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9L0-402 Support Essentials 10.15

macOS Support Essentials 10.15 is a three-day course that teaches the best ways to support macOS Catalina users. The course includes lectures, demonstrations, group discussions, and hands-on exercises that provide real-world experience.

Installation and Configuration
Participants learn to update, upgrade, and reinstall macOS Catalina, then set up and configure macOS on an individual Mac. Participants are introduced to the command-line interface and macOS Recovery.

User Accounts
Participants learn to manage user accounts and user home folders. They also learn about macOS security and password management.

File Systems and Storage
Participants learn to manage file systems, storage, encryption, permissions, and file sharing.

Data Management
Participants use hidden items, shortcuts, file archives, metadata, and Spotlight. They also learn to manage system resources and Time Machine.

Apps and Processes
Participants install, manage, and troubleshoot apps, and manage documents.

Network Configuration
Participants manage basic and advanced network settings and troubleshoot network issues.

Network Services
Participants manage network services, host sharing, and a personal firewall.

System Management
Participants manage printers and scanners, then troubleshoot peripherals, startup, and other system issues.

Support Essentials 10.15
Apple Essentials reality
Killexams : Apple Essentials reality - BingNews Search results Killexams : Apple Essentials reality - BingNews Killexams : Apple gives up on 'Reality,' but still wants to extend it No result found, try new keyword!But Bloomberg’s Mark Gurman now reports that Apple is dropping Reality from the OS name and ... to bet these things may quite swiftly become essential to the up to one in seven people on the ... Fri, 02 Dec 2022 07:36:00 -0600 en text/html Killexams : Apple's AR/VR Headset: What Could Be Coming in 2023 Taking a look at Apple's other wearable devices could point to where Apple is heading with augmented reality and virtual reality. Scott Stein/CNET © Provided by CNET Taking a look at Apple's other wearable devices could point to where Apple is heading with augmented reality and virtual reality. Scott Stein/CNET

Apple has been integrating augmented reality into its devices for years, but the company looks like it will leap right into the territory of Meta, Microsoft and Magic Leap with a long-expected mixed-reality headset in 2023. 

The target date of this AR/VR headset keeps sliding, with the latest report in early December from noted analyst Ming Chi-Kuo suggesting an arrival in the second half of 2023. With an announcement event that could happen as soon as January, we're at the point where every Apple event seems to feel like the one where it could pull the covers off this device at last.

2023 looks like a year full of virtual reality headsets that we originally expected in 2022, including the PlayStation VR 2 and Meta Quest 3. Apple has already laid down plenty of AR clues, hinting at what its mixed-reality future could hold and has been active in AR on its own iPhones and iPads for years. 

As far as what its device could be like, odds are strong that the headset could work from a similar playbook as Meta's latest high-end headset, the Quest Pro, with a focus on work, mixed reality and eye tracking onboard.

Here's what we're expecting.

Is its name Reality Pro? Is the software called xrOS?

The latest report from noted Apple reporter Mark Gurman at Bloomberg suggests the operating system for this headset could be called "xrOS," but that may not indicate the name of the headset itself. Recent trademark filings reported by Bloomberg showed the name "Reality" showing up a lot: Reality One, Reality Pro and Reality Processor. Apple's existing AR software framework for iOS is named RealityKit, and previous reports suggested that "Reality OS" could be the name for the new headset's ecosystem. 

No one really expected the Apple Watch's name (remember iWatch?), so to some degree, names don't matter at this point. But it does indicate that Apple's moving forward on a product and software, for sure.

One of several headsets?

The headset has been cooking for a long while. Reports have been going around for several years, including a story broken by former CNET Managing Editor Shara Tibken in 2018. Apple's been building more advanced AR tools into its iPhones and iPads for years, setting the stage for something more.

Whatever the headset might become, it's looking a lot more real lately. A detailed report from The Information earlier this year discussed likely specs, which include what Bloomberg's Mark Gurman says is Apple's latest M2 chip. According to another report from Bloomberg earlier this year, Apple's board of directors have already seen a demonstration of the mixed-reality headset.

The expected arrival of this headset has kept sliding for years. Kuo previously predicted that Apple's VR-AR headset would arrive in the fourth quarter of 2022 with Wi-Fi 6 and 6E support. But this VR-type headset could be the start of several lines of products, similar again to how Meta has been targeting future AR glasses. Kuo has previously predicted that Apple smart glasses may arrive in 2025.

Apple could take a dual headset approach, leading the way with a high-end AR-VR headset that may be more like what Meta has done with the Quest Pro, according to Bloomberg's Gurman. Gurman also suggests a focus on gaming, media and communication on this initial first-wave headset. In terms of communication, Gurman believes FaceTime using the rumored headset could rely on Memoji and SharePlay: Instead of seeing the person you're talking to, you'd see a 3D version of their personalized Memoji avatar. 

Eventually, Apple's plans for this headset could become larger. The company's "goal is to replace the ‌iPhone‌ with AR in 10 years," Kuo explained in a note to investors, seen by MacRumors. The device could be relatively lightweight, about 300 to 400 grams (roughly 10.5 to 14 ounces), according to Kuo. That's lighter than Meta's Oculus Quest 2. However, it's larger than a normal pair of glasses, with early renders of its possible design looking a lot more like futuristic ski goggles.

Read more: The Metaverse is Just Getting Started: Here's What You Need to Know

The headset could be expensive, maybe as much as $2,000 or more, with 8K displays, eye tracking and cameras that can scan the world and blend AR and VR together, according to a report from The Information last year. That's to be expected, considering the Quest Pro costs $1,500 and AR headsets like the Magic Leap 2 and Hololens 2 are around $3,000.

It's expected to feature advanced processors, likely based on Apple's recent M2 chips, and work as a stand-alone device. But it could also connect with Apple's other devices. That's not a surprising move. In fact, most of the reports on Apple's headset seem to line right up with how VR is evolving: lighter-weight, with added mixed-reality features via more advanced pass-through cameras. Much like the Quest Pro, this will likely be a bridge to future AR glasses efforts.

Previous reports on Apple's AR/VR roadmap suggested internal disagreements, or a split strategy that could mean a VR headset first, and more normal-looking augmented reality smart glasses later. But latest reports seem to be settling down to tell the story of a particular type of advanced VR product leading the way. What's increasingly clear is that the rest of the AR and VR landscape is facing a slower-than-expected road to AR glasses, too. 

What Apple's expensive 8K VR headset could be like

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VR, however, is a more easily reachable goal in the short term.

Apple has been in the wings all this time without any headset at all, although the company's aspirations in AR have been clear and well-telegraphed on iPhones and iPads for years. Each year, Apple's made significant strides on iOS with its AR tools. It's been debated how soon this hardware will emerge: this year, the year after or even further down the road. Or whether Apple proceeds with just glasses, or with a mixed-reality VR and AR headset, too.

I've worn more AR and VR headsets than I can even recall, and have been tracking the whole landscape for years. In a lot of ways, a future Apple AR headset's logical flight path should be clear from just studying the pieces already laid out. Apple acquired VR media-streaming company NextVR in 2020 and it bought AR headset lens-maker Akonia Holographics in 2018. 

I've had my own thoughts on what the long-rumored headset might be, and so far, the reports feel well-aligned to be just that. Much like the Apple Watch, which emerged among many other smartwatches and had a lot of features I'd seen in other forms before, Apple's glasses probably won't be a massive surprise if you've been paying attention to the AR and VR landscape lately.

Remember Google Glass? How about Snapchat's Spectacles? Or the HoloLens or Magic Leap? Meta is working on AR glasses too, as well as Snap and also Niantic. The landscape got crowded fast.

Here's where Apple is likely to go based on what's been reported, and how the company could avoid the pitfalls of those earlier platforms. 

Apple declined to comment on this story.

Launch date: Looks likely for 2023

New Apple products tend to be announced months before they arrive, maybe even earlier. The iPhone, Apple Watch, HomePod and iPad all followed this path. 

The latest reports from Kuo point to possible delays for the release of the headset to the second half of 2023, but an event announcing the headset could happen as soon as January. That timeframe would make a lot of sense, giving time for developers to understand the concept well ahead of the hardware's release, and even possibly allowing for Apple's WWDC developer conference (usually in June) to go over specifics of the software.

Either way, developers would need a long head start to get used to developing for Apple's headset, and making apps work and flow with whatever Apple's design guidance will be. That's going to require Apple giving a heads-up on its hardware well in advance of its actual arrival.

Facebook's Oculus Quest 2 is a self-contained VR headset on the road to AR glasses. Could Apple follow a similar path? Scott Stein/CNET © Provided by CNET Facebook's Oculus Quest 2 is a self-contained VR headset on the road to AR glasses. Could Apple follow a similar path? Scott Stein/CNET

An Apple headset could be a lot like the Meta Quest, but higher end

There's already one well-polished success story in VR, and the Quest 2 looks to be as good a model as any for where future headsets could aim. Gurman's report makes a potential Apple VR headset sound a lot like Facebook's stand-alone device, with controller-free hand tracking and spatial room awareness that could be achieved with Apple's lidar sensor technology, introduced on the iPad Pro and iPhone 12 Pro.

Apple's headset could end up serving a more limited professional or creative crowd. But it could also go for a mainstream focus on gaming or fitness. My experiences with the Oculus Quest's fitness tools feel like a natural direction for Apple to head in, now that the Apple Watch is extending to subscription fitness training, pairing with TVs and other devices.

Meta Quest 2 Is Better and Cheaper… With One Facebook Catch

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The Oculus Quest 2 (now officially the Meta Quest 2) can see through to the real world and extend some level of overlap of virtual objects like room boundaries, but Apple's headset could explore passthrough augmented reality to a greater degree. I've seen impressive examples of this in headsets from companies such as Varjo. It could be a stepping stone for Apple to develop 3D augmented reality tech on smaller glasses designs down the road.

Right now, there aren't any smart glasses manufacturers able to develop normal-looking glasses that can achieve advanced, spatially aware 3D overlays of holographic objects. Some devices like the nReal Light have tried, with mixed success. Meta's first smart glasses, Ray-Ban Stories, weren't AR at all. Meta is working on ways to achieve that tech later on. Apple might take a similar approach with glasses, too.

The VR headset could be a 'Pro' device

Most existing reports suggest Apple's VR headset would likely be so expensive -- and powerful -- that it will have to aim for a limited crowd rather than the mainstream. If so, it could target the same business and creative professionals that more advanced VR headsets like the Varjo XR-3 and Meta Quest Pro are already aiming for.

I tried Varjo's hardware. My experience with it could hint at what Apple's headset might also be focusing on. It has a much higher-resolution display (which Apple is apparently going to try to achieve), can blend AR and VR into mixed reality using its passthrough cameras, and is designed for pro-level creative tools. Apple could integrate something similar to its lidar sensors. The Quest Pro does something similar, but in a standalone device without as high-end a display.

Varjo's headset, and most professional VR headsets, are tethered to PCs with a number of cables. Apple's headset could work as a standalone device, like the Quest 2 and Quest Pro, and also work when connected to a Mac or iPad, much like the Quest 2 already does with Windows gaming PCs. Apple's advantage could be making a pro headset that is a lot more lightweight and seamlessly standalone than any other current PC-ready gear. But what remains unknown is how many apps and tools Apple will be able to introduce to make its headset feel like a tool that's truly useful for creators.

Controls: Hand tracking or a small wearable device?

The Information's previous reports on Apple's headset suggest a more pared-down control system than the elaborate and large game controller-like peripherals used by many VR headsets right now. Apple's headset should work using hand tracking, much like many VR and AR headsets already enable. But Apple would likely need some sort of controller-type accessory for inputs, too. Cracking the control and input challenge seems to be one of the bigger hurdles Apple could face.

Recent patent filings point to a possible smart ring-type device that could work for air gestures and motion, and maybe even work with accessories. It's also possible that Apple might lean on some of its own existing hardware to act as inputs, too.

Could that controller be an Apple Watch? Possibly, but the Apple Watch's motion-control capabilities and touchscreen may not be enough for the deeper interactions an Apple headset would need. Maybe iPhones could pair and be used as controllers, too. That's how Qualcomm is envisioning its next wave of phone-connected glasses.

North Focals' smart glasses design prototype. North was acquired by Google in 2020. North © Provided by CNET North Focals' smart glasses design prototype. North was acquired by Google in 2020. North

Future AR smart glasses may also be in the works

Getting people to put on an AR headset is hard. I've found it a struggle to remember to pack smart glasses, and find room to carry them. Most of them don't support my prescription, either. Developer-focused AR glasses made by Snap that I tried at home show what everyday AR glasses could look like someday, but they're still a work in progress.

Qualcomm's plans for AR glasses show a wave of devices arriving between 2023 and 2025, but at this point no one has been able to crack making a perfect pair. Software, battery life and even common cross-platform interfaces remain a big challenge.

Kuo's prediction of AR glasses coming a few years after a VR-AR goggle-type headset would line up with what other companies are promising. The challenges with AR glasses are a lot greater than VR. No one's figured out how wearing them all the time would work, or how you'd interact with virtual objects: Hand tracking? A watch or a ring? Voice? Neural inputs?

Apple always touted the Apple Watch, first and foremost, as a "great watch." I would expect the same from its glasses. If Apple makes prescription glasses and makes them available, Warby Parker-style, in seasonal frames from its Apple Stores, that might be enough for people if the frames look good. Apple's VR headset, according to Gurman, will also offer prescription lenses. That could be a stepping stone to developing glasses later on.

Google acquired smart glasses manufacturer North in 2020, which made a prescription, almost normal set of eyewear. North's concept for glasses might be too similar to Google Glass for Apple's tastes, but the idea of AR glasses doubling as functional glasses sounds extremely Apple-like. More recently, Vuzix's planned smart glasses for 2021 show how far the tech has shrunken down, but even those planned glasses won't have the ability to spatially scan the world and overlay augmented reality: They'll be more like advanced glasses with heads-up displays and 3D audio.

A report from The Information in 2020 said new AR lenses were entering a trial production phase for Apple's AR hardware (9to5Mac also broke the report down). These lenses sound much closer to normal glasses than current AR headsets allow, but when would those be ready?

Could Apple make its first smart glasses something more basic, letting Apple slowly add more AR features over time and let newcomers settle into the experience? Or would Apple try to crack the AR challenge with its first pair of glasses? Augmented reality is a weird concept for eyewear, and potentially off-putting. Maybe Apple will aim for subtlety. The original Apple Watch was designed to be glanced at for just 5 seconds at a time. 

A latest patent filing also showed Apple looking to solve vision conditions with adaptive lenses. If true, this could be the biggest killer app of Apple's intelligent eyewear.

David Carnoy/CNET © Provided by CNET David Carnoy/CNET

Are the AirPods Max a sign of how expensive a headset could be?

The business-focused HoloLens and Magic Leap cost thousands of dollars. Current VR headsets have trended towards $500 or more.

The latest price reports suggest something between $2,000 and $3000, which is in the territory of business-focused AR headsets like the HoloLens 2, or business-creative VR headsets like those from Varjo. An analysis from TrendForce published in February also estimates that an Apple headset's hardware would cost in the thousands, and it predicts that Apple would employ a "monthly subscription-based software solution."

Apple's headphones, the AirPods Max, indicate that the pricing could climb high. At $549, they cost more than a PlayStation 5. And those are just headphones. A pair of smart glasses, or an advanced VR headset, would be a lot more advanced.

iPhone-connected, too?

Qualcomm's AR and VR plans telegraph the next wave of headsets: Many of them will be driven by phones. Phone-powered glasses can be lighter and just have key onboard cameras and sensors to measure movement and capture information. Meanwhile the phone does the heavy lifting and doesn't drain headset battery life. 

Apple's star device is the iPhone, and it's already loaded with advanced chipsets that can do tons of AR and computer vision computation. It could already power an AR headset right now; imagine what could happen in another year or two.

Apple could also have its own high-end dedicated chip in its first wave of VR and AR headsets, as reports suggest, but they'll also undoubtedly dovetail with more advanced processors in Apple's phones, tablets and Macs. Over time, this could mean smaller glasses that lean on connecting to other Apple devices, or the cloud.

Apple's iPhones are likely to be the engine. Angela Lang/CNET © Provided by CNET Apple's iPhones are likely to be the engine. Angela Lang/CNET

How Apple could blend the real world with AR and VR

Apple already dabbles with AR overlays with real world locations: QR code and NFC-enabled App Clips can launch experiences from real-world locations with a tap or scan. These micro apps are made to work with AR, too: With glasses or an AR headset, they could eventually launch interactions at a glance.

Maybe QR codes can help accelerate AR working in the "dumb" world. Apple's iPhones also have a U1 chip that can be used to Excellerate accuracy in AR object placement, and also to more quickly locate other Apple devices that have the U1 chip, too.

Apple's AirTags arrived in 2021 with features similar to Samsung's SmartTags Plus that use similar ultrawideband technology. These tags could be seen via an iPhone app using AR, which could possibly extend into Apple's future VR or AR headsets. If all Apple's objects recognize each other, they could act as beacons in a home. The U1 chips could also be indoor navigation tools for added precision.

Microsoft's collaborative mixed-reality platform, Mesh, shows how meetings with people in virtual spaces could happen instantly and in work-like environments. Apple already enables multiperson AR in real places, but a necessary next step would be to allow a platform for collaboration in AR and VR like Microsoft is developing.

Apple's depth-sensing hardware is already here

Apple is already deeply invested in camera arrays that can sense the world from short and long distances. The front-facing TrueDepth camera, which Apple has used on every Face ID iPhone since the X, is like a shrunken-down Microsoft Kinect and can scan a few feet out, sensing 3D information with high enough accuracy to be used for a secure face scan. Apple's lidar technology on its latest iPhones and iPads can scan out much further, several meters away. That's the range that glasses would need. 

Apple's existing lidar technology, combined with cameras, is already good enough to scan environments and 3D objects. Add to this the wider-scale lidar scanning Apple is doing in Maps to enable overlays of real-world locations with virtual objects via a technology called Location Anchors, and suddenly it seems like the depth-scanning Apple is introducing could expand to worldwide ambitions.

Apple's new Mac chips already point toward VR-AR compatibility

Apple's M1-enabled Macs and those since are technically a lot more capable of the power needed to run AR and VR, and they share similarities to how iPhone and iPads handle graphics. Developing a common groundwork across devices could allow a headset to feasibly run on an iPhone, iPad or Mac, making it a universal Apple device accessory.

That would be essential if Apple intends on its VR or AR headsets to have any role in creative workflows, or be used for games or apps. It's one of the limitations of existing VR headsets, which need to run off particular Windows gaming PCs and still don't play that well with iOS or Android phones.

AirPods went from absurd to essential. Can Apple do the same for smart glasses? Sarah Tew/CNET © Provided by CNET AirPods went from absurd to essential. Can Apple do the same for smart glasses? Sarah Tew/CNET

Look to AirPods for ease of use -- and audio augmented reality

I've thought about how the AirPods' comfort -- and weird design -- was an early experiment in wearing Apple's hardware directly on our faces -- and it was a success. It proved that doing so could be accepted and become normal. AirPods are expensive compared to in-box wired buds, but they're also utilitarian. They're relaxed. If Apple's working on AR or VR headsets, they'll need to feel the same way.

The AirPod Pros' spatial audio, which AirPods Max and AirPods 3 also have, points to where future ideas could head. Immersive audio is casual, and we do it all the time. Immersive video is hard and not always needed. I could see AR working as an audio-first approach, like a ping. Apple glasses could potentially do the world-scanning spatial awareness that would allow the spatial audio to work. In the meantime, Apple's already developing the spatial audio tech that its VR headset would need.

The HoloKit X, a pair of goggles with a reflective visor that turns an iPhone into an AR headset. It can work with an Apple Watch and AirPods. Could this be Apple's strategy too? Scott Stein/CNET © Provided by CNET The HoloKit X, a pair of goggles with a reflective visor that turns an iPhone into an AR headset. It can work with an Apple Watch and AirPods. Could this be Apple's strategy too? Scott Stein/CNET

Apple Watch and AirPods could be great companions

Apple's already got a collection of wearable devices that connect with the iPhone, and both make sense with glasses. Its AirPods can pair for audio (although maybe the glasses have their own Bose Frames-like audio, too), while the Watch could be a helpful remote control. The Apple Watch already acts as a remote at times, for the Apple TV or for linking up with the iPhone camera. Apple's future headsets could also look to the Watch and expand its display virtually, offering enhanced extras that show up discreetly, like a halo. Or they could use the Watch as some sort of controller.

The Apple Watch could also provide something that it'll be hard to get from hand gestures or touch-sensitive frames on a pair of glasses: haptics. The rumbling feedback on the Watch could lend some tactile response to virtual things, possibly.

There's already a low-cost pair of phone goggles, the HoloKit X, that explores these ideas. It uses an iPhone for the headset's display and cameras and can channel spatial audio to AirPods, and use an Apple Watch for gesture controls. Apple could do the same.

Could Qualcomm and Apple's reconciliation also be about XR?

Qualcomm and Apple are working together again on future iPhones, and I don't think it's just about modems. 5G is a key feature for phones, no doubt. But it's also a killer element for next-gen AR and VR. Qualcomm has already been exploring how remote rendering could allow 5G-enabled phones and connected glasses to link up to streaming content and cloud-connected location data. Glasses could eventually stand on their own and use 5G to do advanced computing, in a way like the Apple Watch eventually working over cellular.

Qualcomm's chipsets are in almost every self-contained AR and VR headset I can think of (Meta Quest, HoloLens 2, a wave of new smart glasses, the latest version of Google Glass, Vive Focus). Will Apple's tech dovetail at all with Qualcomm's cross-device platforms?

There are other AR devices out there, like the nReal Light. Apple needs to open up iOS to work with them, like fitness trackers and smartwatches. Sarah Tew/CNET © Provided by CNET There are other AR devices out there, like the nReal Light. Apple needs to open up iOS to work with them, like fitness trackers and smartwatches. Sarah Tew/CNET
Mon, 05 Dec 2022 23:19:47 -0600 en-US text/html
Killexams : Apple mixed-reality headset: Everything we know about Apple’s VR headset

In latest months, rumors about Apple working on a top-secret headset project have reached a fever pitch. But at the same time, the chatter has become increasingly convoluted — Apple is reportedly planning to use mixed reality (MR) rather than solely augmented reality (AR) or VR, but how exactly will that work? What will the device look like? And what features will it have?

That is where this roundup comes in. We combed through the rumors and reports to find all the latest key information, then combined it in one convenient location. Here is everything we know about Apple’s upcoming mixed-reality headset, including price, features, and more.

Price and release date

As the months have rolled on, Apple’s headset has never seemed to move closer over the horizon. That’s probably to be expected with a product as ambitious as a mixed-reality headset, but it means we shouldn’t expect it any time soon.

Apple’s Worldwide Developers Conference (WWDC) in June 2022 was offered up by many leakers and analysts as a possible announcement date, if not with a full-blown product reveal, then perhaps a sneak peek. Yet WWDC came and went with not so much as a slight hint from Apple as to the headset’s existence.

However, there are hints of its existence in Apple’s software. Bloomberg reporter Mark Gurman, for example, noted in his Power On newsletter in April 2022 that beta versions of the upcoming iOS 16 operating system were “chock-full of references to the headset and its interactions with the iPhone.” That suggests the headset is not a million miles away from a release date.

Gurman reported in May 2022 that Apple had shown a prototype of the device to the company board and that it was targeting a launch in late 2022 or early 2023. That is later than Gurman’s earlier predictions, but the impact of the coronavirus and lockdowns in Apple’s supply chain has probably pushed things back. In fact, Gurman has reiterated the 2023 date in a newsletter from August 2022, suggesting Apple is crystallizing its plans around this date.

I believe Apple's AR/MR headset shipping date will postpone to 2Q23 (vs. 1Q23 of market consensus) because Shanghai lockdown interrupts the development. As expected, there were no clues for AR/MR headset at WWDC 2022. Here is my prediction for Apple AR/MR headset schedule.

— 郭明錤 (Ming-Chi Kuo) (@mingchikuo) June 7, 2022

DigiTimes has suggested a date of March 2023 for the headset to enter production. Regardless of whether Kuo’s January or DigiTimes’ March prediction is correct, it seems an early 2023 time frame is starting to come together.

Apple analyst Ming-Chi Kuo originally suggested a January 2023 announcement date, with a shipping date coming in the second quarter of 2023. However, Kuo has recently suggested that the January event reveal might be delayed and that shipments would also be pushed back to the second half of 2023. Elsewhere, Kuo has said that a development toolkit could make its way to interested parties two to four weeks after the reveal event.

All that said, these dates are for the first headset Apple launches. The company is rumored to be working on multiple devices, though, including a more affordable version that will follow the initial product. After that, Apple is expected to launch a set of AR glasses that look more innocuous than a full-on headset. There’s no release date for those yet, though.

As for the price, The Information has offered details, claiming it would cost $3,000. That would put it in the company of Microsoft’s $3,500 HoloLens 2, but with a price that high, it would likely be restricted to industry use. That seems a little out of character for Apple. However, a January 2022 report from Display Supply Chain Consultants (DSCC) also claimed the price tag would be “several thousand dollars” and that the high price would mean the first-generation model would be aimed at professionals and developers. So that high price might have some justification.

Initially, Kuo suggested a much lower price of $1,000. This puts the headset back into consumer territory (albeit at the top end) and is more in line with what we would expect from Apple: expensive but still considered mainstream and consumer-focused. However, in August 2022, Kuo then upped that prediction to $2,000, and Mark Gurman cited a similar figure.

What’s in a name?

Apple VR Headset Concept by Antonio De Rosa
Apple VR Headset Concept Antonio De Rosa

Ever since the first Apple headset rumors started to leak onto the internet, people have been speculating about what the device might be called. Some early contenders have come and gone, but an answer appears to be getting closer.

The first widely promoted name was Apple Glass. This was mooted by leaker Jon Prosser in a YouTube video from mid-2020 after he claimed to have seen a prototype of the device. However, this name was shot down by reporter Mark Gurman, who expressed his doubt that Apple would name a product after the flop that was Google Glass. Fair point.

Gurman himself proposed a number of options Apple might go with, including Apple Vision, Apple Reality, Apple Sight, and Apple Lens.

Since then, Gurman has doubled down on the Apple Reality name. In late August, Apple filed trademarks for the names “Reality Pro,” “Reality One,” and “Reality Processor.” Gurman believes Reality Pro is the name Apple will use for its first headset, and that name indicates it will be a high-end device, perhaps one to rival Meta’s upcoming Quest Pro.

After that, Gurman believes a more affordable headset will launch without a few of the headline features of the Reality Pro. That pared-back device might take the name Reality One. Apple has the form of using the “One” name, such as with the Apple One subscription service.

We don’t yet have a name for the AR glasses Apple is supposedly working on, but we’re sure a name will leak out soon enough. Perhaps it already has — Apple Lens seems like a strong contender to us.

A wraparound design and tons of cameras

What can you expect Apple’s mixed-reality headset to look like? Well, seeing as it combines AR and VR, chances are it will be a full wraparound set to keep you immersed while using its virtual reality features. Anything that lets you see your surroundings — like Microsoft’s HoloLens 2 or the Magic Leap 1 — would take you out of the virtual world you are experiencing. Rumors also suggest Apple’s device will be totally wireless to give you the freedom to move without being yanked back by cables — another immersion-breaker.

Then there is the augmented reality side. To make this happen, the headset is going to require cameras to capture the outside world and feed it back to you. According to a report from The Information in early 2021, there will be up to a dozen cameras and lidar sensors mounted on the device, the latter of which Apple has already incorporated into devices like the iPhone 12 Pro and iPad Pro to help with augmented reality processing. However, a newer report from The Information in May 2022 asserted that there would actually be 14 cameras on the device — something that the outlet claimed again in an October 2022 report, which added that the headset would have two downward-facing cameras to record a user’s legs.

The May report from The Information also contained an interesting tidbit on the headset’s body: it could use straps that look awfully like those on the Apple Watch Sport Band. It is not the first time we have seen one Apple device take design cues from another — the AirPods Max headphones borrow the HomePod Mini’s fabric mesh and the Apple Watch’s Digital Crown, for example. In October 2022, The Information claimed the headset would resemble “a pair of ski goggles” and be made primarily from “mesh fabrics, aluminum, and glass.” The report added that the headset conceals its cameras noticeably better than the Meta Quest Pro.

Kuo, however, contends there will be 15 cameras — eight for AR, one for environmental detection, and six for “innovative biometrics.” Kuo backed this up with a further report in April that reiterated the claim of 15 cameras. It is possible both versions exist as prototypes, with Apple to decide which to settle on in the future. Whichever claim ends up being correct, it is evident Apple is taking the camera situation on its headset seriously.

Light as a feather

Apple's rumored virtual reality headset.

What about the actual body of the device? This is an interesting one, as it could be a real differentiator — and advantage — for Apple. A report from Kuo in March 2021 claimed the entire headset could weigh as little as 150 grams (0.33 pounds), which is about half the weight of many rival devices. The $1,000 Valve Index VR headset would weigh more than five times what Apple’s headset weighs if Kuo is correct, and it would also weigh significantly less than the 722g Meta Quest Pro. Aiding that low-bulk goal would be the use of lightweight fabric instead of heavy plastic in the frame.

The Information claimed in May 2022 that Apple’s former design guru Jony Ive has been brought in as a consultant for the headset. Given Ive’s penchant for incredibly thin and light devices, we wouldn’t be surprised if the rumors that the headset will be super-light prove to be correct.

An 8K feast for your eyes

Apple VR headset patent drawing.

It is not just the exterior of Apple’s headset that sounds promising, as the interior could come with some eye-opening features, too — quite literally in the case of the display resolution. It is rumored to be a whopping 8K per eye, giving an unprecedented level of detail. For comparison, the HTC Vive Cosmos Elite comes with a 1440 x 1700 resolution per eye. What’s more, according to The Elec, Apple has increased its pixels-per-inch goal for each eyepiece, up from 2,800 pixels per inch to a huge 3,500 ppi. That could bring unrivaled clarity to the headset’s creations.

Alternatively, a January 2022 report from industry analysts Display Supply Chain Consultants (DSCC) goes against that idea, claiming that the front-facing lenses could have a 4000 x 4000 resolution. The report adds other enticing details, including that the front panels will be micro-LED displays, while Apple will add a third panel for peripheral vision. This will be an AMOLED display and run at a lower resolution than the micro-LED screens, which could help create an immersive, all-encompassing experience that keeps your peripheral vision slightly blurred to help you focus on what’s ahead of you.

I didn’t cover this in my original story about the Apple Reality Pro headset trademarks, but Apple has registered for an additional name: Optica. I’d imagine this is some feature surrounding the device’s interchangeable prescription optics system.

— Mark Gurman (@markgurman) September 4, 2022

Apple is said to be gunning for high-quality visuals in other ways, with Kuo alleging that the headset might come with iris recognition based on the tech his sources tell him is in the device (such as the cameras used for “innovative biometrics” mentioned earlier). Iris recognition could be used to authenticate you for Apple Pay, says Kuo, or to unlock your accounts, enabling you to perform these tasks without having to take off the headset to enter a password on your iPhone.

Kuo has also suggested in a tweet that the headset might smoothly switch between AR and VR modes, creating an “innovative experience” that could become “one of [the] key selling points of Apple’s headset.” That could give it a distinct advantage over rival headsets that are limited to either AR or VR or cannot switch as seamlessly between them.

We mentioned earlier how Apple has been trademarking various names relating to its headset. One more name claimed by the company is “Optica,” which Mark Gurman speculates could refer to “some feature surrounding the device’s interchangeable prescription optics system.” That could potentially mean the device will be compatible with prescription lenses; since we doubt a pair of glasses could fit under the headset, that’s great news for anyone who uses eyewear daily.

Powered by an Apple Silicon chip

Apple M1 Pro logo.

One thing we have not seen much news on is the refresh rate and field of view that will be used in the headset’s displays. The refresh rate will need to be high enough that lag and motion sickness are kept to an absolute minimum, and rival headsets typically aim for 90Hz or higher. We will have to wait and see what Apple opts for here.

Powering all this tech would be a custom-designed Apple Silicon chip, said to be one of Apple’s “most advanced and powerful” processors, according to Mark Gurman, who believes this could be an M2 chip with 16GB of RAM. Apple’s ARM-based chip architecture is incredibly efficient — so much so that the M1 MacBook Air does not even need a fan — which makes it ideal for a compact device like a mixed-reality headset, where keeping cool is essential (for both you and the chip). In fact, Gurman has also claimed the headset itself might not need a fan either.

Apple M1 Pro and Max logos.

There is another possibility raised by Apple analyst Ming-Chi Kuo: That the headset will actually be powered by two chips, not just one. One would be made on a 4-nanometer process and another on a 5-nanometer process, and Kuo says the former would offer the main computing power, while the latter would manage the device’s sensors. The combined power output would require one of Apple’s 96W adapters, Kuo believes — the same adapter as the one that juices up the MacBook Pro, which could be a potential indicator of the headset’s power.

The idea of two chips powering the headset was backed up by reporter Mark Gurman in a January newsletter, where he claimed one of the two chips would be “on par with the M1 Pro in the MacBook Pro.” With both Kuo and Gurman on board, the idea of an Apple headset wielding two beefy chips seems to be gaining ground.

Kuo has also claimed that the headset will boast Wi-Fi 6E rather than the Wi-Fi 6 found in the current iPhone 14 lineup. This opens up a new 6GHz band, granting you lower latency and faster data rates. Considering the demanding nature of mixed-reality content, we think this claim makes a lot of sense.

However, despite all the power the headset might be loaded up with, sources The Information has spoken to claim the device will not focus on gaming (something the sources have criticized). According to The Information’s report, gaming is “a category of software that appeals to early adopters, which was important to the success of the iPhone and has been a big priority for Meta’s VR group,” so making a headset that does not put much of a focus on gaming might seem odd. Then again, given how Apple has never really fully embraced gaming with its other devices, it’s perhaps not entirely surprising.

Hand-tracking and eye-tracking

An Apple patent showing two Apple Watches being used to enable gesture control on a VR headset.

The headset’s vast camera array could allow for eye- and hand-tracking features. Apple has already patented ideas for these control methods in the past, both for the Mac and for a mixed-reality headset. Adding to that, The Information states Apple is aiming to use hand-tracking and a “clothespin-like finger clip” as input devices and is not looking to include gaming controllers with the headset. That idea has been backed up by a recent Apple patent that describes finger-mounted devices that could detect movement and provide haptic feedback. With that in mind, do not be surprised if Apple promotes the hand-tracking capabilities of its MR headset.

There’s another possibility. Apple recently uncovered a patent filed by the Cupertino giant that outlines how a pair of Apple Watches — one worn on each wrist — could be used to enable gesture controls on the headset. With two Apple Watches, a user could potentially use the palm of one hand as a trackpad of sorts and a finger on the other hand as a mouse, letting you interact with your virtual world. This being just a patent, though, there’s no guarantee Apple is doing anything other than exploring ideas here — but it’s still intriguing.

Ultimately, though, we think this system is unlikely to be the one Apple goes for, at least at first. A single Apple Watch is not a cheap purchase, and buying two could add several hundred dollars to an already-expensive headset. There’s been very little to indicate that Apple is working on controllers for its headset, so we’re expecting the first-generation model will use its onboard cameras for gesture controls with your hands.

What seems more certain is the presence of eye-tracking capabilities, and a report from The Information in October 2022 added further details on this. Citing two anonymous individuals who apparently used to work on the device, the report states that eye-tracking would allow users to log in to accounts and make payments, with the eye verification allowing multiple people to use the same headset. Tracking users’ vision would also let the headset reduce graphical fidelity in peripheral vision, thus saving battery life.

An outward-facing display would show the user’s facial expressions to other people, but this would also save battery life by having a low refresh rate, according to The Information.

What about the operating system?

With all these advanced features reportedly in the works, Apple’s headset is going to need a powerful operating system to bring everything together. So far, details are thin on the ground, but there are a few hints.

For one thing, a name has been thrown around for some time. As we mentioned at the start of this article, Mark Gurman has commented it could be called “rOS,” with the “r” being short for “reality.” Since then, a number of tweets have surfaced apparently revealing the name “realityOS” in Apple’s code. Given Apple’s propensity to use full words in its OS naming schemes — think WatchOS, iPadOS, and MacOS — realityOS could be a good bet for the final name of the system.

In a tweet from early February, iOS developer Matthew Davis revealed a seemingly official Apple GitHub page that apparently accidentally revealed the name realityOS. Some of the comments in the code seem to make reference to iOS executables using realityOS libraries, which could hint at some form of interactivity between the two operating systems.

However, it seems Apple might have changed its mind about that realityOS name. According to Mark Gurman, Apple is now calling the system “xrOS” internally. Gurman also claims Apple has patented the name using a shell corporation, which might suggest that it will use that operating system name publicly as well as internally — and that it could be gearing up for an imminent product launch.

Other than that, few other details have leaked out about the operating system (whatever name it uses). With a launch date for the headset edging ever closer, we expect to find out more in the coming weeks and months.

Apple mixed-reality headset: Our wish list

Apple VR Headset Concept by Antonio De Rosa
Antonio De Rosa

It already looks like Apple is outfitting its headset with a ton of great features, but there are still a few extras we would love to see. At the top of the list is great battery life — after all, what is the point of having an excellent device to play with if it dies after a few minutes? Fortunately, the processor choice spells good news in this department, as Apple’s custom chip has led to incredible battery life in its MacBooks. That might be countered by the super-high resolution the headset is apparently going to use, but we have our fingers crossed.

The word is that Apple is developing a special operating system dubbed xrOS that will drive the headset. Apps and games will need to run on this system, but we are hoping that, due to the common Apple Silicon architecture in both the headset and Apple’s other devices, some degree of cross-compatibility will be available.

For instance, it would be great if the headset can recognize if you are playing a game on your Apple TV or your Mac, for example, and then mirror the content onto the headset with added mixed-reality goodness (provided the game is VR-compatible, of course). It would be a shame if Apple limits the headset to only work with xrOS-compatible games and apps, as developers might be put off if they must build apps from scratch for the new operating system.

One final request concerns the headset’s control method. We do not know whether the device will come with handheld controllers or will rely entirely on gestures. If it is the former, one thing Apple really needs to incorporate is haptic feedback. This is already included to great effect in every MacBook and the Apple Watch, so Apple knows how to make the tech work. Gentle taps that are built into apps and games would be a great addition that does not break immersion.

We might get to see some of these features in action, if not in the first Apple VR headset, then in the second-generation model. Ming-Chi Kuo claimed in late 2021 that Apple was working on a second-generation VR headset that would be lighter and faster than the original model, with better battery life too. The Elec followed that up in June 2022 by saying that LG Display was hoping to supply the main OLED panels for the second-generation device, adding further evidence that Apple is already thinking ahead to its follow-up headset.

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Mon, 05 Dec 2022 18:41:00 -0600 Alex Blake en text/html
Killexams : Apple's virtual reality software may have a new name — could a launch happen soon?

It's not exactly clear when the Apple AR/VR headset will make its big debut. But based on a new report, we do have a better idea of what Apple plans to call the software powering the headset.

Mark Gurman of Bloomberg (opens in new tab) reports that Apple has changed the name of its virtual reality operating system to xrOS. The new name replaces realityOS which had surfaced as a possible name earlier this year when a trademark for that moniker surfaced.

Thu, 01 Dec 2022 16:45:00 -0600 en text/html
Killexams : Bloomberg: Apple’s upcoming mixed reality headset will run on ‘xrOS’ platform

Apple is expected to unveil its mixed reality handset project as soon as spring. Now Bloomberg is reporting that Apple has settled on a name for the operating system that will power the product: xrOS.

“Internally, the company recently changed the name of the operating system to ‘xrOS’ from rrealityOS,’ said the people, who asked not to be identified because the project is still under wraps,” Mark Gurman reports for Bloomberg.

According to Gurman, the XR in xrOS stands for extended reality. That fits with Apple’s longview of what the platform could become. Apple is expected to release a pricey virtual reality headset with premium hardware to start. Meta currently offers its own higher-end headset with the Meta Quest Pro.

Future mixed reality products are expected to include augmented reality glasses and possibly contact lenses when the technology is ready.

Gurman adds that heads of engineering for Pages, Keynote, Numbers, Notes, and Apple News are involved on the project. This suggests that Apple is bringing in core app teams to complete the headset experience before it debuts.

As for the xrOS name, the report points to a shell company called Deep Dive LLC that is trademarking the operating system name around the world. The shell company links back to another shell company, but it’s likely that Apple is behind it. Finally, Gurman reminds everyone that the final platform name could still be realityOS or another name despite the xrOS label being used internally.

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Wed, 30 Nov 2022 10:00:00 -0600 en-US text/html
Killexams : Epic Games CEO: "Apple is a menace to freedom, every politician should fear"

In an interview with The Verge, Tim Sweeney, founder, and president of Epic Games, warns about Apple. "Every politician should fear the rise of corporate power that Apple is creating," he asserts. Just below we show you a summary of the interview and his point of view regarding the eternal litigation between Apple and Epic Games.

Tim Sweeney: "Every politician should fear (..) Apple"

For Tim Sweeney, founder and current president of Epic Games, the creators of Fortnite, Apple is "a menace to freedom worldwide". On his personal Twitter account (@TimSweeneyEpic) he often shares articles that slam Apple since Epic is embroiled with them in a court war that seems to have no end. This activity prompted Alex Heath of The Verge to ask him for an interview that Sweeney granted him and that is not to be missed.

The main subject of the interview was precisely the legal dispute between Epic and Apple, and in the conversation, Sweeney revealed several curious facts regarding this matter. For example, in the first half of 2021, Epic Games wanted to launch an app from its Epic Games Store for iOS that was rejected by Apple.

And sticking to the headline of this story, another of Sweeney's statements in the interview is that "every politician should fear the rise of corporate power that Apple is creating." His reasoning is that with control of its App Store, "it’s incredibly dangerous to allow the world’s most powerful corporation to decide who is allowed to say what. And right now, this is seen as a Republican issue because the tech companies are Democrat-leaning.."

Tim Sweeney: "If Fortnite is forever denied access to iPhone, then Epic will lose the metaverse war"

Another of the key points of The Verge's interview with Sweeney has to do with Fortnite, which entered its Chapter 4 at the beginning of December 2022. For the Epic Games founder, if the litigation against Apple in which his company is involved is not resolved favorably for them, then "Epic will lose the metaverse war."

Fortnite was removed from the App Store as a result of Epic Games' lawsuits. For Sweeney, this means that, by not having access to "those billion users," they won't be able to compete in any way.

Source | The Verge, Twitter/TimSweeneyEpic

Fri, 09 Dec 2022 05:10:00 -0600 en text/html
Killexams : Apple’s New Coinbase NFT Shakedown Would Literally Tax Ethereum Trades And Transfers On iOS

Updated Dec 2 with additional details from a source at Apple

Coinbase tweeted this morning that Apple blocked the release of its latest crypto wallet app, asking for a cut of gas fees when people transfer NFTs to each other. Coinbase had to disable its NFT transfer feature before Apple would let the company update its popular self-custodial wallet.

“Apple’s claim is that the gas fees required to send NFTs need to be paid through their In-App Purchase system, so that they can collect 30% of the gas fee,” Coinbase said via its Coinbase Wallet Twitter account. “This is akin to Apple trying to take a cut of fees for every email that gets sent over open Internet protocols.”

For once, that’s not PR hyperbole.

It’s actually that serious.

While Apple charges a 15-30% commission on digital products purchased in iPhone apps, gas fees are not in-app purchases. Rather, gas fees are something like electricity. Just like you pay the electric company to keep your lights on, you pay gas fees for the privilege of changing records on the Ethereum blockchain.

They’re essentially a small tax on transactions to keep the network running.

“Gas is essential to the Ethereum network,” says the Ethereum developer website. “It is the fuel that allows it to operate, in the same way that a car needs gasoline to run.”

While Apple’s most concerned about NFTs here, the reality is that sending crypto via your Coinbase Wallet — full disclosure, I use Coinbase Wallet personally — generally requires the payment of gas fees. So does exchanging crypto, if for example you want to trade some of one cryptocurrency for another cryptocurrency. Which means that Apple, based on this app update blockade, wants a tax on cryptocurrency trades on iOS apps.

Because, as CoinDesk puts it, gas fees are something all users must pay in order to perform any function on the Ethereum blockchain.

Repeat: any function.

“For anyone who understands how NFTs and blockchains work, this is clearly not possible,” Coinbase said. “Apple’s proprietary In-App Purchase system does not support crypto so we couldn’t comply even if we tried.”

I asked Apple about this issue and a representative replied on background, suggesting that Coinbase is not following App Store review guidelines, which have recently been updated to support some NFT transactions, and directing my attention to guideline 3.1.1 for more information.

Guideline 3.1.1 says, in part:

“Apps may use in-app purchase to sell and sell services related to non-fungible tokens (NFTs), such as minting, listing, and transferring. Apps may allow users to view their own NFTs, provided that NFT ownership does not unlock features or functionality within the app. Apps may allow users to browse NFT collections owned by others, provided that the apps may not include buttons, external links, or other calls to action that direct customers to purchasing mechanisms other than in-app purchase.”

The obvious problem?

Apple’s App Store guidelines around NFTs do not enable person-to-person transactions. In the Coinbase Wallet situation, people are transferring NFTs to each other, perhaps for free, most likely at a certain cost. Apple says apps can let people browse other people’s NFTs, but buying them requires in-app purchases. That’s like making me send money to Amazon when buying a lawnmower from a neighbor, hoping that after Amazon’s cut, most of the rest might go to the neighbor.

Traditional in-app purchases unlock capability, offer shortcuts, supply power-ups, or deliver digital products or services for use and effectiveness inside the app. An NFT, however, “lives” outside of the app, even if it’s displayed in the app. And buying it changes public records that are also outside of the app.

It’s just completely different, and the rules that Apple has around NFTs are designed for an old-world centralized scenario that just doesn’t have to be the case anymore.

Ultimately, buying an NFT — though it’s digital property — is more like buying a physical product from Best Buy than buying an in-app purchase: an NFT has an external existence in a way that the typical in-app purchase never will. And Apple, unfortunately, has not really reckoned with that reality.

This is just the latest example of Apple attempting to control all the commerce on mobile apps for its iPhone and iPad products.

Most likely, this is simply a mistake from a low-level employee on the Apple app review team who does not understand crypto or NFTs, and Coinbase understands that, adding “we hope this is an oversight on Apple’s behalf and an inflection point for further conversations with the ecosystem ... Apple, we’re here and want to help.”

Commenters find that most likely, including Oleg Fomenko, the co-founder of Sweat Economy, which offers the Sweatcoin app and the Sweat Wallet.

“I think you should go back and explain this again. It is likely that they misunderstood gas fees for buying NFTs,” he replied. “We have gone through 28 days of ‘to and fro’ and ultimately it boiled down to us explaining that users can not buy NFTs in Sweat Wallet.”

While in place, however, the ban makes it impossible for people who own crypto and NFTs in their personal Coinbase Wallets on iOS to transfer their NFTs. And it threatens the ability to send NFTs or cryptocurrency in any app on iOS, or to exchange one cryptocurrency for another, as least when gas fees apply. It also makes it challenging for companies to innovate in the space when the brakes on invention are held up by people analyzing their apps for opportunities for Apple to make more money.

In related news, Meta CEO Mark Zuckerberg said this kind of control over the mobile ecosystem not sustainable.

"I do think Apple has sort of singled themselves out as the only company that is trying to control, unilaterally, what apps get on the device, and I don't think that's a sustainable or a good place to be,” Zuckerberg said at The New York Times' Dealbook conference (via Axios).

Apple says they will continue to work with Coinbase to try to explore options.

Thu, 01 Dec 2022 03:14:00 -0600 John Koetsier en text/html
Killexams : Apple mixed-reality headset operating system reportedly now known as ‘xrOS’

Apple Inc.’s long-awaited mixed reality headset is moving closer to fruition, with a report today reporting that its operating system has been given a new name ahead of an expected debut next year.

Apple guru Mark Gurman at Bloomberg, referencing people with knowledge of the matter, claims that the name of the OS that will power the headset has been changed from “realityOS” to “xrOS.” The “XR” stands for extended reality, a term encompassing both augmented and virtual reality, or what others have referred to as mixed reality.

Features of the OS are said to include new versions of core apps such as Messages and Maps. xrOS will also offer a software development kit allowing third parties to create their own apps and games.

Gurman also refers to latest Apple job listings that suggest that Apple is looking to create its own 3D-based “mixed-reality world,” which is somewhat surprising as Apple Chief Executive Officer Tim Cook has previously stated that he doesn’t like the “metaverse.” The metaverse refers to virtual reality platforms where people can interact, work, shop and play games.

Other features expected with the headset include virtual collaboration tools and a VR version of FaceTime that will rival Meta Platforms Inc.’s Horizon Workrooms.

Reports of a possible Apple headset date back to at least 2015, with the headset described in a report in May as struggling because of internal politics. The operating system name change is somewhat surprising as it was reported in August that an Apple subsidiary had trademarked the word “Reality,” along with “Reality One,” “Reality Pro” and “Reality Processor” in the U.S., the EU, the U.K., Canada, Australia, New Zealand, Saudi Arabia, Costa Rica and Uruguay.

The headset itself may still end up being called Reality or a variation on the theme, but typically Apple devices have part of their names in their OS names, such as iOS, tvOS, macOS and watchOS.

Although “next year” is when the headset may debut, reports had also previously suggested that it would debut this year. As of August, the speculated debut date by Apple analyst Ming-Chi Kuo is January, with models retailing for somewhere around the $2,000 to $2,500 range.

Photo: Pixabay

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Thu, 01 Dec 2022 10:45:00 -0600 en-US text/html
Killexams : Apple’s mixed-reality headset could be powered by ‘xrOS’

If you were looking forward to Craig Federighi walking up on stage at WWDC 2023 and introducing realityOS, you may be in for a disappointing moment.

As reported by Bloomberg, the company could introduce its long-rumored mixed-reality headset as soon as next year, but it has apparently changed the name of the operating system that will power it. According to Mark Gurman, Apple has replaced realityOS with…xrOS.

The company plans to introduce the headset as early as next year, along with a dedicated operating system and app store for third-party software, according to people with knowledge of the matter. Internally, the company recently changed the name of the operating system to “xrOS” from “realityOS,” said the people, who asked not to be identified because the project is still under wraps.

According to the report, the mixed-reality headset will take apps like Messages and Maps, which are featured across most of Apple’s other products, and create new experiences in mixed-reality for users to enjoy.

The mixed-reality operating system will offer new versions of core apps — like Messages and Maps — and will work with a software development kit that third parties can use to create their own apps and games, Bloomberg News has reported. The headset and its accompanying operating system and apps are developed within what the company calls its Technology Development Group, or TDG, a secretive unit led by executive Mike Rockwell. The operating system has been overseen by Geoff Stahl, a senior engineering manager and nearly 24-year Apple veteran who has led work on gaming and graphics software.

The headset could even feature a VR version of FaceTime, taking on similar experiences to Meta’s Workrooms app that lets users attend a virtual meeting together.

Recent job listings revealed that Apple is looking to create its own 3D-based “mixed-reality world.” People with knowledge of the company’s plans have said the device will offer virtual collaboration tools and a VR version of FaceTime, rivaling services like Zoom and Meta’s Horizon Workrooms. Apple recently enlisted the head of engineering for its iWork productivity apps, Notes app and Apple News to work on the headset.

Meta recently launched the Meta Quest Pro to lukewarm reviews. While the hardware was impressive, the experience seemingly fell apart when it came to the software. With Apple potentially only months away from launching its own headset, which could cost as high as $3000, Meta is surely trying to get in the game as much as possible before the bigger tech giant unveils its headset to the world.

Wed, 30 Nov 2022 10:00:00 -0600 en-US text/html Killexams : Holiday tech deals live blog: The best deals you can still get on Apple, Samsung, TVs, PS5 restocks, computers, tablets and more
Apple/Samsung/Google/CBS Essentials

The holiday season is here, which means it's time to finish up your Hanukkah and Christmas shopping. Fortunately, there are plenty of deals available on the season's hottest tech at Amazon, Walmart, Best Buy, Samsung, Target, Kohl's and more. Don't wait until the last minute this year: The best and most-crave worthy gadgets from Apple, Samsung, Amazon, JBL, Razer, Eero and other top brands are on sale now.

To help you keep track of all the best deals, we've started this Ultimate Holiday Tech Deals Live Blog. It's your one-stop source for all the best deals, whether you're looking for a new pair of Apple AirPods Pro 2 for someone's stocking or a new Lenovo tablet to put under the Christmas tree.

Take a look at our curated selection of deals below, or use the links to hop directly to each retailer's tech deals.

Thu, 08 Dec 2022 01:58:00 -0600 en-US text/html
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