The measuring tape might sound basic but when I'm looking back at how often I could've used that app...
Call it what you will. That Mine Craft vid is an easy precursor to that sort of experiential future tech.
My guess is the front facing camera with its face recognition will be key. Imagine turning your face into animated emojis. Or sending FaceTime messages that omit the background and make it look like your head is floating over the screen!This is very interesting, if Apple are allowing developers to use AR kit now and build apps I wonder if they will be giving the iPhone 8 AR features in September.
Agreed, mostly.
AR uses an existing environment and adds features. VR also uses an existing environment, but essentially eliminates all the existing features; the environment only serves for the space.
So, yeah, I'd agree the holodeck is closer to VR than AR. This is essentially what VR looks like when you have the headset on but aren't running the software:
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There's nothing useful in that room for an augmented or mixed reality.
The tape measure (if it's accurate) is a good sign of the direction of AR apps.
I just hope AR kit doesn't herald a plethora of cheap 99 cent apps with farting characters.
I would rather use a DSLR camera, an in-car GPS navigation system, a DAT playback machine with studio quality headphones, a flashlight, a portable gaming device, a full calendar, a notebook, a calculator, and a real tape measure.I'd rather just use a tape measure.
Well, to be fair, and cool as this is, it's not innovation is it? Other people have been doing this for ages.
The tape measure looks to be off by only ¼" over 48". Wow!
Not accurate enough for fine detail work, but this is an incredible demonstration of what is possible. I would use something like this every day, even at its current accuracy.
Are you in the forest and you want to know how wide the river is, pull out your phone and measure it. Walking down the street and want to know how tall that skyscraper is? Pull out your phone and measure it!
Really cool. This could be the start of something huge.
With an accuracy of 2/8" at 48" you're better off using a traditional tape measure or a $70 laser with 1/16" accuracy (4x better) and even higher end lasers with 1/25" accuracy (6.25x better).
VR is a superior experience for Minecraft vs the distraction of overlaying a virtual world over the real world but Apple need to upgrade the displays with OLED and higher resolution to upgrade from lower class AR to higher class VR.
https://minecraft.net/en-us/vr/
No, they really don't.
They make some decent API's for things that they choose to let you have. But where's your NFC API on the iPhone?
Where's their DirectX competitors on MacOS?
The holodeck is all encompassing, it's not overlayed on the real world, it replaces it. We've got tech that's starting us in the that direction (in a very limited way right now), it's called VR. You should look into it, it's amazing.
https://developer.apple.com/documentation/corenfc
(New in iOS 11, so you kind of picked a bad time for that example.)
Um. Metal? GameKit?
Not sure what your point is here. That macOS isn't as big a gaming platform as Windows? Yes, we know. Apple knows. They kind of aren't focusing on that market segment.
VR is still pretty far away from letting you walk around much, or interact with real-world objects.
Google Earth on an HTC Vive is very neat, mind you. But the Holodeck is quite a leap from that.
the point is that Apple's API's are not "Best in business" or "best in the world" like the poster I was replying to
on some of them, their API's are not competitive, or purposely locked down.
They're getting better in iOS11 and MacOS, but the jury is still out for example if their API's to compete with DX for example is able to keep up.
That's fair. I would avoid using superlatives like that.
Right. If you want something to be as open as possible, Apple isn't gonna be the right vendor for you.
I don't think competing with DirectX is ever gonna be a high priority for them. Nor do I think it should be. There's other low-hanging fruits to pick.
It's bigger than that. It looks like they're giving every phone that runs iOS 11 AR features.
I'm curious if you need to fix or assign a specific dimension to the space at first. I mean how does the camera know the scale of anything to begin without a reference point?
If you are measuring it, in most cases you're going to have to reach it at some point.imagine a space that is hard to reach. This is pretty incredible.
I don't. But when I need to measure something, I do.It's great that you carry a tape measure with you at all times, but not everyone does. Or come to think of it, a level, compass, flashlight, still camera, movie camera, music player, recorder, GPS, etc.
I don't. But when I need to measure something, I do.
I would rather use a DSLR camera, an in-car GPS navigation system, a DAT playback machine with studio quality headphones, a flashlight, a portable gaming device, a full calendar, a notebook, a calculator, and a real tape measure.
Much easier to carry all that crap than just a pocket supercomputer with all-day battery life that's smaller in volume than a deck of cards.
When I need to take a good oneRight. And when you need to take a photo, you take a DSLR with you. Every time.
When I need to take a good one![]()
Apple seems more interested in AR and it's clear to see why. VR, at the moment, is appealing to geeks and gamers.
Although AR is a subset of VR
Cook cam only tout AR since current Apple devices are not VR ready until they get OLED, higher resolution and high refresh rate. For example, if you look at Oculus Rift and HTC Vive VR headsets they both are OLED with high 2160x1200 resolution (1080x1200 per eye) at 90Hz.
VR is not just for gaming. It's been huge in education which is why Apple is playing catch up.
https://vr.google.com/
Although AR is a subset of VR, Cook cam only tout AR since current Apple devices are not VR ready until they get OLED, higher resolution and high refresh rate. For example, if you look at Oculus Rift and HTC Vive VR headsets they both are OLED with high 2160x1200 resolution (1080x1200 per eye) at 90Hz.