, this could be the mystery owner’s bid to keep the lights on and quietly flush out whatever remaining Meta 2 stock exists at this point. We can’t say for sure, but because Meta is essentially a ghost ship currently, anything is possible.

Update (January 11th, 2019): Following evidence of court correspondence where the company admits insolvency and inability to settle litigation in the patent infringement case, Meta says it isn’t shutting down. We reached out to the company, although Meta responded to greater claims of its shutdown via a short press release saying that Meta “remains in full operation and continues to develop, sell and support its products working with a team of engineers and product specialists.” Meta hasn’t denied its insolvency, or the veracity of the claims made in the court correspondence.

The company says further information is yet to follow in a statement slated for next week which will “address details of the recent restructuring and subsequent progress.”

Original Article (January 10th, 2019): Back in September, Meta lost out on a fresh round of funding lead by a Chinese investor which forced the company to furlough around 2/3 of their staff, leaving Meta’s existence in doubt as it looked for additional investment.

Making matters worse, the suspension of operations came shortly before Meta faced a patent infringement lawsuit from Genedics, LLC, which claims Meta infringed on “user interface methods for image manipulation and user input in a three-dimensional space where projectors display images and sensors identify user input,” Next Reality reports.

Next Reality obtained a statement from Meta CFO John Sines to Judge Christopher J. Burke, the Delaware-based presiding district court judge in the case, which details the company’s asset liquidation to a third-party after settlement negotiations failed.

Dear Judge Burke:
I am replying to your Court order that Meta Company retain counsel or reach a settlement with Genedics LLC.

I regret to inform you that settlement negotiations were unsuccessful. Further, Meta Company’s lender exercised its remedies as first priority secured lender and foreclosed and sold all assets to a third party in a UCC foreclosure sale at a value below the outstanding loan amount, and Meta Company is insolvent. Meta does not have the resources to retain legal counsel or to provide a settlement offer.

Respectfully,
John Sines
Chief Financial Officer
Meta Company

Another fold in the foreclosure: both the Meta 2 headset and its list of executives have been removed from the company’s website, leaving only tutorials and info on their software (see update).

Founded in 2012, the company ran a successful Kickstarter in 2013 for an early AR development headset. Meta then went on to raise $73 million between its Series A and Series B investments. In 2016, Meta went on to unveil the Meta 2, a tethered AR headset development kit with a wide field of view, which the company sold for $1,500.

We’ve reached out to Meta for additional comments on the shutdown, and will update when we hear back. (see update)

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Chinese Tech Giant Huawei Aims to Commercialize AR Headset in 1-2 Years

As the world’s largest telecom manufacturer, when Chinese tech giant Huawei makes a market prediction, they have plenty of room to speak. Talking in an interview with CNBC, Huawei CEO Richard Yu says the industry at large will begin commercializing AR headsets within one to two years, Huawei included.

Like Samsung, Huawei offers a staggering variety of smartphones, laptops, tablets, wearables, and smart home accessories; the company surpassed Ericsson in 2012 as the world’s largest telecom equipment manufacturer, and earlier this summer overtook Apple to become the world’s second largest smartphone maker.

Despite this, Huawei has yet to significantly break into Western markets, although its rapid upward trajectory and premium flagship tech would suggest that will change in due time.

The company has been involved in the VR market since its launch of Huawei VR last year, a Daydream platform device. Huawei then announced Huawei VR 2, a smartphone-tethered device that connects via USB-C to Huawei Mate 10 series of phones.

Huawei VR headset, Image courtesy Huawei

Huawei CEO Richard Yu says though that AR is the company’s next big area of interest, something he says will materialize in the form of AR glasses.

“In the beginning you may feel AR … is nothing. But in the future you will see more and more the value of that,” Yu said.

Yu says the company is focusing on bringing AR to their fleet of smartphones first, which he maintains will let users acclimate to the idea of interacting with augmented reality experiences, games, services, etc.

“The next one to two years I think the industry will commercialize [AR glasses], even for Huawei. We will bring a better user experience product,” Yu tells CNBC.

SEE ALSO
Report: New Valve VR Headset Appears in Leaked Images

The company hasn’t been bashful about challenging the dominant players in the industry, namely Apple and Samsung, both of which are likely already in the early stages of preparing consumer AR headsets of their own.

Apple has already brought AR to a large number of its iPhones via ARKit. The company is also reportedly developing its own AR/VR headset with 8K resolution per eye, supposedly slated for release in 2020. Apple recently acquired Akonia Holographics, a startup focused on holographic display and storage technology.

Concurrently, Samsung recently revealed an experimental AR headset at their developer conference last week that has prompted the company to merge the Gear VR SDK and Android ARCore to create a new software development platform, dubbed ‘SXR SDK’.

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Oculus Founder Serves up Scathing Review of Magic Leap One, Calling It A “Tragic Heap”

While Palmer Luckey provided his own Magic Leap One headset to iFixit for their tear down, the founder of Oculus certainly had his chance for a proper review before the spudgers and screwdrivers came out, and he isn’t pulling any punches either. According to Luckey, the company’s much awaited AR headset is “a tragedy in the classical sense.”

Posting on his personal blog, Luckey is critical about the overall usability of the headset, calling it “less of a functional developer kit and more of a flashy hype vehicle that almost nobody can actually use in a meaningful way, and many of their design decisions seem to be driven by that reality.”

First the good, then the bad (as determined by Luckey).

Giving the Lightpack computing unit an “A+,” Luckey was fairly happy with the design decision to keep the guts of the computer off the user’s head, which could easily cause fatigue on neck muscles if the creators weren’t careful.

image courtesy Magic Leap

The robustness of the cables was also a positive point. While he admits Magic Leap should have made the battery replaceable, he maintains “nobody is going to use their ML1 long enough for that to matter to anyone but collectors with an aim to preserve the history of AR and VR.”

Biting. Prophetic. Very Palmer Luckey.

The “Tragic”

The headset, dubbed ‘Lightwear’, doesn’t use such a unique display system as previously touted by the company, Luckey says. As evidenced by the iFixit tear down, Lightwear uses a standard AR display technology called waveguides, which are then paired with reflective sequential-color LCOS displays and LED illumination. So Magic Leap One offers a few things more than HoloLens, but only just.

Captured by Road to VR, image courtesy Magic Leap

One of the headset’s goals was to solve the vergence-accommodation conflict, a fact of current mono-focal displays with fixed render distances. If you want to learn more about it, check out our primer here. To do this, Lightwear’s optics offers two focal planes, which doesn’t entirely solve the issue, Luckey says. “Mismatch occurs at all other depths. In much the same way, a broken clock displays the correct time twice a day.”

Tracking, image quality, and environmental meshing, or scanning the room for 3D geometry, are all acceptable, he says.

“Have you seen Hololens?  Think that, but with slightly larger FOV.  The rainbow artifacts are a bit worse owing to the large number of stacked waveguides and the black levels are a bit better, but Magic Leap is playing in the ballpark as everyone else. Despite drawing enough power to keep the headset nice and toasty (seriously, it is hard to touch the magnesium shell if you are in a warm room), the display is far too dim to use outdoors. That is a shame, since the transparency is about the same as a pair of dark sunglasses – not exactly indoor material.  How does the eye-tracking work?  Impossible to say, because nothing uses it. That is not a great indicator.”

Luckey mentions the system’s controller, dubbed ‘Control’, is plainly “bad,” and that it suffers from interference from ferrous materials like those often found in industrial environments.

Image courtesy FCC

The lack of click-able touchpad is also a sore spot for Luckey, as he raises doubts about precision UI-selection due to having to either tap the touchpad or use the trigger for selection, two movements that can cause you to miss your intended target. Counterbalances to Control’s magnetic transmitter, Luckey maintains, help give it a premium feel, but isn’t suited for long-term use due to the weightiness of the controller.

As for the operating system, called LuminOS, Luckey posits it “is actually just Android with custom stuff on top, the same approach most people take when they want to claim they have built a whole operating system.” The UI is dominated by flat windows, something he calls “some of the worst parts of phone UI slammed into some of the most gimmicky parts of VR UI, and I hope developers create better stuff in the near future.”

Dev Kit or Expensive Prototype?

According to his own data gathering, Luckey estimates Magic Leap only sold around 2,000 units in the first week of sales, with “well under 3,000 units” as of this writing.

If true, this doesn’t bode well for the platform’s developers, as hardware adoption is somewhat of a self-fulfilling prophesy; if a company doesn’t motivate enough developers to create apps for a device, very few apps will exist and no one will buy the headset, meaning less developers are interested in the future and the platform essentially peters out as developers move on to more lucrative projects.

“Magic Leap needed to really blow people away to justify the last few years. The product they put out is reasonably solid, but is nowhere close to what they had hyped up, and has several flaws that prevent it from becoming a broadly useful tool for development of AR applications. That is not good for the XR industry.  It is slightly better than Hololens in some ways, slightly worse in others, and generally a small step past what was state of the art three years ago – this is more Hololens 1.1 than Consumer AR 1.0. Consumer AR can’t happen without advancement, and it seems those advancements will be coming from other companies. There is, of course, a chance that Magic Leap is sandbagging us; maybe the real deal is just behind the next curtain!  Past experience suggests otherwise…”

When it comes to revolution-launching developer kits, Luckey has some room to speak here. The Oculus Rift Developer Kit 1, the VR headset that started it all when it was released in 2013, only cost $300—a smidgen cheaper than Magic Leap One’s $2,300 price tag.

That said, Magic Leap still likely has enough funding to weather a less than resounding first product launch, although the true consumer generation offering will need to not only beat the upcoming the second gen HoloLens in terms of unique selling proposition, but also present a price-point that’s more accessible to early adopters looking to finally meet that big whale in the gymnasium—or at least a 4:3 window of it.

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Magic Leap One Developer Review – An Ambitious Headset with Untapped Potential

There’s a lot that can be said about the Magic Leap One. It’s trying to do a ton—eye-tracking, hand-tracking, 6DoF controllers, real-time meshing and a number of other features that haven’t been seen in a mobile MR device before. And although its OS and apps don’t fully utilize the tech available to them, Magic Leap One is an ambitious, well-made, but imperfect MR devkit that doesn’t quite live up to the hype, but is still the most complete and affordable mixed-reality (MR) computer out there.

Lucas Rizzotto

Guest Article by Lucas Rizzotto

Lucas Rizzotto is an award-winning Immersive Experience Designer, Artist and Creator. He’s part of the team behind Where Thoughts Go, and has developed several other MR projects.

You can follow him on Instagram, Twitter, Facebook,or contact him through his website. You can also sign up to his mailing list and support his work on Patreon.

Part 1: The Hardware

If you’re not familiar, a mixed reality computer is a device that interacts with your senses and understands your physical space. It uses that information to allow you you to place digital objects in your world that feel real.

The Magic Leap One consists of three elements: a light-pack, a headset and a controller — all of these components are beautifully designed, with colorful lights coming from unexpected places.

Meet the trio | Image courtesy Magic Leap

The headset is lightweight, easy to put on and comfortable, and that allowed me to use it for hours on end without tiring up my neck. It usually sits well on your head if you don’t move it too quickly, but can fall out of place if you perform extreme actions such as running. I also felt some heat on my forehead after a few hours of use due to the placement of one of the processing units.

The controller is intuitive, comfortable to hold and works well in most cases, although I’ve noticed some considerable delay in the 6DoF tracking. Magic Leap says this is unusual, but I’m still waiting for a fix.

Image courtesy Magic Leap

The light-pack carries the bulk of the processing power for the ML1, so it is the heaviest object of the bunch. It’s actually quite heavy when you hold it on your hand, but the weight disappears when you clip it in your pocket — this has some trade-offs, however: the pocket-centered design ignores the possibility that users may be wearing things like a dress or more elastic pants that wouldn’t provide a strong grip.

Adding a bit of complexity to the UX are wires that can tangle in the user’s clothes and limbs if they’re not careful. This makes trying out the Magic Leap One a little bit awkward as the user is set up for a potential accident. For example, while I was stress-testing the device the light-pack fell from my pocket at one point due to the type of pants I was wearing and the thick wires briefly choked me as they got stuck around my neck and almost brought the headset down.

Thankfully, Magic Leap sells an optional $40 strap that allows you to wear the light-pack over your shoulder. This option was universally preferred by me and my colleagues due to its friendly and context-agnostic nature, but it should have been a part of the original packet.

Update: While the strap is listed as a $40 item on the website, I was just told by Magic Leap that they’ve been making them free for all those who purchase it with their device. This was unclear at the time of my purchase and I ended up not getting one.

Magic Leap One’s display is great, but a bit less crisp and legible than 2016’s HoloLens. ML1 supports a higher field-of-view than the HoloLens, but it seems to have done it by sacrificing image resolution, which can make text cloudy. Its lenses are also considerably darker to compensate for lack of image brightness, which can sometimes remove you too much from the environment.

The display can showcase some occasional visual artifacts at times, the strangest one being an “oily” texture that appears when you’re looking at brightly-colored virtual objects. Artifacts are nothing new in the realm of Mixed Reality, but they will start showing up if you start looking.

Magic Leap has for a long time talked about the “multi-focal light-field” properties of its display, and chances are you won’t notice it in action. Apparently it’s one of those features that is working if you’re not noticing it, so it’s hard to make an assessment of how much of a difference it actually makes.

This video is perhaps the best demonstration of how reading through the display feels like, minus some absent visual artifacts.

Issues aside, most components of the product come together well enough to make the ML1 a very capable platform for developers to build experiences for. The Magic Leap has catching up to do in some areas of the headset, but it was a joy to play with at first pass.

Part 2: Spatial Meshing & Tracking

Magic Leap One’s real-time meshing is solid, responsive and relatively fast, being comparable to the higher-end tracking solutions we see today.

While the meshing process isn’t perfect and can miss reflective surfaces, as well as black objects, this stands as a common issue in AR in general. Developers must pick the rooms they choose to exhibit this in carefully to guarantee an ideal experience.

The Magic Leap One also had a hard time recognizing rooms that were already previously scanned and constantly asked me to re-scan my environment every time I booted up the device. This would be easy to overlook, but it messes with one of the coolest things in MR: is digital object persistence (virtual objects you place in the real world staying where you placed them in between sessions). I hope this is something they improve in an update.

For the most part, the tracking of virtual objects feels solid with only the occasional jittering, which was never too noticeable in my experience with the device. All and all, tracking and real-time meshing of the Magic Leap One works well and lags only a bit behind the HoloLens in terms of accuracy.

But what about the diverse forms of input tracking?

Eye-tracking has worked pretty well in the small tests that I’ve done and is one of the things I’m most excited for. Eye-tracking offers so many exciting new possibilities for telling stories and creating interfaces (a topic I explored in a separate article) and I’m excited to see how people turn this into a key aspect of this device.

Hand-tracking is also here, but it can feel pretty limited if you’ve played with other superior forms of tracking like the Leap Motion. It’s more about tracking entire hands than it is about tracking individual fingers, although it does track some movement of the thumb and the index finger.

The 6DoF controller works through magnetic tracking and it’s generally good, but as mentioned before, it has presented me with some positional tracking issues that I’m hoping will be resolved.

All things aside, the fact that the device has eye-tracking, hand-tracking and a 6DoF controller is impressive and it’s a solid enough toolbox for people to create natural interfaces with, especially when you add voice recognition on top of it all. Now we just have to see how developers will choose to use it and how these features will improve throughout the year.

Continued on Page 2: The Operating System

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Magic Leap Launches Creator Edition Headset Priced at $2,300

Magic Leap today launched their long-teased AR headset, the Magic Leap One Creator Edition, a developer-focused device priced at $2,300.

Magic Leap has been in development of an AR headset, which has garnered significant anticipation thanks to the company’s massive trove of venture funding (totaling more than $2 billion) and years of concept videos, celebrity endorsements, and guarded teasing.

Today the company has officially launched the Magic Leap One Creator Edition, available to be “hand delivered” in select cities. There doesn’t appear to be a complete list of cities where the headset is currently available, so you’ll have to check your zip code against the order page to find out if the headset is available in your area. The company maintains that regional availability is “growing daily.”

In the Magic Leap One, the company has promised a complete AR platform which can seamlessly mix digital imagery into the real world.

The headset’s launch reveals a few previously unknown specifications—including a 3 hour battery life, 8GB of RAM, and 128GB of storage—but the company still isn’t publicly divulging key specs like resolution and field of view. Official specs indicate the following:

CPU
NVIDIA® Parker SOC; 2 Denver 2.0 64-bit cores + 4 ARM Cortex A57 64-bit cores (2 A57’s and 1 Denver accessible to applications)

GPU
NVIDIA Pascal™, 256 CUDA cores; Graphic APIs: OpenGL 4.5, Vulkan, OpenGL ES 3.3+

RAM
8GB

Storage
128 GB (actual available storage capacity 95GB)

Power
Built-in rechargeable lithium-ion battery. Up to 3 hours continuous use. Battery life can vary based on use cases. Power level will be sustained when connected to an AC outlet. 45-watt USB-C Power Delivery (PD) charger

Connectivity
Bluetooth 4.2, WiFi 802.11ac/b/g/n, USB-C

The company also confirmed that prescription inserts will be available for the Magic Leap One so that those with glasses can use the headset without sacrificing sharp vision.

Also missing from the launch reveal is any specificity regarding the headset’s purportedly novel display technology. Magic Leap is only offering up more fluff for what it has in the past referred to as “holographic,” “cinematic reality,” and “dynamic digital light field signal.”

Lightfields and brain stuff

Magic Leap One’s unique design and technology lets in natural light waves together with softly layered synthetic lightfields. Both the real world and virtual light rays initiate neural signals that pass from the retina to the visual part of the brain, creating unbelievably believable experiences.

While the headset is now available for purchase, it isn’t clear how soon the first units will arrive, but we’ll keep our eyes out for reports.

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Magic Leap Headset Hits FCC Ahead of Confirmed Summer Launch

Magic Leap is soon to launch its first AR headset, the Magic Leap One. We don’t know exactly when or how much, but following the company’s confirmation that the headset is due to launch this Summer, the product has hit the FCC for certification.

While we already saw the Magic Leap controller pop up at the FCC last month, the ‘Lightware’ headset and ‘Lightpack’ compute module have now followed suit.

The U.S. Federal Communications Commission is tasked with certifying products with electromagnetic emissions to be safe and compatible with regulations. Products utilizing radio, WiFi, infrared, etc. need certification before they can be distributed for sale. Certification by the FCC marks one step closer to the launch of consumer electronics product.

Image courtesy FCC

Aside from the publicly available documentation, Magic Leap, like many companies, has submitted a Confidentiality Request to keep the following FCC documents out of the public eye:

  • Internal device photos
  • Test setup photos
  • User manual

Earlier this week Magic Leap showed off the first public developer demo recorded on the Magic Leap One headset, and also confirmed that the Lightpack contains NVIDIA TX2 hardware.

The company further affirmed that the headset is due to launch this Summer, and announced a partnership with AT&T making the carrier and exclusive US wireless distributor of forthcoming Magic Leap products. Precise details on availability and specs haven’t been confirmed, though previously the company’s CEO said the Magic Leap One—which is being positioned as a developer device—would be priced ‘like a premium computer’.

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Magic Leap Reveals Developer Demo, Confirms NVIDIA TX2 Hardware

Today during Magic Leap’s developer livestream the company offered the first details on the compute hardware that’s built into the device, confirming that an NVIDIA CPU/GPU module, and also showed a brief developer sample demonstrating world meshing and gesture input.

Speaking during a developer livestream today, Magic Leap’s Alan Kimball, part of the company’s developer relations team, offered the first details on what developers can expect in terms of the power and performance on the AR headset.

The headset connects to a belt-clipped module which contains the battery and compute hardware. Inside the box is NVIDIA’s TX2, a powerful module which contains three processors: a quad-core ARM A57 CPU, a dual-core Denver 2 CPU, and an NVIDIA Pascal-based GPU with 256 CUDA cores.

The hardware resources are divided between the system and the developer. The headset’s underlying ‘Lumin OS’ is relegated to two of the A57 cores and one of the Denver 2 cores, leaving the other half of the cores for developers to use without fear that system processes will interrupt content. Kimball said that the Unity and Unreal engine integrations for Magic Leap do much of the core balancing optimizations (between the available A57 cores and Denver 2 core) for developers already.

SEE ALSO
Echoing Apple's iPhone Launch, Magic Leap Taps AT&T for Exclusive US Distribution

Magic Leap’s Chief Game Designer, Graeme Devine, said of the device, “It’s a console,” referring to the way that a portion of hardware resources are exclusively reserved for developers, similar to game consoles, as opposed to a platform like the PC where unrelated processes and background apps can easily impact the performance of active applications.

It isn’t clear at this time how the GPU resources will be distributed between the system and developer content, but Kimball said that the system supports a wide variety of graphics APIs including OpenGL, OpenGL ES 3.1, and Vulkan.

The company also offered a brief glimpse of a new developer sample application called ‘Dodge’. While the footage wasn’t shot through the headset’s lens, it was recorded with the device’s capture function, which records the real world from the headset’s camera and then composites the digital content into the view in real-time. So what we’re seeing is the same graphics and interactions that you’d see through the headset, but the field of view and any artifacts imposed by the display/lenses aren’t represented.

In the footage above we can see how the device uses a pinching gesture, similar to HoloLens, to act as a button press. At one point the hand is used to smack a boulder out of the way, showing that the hand-tracking system can do more than just detect gestures. The headset also has a 6DOF controller, but it isn’t shown in this demo.

The blue grid in the demo shows the headset’s perception of the user’s room, and Magic Leap said during the session that this geometry mesh is updated continuously.

During the livestream the company also affirmed that they are on track to ship the Magic Leap One this Summer (which ends September 22nd).

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Magic Leap Promises to Show a Real Demo and Share Specs on Today’s Livestream

Following the company’s last session of ‘Magic Leap Live’, wherein the company had promised that viewers would get to “meet Magic Leap One”—but then offered no substantive details and dodged the audience’s most prominent questions—the company is promising to share specs and offer up an actual demo during today’s Magic Leap Live session.

Magic Leap has a long history of repeatedly teasing its purportedly groundbreaking AR headset and then failing to deliver substantive details, despite plans to launch the developer version of the headset by the end of 2018.

Things seemed to hit fever pitch with Magic Leap’s enthusiast and developer community last month when the company made it seem ahead of their live developer session like they were finally ready to spill the beans on what the headset could do and what it’s like to use it. But those that took the time to sit in on the session were dismayed to find that the hosts did little more than talk about menial aspects of the headset—like what the buttons do and how to put it on your head—without showing a proper demo of the device and then proceeding to ignore the audience’s most prominent questions like launch date, price, weight, resolution, field of view, and more.

So we’re not exactly holding our breath for the next session of Magic Leap Live, but the company claimed today that it plans to share “some” specs, and do an actual demo of the Magic Leap headset.

“On our next episode of #magicleaplive, we’ll dive into some Magic Leap One specs and share a demo of an upcoming developer sample,” Tweeted the company’s official account.

The next session of Magic Leap Live will be hosted on the company’s Twitch channel today July 11 at 11AM PT (your timezone here). You can watch the session live right here:

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Toward Truly Glasses-sized AR: First Look at DigiLens’ AR HUD Reference Headset

DigiLens, a developer of transparent waveguide display technology, is creating a reference headset aimed at wide FOV AR with hand-tracking, dubbed AR HUD. The company showed the first glimpse of the headset at AWE USA 2018.

Bolstered by growing interest in wearables and augmented reality, DigiLens recently announced the closure of a $25 million Series C investment to grow the company which has developed what it says is a proprietary, low cost waveguide manufacturing process.

Image courtesy DigiLens

While the company is focused on automotive and wearable HUD devices in the near term, it’s also focusing on longer term on enabling AR headsets with more immersive fields of view. To that end, DigiLens is building a reference headset which it called ‘AR HUD’—not a product itself, but a demo aimed at other companies who may want to manufacture their own AR headsets which incorporate DigiLens’ technology.

DigiLens Founder & CTO Jonathan Waldern offered a glimpse of the device in a presentation at AWE USA 2018 earlier this month, and shared footage and photos of the AR HUD reference headset with Road to VR.

While the current AR HUD prototype has a leg up on many of the smartglasses on the market today, thanks to its 50 degree field of view (between both eyes), Waldern told me at AWE that the company plans to take the AR HUD headset toward an 80 or 90 degree field of view and next year, using a technique using multiple waveguide gratings for an expanded field of view, the company expects to achieve a 150 degree field of view in its AR reference headset. Waldern also says that such displays could be used equally well in a VR mode by simply blocking out the incoming light.

The AR HUD headset seen above is using one of Leap Motion’s ‘Rigel’ sensors, a reference product itself which brings wide field of view hand tracking to the AR HUD headset, though from the video it appears that the AR HUD currently lacks a means of positional head tracking. DigiLens says its in the process of demoing the AR HUD reference headset to potential partners.

A concept device shows how compact DigiLens expects to be able to make its AR HUD glasses. | Image courtesy DigiLens

While the reference device is quite compact compared to many available or in development AR headsets, DigiLens expects it will be able to further miniaturize the display modules on the left and right of the headset, eventually achieving a truly glasses-sized form-factor. One reason the AR HUD can be so small is that it doesn’t have on-board compute, meaning that it needs to be paired to a host device for rendering, like a computer or portable compute module that could be stored in a backpack, pocket, or on a belt.

SEE ALSO
DigiLens is Developing a Waveguide Display for 150 Degree XR Headsets

The company also touts its high transparency optics as a crucial cultural factor in the widespread adoption of always-on AR headsets—as there’s an underlying discomfort associated with not being able to see the eyes of someone you’re interacting with—compared to other devices which have dimming elements to reduce external light to ensure their image is bright enough to be useful.

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To the Dismay of Its Audience, Magic Leap Livestream Dodges Key Questions

Years of Magic Leap’s hype-building seems for many to be turning from excitement to disappointment, as the company continues to evangelize its AR headset with little attempt to demonstrate what it’s actually like to use it. During the company’s latest livestream where it was teased that viewers would get to “meet Magic Leap One,” mundane details like power buttons and LEDs were talked about as the hosts dodged or ignored the audience’s most pressing questions.

Since the beginning, Magic Leap has been a masterful tease. Between more than $2 billion in venture funding, evocative descriptions of “magical” technology, behind-closed-doors demos, and celebrity endorsements, Magic Leap has captured the curiosity of many, promising no less than to change the world as we know it. But, at least for many of the company’s closest followers, the hype high seems to be turning into a disappointment hangover.

The company’s ‘Magic Leap Live’ livestream today had promised that viewers would finally get to “meet Magic Leap One,” the company’s first headset. But after offering up mostly mundane details—such as which buttons did what and how the compute unit fits in a pocket—and stopping well short of any demonstration of the headset’s capabilities, the audience was visibly annoyed, especially as the hosts dodged the most asked questions.

Captured by Road to VR, image courtesy Magic Leap

The livestream chat was packed to the brim during the Q&A session with viewers who wanted to know the field of view of the headset, to the point that other questions were difficult to even pick out among the chat stream. The hosts proceeded to not just dodge the FOV question, as they did with some others, but they instead ignored it completely, to the dismay of viewers. Other widely asked questions, like launch date, price, and weight, went unanswered as well.

Captured by Road to VR, image courtesy Magic Leap

One perplexing moment in the stream was revealing about how little information the company is willing to divulge at this point—host Alan Noon framed a rather innocent sounding question as some sort of trap:

“Can you give us the specs of the device, you know, processor, so on and so forth,” the viewer asked. “You’re not gonna get me with those trick questions! Additional specs will be released in the future,” Noon replied (timestamp).

Disappointment from viewers was clear from the chat—remember, this is a stream where Magic Leap is ostensibly talking to potential developers about building for their headset… which almost no one can buy or use yet, and which the company has repeatedly made no effort to demonstrate. And that’s where it seems much of the frustration lies—Magic Leap continues to invite people to come learn more about what it’s doing, only to dangle the headset in front of them without attempting to explain what it’s like to use. Like a friend who just got the hottest new game console, and invites you over to listen to them talk about it how much fun it is while you get to stare at it on their lap.

A sampling of post-stream responses from enthusiasts over at the Magic Leap subreddit elucidates current attitudes toward the company’s continued teasing:

masked_butt_toucher


Spent 39 minutes learning how to expand a headband and clip something in my pocket before they said “no hardware demo”. Really pathetic, ML.

Sirisian


Not a single spec detail during the whole livestream. That was bold to do another marketing video rather than a developer video. They must be really delayed in terms of software if they’re this hesitant about showing the device details.

Was hoping for details on eye tracking specifications for developers. Still can’t get hard numbers to even see if the device is viable for my project.

Kryticals


Especially as a developer you feel completely left out. Nothing they said was of real value to developers. The information they gave was already available on the website/creator portal or common sense. What developers care about is when it’ll be available and what the specs are so you know if it fits your use-case.

valkprince


Legit kept referencing amazing demo’s that they won’t show us. This is what $750 million gets you. lol

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Captured by Road to VR, image courtesy Magic Leap

Aside from the big unanswered questions, what did they actually say about the device? You can watch the clip where they talk specifically about the headset here, and here’s the high level:

  • The Magic Leap One isn’t designed for outdoor use.
  • The headset has a LED indicator on the front to let people know if you are recording video or snapping photos.
  • There’s on-board audio thanks to speakers built into the headband, as well as a 3.5mm jack on the compute unit.
  • Eye-tracking was mentioned once again, as well as talk of a calibration process during headset setup.
  • The little box hanging off the right side of the headset was described as an “antenna” for tracking the controller (potentially indicated magnetic controller tracking).
  • The controller has LEDs on the trackpad which can be used to indicate to the user different contextual input areas. There’s also haptics in the controller.
  • Brow and nose pads are interchangeable for the right fit, and the headset will come with different sizes (in addition to there being a small and large version of the headset itself).
  • Magic Leap is working with a partner to eventually offer a prescription lens add-on for those with glasses; the headset itself isn’t designed to accommodate glasses.
  • The compute unit is designed to clip onto a pocket, with part of it exposed for cooling purposes; a belt will be included for times when the user may not have a pocket available.
  • The device has WiFi and Bluetooth
  • ‘Magic Leap World’ is the company’s app store platform
  • The headset will support voice commands.
  • The company is working on a stand for the device.

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