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Meta Quest Pro
The Meta Quest Pro is a mixed reality (MR) headset developed by Reality Labs, a division of Meta Platforms (formerly Facebook, Inc.). Unveiled on October 11, 2022, it is a high-end headset designed for mixed reality and virtual reality applications, targeting business and enthusiast users. It is differentiated from the Quest 2 by a thinner form factor leveraging pancake lenses, high resolution cameras for MR, integrated face and eye tracking, and updated controllers with on-board motion tracking. The Quest Pro received mixed reviews, with critics praising its display and controllers, but criticizing its mixed reality cameras for having a grainy appearance and limited usefulness in its software at launch, and for its high price. Development Prior to Facebook Connect in October 2021 (during which Facebook, Inc. announced its rebranding as "Meta" to emphasize its development of "metaverse"-related technologies), CEO Mark Zuckerberg and CTO Andrew Bosworth posted photos of t ...
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Reality Labs
Reality Labs is a business of Meta Platforms (formerly Facebook Inc.) that produces virtual reality (VR) and augmented reality (AR) hardware and software, including virtual reality headsets such as Quest, and online platforms such as Horizon Worlds. Reality Labs is the corporate successor to Oculus, a company that was founded in 2012 by Palmer Luckey, Brendan Iribe, Michael Antonov and Nate Mitchell to develop a VR headset for video gaming known as the Oculus Rift. Before the acquisition, Oculus raised over $2.4 million for the project via a crowdfunding campaign on Kickstarter—nearly ten times the original goal of $250,000. Oculus was acquired by Facebook in March 2014. The company partnered with Samsung Electronics to release the Gear VR accessory for Samsung Galaxy smartphones in 2015. In March 2016, Oculus released the first consumer version of the Rift headset. In 2017, the company released a standalone mobile headset known as Oculus Go, produced by Xiaomi. In 2019, i ...
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Andrew Bosworth
Andrew "Boz" Bosworth is an American business executive who has been Chief Technology Officer of Meta since 2022. After graduating from Harvard University in 2004, he worked as a developer on Microsoft Visio for almost two years, then joined Mark Zuckerberg at Facebook in January 2006, where he helped create News Feed. Early life and education Bosworth was born and raised in Santa Clara County, California. He grew up on a farm in Saratoga and was involved in agricultural endeavors with nonprofit 4-H as a child. Bosworth attended Harvard University and met Mark Zuckerberg while working as a teaching assistant in an artificial intelligence class. Bosworth graduated from Harvard University in 2004. Career Bosworth began his career working for Microsoft as a developer on Microsoft Visio. In 2006, Bosworth received a call from a recruiter looking for a candidate with a background in artificial intelligence. From this, he joined as one of the first 15 engineers at Facebook. In ...
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Face Tracking
Facial motion capture is the process of electronically converting the movements of a person's face into a digital database using cameras or laser scanners. This database may then be used to produce computer graphics (CG), computer animation for movies, games, or real-time avatars. Because the motion of CG characters is derived from the movements of real people, it results in a more realistic and nuanced computer character animation than if the animation were created manually. A facial motion capture database describes the coordinates or relative positions of reference points on the actor's face. The capture may be in two dimensions, in which case the capture process is sometimes called "expression tracking", or in three dimensions. Two-dimensional capture can be achieved using a single camera and capture software. This produces less sophisticated tracking, and is unable to fully capture three-dimensional motions such as head rotation. Three-dimensional capture is accomplished using ...
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Eye Tracking
Eye tracking is the process of measuring either the point of gaze (where one is looking) or the motion of an eye relative to the head. An eye tracker is a device for measuring eye positions and eye movement. Eye trackers are used in research on the visual system, in psychology, in psycholinguistics, marketing, as an input device for human-computer interaction, and in product design. Eye trackers are also being increasingly used for rehabilitative and assistive applications (related,for instance, to control of wheel chairs, robotic arms and prostheses). There are a number of methods for measuring eye movement. The most popular variant uses video images from which the eye position is extracted. Other methods use search coils or are based on the electrooculogram. History In the 1800s, studies of eye movement were made using direct observations. For example, Louis Émile Javal observed in 1879 that reading does not involve a smooth sweeping of the eyes along the text, as ...
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Gamut
In color reproduction, including computer graphics and photography, the gamut, or color gamut , is a certain ''complete subset'' of colors. The most common usage refers to the subset of colors which can be accurately represented in a given circumstance, such as within a given color space or by a certain output device. Another sense, less frequently used but still correct, refers to the complete set of colors found within an image at a given time. In this context, digitizing a photograph, converting a digitized image to a different color space, or outputting it to a given medium using a certain output device generally alters its gamut, in the sense that some of the colors in the original are lost in the process. Introduction The term ''gamut'' was adopted from the field of music, where in middle age Latin "gamut" meant the entire range of musical notes of which musical melodies are composed; Shakespeare's use of the term in ''The Taming of the Shrew'' is sometimes attributed to ...
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Quantum Dot Display
A quantum dot display is a display device that uses quantum dots (QD), semiconductor nanocrystals which can produce pure monochromatic red, green, and blue light. ''Photo-emissive'' quantum dot particles are used in LCD backlights and/or display color filters. Quantum dots are excited by the blue light from the display panel to emit pure basic colors, which reduces light losses and color crosstalk in color filters, improving display brightness and color gamut. Light travels through QD layer film and traditional RGB filters made from color pigments, or through QD filters with red/green QD color converters and blue passthrough. Although the QD color filter technology is primarily used in LED-backlit LCDs, it is applicable to other display technologies which use color filters, such as blue/UV AMOLED/ QNED/MicroLED display panels. LED-backlit LCDs are the main application of photo-emissive quantum dots, though blue OLED panels with QD color filters are being researched. ''Electro-e ...
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Interpupillary Distance
Pupillary distance (PD) or interpupillary distance (IPD) is the distance measured in millimeters between the centers of the pupils of the eyes. This measurement is different from person to person and also depends on whether they are looking at near objects or far away. Monocular PD refers to the distance between each eye and the bridge of the nose which may be slightly different for each eye due to anatomical variations. For people who need to wear prescription glasses consideration of monocular PD measurement by an optician helps to ensure that the lenses will be located in the optimum position. Whilst PD is an optometric term used to specify prescription eyewear, IPD is more critical for the design of binocular viewing systems, where both eye pupils need to be positioned within the exit pupils of the viewing system. These viewing systems include binocular microscopes, night vision devices or goggles (NVGs), and head-mounted displays (HMDs). IPD data are used in the design of such ...
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Peripheral Vision
Peripheral vision, or ''indirect vision'', is vision as it occurs outside the point of fixation, i.e. away from the center of gaze or, when viewed at large angles, in (or out of) the "corner of one's eye". The vast majority of the area in the visual field is included in the notion of peripheral vision. "Far peripheral" vision refers to the area at the edges of the visual field, "mid-peripheral" vision refers to medium eccentricities, and "near-peripheral", sometimes referred to as "para-central" vision, exists adjacent to the center of gaze. Boundaries Inner boundaries The inner boundaries of peripheral vision can be defined in any of several ways depending on the context. In everyday language the term "peripheral vision" is often used to refer to what in technical usage would be called "far peripheral vision." This is vision outside of the range of stereoscopic vision. It can be conceived as bounded at the center by a circle 60° in radius or 120° in diameter, centered arou ...
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Visor
A visor (also spelled vizor) is a surface that protects the eyes, such as shading them from the sun or other bright light or protecting them from objects. Nowadays many visors are transparent, but before strong transparent substances such as polycarbonate were invented, visors were opaque like a mask * The part of a helmet in a suit of armor that protects the eyes. *A type of headgear consisting only of a visor and a band as a way to fasten it around the head. *Any such vertical surface on any hat or helmet. *Any such horizontal surface on any hat or helmet (called a ''peak'' in British English). *A device in an automobile that the driver or front passenger can lower over part of the windshield to block the sun (sun visor). Modern era Some modern devices called visors are similar, for example: *Visor (ice hockey) Types of modern transparent visors include: *The transparent or semi-transparent front part of a motorcycle crash helmet or police riotsquad helmets **Safety f ...
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Microsoft HoloLens
Microsoft HoloLens is an augmented reality (AR)/ mixed reality (MR) headset developed and manufactured by Microsoft. HoloLens runs the Windows Mixed Reality platform under the Windows 10 operating system. Some of the positional tracking technology used in HoloLens can trace its lineage to the Microsoft Kinect, an accessory for Microsoft's Xbox game console that was introduced in 2010. The pre-production version of HoloLens, the Development Edition, shipped on March 30, 2016, and is targeted to developers in the United States and Canada for a list price of $3000 which allowed hobbyist, professionals, and corporations to participate in the pre-production version of HoloLens. Samsung and Asus have extended an offer to Microsoft to help produce their own mixed-reality products, in collaboration with Microsoft, based around the concept and hardware on HoloLens. On October 12, 2016, Microsoft announced global expansion of HoloLens and publicized that HoloLens would be available for ...
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AR Headset
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory Modality (human–computer interaction), modalities, including visual, Hearing, auditory, haptic perception, haptic, Somatosensory system, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment). This experience is seamlessly interwoven with the physical world such that it is perceived as an immersion (virtual reality), immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world e ...
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Prosumer
A prosumer is an individual who both consumes and produces. The term is a portmanteau of the words '' producer'' and ''consumer''. Research has identified six types of prosumers: DIY prosumers, self-service prosumers, customizing prosumers, collaborative prosumers, monetised prosumers, and economic prosumers. The terms ''prosumer'' and ''prosumption'' were coined in 1980 by American futurist Alvin Toffler, and were widely used by many technology writers of the time. Technological breakthrough and a rise in user participation blurs the line between production and consumption activities, with the consumer becoming a prosumer. Definitions and contexts Prosumers have been defined as "individuals who consume and produce value, either for self-consumption or consumption by others, and can receive implicit or explicit incentives from organizations involved in the exchange." The term has since come to refer to a person using commons-based peer production. In the digital and online wo ...
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