It’s hard to disagree that we live in an age where real and virtual lives overlap, creating a fascinating combination. The metaverse is the post-reality universe, which combines 2 worlds: virtual and real. As we know, the metaverse is closely dependent on innovations. Immersive technologies are one of the crucial ones that will profoundly influence the nature of the metaverse in the future.

Immersivness

Immersiveness (uncountable)

1. The quality or degree of being immersive.

the immersiveness of virtual reality

@wiktionary.org

Today, digital users have access to "immersive experiences." The term “immersiveness” is more frequently used as a distinct form of the metaverse concept. This high interest "to immerse" is a result of Web3’s transition to a 3D virtual environment. Web2 and Web3’s transitional phase permit users to perceive the virtual world via flat screens. Users will be able to immerse themselves in virtuality, interact with it, and become a part of it in the fully developed Web3 era. Moreover, the perceived information will not be limited only to visuals sound but also tactile sensations, smell, and even taste.

XR technologies

Extended Reality (XR) is a new and incredibly fascinating technology that everyone is talking about. XR is an umbrella term for augmented reality (AR), virtual reality (VR), and mixed reality (MR). XR is a rapidly expanding field with numerous applications, including entertainment, marketing, real estate, education, and remote work.

Virtual Reality (VR)

VR allows users to interact with computer models in an artificial three-dimensional environment using electronic devices such as headsets, controllers, and gloves. Oculus Quest 2, for instance, is one of the most well-known solutions on the virtual reality market. What makes VR special is the ability to create a different climate for a user.

Augmented Reality (AR)

AR allows to combine objects and environments of the real world with computer graphics on the screens of mobile devices or PCs. It is different from VR by its methods and the way of implementing virtual inputs into our reality to augment and improve it.

Mixed Reality (MR)

MR is a hybrid between VR and AR. It is designed to show how virtual and augmented worlds can flow one into the other. Also, mixed reality combines digital and tangible environments into one area where you can interact with non-existent objects in real-time. MR can be experienced with special headsets such as the Microsoft HoloLens. MR is more complex than the ones above.

The metaverse: VR challenges

Challenges

The concept of the metaverse, even though the metaverse doesn’t exist at its full potential today, already comes across several challenges. XR devices are one of the valuable fields that may provide triggers for user inconveniences. The main problems of XR devices can be divided into 4 categories:

1. Actual prosperity, wellbeing, and security;

2. Brain research;

3. Profound quality and morals;

4. Information protection.

Let’s take a closer look at each of them.

Actual prosperity, wellbeing and security

XR devices may seriously affect the users’ well-being. While using XR devices, users can come across movement ailment, queasiness and unsteadiness. The main reason is the micro-delay in changing the image in response to our actions. Moreover, using glasses involves the vestibular apparatus as well, so that microstops affect our brain much more than when playing on a computer. Also, head and neck weakness is very common due to the long usage of VR headsets. Using VR headsets very often may prompt habit, social seclusion, and forbearance from real life frequently joined with body disregard. On top of that, Users may experience loneliness, griefing, digital tormenting, and badgering.

Brain research

Scientists are still researching the influences of VR/AR on the human brain. Nevertheless, so far, there is no scientific evidence that XR can provoke constant brain damage in adults or children. It is important to remember, that XR is relatively new and requires investigation and research.

Profound quality and morals

The moral aspect of the XR remains one of the crucial ones. It includes unapproved increase and truth control as any other device that provides media. Another issue is the accumulation of user biometric psychography that can be used for unethical purposes.

Information protection

In fact, XR technologies require personal data to work. There is always a risk that the data will fall into the hands of cybercriminals. For this reason, developers of XR technologies must comply with data protection requirements.

Future of XR

In the future, XR devices will become more personal and elaborate. The fast development of this technology will speed up the process of transition from Web2 to Web3 and adopt the early metaverse. Apart from the metaverse, XR will be integrated into the different aspects of our life: video games, phygital events, VR parks, healthcare, real estate, education, and the military. In the coming years, XR projects will become more complex, dynamic, and useful. As technology advances, XR devices will become more powerful and be able to broadcast better visuals.

Speaking about advertising and retail industries, XR will increasingly help to control the quality of processes and finished products in retail to attract customers with new functionality. XR will allow you to create personalized mobile and native advertising. Out-of-home advertising will be sent via sophisticated digital devices when visiting certain places and objects.

XR technologies are truly incredible and open new horizons for us, users. As time goes on, we will witness how XR technologies will become smaller, faster, and more user-friendly. XR devices will sooner or later reach their end point of development, so then we, users, will finally reach a full immersion.

Due to the metaverse topic popularization, the audience interest in VR devices grew correspondently. In fact, for the moment, VR/AR technologies are undivided from the concept of the metaverse. Yet, there is strong enthusiasm for VR innovations and their future development.

Many articles were written about the potential, possibilities, and innovations that VR headsets can offer us.

Business, traveling, education, entertainment - so many aspects of our life can be improved and enriched with this technology. Nevertheless, it is sometimes essential to express a critical point of view: VR has an immensely expanded list of serious limitations that nobody talks about.

So, today we will take a closer look at what is wrong with VR headsets and how they can be improved.

VR Technology Evolution

Looking realistically, without any nihilism, VR is a relatively new technology. Early headsets in the 90s were failing commercially due to their limited technology. John Carmack, an American computer programmer, and video game developer, even said VR headsets back then were like “looking through toilet paper tubes”.

Due to the low audience interest, this technology was not really developed for 10 years. Only in the early 2010s did VR headsets, such as Oculus, start getting their financing. This can be explained by the technological leap of that time, such as faster internet and gaming industry expansion. Thus, the actual timeline of VR development is quite short.

We are at the very beginning of industry development. Hence, we probably should not expect it all at once and just wait another 10-15 years and see how it will evolve.

Nevertheless, it doesn’t mean we cannot criticize it.

Current Limitations of VR

If you are a VR user, what would be your honest feedback for the gear you use? Those are the possible flaws that can be mentioned.

The Convenience of VR Goggles

Problem: This one would probably be the most common complaint that comes to mind. After using a VR headset for 20 minutes, users come across different inconveniences. For one, they can have marks around their eyes because of the strong ties, otherwise, the headset would simply slip down. On top of that, VR headset is generally too heavy to wear, and the users get tired very fast.

Solution: Actually, VR manufacturers are concerned about this problem. In fact, the weight of the VR sets is constantly decreasing. Oculus, for one, is lighter than the devices of the previous generation. Apple glasses will be part of the ecosystem, where the iPhone will primarily take an operational role, offloading computing, networking, and positioning. This will allow Apple to keep its glasses slim and lightweight.

Nevertheless, the problem is the shape of VR glasses themselves. We must understand that VR devices will not always be shaped like huge clumsy headsets. Already today, there are different concepts of what this technology may look like. Alternatives include the shape of glasses or eye lenses. A headset is not the final evolutional form.

VR-related health problems

Problem: When we were younger, our parents told us not to get close to the screen, although later, it was proven that proximity to the TV doesn’t decrease our eyesight.

Now, we put screens less than a centimeter before our eyes. As a result, VR users get vertigo, also called Cybersickness, headache, eye redness, and eye ache.

Professor Martin Banks, who studies visual perception in virtual environments, said:

“There are a variety of potential issues. One is how we affect the growth of the eye, which can lead to myopia or nearsightedness.”

VR headset is not only inconvenient but can be really damaging to health. And we don’t mention yet other traumas that can happen because users are not able to see while wearing VR glasses.

Solution: The problem refers to the headset design and not only its hardware but also the software. Most of the time, the software is not designed to warn users about the obstacles they may encounter.

Also, the content of VR software matters. Certain content may provoke headaches and vertigo more than others. The solution would be the radical improvement of software and hardware, considering human neurological perception.

VR Efficiency for Daily Activities

Problem: You may hear different ideas on how VR can reshape the working space and make it more efficient and interactive. However, a recent study says that working in VR isn’t very pleasant or productive. The experiment took 7 days, when the participants worked in VR headsets, with 45-minute lunch breaks.

They were asked several times daily to grade their VR experience compared to working in a real-world office. The KPIs included productivity, frustration, well-being, and anxiety. Also, participants rated their feelings while working in VR: If they felt sick or had eye pain.

Surprisingly, it turns out that participants felt like they had more work to do than in a normal office. On top of that, they felt more anxious and stressed. Generally, participants’ productivity fell by 14%, while the frustration rate increased by over 40%.

Solution: Although VR has great potential for the working environment, VR production is generally focused on the entertainment field. In our previous article, we wrote about VR devices designed specifically for work. But they also have certain limitations, starting with high prices.

Nevertheless, VR can bring the job to the next level in many special cases. For instance, VR helped doctors to separate conjoined twins. Thus, VR companies must consider the professional fields and design devices specifically for those professional purposes.

VR technology

VR Glasses Battery Life

Problem: If there was mass production of VR movies, we could barely watch them till the end. In fact, a VR battery has a very short life, approximately 2 hours. At the time, when we are talking about long continuous experience in the metaverse, how can we make VR devices live longer without constantly connected charging cables?

Solution: There is another question: How will the batteries themselves be improved in the future? As we mentioned, VR headsets will change over time. So do batteries, and the developers will be able to find better alternatives that will keep the device alive for longer.

Environmental Impact of VR

Problem: In the scenario where the VR headset is moved on the reels of mass production, the environmental damage is inescapable. Tons of plastic will end up in the ocean, toxic components used in batteries will seep into the soil, and electricity will be consumed at an excessive rate - these are the consequences if sustainability is not a priority in VR headset production.

There is a counterargument that VR will actually help the environment. For example, people can give up traveling, opting to use VR, thus reducing CO2 emissions. But does this compensate for the damage from production, logistics, and energy consumption? And will people really travel less?

Solution: In general, ergo-friendly production is not as simple and obvious as it may seem, as many factors influence it.

Usually, the responsibility for eco-friendliness lies with the companies. For the current stage of VR development, it would be nice if production considered eco-friendly materials, longer lifetime, local manufacturing, recycling, better product quality, and alternative batteries.

Do we really need VR?

Problem: VR glasses and the environment created around them need to show a greater purpose. We don’t see its mass adoption yet as they have limited use cases, and their prices are simply not easily accessible for the majority.

The idea of VR conferences didn’t really prove itself for work or studies, as it doesn’t offer anything extra than video calls. You would probably agree that seeing all the spectrum of emotions via video is still more beneficial than a bland avatar.

There are not enough VR games or movies for entertainment, and most metaverse platforms offer a limited selection of events.

VR can become an interesting addition to shopping, but in most cases, AR technologies are sufficient for a more personalized experience.

Travelling can be more accessible with VR. It’s faster, cheaper, and offers more destinations, but those who travel to fully experience new environments might still choose to be there personally.

So what use cases should be added or improved to motivate people to use VR glasses daily? Where is that line to cross when we choose to live in virtuality instead of reality, and how dangerous might it be?

Solution: Technologies are never ideal at their initial stages, as we, people, continuously shape them for our interests.

All of us, creators, designers, developers, and users, should stay curious and continue discovering new values that VR technologies can offer, improve technological capabilities, create more content and stay honest with each other to provide timely and relevant feedback.

The wise decision will always be to use and not abuse. Enjoy what real and virtual life offers you because that’s what matters.

In a nutshell: This WWDC appeared to be more of a preparation for something bigger. They cleaned up and enhanced the software (OS versions). Of course, faster MacBooks are great, but that’s not typically what you mean by innovation from Apple.

Many had expected that Apple would now jump on the VR bandwagon, but no VR/XR hardware was presented this time. Does this mean the Metaverse is off the table for Apple?

Anyone who has been observing the IT industry for a while will notice that despite all the development of new technologies such as VR headsets or gesture recognition via cameras, our user interfaces are still based on the classic desktop-mouse concept with horizontal or vertical menus (even on mobile).

Apple was the first company to successfully establish user guidance with the mouse (stolen from Xerox...), replacing cryptic keyboard combinations with simple clicks. The same happened over and over again, with the iMac, Touch the iPod, the iPhone, and the iPad. First and foremost, Apple stands for making technology intuitively accessible to all.

In the battle for on-person sensors, Apple beat the weird concept of “Google Glasses” with the Apple Watch. Google Glasses will be remembered by the memes “Glassholes”, while Apple’s sensor continues to sell better than any other sensor. They simply had it elegantly packaged in a familiar watch form. It’s not really a watch after all (that’s still misunderstood today, I had described that in 2015).

Apple creates ecosystems. And successfully manages, maintains and expands them. This has been shown with the launch of the iPhone. First, a mobile operating system was established, and then apps and music were sold in a curated marketplace.

WWDC 2022

I think Apple is once again preparing for the next big leap. They have just announced several things:

WWDC 2022

In short, Apple is ready for the Metaverse. However, Apple is smartly waiting until users get accustomed to the technologies and until successful solutions emerge. The race for the next version of the Internet has begun. Apple does not seem to be in the running, but they are likely already in the lead.

The beginning of VR and AR technologies is not new at all. The first attempts to enter “virtuality” were made at the beginning of the 20th century. Since then, virtual and augmented reality technologies have undergone a significant evolution.

According to a Digi-Capital report, the virtual and augmented reality market will grow from $13 billion (2021) to $67 billion by 2024. At the same time, it is expected that VR/AR devices will oust the popularity of smartphones, the current device number.

That is why Facebook began to acquire virtual and augmented reality companies, such as Oculus VR, Pebbles Interfaces, The Eye Tribe, Ready At Dawn, and Downpour Interactive and BigBox VR. Later in this article, the majority of VR and AR devices we will describe belong to Facebook!

VR and AR glasses

For a moment, VR and AR sets are the most popular and available for mass consumption products of such kind. Those are some of the most prominent companies that are producing VR and AR devices.

Oculus

As we mentioned above, Oculus is a company producing VR glasses that Facebook took under its wing. The Oculus set includes VR glasses and 2 remote controls for both hands. One of the main benefits of the glasses is their lighter weight in comparison to other models. The latest model, Oculus Quest 2, can also be used without controllers and the headset supports hand tracking.

Oculus can connect with PC and smartphones. The VR glasses come together with the platform, where users can browse and manage VR apps.

Oculus remains one of the most affordable options with a reasonable price on the market.

Oculus Quest S
Oculus Quest S, photo from ibzstore.com

Rokid Air glasses

Rokid Air - portable and lightweight glasses of augmented reality. Unlike VR glasses Rokid Air are smaller and can fit in a small bag or even in a pocket. Rokid Air is the first truly progressive smart glasses for consumers with the removal of content in amazing quality and comfortable ergonomics.

Users can run apps from a smartphone, play video games with a PC or console, and watch movies. Switching multimedia and other manipulations can be done using a voice assistant and gesture management.

Rokid Air glasses
Rokid Air glasses, photo from next.reality.news

Microsoft HoloLens 2

Previously, most people interacted with electronic devices through flat displays: laptops, computer monitors, phones, tablets, or video games on the television screen. Microsoft offers solutions using mixed reality and gives people the opportunity to work with holograms in the real world.

Mixed reality glasses Microsoft HoloLens 2 are the next generation of gadgets for working with VR/AR content. The device received an increased viewing angle, a new processor, a unique system for tracking the position of the eyes and hands, as well as voice control. New HoloLens 2 glasses provide more complete immersion and are also more intuitive and convenient to use. The device allows you to interact with holograms and VR objects using your hands at an intuitive level, without special gestures.

It’s important to mention that for now those glasses are extremely expensive ($3,349 - $4,349 for a pair) and designed for use by employees whose hands are busy performing physical labor. They help them identify the problem in the operation of the aircraft or see step-by-step instructions.

Microsoft HoloLens 2
Microsoft HoloLens 2, photo from pocket-lint.com

Other technology for immersion

The era of Web 3.0 brought us an opportunity to develop new innovative technologies. The development of VR and AR was only a first step. However, they are already not enough for the immersion the users would expect. Hence, there are additional technologies that will help to enter the metaverse.

Sensor Gloves

Sensor gloves are supposed to give sensations such as pain, heat, numbness, cold, and others. This glove would be essential to enter the metaverse. That’s why there is no surprise that Meta is investing in the development of sensor gloves. The company is developing handwear that reproduces sensations such as grasping an object or running a hand along a surface.

Apart from Meta, there are other developers designing sensor gloves. In the recent paper by Jasmine Lu, Ziwei Liu, Jas Brooks, and Pedro Lopes, the group of scientists describe the concept of sensor gloves that implement chemicals triggering user sensors (also known as chemical haptics). Those chemicals are safe and contain small doses of key active ingredients. Those are tingling (sanshool), numbing (lidocaine), stinging (cinnamaldehyde), warming (capsaicin), and cooling (menthol).

Sensor Glove
Sensor Glove, photo from the research paper by Jasmine Lu et al.

Let’s see what other wearables we will see on the market with such technologies 😉.

Face tracker

Another important player in the virtual reality market, Vive releases a face tracker - a small and inexpensive ($130) gadget that attaches to VR glasses and reads emotions from the lower part of the face, which are the lips, chin, and even tongue.

There is a problem with avatars in virtual reality - lifeless faces. Thank the face tracker, this problem will remain in the past.

Vive face tracker
Vive face tracker, photo from vive.com

Neurointerface

Traditional control systems, whether for work or entertainment, have always been required to use the output of your physical actions, like pressing the buttons or using the remote control. Imagine that instead of an additional tool to operate a computer, one can operate it with thoughts!

Facebook is the one that wants to implement this function in its metaverse. That is why the company acquired CTRL Labs. CTRL Labs is developing a wristband-like device that will allow controlling digital interfaces by using the electrical signals that run through the user’s arm. That is how it allows the brain to control the movement of the hands and fingers.

Miointerface will solve one of the fundamental problems of virtual and augmented reality devices: it will finally become convenient to type on virtual keyboards because humanity has not yet invented any faster way to enter text. Modern controllers are good for any actions - shooting, drawing, modeling - but not for text input and working with very small details. If such a prototype becomes a mass-produced device in the next year or two, working from home in a virtual “office” from the exotic will become commonplace - after all, it is much more pleasant to work not with the small screen of your laptop, but with a virtual surface the whole wall.

Another company Valve is developing the dream of advanced humanity - a gadget that helps users control other devices by the mind. Valve’s partner on this project is the company Tobii, a world’s leader in eye-tracking technology.

A bracelet by CTRL Labs
A bracelet by CTRL Labs photo from uploadvr.com

Of course, this selection does not end with the amazing news: Apple’s AR/VR devices have been rumored for years, and they threaten to hit the market in the next few years; Samsung is also developing augmented reality glasses; the list of incredible new things can be added to literally every week. And this is how we are witnessing the change of must-have devices, where VR glasses will exchange the smartphones.

Niantic announced another AR real-world adventure game Peridot. Peridot is a Tamagotchi-like game where players raise and take care of unique virtual creatures.

Peridot creatures (Dots) come to life thanks to AR technology. They are to recognize the difference between the surfaces such as water, grass, sand, and many others. The app can also be easily integrated with social media platforms to quickly and easily share photos of game shots. For the moment, Peridot is available only in Malaysia as a beta version.

While players are looking forward to the release of Peridot by Niantic, let’s remember one of their most popular games - Pokémon Go.

The game was released on June 6, 2016, and a week after its release, the Nianticcompany’s stock rose 1.5 times! Hundreds of thousands of people were hunting for virtual animals. People were catching Pokémons in offices and parks, discussing them over lunch, and generally seeming unable to talk about anything else. What is the secret to the project’s success and why have Pokémon gained popularity so quickly?

How to play

After signing up, the player creates an avatar by choosing gender, hair, skin, eye color and style. Later, the avatar is displayed on the map using the player’s current geographical location. There are special points on the map: PokéStops (a place that provides players with items) and Gyms (where Trainers can battle the Pokémon of rival teams).

The main goal of the game is simple: catch and train Pokémon. The player looks at the world around them through a smartphone camera, and the game superimposes a layer of virtual objects. You can not play by simply lying on the couch! The player must really walk around a lot.

If Pokémon is found, a player needs to point the smartphone camera at them and throw a pokéball (a unique red and white ball) by swiping the touch screen. If missed, the Pokémon will run away. Factors for successful capture include the correct strength, timing, and type of pokéball used. Later, one can train pokémon in special areas after reaching level five.

Pokémon Go

There are 17 types of Pokémons and they all are different in their skills and superpowers.

Pokémons that appear on the map depend on criteria known only to the developers. Different types of Pokémons reside in various locations in the world. For example, water-type Pokémon tend to be near water. Or, for instance, at night, one can meet a Pokémon- ghost.

Catching all Pokémons is very difficult: There are 751 “pocket monsters” in the game created by the developers. The ultimate goal of the game is to complete the entries in the Pokédex - a comprehensive encyclopedia of Pokémon.

What’s the secret to Pokémon GO’s success?

Talking about the secret to the success of the game, the first noticeable thing is the unusual mechanics of Pokémon GO. It encourages players to move, explore the city and pay special attention to particular places, rather than just staying at home in front of the screen. Players used to share how many steps they had done just by searching for the Pokémon.

Second, it’s a free game with in-game purchases: all the necessary items appear in the Pokéstops and can be earned during the game, but some of them can be bought for real money.

Another benefit is the attentiveness of the developers. During the pandemic, Niantic made some changes and added new features to the game, making it easier to play from home.

What is hard not to mention is the popularity of Pokémons themselves. The entire generation has grown on the animated series about them. However, there were no such games about Pokémons in the early 2000s.

Lastly, it’s important to mention that Pokémon Go has some aspects of the metaverse. Capture this: the game is happening in the meta-reality via AR, where the real world is extended and enriched with digital elements. Most probably, with the growing popularity of the metaverse, the developers can bring Pokémon Go to the next level and get a second wave of popularity.