With their eyes on consumer markets, designers of augmented and virtual reality technologies work to resolve long-standing challenges with freeform optics and precompetitive research.
FAROOQ AHMED, CONTRIBUTING EDITOR
The promise of commercial augmen-ted and virtual reality (AR/VR) technologies seems always to be just around the corner. Nearly three decades have passed since the Sega Corporation announced its Sega VR gaming headset, which was one of the first of its kind. But the Japanese company could not produce it in volume for home use.
North Inc.’s Focals glasses allow wearers to discreetly view notifications from their smartphones. Courtesy of North Inc.
Despite enthusiasm for such
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