Samsung Files Trademark for ‘Galaxy Glasses’ AR/VR Headset

Samsung announced last month it was partnering with Google and Qualcomm to develop an XR device, something the company said at the time was “not too far away.” While we’re still left guessing as to what sort of headset the Korean tech giant has in store, a new trademark filing has come to light which may suggest the headset’s naming scheme.

As reported by 9to5Google, Samsung filed a trademark request with the United States Patent and Trademark Office (USPTO) on February 27th for the name ‘Galaxy Glasses’.

In its description, the trademark registration is said to cover the categories of “virtual reality headsets; Augmented reality headsets; Headphones; Smartphones; Smart glasses.”

According to a recent Washington Post interview with TM Roh, the president and head of Samsung’s mobile experience business, an upcoming Samsung XR device is “getting there, but we’re not too far away.”

Roh told WaPo that the XR headset’s chipset is going to be “a strategic collaboration with Qualcomm.” Google is building the software, while Samsung builds the hardware.

Provided the trademark isn’t just a defensive measure, and will actually be applied to a real product, Samsung would be pitching the proposed device as a part of its Galaxy line, which includes its smartphones, tablets, notebooks, smartwatches, and earbuds.

Notably, the company has never positioned its VR devices directly under its Galaxy branding, with Samsung Gear VR and its PC VR headset HMD Odyssey marketed separately from the Samsung mothership of mobile devices.

Smasung Odyssey+ | Image courtesy Samsung

It shouldn’t come as any real surprise the Korean tech giant is prepping XR hardware now. In 2021, two leaked videos surfaced featuring Samsung AR concept devices, although we haven’t heard anything since about the company’s XR ambitions until Samsung announced it was throwing its hat back in the game with Google and Qualcomm by its side.

Meanwhile, Apple’s rumored mixed reality headset is reportedly set to arrive sometime this year at around $3,000, with a lower-cost version of Apple’s mixed reality headset reportedly set to follow sometime in 2024 or early 2025.

And although Apple is largely seen as the most present threat, Meta recently released word it is not only prepping an enthusiast-targeted Quest 3 headset for release this year, and a “more accessible” consumer version in 2024, but possibly another ‘Pro’ branded Quest headset “way out in the future,” Mark Rabki, Meta’s VP of VR, allegedly told thousands of employees in a memo last week.

Xiaomi Unveils Wireless AR Glasses Prototype, Powered by Same Chipset as Meta Quest Pro

Chinese tech giant Xiaomi today showed off a prototype AR headset at Mobile World Congress (MWC) that wirelessly connects to the user’s smartphone, making for what the company calls its “first wireless AR glasses to utilize distributed computing.”

Called Xiaomi Wireless AR Glass Discovery Edition, the device is built upon the same Qualcomm Snapdragon XR2 Gen 1 chipset as Meta’s recently released Quest Pro VR standalone.

While specs are still thin on the ground, the company did offer some info on headline features. For now, Xiaomi is couching it as a “concept technology achievement,” so it may be a while until we see a full spec sheet.

Packing two microOLED displays, the company is boasting “retina-level” resolution, saying its AR glasses pack in 58 pixels per degree (PPD). For reference, Meta Quest Pro has a PPD of 22, while enterprise headset Varjo XR-3 cites a PPD of 70.

The company hasn’t announced the headset’s field of view (FOV), however it says its free-form light-guiding prisms “minimizes light loss and produces clear and bright images with a to-eye brightness of up to 1200nit.”

Electrochromic lenses are also said to adapt the final image to different lighting conditions, even including a full ‘blackout mode’ that ostensibly allows it to work as a VR headset as well.

Image courtesy Xiaomi

As for input, Xiaomi Wireless AR Glass includes onboard hand-tracking in addition to smartphone-based touch controls. Xiaomi says its optical hand-tracking is designed to let users to do things like select and open apps, swipe through pages, and exit apps.

As a prototype, there’s no pricing or availability on the table, however Xiaomi says the lightweight glasses (at 126g) will be available in a titanium-colored design with support for three sizes of nosepieces. An attachable glasses clip will also be available for near-sighted users.

In an exclusive hands-on, XDA Developers surmised it felt near production-ready, however one of the issues noted during a seemingly bump-free demo was battery life; the headset had to be charged in the middle of the 30-minute demo. Xiaomi apparently is incorporating a self-developed silicon-oxygen anode battery that is supposedly smaller than a typical lithium-ion battery. While there’s an onboard Snapdragon XR 2 Gen 1 chipset, XDA Developers also notes it doesn’t offer any storage, making a compatible smartphone requisite to playing AR content.

This isn’t the company’s first stab at XR tech; last summer Xiaomi showed off a pair of consumer smartglasses, called Mijia Glasses Camera, that featured a single heads-up display. Xiaomi’s Wireless AR Glass is however much closer in function to the concept it teased in late 2021, albeit with chunkier free-form light-guiding prisms than the more advanced-looking waveguides teased two years ago.

Xiaomi is actively working closely with chipmaker Qualcomm to ensure compatibility with Snapdragon Spaces-ready smartphones, which include Xiaomi 13 and OnePlus 11 5G. Possible other future contributions from Lenovo and Motorola, which have also announced their intentions to support Snapdragon Spaces.

Qualcomm announced Snapdragon Spaces in late 2021, a software tool kit which focuses on performance and low power devices which allows developers to create head-worn AR experiences from the ground-up, or add head-worn AR to existing smartphone apps.

Apple Quietly Released One of The Most Impressive AR Room-mapping Tools

Apple has barely mentioned augmented or virtual reality in its big keynotes lately, however at WWDC 2022 earlier this month, the company quietly released probably one of the best 3D room-mapping tools for mobile AR yet.

Called RoomPlan, the ARKit Swift API uses the camera and LiDAR scanner on recent iPhones and iPads to create a 3D floor plan of a room, including key characteristics such as dimensions and types of furniture.

It’s not for consumers (yet) though. Apple says it’s aiming to appeal to professionals like architecture and interior designers for conceptual exploration and planning, as well as developers of real estate, e-commerce, or hospitality apps; developers can integrate RoomPlan directly into their AR-capable apps.

When it was released earlier this month, Jonathan Stephens, Chief Evangelist at spatial computing company EveryPoint, took RoomPlan for a test drive to see what it could do. The results are pretty surprising.

RoomPlan seems to be able to deal with a number of traditionally difficult situations, including the mirror seen above, but also messy spaces, open and closed doors, windows, and generally complex architecture. Still, Stephens’ house isn’t just a bunch of cube-shaped rooms, so there’s a few bits that just didn’t match up.

Vaulted ceilings, wall openings, multifloor areas like you might find in foyers were all a bit too difficult for RoomPlan to correctly digest. Although not perfect, it seems to at least autocorrect to some degree based on some assumptions of how things might best fit together.

RoomPlan isn’t just for app integrations though. Apple says it outputs in USD or USDZ file formats which include dimensions of each component recognized in the room, such as walls or cabinets, as well as the type of furniture detected.

If you’re looking to finetune the scan, dimensions and placement of each individual components can be adjusted when exported into various USDZ-compatible tools, such as Cinema 4D, Shapr3D, or AutoCAD, Apple says.

We’re still no closer to learning when the company plans to release its rumored mixed reality headset or its full-fledged AR glasses, however either AR or MR headset would need extremely robust space-mapping capabilities. Seeing Apple make these sorts of strides using its existent platforms certainly shows they’re on the right track.

If you haven’t been following along with the Apple rumor mill, check out some of the links below regarding the company’s mixed reality headset, codenamed N301:

What We (think we) Know About N301 Mixed Reality Headset


A special thanks to Hrafn Thorisson for pointing us to the news!

The post Apple Quietly Released One of The Most Impressive AR Room-mapping Tools appeared first on Road to VR.

HoloLens Chief Alex Kipman to Leave Microsoft Amid Misconduct Allegations

Alex Kipman is leaving Microsoft amid what an Insider report alleges to have stemmed from misconduct allegations leveled at the HoloLens co-creator.

The report maintains that Microsoft Cloud head Scott Guthrie is planning a reorganization of the departments, as Kipman is set to leave the company in the next two months as a part of transition process.

According to an email obtained by Insider, the company’s mixed reality hardware teams will join the Windows and Devices organization, which will be led by Panos Panay, whilst MR software teams will join the Experiences and Devices division under Jeff Teper.

The report details alleged actions by Kipman, including inappropriate behavior such as  “unwanted touching” of women employees and an instance wherein Kipman viewed an adult VR video in front of other employees.

“Managers warned employees not to leave women alone around Kipman,” the report maintains, according to three affected sources.

Insider says “[m]ore than 25 employees shared their experiences as part of a report that was compiled about Kipman.”

Military version of HoloLens (IVAS) | Image courtesy Microsoft

A former colleague told Insider that the pandemic was “[t]he best thing that happened, sadly,” as no one on the team had to interact with him personally.

Kipman hasn’t responded to any of these allegations. Microsoft also declined to confirm or deny the specific allegations against Kipman, however the company says it’s investigating every report and “for every claim found substantiated there is clear action taken.”

This follows a Business Insider report from earlier this year that cast doubt on a prospective HoloLens 3 amid an internal division that may have hobbled the company’s efforts to release its next AR headset as planned.

That earlier report maintained that progress on fulfilling its $22 billion US defense contract, which aims to put HoloLens in battlefield roles over the next 10 years, has been stymied by internal production issues.

An alleged internal rift stemming from competing designs, one of which would completely reposition HoloLens as a consumer AR device, were citied as reasons for the lack of progress on release of the next-gen device.

The post HoloLens Chief Alex Kipman to Leave Microsoft Amid Misconduct Allegations appeared first on Road to VR.

‘Asynchronous Reality’ Replays Events You Missed While In VR

Video game designers often make objects in the environment glow or stand out to let players know what’s interactable. Could the same idea be applied to the physical world to show you interesting moments from the past?

New research from the Sensing, Interaction & Perception Lab at ETH Zürich in Switzerland conceptualizes a work day with “Causality-preserving Asynchronous Reality“.  The idea shows how environments laden with depth sensors could allow collaborators to annotate objects in the physical environment, essentially leaving messages for their colleagues to pick up in the future. The effect shifts time like the answering machines of the last century but places messages in context of the physical environment in which they were made, much like the holographic recordings shown throughout the Horizon Zero Dawn games.

Researchers Andreas Rene Fender and Christian Holz explored the idea in a paper presented as part of the CHI human-computer interaction conference a few weeks ago in New Orleans. Holz was able to join our virtual studio to walk us through the research which he summarizes at the start of the video embedded below.

“We’re co-located but at different points in time, so it’s the same here but a different now,” explained Holz, assistant professor in computer science at ETH Zurich. “We can make sense of events as they happen in the shared environment.”

 

The work raises interesting questions around acclimatization to new forms of interpersonal communication that might be more common in the years to come. Will people really walk into a room and leave a message for someone who is so focused on their virtual environment they can’t be bothered? Employers everywhere are still establishing policies in response to employees asking to work remotely, with some companies like Apple, Google, and Meta working on headsets and services to move beyond video chat grids and power new paradigms in communication. Put another way, the workplace is changing and while “Asynchronous Reality” might not represent the exact way offices extend between physical locations in the future, this research still might give us an idea of what’s in store.

“We can take a piece of the office home and be co-located,” explained Holz. “I think technical feasibility is going to be there probably much sooner than the point at time at which we figured out what’s actually desirable.”

Niantic Launches Visual Positioning System For ‘Global Scale’ AR Experiences

Niantic‘s new Lightship Visual Positioning System (VPS) will facilitate interactions with ‘global scale’ persistent and synced AR content on mobile devices.

Niantic launched Lightship during its developer conference this week and you can see some footage in the video embedded above showing some phone-based AR apps using its new features starting from the 50:20 mark. The system is essentially a new type of map that developers can use for AR experiences, with the aim of providing location-based persistent content that’s synced up for all users.

Niantic is building the map from scanned visual data, which Niantic says will offer “centimeter-level” accuracy when pinpointing the location and orientation of users (or multiple users, in relation to each other) at a given location. The technology is similar to large-scale visual positioning systems in active development at Google and Snap.

While the promise of the system is to work globally, it’s not quite there just yet — as of launch yesterday, Niantic’s VPS system has around 30,000 public locations where VPS is available for developers to hook into. These locations are mainly spread across six key cities — San Francisco, London, Tokyo, Los Angeles, New York City and Seattle — and include “parks, paths, landmarks, local businesses and more.”

To expand the map, Niantic developed the Wayfarer app which allows developers to scan in new locations using their phones, available now in public beta. Niantic has also launched a surveyor program in the aforementioned six key launch cities to expedite the process.

“With only a single image frame from the end user’s camera, Lightship VPS swiftly and accurately determines a user’s precise, six-dimensional location,” according to a Niantic blog post.

Scaling VPS to a global level is a lofty goal for Niantic, but could improve mobile AR experiences which could seem to unlock far more interesting content with accurate maps pinning content to real world locations.

You can read more about Lightship VPS over on the Niantic blog.

Quest 2 Experimental Room Setup Adds Walls & Furniture To Mixed Reality

A new experimental room setup feature on Quest 2 allows owners to map out their walls, doors, windows, and furniture for a new class of mixed reality experience.

The new “Room Setup – Experimental” feature sees you mark out surfaces in your home to build out a basic outline of your walls and the objects within. Using the feature I was able to quickly make boxes for a table as well as an island in my kitchen. These two surfaces are on either side of my typical play space, and having them represented in VR made it so I could easily leave my Oculus Touch controllers on either surface without taking the headset off. That’s of course just the beginning as developers figure out creative ways to incorporate furniture and walls into their mixed reality apps.

The feature appeared in the settings of one of our Quest 2 headsets running v40 of the system. The new feature could be activated separate to the existing computer vision-based safety systems on Quest 2, Space Sense and Guardian boundaries, with the experimental feature built around a more robust “Scene Understanding” that was originally previewed last year during Meta’s Connect event.

“Bring the walls, furniture and objects from your room into VR so you can use apps that blend your real and virtual environments,” a dialog for the feature notes.

Late last year, developer Bob Berkebile built and released a free tool that enabled similar functionality, and some developers have been exploring these features in their Quest 2 apps on an individual basis as well. Notably, Berkebile lists on Linkedin he started at Meta in January of this year.

Earlier this month, Meta teased a new experience called The World Beyond coming to App Lab as a showpiece for the functionality. Meta said The World Beyond would launch with v40 of the software development kit for Oculus developers, but as of this writing v39 is still the latest version on the Oculus developer site.

I was able to test the new experimental room setup feature in the video below.

 

Later this year Meta is planning to sell a high-end standalone headset, currently known as Project Cambria, for significantly more than $800. It’ll feature a depth sensor and color passthrough views from higher resolution cameras that’ll likely make mixed reality experiences on that headset far more impressive.

Qualcomm: Latest XR2 Reference Design For AR Cuts The Cord

Qualcomm showed a new reference design for AR glasses with the XR2 chipset driving a wireless connection to a nearby phone, PC, or processing puck.

Qualcomm says the new “Wireless AR Smart Viewer” built by Goertek offers a diagonal field of view of just about 40 degrees. The new glasses design is the latest in a series of headsets from Qualcomm meant to make it easier for the company’s partners to make a product using each design as a reference.

A wired AR Smart Viewer design was announced last year powered by Qualcomm’s older and less expensive XR1 platform. XR2 is the newer, higher priced and more capable chip used to power Quest 2, Vive Focus 3, Pico Neo 3 Link. Qualcomm revealed a reference design for a VR headset based on XR2 back in 2020.

Qualcomm said several manufacturers are exploring the new wireless design which splits rendering and processing tasks between a compatible wireless device and the glasses themselves. Qualcomm claims there’s less than 3 milliseconds of latency between a smartphone and the glasses and the reference design carries a 90Hz refresh rate with 1920 x 1080 resolution per eye from a micro-OLED display.

Quest 2 is so inexpensive at $299 from Meta that the competition is essentially priced out of the consumer market for standalone VR while AR glasses designs offer such a slim field of view that their consumer appeal is fairly limited. That means few companies have taken advantage of these latest reference designs to build consumer products. The ThinkReality A3 smart glasses from Lenovo, for example, were developed in parallel to the XR1-based design and they only target business customers.

XR2 has been shipping in products for a couple years now and we asked Qualcomm’s Hugo Swart if he could offer a timeline for release of a second generation of the chipset. He declined to be specific but told journalists recently they’re “looking for the right time for the next leap in performance.” Later this year, Project Cambria from Meta is expected to bring a depth sensor to a high-end standalone product and we don’t yet know most of its specifications.

Google Previews ‘Prototype’ Glasses For Live AR Translation

Google’s keynote presentation at its annual developer’s conference closed out with a video showcasing a prototype live translation service on AR glasses.

The video shows Google product managers handing prototype glasses to research participants, “my mother speaks Mandarin and I speak English,” one of the participants explains, with the video showing “a simulated point of view” to bring across the concept of how the glasses could essentially enable real-time subtitles as a translation service next to the face, theoretically allowing people to maintain eye contact more while speaking.

While no details were revealed about the actual specifications of the glasses, the video continued a theme from the event of Google seeking to enhance or augment interactions in the physical world, in stark contrast from a few years ago when Google supported the development of virtual worlds with Daydream. The language Google executives used during the presentation also seemed to contrast with Meta’s current push toward the “metaverse.”

“We’ve been building augmented reality into many Google products, from Google Lens to multisearch, scene exploration, and Live and immersive views in Maps,” Alphabet and Google CEO Sundar Pichai wrote. “These AR capabilities are already useful on phones and the magic will really come alive when you can use them in the real world without the technology getting in the way.”

AR glasses face severe constraints in terms of battery consumption, heat dissipation, brightness, and field of view that seem to place the timelines for true consumer-oriented standalone AR glasses out into the future at least a couple years. Still, in a process that’s been building for a long time, we’re seeing technology giants begin to ready their existing services to power this coming augmented reality platform which Pichai called “the next frontier of computing.”

Gabe Newell Sold Jeri Ellsworth Key AR Tech While Firing Her

Tilt Five CEO Jeri Ellsworth is working with her team to ship their patented AR technology to Kickstarter backers as they build out from a focused vision starting as AR glasses for tabletop gaming.

About a decade ago, however, Ellsworth was developing some of the core of that technology while working at Valve with a small team of hardware engineers doing research on forward-facing ideas like AR and VR. The idea was to invent “novel user interactions that broaden the Steam user base” that also “bring the entire family together in the living room”, as Ellsworth describes on her LinkedIn page.

Then Ellsworth and her colleagues were fired, leaving the engineer to contemplate the value of her voice and ability to speak openly about her time at the company against the amount of money offered in a severance payment packaged with a non-disclosure agreement. Separate to this consideration, what would losing her job at Valve mean for the future of the technology she worked on there? Would she need to work on something else?

Ellsworth made a key decision the day she was fired. In a recent interview with UploadVR, here’s how she describes her memories of what happened during her last day at Valve:

“I feel very fortunate that I made a split second decision the day that Valve did their big layoff. I showed up at the office. I met someone in the elevator and they said, ‘did you hear what happened to Ed? They laid him off today’. And I’m like, ‘that’s my mechanical engineer, working on my project, how could they do that?’ So I stormed upstairs and then it was like a bomb had gone off in the middle of the room. Everyone’s just sitting around moping. I hadn’t even opened my email yet to see the HR request to come see them. And someone’s like, ‘you’re getting fired today.’ I’m like, what? How can that be? That was the strangest layoff I’ve ever been around…they just let us kind of hang out in the building for like eight hours and we were just assigned a time to go talk to HR.

Folks that knew they were getting laid off were like angry and sad, and there were just tons of emotions. I was later in the day when I was going to receive the bad news and so I go up and I was like prepared to chew someone’s ass out about it. I walk in the door and Gabe’s there in the room with a lawyer/HR/somebody, and I started off like super aggressive. I was like, well, ‘so this is it?’ You know? And then immediately broke down into tears and I was getting emotional. And I’m like ‘Gabe, you gave me this mission to bring the family together and I can’t believe you’re doing this to me…I was onto something amazing.’ And he said some things like ‘I’m always going to be a fan’, like, oh, okay. And got myself back under like emotional control. And as I was walking out the door, I think my back was even turned to him. And I was like, ‘you should just sell me the technology.’ And I turned around and he was like, ‘okay.’ And that was it.

He made the decision on the spot to let me take this optical technique out of Valve. It was pretty incredible. I could have just walked out the door and just moved on to whatever project after that and never thought back on it…I don’t think folks around Valve understood what we were really onto at the time, like how we could generate this light field and how comfortable and vivid and how it solved all these problems. It was just back in those days there was still this notion that somebody is going to just stumble onto a way to make this perfect AR system. And you won’t need to use anything like a game board and still people are still dreaming and hoping that they’ll stumble onto some way to make that happen. And it’s the laws of physics. It’s really difficult.

The agreement was for $100, Ellsworth said, plus the cost of lawyers to make it legal, and “we basically got everything in our lab dedicated to the retroreflective glasses which included the prototypes, optical components, software, computers, etc.” The agreement would essentially help launch development efforts at CastAR, a company the ex-Valve employees co-founded to continue developing their approach to AR.

“The biggest win was the legal documentation that gave us freedom to operate,” Ellsworth wrote in a direct message.

Years later, Ellsworth and other CastAR veterans would essentially need to buy it all again — now with actual patents backing their retroreflective optical technique — after CastAR went defunct. Now at Tilt Five, Ellsworth is determined to “take on the big players.”

“At castAR and TiltFive we made improvements to the original prototype designs and have about a dozen patents covering the current design,” Ellsworth wrote.

Tilt Five is working on drivers to enable multiple glasses to run from a single PC as well as driving the system from an iOS or Android smartphone, features which — if well supported among developers — could offer an approachable way for AR “to bring the entire family together in the living room.”