As Meta unveils its Orion smart glasses and Snap releases its latest Spectacles, the augmented reality landscape is poised for a transformative leap. These developments not only advance the technical frontiers with innovations such as silicon carbide lenses and sophisticated waveguide technologies but also challenge us to rethink the integration of augmented reality in daily life. My work with Reality Labo intersects these advancements, offering critical insights into how AR can enhance educational and spatial acuity while navigating the ethical terrain of biometric data collection and privacy concerns in this rapidly evolving ‘phone on the face’ era.
The article explores the latest AR developments from Meta and Snap, discussing how their innovations might impact the future of wearable technology. It also highlights how my own initative, Reality Labo’s projects integrate these advancements to redefine educational experiences. Get ready to ‘see’ the future through a new lens as we examine the potential of augmented reality in reshaping our world and our classrooms.
The Evolution of AR Glasses: A Technical Leap Forward
The integration of waveguide technology into Meta’s Orion AR glasses represents a significant technological leap, particularly in the materials used for the lenses and the method for expanding the field of view (FoV). Traditionally, AR glasses have utilized glass lenses to project digital images. However, Orion has shifted to using silicon carbide for its lenses—a decision that is not just a material change but a strategic enhancement for augmented reality applications. Silicon carbide offers several advantages over traditional glass. It is known for its durability and resistance to environmental damage, which is critical for wearable technology that must withstand daily use. More importantly, silicon carbide has superior optical properties that significantly improve the efficiency and clarity of light transmission through the lenses. These properties are crucial in AR applications where clarity and minimal distortion are paramount. The choice of material directly contributes to the increased field of view in the Orion glasses. A broader FoV is essential in AR as it provides a more immersive and natural experience. Users can see augmented content without the tunnel vision effect that plagues many early AR systems. This improvement in FoV can make AR technologies more practical and appealing for everyday use, from navigation and gaming to complex training simulations. Moreover, the use of waveguides in these AR glasses is a sophisticated approach to managing light paths. By designing waveguides specifically for the propagation of light, Meta can more effectively control how light travels from the display source to the user’s eyes. This control is vital for maintaining image quality and alignment with the real world, which is a common challenge in AR development. The waveguide ensures that light is not only directed in a focused beam but also shaped and modulated to align with the user’s viewing angle, enhancing the overall visual experience and making the technology more adaptable to various applications.
These advancements in materials and waveguide design are pivotal not just for enhancing user experience but also for pushing the AR industry towards more sophisticated and user-friendly products. As we continue to explore the potential of augmented reality, the evolution of these technologies will play a crucial role in determining the viability and success of AR as a mainstream technology.
Comparing Tech Giants: Meta and Snap’s AR Ventures
In the burgeoning era of AR technology, both Meta’s Orion and Snap’s Spectacles have made waves with their innovative approaches, yet neither is ready for the mainstream consumer market. The reasons extend beyond the high costs of production often cited. Meta, with its sophisticated Orion glasses, and Snap, through its developer-focused Spectacles, face similar hurdles that underscore deeper challenges in AR technology deployment.
Firstly, both Meta and Snap are navigating the intricate balance between technological innovation and public acceptance. Issues such as continuous biometric data collection through eye and head tracking and always-on cameras present significant privacy concerns. Additionally, the capabilities of these devices extend into areas traditionally reserved for medical devices, which introduces a host of regulatory challenges. For instance, Meta’s Ray-Bans have encountered legal obstacles in Japan due to their medical device-like functionalities—a fact not widely publicized by Meta. Snap’s Spectacles, although distinct in their application, share these challenges. The Spectacles are self-contained AR glasses that project Snapchat’s visual effects into the real world. Despite their appeal, they are not intended for everyday use by consumers but rather serve as a tool for developers at a subscription cost. These glasses feature twin Qualcomm processors and use ELOS projector technology with waveguides to create 3D effects visible through rainbow-colored patches on the lenses. However, they only offer about 45 minutes of battery life, demonstrating the significant compromises still inherent in AR technology.
I have been discussing the impending ‘phone on the face’ era for over 15 years, predicting the shift towards technology that not only enhances our interaction with the world but also poses profound questions about privacy and data security. As seen in my 2020 video, “Facebook’s Fight in the ‘phone-on-the-face’ Race,” the strategic moves by companies like Facebook (now Meta) highlight the significant financial and ethical stakes involved in dominating this space. The integration of AR into daily life represents not just a technological shift but a paradigm shift in how we manage and mitigate the implications of such pervasive technology.
Meta and Snap’s current offerings, while technologically advanced, underscore a crucial phase of experimentation and public vetting. The lessons learned here will shape future developments, potentially easing the integration of AR into everyday life. As someone who has long advocated for cautious optimism in the adoption of such technologies, it is clear that while the path forward is technologically feasible, it is paved with ethical and regulatory challenges that must be carefully navigated. The conversation about these technologies needs to be ongoing and transparent, ensuring they enhance our lives without compromising our values or safety.
Reality Labo: Pioneering the “Phone on the Face” Era
Linking back to my own work with Reality Labo, initiated in 2013, we’ve been at the forefront of creating AR environments that allow for interactive and educational experiences with digital and real-world integration. Our project demonstrates the use of augmented reality to explore and manipulate “impossible objects,” showcasing the educational potential of AR in enhancing spatial acuity and design skills. This work positions Reality Labo perfectly in this evolving landscape of “phone on the face” technologies, where the blend of digital and physical realms opens new avenues for learning and interaction.
The Future Path: Embracing Challenges and Opportunities in AR
Our Reality Labo project represents a pioneering foray into the integration of augmented reality with real-world interactions, manifesting what I’ve termed the “phone on the face” era. Through a blend of digital and physical realms, Reality Labo has opened new avenues for learning and interaction, particularly evident in our early projects like the citywide AR rallies in Fukuchiyama, Japan.
In 2017, we launched “ARientation,” an augmented reality scavenger hunt designed to introduce university freshmen to their new city while learning about its historical and cultural sites. This project utilized an early version of Reality Labo to create a dynamic, interactive experience that combined the thrill of a game with the educational benefits of a structured learning environment. Participants, armed with smartphones and the Blippar app, visited various locations around Fukuchiyama, engaging with AR content that challenged them in both fun and educational ways.
At the Fukuchiyama Castle, students engaged in a vocabulary quiz using AR technology to enhance language learning through contextual clues embedded in the environment. This not only helped them learn new words but also connected them to the historical context of their surroundings. Similarly, at the Fukuchiyama Flood Control Museum, we designed an activity that allowed students to explore the museum while interacting with AR clues that taught them about the city’s flood control methods. This approach turned a standard museum tour into an engaging, interactive learning experience that emphasized problem-solving and teamwork.
These early implementations of AR in educational settings showcased the potential of augmented reality to transform traditional learning paradigms. By combining physical exploration with digital information, students experienced a more immersive form of learning that was both effective and memorable.
Building on these foundations, Reality Labo has been utilized in more advanced projects, such as interactive booths at TEDxKyoto and the “Before I Graduate” project inspired by a TED Talk. This project used augmented reality to create a community art space where students could post their aspirations and goals. Using Reality Labo, these messages were augmented with digital content that viewers could interact with, creating a dynamic space where personal goals became a shared community experience.
Currently, Reality Labo is a cornerstone technology in our immersive learning lab, the Future Hub at Kyoto University of Foreign Studies. Here, we continue to explore and expand the capabilities of AR in education through various projects, including simulations like Model United Nations in virtual environments that replicate real-world settings such as the UN Security Council chamber. This digital twin technology not only enhances the realism of simulations but also allows for a hybrid experience where participants can engage both physically and virtually, catering to a diverse range of learning styles and accessibility needs.
These ongoing experiments at the Future Hub illustrate the evolving nature of AR technology in educational contexts. By continually integrating new digital tools and methodologies, we aim to create learning environments that are not only innovative but also deeply engaging, providing students with unique opportunities to explore and learn in ways that were once unimaginable. As we advance, Reality Labo remains at the forefront of this educational revolution, embodying the essence of what it means to bring the phone to the face—not just for communication, but for a comprehensive, immersive learning experience.
Conclusion: Leading the Charge in Responsible AR Development
The advancements in AR technology, as demonstrated by Meta’s Orion and my initiatives with Reality Labo, highlight the enormous potential of this technology to transform how we interact with the world around us. However, as we push the boundaries of what’s possible, we must also ensure that we’re addressing the ethical implications and regulatory challenges that come with such innovations. By fostering a responsible approach to AR development, we can ensure that these technologies enhance our lives without compromising our values or safety.
About the Author
Eric Hawkinson
Learning Futurist
erichawkinson.com
Eric Hawkinson is a Learning Futurist at Kyoto University of Foreign Studies, where he focuses on the integration of technology into education. Specializing in the creation of immersive learning environments, Eric employs augmented and virtual reality to enhance learning outcomes. He is an advocate for digital literacy and privacy, promoting open access to information and ethical technology practices. Outside his academic role, Eric is engaged in public outreach and professional development. He has established immersive learning labs, designed online courses, and advised on technology strategies across various sectors. His professional designations include Adobe Education Leader, Google for Education Certified Innovator, and Microsoft Innovative Expert. Eric’s notable projects, such as AR experiences for TEDxKyoto and WebVR for Model United Nations, reflect his commitment to using advanced technologies for global education and collaboration. Eric is dedicated to exploring the challenges and opportunities presented by emerging technologies, contributing significantly to the evolution of educational practices.
Roles
Professor – Kyoto University of Foreign Studies
Research Coordinator – MAVR Research Group
Founder – Together Learning
Developer – Reality Labo
Community Leader – Team Teachers
Co-Chair – World Immersive Learning Labs