AR/VR headsets will soon be able to run on a 5G

ARVR headsets will soon be able to run on a 5G

AR/VR headsets will soon be able to run on a 5G

Stay with jbq in the article AR/VR headsets will soon be able to run on a 5G.

Although today’s AR/VR headsets are smaller than their predecessors, they are still huge.

Motorola and Verizon, on the other hand, have come up with an intriguing solution to the issue.

The two businesses have announced a 5G neckband that can power an AR/VR headset or glasses.

There appears to be an iPod-like device hanging around the neck of the wearer.

Like a St Bernard dog’s alcohol barrel, this one is pretty large but not as big as a St Bernard dog.

Since a CPU and other components wouldn’t have to be included inside the headset, designers of headsets could make them smaller and lighter.

How the 5G neckband works?

Internal components of this 5G neckband include a cutting-edge Snapdragon 8 Gen 1 CPU to enable AR and VR devices.

 

In addition to the 5G connectivity, it also has the ability to delegate XR processing to other devices (e.g., cloud services).

 

According to Engadget, there is also a gyroscope and an accelerometer, as well as USB-C and DisplayPort 1.4 connectivity on the laptop.

 

Both firms claim that they are working on AR and VR applications and will reveal more information in the coming months, but there is no indication of a commercial release.

 

Motorola’s unnamed 5G neckband is envisioned as the brains and muscles of a future VR or AR headgear that connects to it through Bluetooth.

 

The headset may be made lighter and more comfortable to wear by removing components such as a strong processor and a large battery.

 

One possible approach is to use a neckband with Lenovo’s ThinkReality A3 smart glasses instead of computers to make them more portable, as has been done with smartphone-powered AR and VR headsets.

Some of the features of Motorola and Verizon 5G neckband

Verizon and Motorola’s aim is that the new hands-free XR 5G neckband would make AR/VR experiences more portable and scalable.

When used in conjunction with Verizon’s 5G Ultra Wideband network and the mobile edge computing platform, Motorola’s wearable device delivers high bandwidth and ultra-low latency connection and power to AR glasses and VR goggles.

Motorola’s lightweight, plug-and-play gadget. Qualcomm’s Snapdragon 8 Gen 1 mobile platform powers the neckband.

According to Motorola, the FCC recently cleared the product.

Last year, a new internal group called Motorola 312 Labs R&D was formed to work on the project.

A Verizon VP of Device Technology, Brian Mecum, stated that Using the Verizon 5G Ultra Wideband network and mobile edge computing platform, Motorola can deploy immersive technologies in numerous industries, such as sports training and fan experiences the scaling up of VR theaters.

Motorola and Verizon 5G neckband

 

Motorola’s wearable neckband and light-weight AR smart glasses.

 

In order to transmit material and show it on surrounding screens, it makes use of Verizon’s 5G network and MEC technology.

 

If you ask a Motorola representative, the 5G neckband can be utilized as a device to send data to the edge for processing.

 

The company sees benefits in various fields, including entertainment, education, product creation, manufacturing, warehousing, marketing, service, and retail.

 

This includes all of these areas and many more.

 

By allowing users to show material on more immersive screens around them, Motorola’s new neckband “redefines the function of the smartphone” As for when the technology will be accessible commercially, Motorola said it is working with Verizon to test the device and obtain customer input.

 

According to a spokeswoman, the neckband is optimized for Lenovo’s ThinkReality A3 smart glasses, although it may be used with other AR/VR devices.

XR

Qualcomm has also prioritized XR, as seen by the opening last week of new XR laboratories in Europe.

The chipmaker said it expects to expand them in the future and that they will initially be spread out throughout six cities.

According to Hugo Swart, the head of XR at Qualcomm’s Snapdragon Summit in December, XR is ideal for mobile edge computing since it splits where processing needs to occur.

Qualcomm’s Snapdragon Spaces, a software framework to allow AR glasses as companions to smartphones and enable developers to build 3D applications, will have Lenovo and Motorola as early partners in 2022.

Most recently, Motorola smartphones and ThinkReality A3 smart glasses powered by augmented reality solutions for businesses teamed together.

T-Mobile and AR

T-Mobile and AR

Several players are striving to provide experiences like the 5G neckband that aren’t slowed down by large equipment or the need to be tethered to a computer system.

 

Arizona State University has recently expanded its cooperation with Verizon to include a focus on untethered VR experiences that utilize edge computing, the cloud, and 5G in higher education settings.

 

Additionally, T-Mobile said in November that it would be the official North American 5G launch partner for Qualcomm’s Snapdragon Spaces XR development platform, allowing it to get in on the AR fun.

 

Operators are working with entrepreneurs and developers on immersive 5G experiences for AR glasses starting this spring, with industries such as gaming and entertainment in mind, through the operator’s Accelerator program.

The Future of the 5G neckband

In theory, it makes sense to shift some of the strain from your neck and shoulders when you’re immersed in virtual reality.

Another company has experimented with constructing belts or fanny packs to hold bulkier computing components.

Moto says to “keep tuned for additional details” on the 5G neckband, but it’s evident that it’s only in its early phases.

At the very least, we have to see a working prototype in person before we can decide whether or not this technology is possible. I

t is at least an indication that certain VR and AR headset manufacturers are aware of some of the challenges they face and are working on solutions at this point.

The gear we require to access the metaverse may make us all look silly if it doesn’t improve appearance over the next few iterations.

Also, the company has not released any info on the price of this neckbank, but some sources believe that it will not be as expensive as its competitors. 

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