Virtual and augmented reality: even Apple comes into play

Virtual and augmented reality: even Apple comes into play

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Apple Faceshift cover

MetaioFacebook, Alphabet (the renaming of the holding company that controls Google), Sony, Microsoft: all’elenco dei giganti mondiali del web e dell’elettronica da consumo the list of global giants of the web and to consumer electronics that have started betting on virtual reality or augmented reality so far lacked a name, that of Apple.

Apple had so far made only a first, timid step having bought last May Metaio, a German company founded in 2003 as a spin off of a  Volkswagen”s project known to produce software that combines images from the real world with graphic elements added digitally, usually to produce videos for companies around the world (for exemples Ikea, which uses them to create virtual showrooms, rather than Ferrari, which uses them to provide virtual guide test tours of its cars to potential buyers).

A further indication that in Cupertino want to get serious seems to have been the hiring of Nick Thompson, one of the leading audio engineers who followed the Hololens project for Microsoft, hiring that Piper Jaffray analysts commented: “Based on recent acquisitions of augmented reality companies, hiring of a key Microsoft Hololens employee, and conversations with industry contacts within the virtual and augmented reality spaces, we believe Apple has a team exploring the AR space”. This was confirmed in recent days: Apple bought even Faceshift, a Swiss startup svizzera that deals with “motion capture” (i.e. how to record human movements and then apply them to avatars in virtual reality).

FaceshiftIt was Faceshift, for examples, that made the avatars in Star Wars – The Force Awakens, using RealSense technology developed by Intel to give life to the faces of the virtual characters animated by a mimic almost identical to the human. But what Apple uses in practice of Faceshift?

First of all avoid getting further behind its competitors, and could improve the quality of its gaming platform or improve security in accessing its digital devices. More generally, many years later from exhaustion media hype around virtual worlds like Second Life, it now seems clear that the technology is mature (and perhaps the market), to witness a new explosion of software and hardware and virtual  augmented reality platforms.

This time without any claim to be analternative” life to the real one, but offer features and services that integrate and improve the real life in a variety of aspects, from recreational to professional, from artsy to education. If the virtual reality and augmented reality you are curious and want to know what will be the further news, you just have to follow, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on, on and also on Youtube).

Lukemary Slade
Lukemary Slade was "born" in Second Life on March 8, 2007 and since then is the editor in chief of, always ready to talk about virtual reality and augmented reality.


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