A Report from the IMMERSIVE X Conference, Nov. 12th and 13th, 2025

Because of my workload, I was only able to attend one session of the IMMERSIVE X metaverse conference on Wednesday, November 12th:

  • Conversational AI in Healthcare (held in Foretell Reality, which was a new-to-me platform).

However, I more than made up for it on Thursday, November 13th, attending the following five conference sessions:

  • Private, Present & Fully Heard: How Virtual Reality is Reclaiming the Power of Anonymous Peer Support (held in Foretell Reality)
  • Healing Beyond Walls: VR Social Support For Patients At SickKids (held in Foretell Reality)
  • Immersive Learning Beyond the Classroom (held in ENGAGE)
  • AI, WebXR and the Future of the Immersive Web (held in Hubs)
  • Will AR Be The Big Immersive Breakthrough? (held in VRChat)

So I will briefly report on each of these six sessions, one by one.

I accessed the three sessions held in Foretell Reality using the Meta Quest 3 wireless headset at my workplace, and I entered the sessions in ENGAGE and VRChat using my PCVR setup at work, a Vive Pro 2 VR headset tethered to a Windows desktop PC with a fairly decent NVidia gaphics card.

The final session, held in Hubs (formerly Mozilla Hubs), I could have entered via virtual reality, but instead I opted to pay a visit via the flatscreen monitor on my trusty MacBook Pro! By the end of the day, my neck and shoulders were aching, but I did make it through.

Conversational AI in Healthcare

This was not the first time that I had seen artificial intelligence combined with social VR (the first time was a memorable conversation I had with an AI-enhanced toaster in the now-shuttered platform called Tivoli Cloud VR, back in January of 2021), this one had a more practical purpose: to use generative AI to power a diabetes counselor (played by an NPC avatar) who could hold a conversation with a real-life person who has questions after being newly-diagnosed with type II diabetes.

An initial discussion held in an open-air auditorium was followed by a group teleport to a lecture theatre where the embodied AI chatbot (a woman dressed in light blue, centre) held a conversation with a demonstrator (the woman named Ines MTX):

When I asked what generative AI system was being used to drive this demo, I was informed that Foretell Reality actually can use any of Google’s Gemini, OpenAI’s ChatGPT, or Anthropic’s Claude AI to generate responses. As somebody who was actually diagnosed with Type II diabetes during the recent pandemic, and who never had an opportunity to meet with a real-life diabetic coach, I would really have appreciated having something like this available!

Unfortunately, the conference session description was frustratingly short on concrete details: who the speakers were, what company (or companies) they represented (other than Foretell Reality), and who the actual client was. It was also not clear to me if this just a tech demo or an actual system used by real people. And, because I was in my Meta Quest 3 headset, I could not take any written notes as people were speaking. There was a company called MTX involved, as far as I can remember. This is an example of where an inadequate session description hampers my ability to report on the event itself, as impressive as the technology demo was.

Private, Present & Fully Heard: How Virtual Reality is Reclaiming the Power of Anonymous Peer Support

We started off in this open-air amphitheatre at dusk (I think they said it was based on Red Rocks in Colorado)

Unlike the previous day’s session, both sessions I attended in Foretell Reality were sterling examples of how social VR could be used as an effective solution to address real-world problems and issues, and provide tangible benefits.

First up, here’s the conference blurb about the NorthStar project:

In traditional Alcohol & Substance Use Disorder treatment spaces, anonymity is often promised but rarely provided. NorthStar’s groundbreaking VR platform redefines what true
anonymity can look like—and how it unlocks unparalleled honesty, vulnerability, and connection. This session explores how immersive, avatar-based peer support transforms treatment outcomes by allowing patients to show up fully without being seen, while feeling surrounded by a community. We’ll discuss how VR group therapy makes treatment more accessible, more private, and more powerful—meeting people where they are – literally – while protecting who they are.

Unfortunately, the representative from NorthStar was unable to be present at this session, but DJ from Foretell Reality still had plenty to show us, taking us on a sort of field trip through the various settings built by the company to facilitate NorthSatr’s virtual group meetings (based on Alcoholics Anonymous principles), such as an urban park where you could toss a stick and have one of several virtual dogs fetch it back to you:

Foretell Reality’s dog park, where virtual AA meetings are sometimes held

Other locations included a chilly space station, where you could see your breath in front of you in the frosty air, and gravity could be turned off and on at will:

Foretell Reality’s space station

And finally, a newer addition, a competitive shooting game where you were part of team trying to shoot down rubber ducks of various colours! (I’m not sure if this last one was actually used by NorthStar clients, though).

Duck hunting in Foretell Reality

Overall, and especially when combined with the following conference session I describe below, I came away with a very favourable impression of Foretell Reality. You can check out their website here.

Healing Beyond Walls: VR Social Support For Patients At SickKids

Shaindy the avatar presents a video of the real-life Shaindy, explaining the SickKids project

Another Foretell Reality client is Toronto, Ontario’s famous SickKids Hospital,where the conference blurb states:

Join us for a special fireside chat with Shaindy, Clinical Manager [of the] Child Life Program at SickKids Hospital in Canada and DJ Smith, Co-Founder and Chief Creative Officer of Foretell Reality. Together, they will share how virtual reality is transforming the way children facing serious illnesses connect, play, and support one another. Shaindy will discuss her groundbreaking program that allows kids to log in once a week to a virtual world for group sessions. DJ will highlight how Foretell Reality’s platform has powered successful clinical pilots and is now scaling to reach even more children. This conversation will explore the impact on patients and families, the power of hospital collaboration, and the future of immersive technology in pediatric care.  

By “kids,” Shaindy explained that these were actually teenagers (aged 13 to 19) who were in hospital or a hospice, fighting various health-threatening conditions such as cancer. Because of their illnesses, these teenagers often found it difficult to socialize, which is where social VR afforded them an opportunity to interact and have fun virtually. Shaindy explained that they would get groups of six or so patients together, and they would keep it open and freeform so the “kids” could join or leave as they felt able to do so.

Among the many stories told were the delight by one patient who discovered a rubber ducky hiding in one of the virtual environment, which led to a quest to hide ducks (and pigs!) in as many environments as possible, for others to find. DJ helpfully rezzed one such duck for show-and-tell (also a pig, but I didn’t take a picture of that!). I apologize for the lopsided aspect of some of these screenshots; determining the right balance of your head in a VR headset when taking screenshots is a bit of a black art, at which I usually fail miserably!!

Behold, a rubber duck! (Apologies for the awkward angle of this shot.)

The presentation ended with a group teleport to a meditation centre, where Saindy led us through a box breathing exercise, helped along by the in-world painting tools installed by Foretell Reality!

We ended with a box breathing exercise in a meditation temple, assisted by a little art therapy. (Again, apologies for the sideways tilt!)

This was one of the most heartwarming conference sessions I have ever attended, and I wish this project every success as they hope to expand this service to more hospitals in future!

Immersive Learning Beyond the Classroom

This session had a capacity crowd of avatars present, and was held in ENGAGE (in fact, there were so many avatars that my experience began to degrade to the point where I eventually had to bail out of my Vive Pro 2 VR headset or risk nausea!). Because of that, I missed about the final third of the talk. Here’s the blurb:

How can immersive environments transform teaching, learning, and cross-cultural connection? This panel brings together diverse perspectives from the fields of education and innovation.
Chris Madsen empowers organizations worldwide through the ENGAGE XR platform. Wolf Arne Storm and his team at the Goethe-Institut created GoetheVRsum, which explores new formats in culture, language, and creativity. Marlene May researches and teaches in 3D virtual spaces at Karlshochschule International University and Birgit Giering is pioneering the large-scale adoption of XR in schools of North Rhine-Westphalia. Moderated by Prof. Dr. Dr. Björn Bohnenkamp, this session will explore the future of learning beyond traditional classrooms.

However, this time I was able to take some chicken scratch handwritten notes! So here goes…Wolf-Arne spoke about the Goethe Institut, Marlene spoke about the Karlshochschule International University (in fact, the space where we met in ENGAGE was one of their creations), and Birgit spoke her work in the schools of North Rhine-Westphalia.

The Goethe Institut is Germany’s premier cultural institute, with locations around the world teaching German language and culture. The organization chose ENGAGE as their metaverse platform, creating a virtual space called the Goethevrsum. The Goethevrsum uses the works of various Bauhaus artists as inspiration for its design.

It was a shame that technical glitches kinda marred the overall experience for me, but I am glad that I was able to be able to make it in, and make it through most of it!

AI, WebXR and the Future of the Immersive Web

This session was held in (formerly Mozilla) Hubs, and much like all Hubs experiences I have ever had, it tended towards the spontaneous, the off-the-cuff and the chaotic! Like the ENGAGE session, it was unfortunately plagued by technical issues and problems. The presenter, Adam Filandr, talked about how he used open-source WebXR code and generative AI tools to create something called NeoFables, which delivered personalized worlds, characters, and storytelling (currently limited to 2D images, although he hopes to be able to expand it over time to create 3D content).

Screenshot

He discussed the advantages and disadvantages of using WebXR to create VR content, and gave a couple of examples of bigger-name projects which were based on WebXR (Wol, made by Google to provide information about the U.S. national parks system, and Raw Emotion Unites Us, about Paralympian athletes). It was interesting to hear a developer’s perspective of using WebXR to create content, mixed in with generative AI tools, however.

Will AR Be The Big Immersive Breakthrough (Heather Dunaway Smith and Lien Tran)

My final session on Thursday, Nov. 13th was not what I expected. It was a panel discussion with two musicians and artists, Lien and Heather, who have worked extensively with augmented reality and mixed reality. They shared samples of their work, and the panel (moderated by Christopher Morrison) held a wide-ranging discussion on how AR/MR/XR (or, as Chris said it, “XR-poly”) is impacting and transforming creative expression. I’m not sure if there will be a livestream of this talk (I did not see Carlos and his video camera while I was there), so I will leave it at that, since (again), I did not take written notes.

UPDATED! Meta Announces the Meta Horizon Operating System for Future Third-Party VR/AR/MR Headsets, and Partnerships with ASUS, Lenovo, and Xbox (Also: Reports of Slower-Than-Expected Sales for the Apple Vision Pro)

On April 22nd, 2024, Meta (the company formerly known as Facebook) made an announcement titled A New Era for Mixed Reality:

Today we’re taking the next step toward our vision for a more open computing platform for the metaverse. We’re opening up the operating system powering our Meta Quest devices to third-party hardware makers, giving more choice to consumers and a larger ecosystem for developers to build for. We’re working with leading global technology companies to bring this new ecosystem to life and making it even easier for developers to build apps and reach their audiences on the platform.

This new hardware ecosystem will run on Meta Horizon OS, the mixed reality operating system that powers our Meta Quest headsets. We chose this name to reflect our vision of a computing platform built around people and connection—and the shared social fabric that makes this possible. Meta Horizon OS combines the core technologies powering today’s mixed reality experiences with a suite of features that put social presence at the center of the platform.

Of course, this also includes the Meta Quest Store, which will apparently be renamed the Meta Horizon Store:

Developers and creators can take advantage of all these technologies using the custom frameworks and tooling we’ve built for creating mixed reality experiences, and they can reach their communities and grow their businesses through the content discovery and monetization platforms built into the OS. These include the Meta Quest Store, which contains the world’s best library of immersive apps and experiences—we’re renaming it to the Meta Horizon Store.

And, as you might expect with a company whose profits still largely derive from social media based on surveillance capitalism, you’d best believe that Meta wants to make sure that it inserts itself into all the social aspects of this technology, as it licenses the tech to other companies:

The Horizon social layer currently powering Meta Quest devices will extend across this new ecosystem. It enables people’s identities, avatars, and friend groups to move with them across virtual spaces and lets developers integrate rich social features into their apps. And because this social layer is made to bridge multiple platforms, people can spend time together in virtual worlds that exist across mixed reality, mobile, and desktop devices. Meta Horizon OS devices will also use the same mobile companion app that Meta Quest owners use today—we’ll rename this as the Meta Horizon app.

It looks very much as though the word Quest is going to be replaced by the word Horizon throughout (much as Oculus was replaced by Quest previously). I guess those Meta marketing people need to justify their paycheques by constant rebranding! Gotta keep it fresh! Personally, I think they should have stuck with Oculus… 😉

Also part of this announcement are three key partnerships with third-party hardware developers:

  • ASUS and its Republic of Gamers subsidiary “will use its expertise as a leader in gaming solutions to develop an all-new performance gaming headset.”
  • Lenovo will apparently focus on education and the workplace: “Lenovo will draw on its experience co-designing Oculus Rift S, as well as deep expertise in engineering leading devices like the ThinkPad laptop series, to develop mixed reality devices for productivity, learning, and entertainment.”
  • Meta will also be working with Xbox to create a limited-edition Meta Quest (Microsoft and Meta also worked together recently to bring Xbox cloud gaming to the Quest).

Reactions to this new on Reddit have varied. One person on the r/VisionPro subreddit (hardly an impartial source!) commented, “Feels more closed than Apple. And also less developer friendly.” (As if Apple doesn’t have its own walled-garden approach to its technology.)

Also mentioned in Meta’s announcement was that software developed through the Quest App Lab will be featured in the newly-renamed Horizon Store:

As we begin opening Meta Horizon OS to more device makers, we’re also expanding the ways app developers can reach their audiences. We’re beginning the process of removing the barriers between the Meta Horizon Store and App Lab, which lets any developer who meets basic technical and content requirements ship software on the platform. App Lab titles will soon be featured in a dedicated section of the Store on all our devices, making them more discoverable to larger audiences.

I think that this is good news for smaller developers, who often struggle to get word out about their products. (Of course, Meta will get a cut of any sales through its store!)

In an Engadget report by Devindra Hardawar, she writes:

Think of it like moving the Quest’s ecosystem from an Apple model, where one company builds both the hardware and software, to more of a hardware free-for-all like Android. The Quest OS is being rebranded to “Meta Horizon OS,” and at this point it seems to have found two early adopters. ASUS’s Republic of Gamers (ROG) brand is working on a new “performance gaming” headsets, while Lenovo is working on devices for “productivity, learning and entertainment.” (Don’t forget, Lenovo also built the poorly-received Oculus Rift S.)

As part of the news, Meta says it’s also working on a limited-edition Xbox “inspired” Quest headset. (Microsoft and Meta also worked together recently to bring Xbox cloud gaming to the Quest.) Meta is also calling on Google to bring over the Google Play 2D app store to Meta Horizon OS. And, in an effort to bring more content to the Horizon ecosystem, software developed through the Quest App Lab will be featured in the Horizon Store. The company is also developing a new spatial framework to let mobile developers created mixed reality apps.

Devindra does have a good point; Apple has long been opposed to opening up its hardware to third-parties (and it would appear, based on recent media reports, that sales of the eyewateringly-pricey Apple Vision Pro are not as brisk as the company had hoped):

Apple has dropped the number of Vision Pro units that it plans to ship in 2024, going from an expected 700 to 800k units to just 400k to 450k units, according to Apple analyst Ming-Chi Kuo.

Orders have been scaled back before the Vision Pro has launched in markets outside of the United States, which Kuo says is a sign that demand in the U.S. has “fallen sharply beyond expectations.” As a result, Apple is expected to take a “conservative view” of headset demand when the Vision Pro launches in additional countries.

Kuo previously said that Apple will introduce the Vision Pro in new markets before the June Worldwide Developers Conference, which suggests that we could see it available in additional areas in the next month or so.

Apple is expecting Vision Pro shipments to decline year-over-year in 2025 compared to 2024, and the company is said to be “reviewing and adjusting” its headset product roadmap. Kuo does not believe there will be a new Vision Pro model in 2025, an adjustment to a prior report suggesting a modified version of the Vision Pro would enter mass production late next year.

According to Apple industry analyst Ming-Chi Kuo, initial sales of the high-end Apple Vision Pro have “fallen sharply beyond expectations.”

I find it an absolutely fascinating time to be working in virtual reality, augmented reality, mixed reality, and spatial computing! While Apple has aimed for the high-end with its US$3,500 headset, Meta has focused its attention on the low end, with a wireless headset that is seven times cheaper than the Apple Vision Pro! (Of course, you could also use the Quest 3 as a PCVR headset, but most people don’t do that.)

I never would have predicted that we’d have two firmly-set goalposts at each end of the field, instead of companies releasing a mass of options in the middle of the field! This leaves a huge gap between the ultra-low-end Meta Quest 3 and the ultra-high-end Apple Vision Pro, and I do believe that there is certainly opportunity for companies to fill that gap, with existing hardware (e.g. the Valve Index, the Vive Pro 2, etc.), as well as some new devices which fall in between the two extremes.

I think that Meta is very smart to partner up with third parties who already have some experience in this space (notably Lenovo), and from those partnerships, new products will spring up to address that gap. While it will likely not be until 2025 or 2026 until we see the fruit of these new partnerships, interesting times are ahead!


UPDATE April 26th, 2024: I sometimes post my blogposts to the various virtual world and virtual reality Discord servers I belong to, in order to drive a bit more traffic to my blog (I don’t do it nearly as often as I used to, though). And PK, on the MetaMovie Discord server, made the following insightful and thought-provoking comment on this announcement from Meta/Facebook:

I want someone to dig into what sort of access Meta would have to data on these third-party headsets, potentially, through various software that would be required. I think it’s existential that we need to keep metaverse data out of their hands.

Even now, having failed with five or six different social VR attempts so far, they still manage to collect 1/3 of every virtual transaction in VRChat, at least those using Quest headsets, which is the majority of users now. Their [i.e., VRChat’s]creator economy is only in beta so far, but thanks to Facebook and Steam, and Apple for pushing this model, we don’t have the thriving virtual economy we would have had by now, because even taking 1% of every transaction just for monopolizing app downloads, that would be too much. A third is robbery, but because [Meta CEO Mark] Zuckerberg could afford to make mobile headsets affordable without worrying about profits so far, they’re now cornering commerce in this space. I don’t think it’s safe to trust them with our future, and so I’m very skeptical about these sorts of initiatives.

PK is correct; it is troubling that the walled-garden gatekeepers like app store owners (Meta, Google/Android, and Apple) are each taking a cut of any in-world transactions. It has a chilling effect on anybody trying to make money within VRChat (of course, the social VR platform has long had a booming economy going on outside of VRChat, with places such as the Virtual Market series of avatar shopping events and the VRCMods Discord server, where avatar buyers and sellers can connect).

Linden Lab was luckily able to avoid this entire mess by creating its own in-world economy within Second Life well before the advent of Google Play and Apple’s App Stoe—but now that they are actively working on a new mobile Second Life app for Android and iOS, it will be interesting to see whether Second Life, too, will be impacted by other players like Meta wanting to take their cut. (Probably not, since you can do things like buy Linden dollars directly from the Second Life website.)

Interesting times lie ahead! As drag queen RuPaul likes to say on her hit reality TV show, RuPaul’s Drag Race (and my guilty pleasure!):

Mama Ru raises her opera glasses and says, “I can’t wait to see how this turns out.”

Thank you to PK of the MetaMovie Discord, for giving me permission to quote them directly!

The Apple Vision Pro: Apple’s Gamble on High-End Virtual Reality (and Why I Want One)

Brian Tong wearing the Apple Vision Pro (a still capture from his Apple Vision Pro unboxing video)

As I mentioned in passing in my last blogpost, I am eager to get my hot little hands on the latest Holy Grail in the world of virtual reality/augmented reality/mixed reality/extended reality (VR/AR/MR/XR): the Apple Vision Pro wireless headset, which began shipping to American consumers on February 2nd, 2024.

Alas, there is no word yet on when we non-Americans will be able to order this device, although at least one VR YouTuber, Brian Tong, has heard (via his unofficial, internal sources) that Apple is planning to expand access to the U.K. and Canada next, perhaps shortly before or during the 2024 Apple Worldwide Developers Conference, which is usually held the first or second week of June.

Brian’s YouTube channel has been full of many helpful videos about the Apple Vision Pro, including this unboxing video of a pre-release version, where he unpacked the various components in the Apple Vision Pro package like a giddy schoolkid on Christmas morning:

In an interesting move, Apple refers to this device as spatial computing, avoiding any mention of virtual reality, mixed reality, or any of the other terms which have usually been tossed around while talking about other headsets. Also, I find it quite telling that nowhere will you find mention of the now-often-maligned concept of the metaverse, especially after being embraced by numerous crypto/NFT projects which went nowhere, plus Facebook’s much-ballyhooed rebrand into Meta landing with a bit of a dull thud and a shrug among consumers. As fellow metaverse blogger Wagner James Au wrote on his blog last week:

With Meta’s latest earnings report published this week, we find out the company has now burned invested $42 billion on building the Metaverse, with little to show for that: Its metaverse platform Horizon Worlds has less than an estimated 500,000 monthly active users, while sales of its Quest VR headset line (a metaverse peripheral) remain steadfastly small.

While Wagner is certainly more pessimistic about virtual reality than I am, it’s clear that VR headsets are not exactly flying off shelves, especially when compared to the blockbuster sales of cellphones, tablets, and gaming consoles. Andrew Williams of Forbes reported last October:

Meta has sold more than 20 million headsets to date, 18 million of which were the Meta Quest 2.

The Quest 3’s predecessor was highly successful, considering VR isn’t really a mainstream proposition in the way standard game consoles are. But the market has not expanded in the way Meta clearly hoped.

Back in May, the Washington Post reported a significant proportion of Quest users were letting the headset gather dust after just a few weeks.

The somewhat tepid success of most VR/AR/MR/XR/metaverse ventures to date are clearly reasons why Apple has focused, in its usual savvy marketing campaign, on the fact that the Apple Vision Pro is intended to be a wearable personal computer (essentially, an iPad for your face). Apple has announced in a Feb. 1st news release that over 600 new apps built specifically for the Vision Pro were available to American consumers at launch, plus “more than 1 million compatible apps available on the App Store to deliver a wide array of breakthrough experiences.”

The Vision Pro the first completely new category of device launched by Apple since the Apple Watch in 2015, and many people (myself included) have been keen to see what Apple, with its history of launching well-designed products, would come up with. As I often say on my blog, A rising tide lifts all boats, and Apple’s entry into this market has the potential to shake things up quite a bit, especially since they have taken pretty much the opposite tack from Meta, by focusing on an expensive, ultra-high-end device as their first product.

And yes, I do mean expensive. On the U.S. Apple Vision Pro website, the three main models of the Vision Pro are for sale:

  • 256 GB of storage (starting at US$3,499);
  • 512 GB (starting at US$3,699); and
  • 1 TB (terabyte, or 1,024 GB; starting at US$3,899).

So the one-terabyte Apple Vision Pro of my fondest dreams and darkest desires comes out to $5,259.17 in Canadian dollars—and that’s before sales taxes!


Many mainstream media and tech news reviewers prepared print and video reviews of the Apple Vision Pro, using pre-release review units provided by the company. These reviews were embargoed until the official release of the headset in early February, when they landed in a big media splash (Apple has deep pockets to spend on advertising, and has always done excellent marketing for their products).

Brian Tong, the YouTuber whom I mentioned earlier, has put out a very user-friendly, comprehensive one-hour review video:

Nilay Patel of The Verge put out the following half-hour video as part of its extensive print review of the Apple Vision Pro, which did not shy away from talking about what he saw as some problems with the device, describing it succinctly as “magic…until it’s not.”

Joanna Stern of the Wall Street Journal (archived version) took a slightly more unusual, whimsical approach to her review of the Apple Vision Pro. Joanna wore the review unit for a full day, even taking it to out to a ski chalet and wearing it out on skis, on a closed-off bunny hill! (Something definitely not recommended, by the way; DO NOT DO THIS.) Here’s her ten-minute video, which also shows her wearing the Vision Pro while preparing a recipe, and even setting up multiple timers hovering over the different pots on her stovetop:

And yes, one of the many features of the Apple Vision Pro is that you can set up displays anywhere, as demonstrated by in this mind-bending one-minute YouTube video by Himels Tech, as he walks around his house showing off his set-up:

There are many other reviews out there, but these four video reviews between them cover pretty much all the bases, so if you watch all of them, you’re up to speed!


The eye-watering price is not the only hurdle to be overcome by whoever wants to possess one of these Holy Grail devices! Unlike every other VR headset I have purchased, I will not be able to wear my glasses underneath the face-fitting, ski-goggle-like design. So I have two options: to get soft contact lenses (which I have not worn for a couple of decades), or to buy magnetically-attached prescription lens inserts from Apple’s partner, Zeiss. According to an Apple Support article:

To purchase ZEISS Optical Inserts for Apple Vision Pro, you need a legible comprehensive prescription. Here’s the information your comprehensive prescription should contain:

Your distance correction and near correction needs, indicated separately but on the same prescription sheet. This is known as the full manifest refraction. 

An expiration date, which should not be expired.

Your date of birth, your full name, and your prescriber’s license number and signature.

Intermediate distance, task distance, or computer distance should not be part of that prescription, and contact lens prescriptions are not accepted. If you’re not sure if your prescription is comprehensive, consult an eye care provider and reference the description in this article.

ZEISS Optical Inserts are available for the vast majority of corrections, including for customers who normally use progressive or bifocal lenses. A very small percentage of people have a prism value added to their glasses prescription. At this time, ZEISS cannot manufacture ZEISS Optical Inserts based on a prescription containing prism value. If you have a prism value, it is labeled on your prescription and noted separately from sphere, cylinder, axis, and ADD values. If you’re not sure if your prescription includes prism, consult with an eye care provider.

Depending on your prescription, your vision needs might not be met through ZEISS Optical Inserts.

Annoyingly, there doesn’t seem to be any publicly-available chart to give the ranges of presecription lenses which they will support, instead asking you to fill out a form with your prescription details, and promising that they’ll get back to you as quickly as possible:

So it looks as though I am going to have to go see my eye doctor first, then submit my prescription, then cross my fingers that they will support my combination of nearsightedness and astigmatism (not to mention my need for progressive lenses!). Honestly, it all sounds rather discouraging and disheartening.

But perhaps my apprehension about the Vision Pro not working for my elderly eyes is misplaced, because even blind people are finding the device to be useful! Check out this mind-blowing YouTube Shorts video by James Rath, who tests out some of the accessibility features and settings, James says that he can actually see more clearly with the Vision Pro, than without! This device could open up a whole new use case for the visually impaired.


So, yes, I am very eager to get my hands on an Apple Vision Pro sometime this year! I don’t want to wait; I want to experience this envelope-pushing product as soon as possible. I haven’t been this excited about a headset since the Oculus Rift back in 2016. So please stay tuned as I report on my odyssey to acquire the new Holy Grail of spatial computing!

Meta Connect 2023 and the Meta Quest 3 Mixed-Reality Headset, with Updates from the Virtual Event Livestream: Do *YOU* Want Snoop Dogg as Your Dungeon Master, or Paris Hilton as Your Detective?

UPDATE Sept. 28th, 2023: If you’re looking for a good, concise summary of the Meta Connect 2023 event, TechCrunch has you covered.

The Meta Connect 2023 virtual event will start on September 27th, 2023 (today) at 10:00 a.m. PST / noon CST / 1:00 p.m. EST / 5:00 p.m. BST. Meta (the company formerly known as Facebook) will stream the event live on its website. You can also watch the stream on YouTube, Twitch, and via the official Meta page on Facebook. The event will start with a keynote by Meta’s CEO, Mark Zuckerberg, who is expected to officially launch the Meta Quest 3 headset, talk about its features, and give an update on where the company is planning to go with its virtual reality, augmented reality, mixed reality, and extended reality (VR/AR/MR/XR) initiatives over the next few years.

As the BBC reported yesterday, Meta is facing growing skepticism about its metaverse plans and their impact on the company’s bottom line:

Remember the metaverse?

For a while it dominated tech news. A virtual reality world that would be so immersive, so engaging, that we would want to spend part of our lives in it.

Driving the metaverse narrative was Mark Zuckerberg.

The tech billionaire was so committed that in October 2021 he changed Facebook’s name to Meta…

No one could accuse him of a lack of ambition.

But almost two years on, Zuckerberg’s vision of the metaverse is in trouble.

In April, he was forced to deny that he is now jettisoning the idea.

“A narrative has developed that we’re somehow moving away from focusing on the metaverse,” he told investors in April. “So I just want to say upfront that that’s not accurate.”

On Wednesday, the company holds its annual VR event called Meta Connect.

It’s a chance, perhaps, for Zuckerberg to again explain his reasoning for taking an extremely profitable social media company and diverting its focus to an extremely unprofitable VR venture.

How unprofitable? Well, the most recent figures from Meta are eye-watering.

Reality Labs – which as the name suggests is Meta’s virtual and augmented reality branch – has lost a staggering $21 billion since last year.

Part of the losses reflect long-term investment. Meta wasn’t expecting short-term returns. But the worrying fact for the company is that, so far, there is very little evidence that this enormous punt will work.

I fully expect an announcement that Horizon Worlds, Meta’s social VR platform, will be rolling out to non-VR/flatscreen web and mobile users. Using a Meta Quest 2 test unit purchased for the virtual reality lab project I am involved with at the University of Manitoba, I have paid several short visits to Horizon Worlds, and I am, to put it politely, not a fan. Horizon Worlds is something even worse than boring—it’s soulless. It looks and feels like it was put together by a bureaucratic committee of engineers that was given a task to do, in order to report back to the executives that they did something, but the builders had no real understanding, appreciation, or love of what social VR is and can be. To be frank, I don’t believe that expanding Horizon Worlds access to web and mobile users is gonna bring a hell of a lot more users to the platform. In my opinion, it’s a dog that needs to be taken out back and shot, to be put out of its misery. 🐕

I also briefly tried out Horizon Worlds’ corporate cousin, Horizon Workrooms, and as I have said before on this blog, I find it very hard to believe that any company would actually use this product for a real-world business purpose. In fact, Meta has commanded its employees to “fall in love with Horizon Worlds,” a sign that even their own staff don’t want to use it. (Ironically, Meta is among the many tech firms now requiring its employees to actually show up in their offices 3 days a week, or face termination. I’m quite sure that that strict little edict from HR is really, really gonna encourage more Meta employee uptake of Horizon Workrooms!) I expect some more announcements of integrations with products like Microsoft Office and Zoom, but I’m not expecting anything that is going to make corporate bean-counters sit up and say, “hey, we gotta buy a fleet of headsets, immediately!”

Like many of you, I will be watching the Meta Connect 2023 event live, and I will be updating this blogpost with news as it happens. Stay tuned!


UPDATE 9:28 p.m.: I forgot to mention that somebody—probably Mark himself—is going to proudly announce that the avatars in Horizon Worlds and Horizon Workrooms now have legs. Yawn.

Mark Zuckerberg: Hey, look! Our avatars have legs!

Second Life: Isn’t that just adorable. Meanwhile, our avatars can look like this…:

MX123

Second Life: …and your avatars look like this:

(And yes, I know, comparing a social VR platform like Horizon Worlds to a flatscreen virtual world like Second Life, which also has a 20-year head start, is not fair. But honestly, Meta’s avatars have a long, long way to go, in my opinion. Obligatory editorial.)


UPDATE 11:28 a.m.: I’m signed in to a livestream from one of the virtual reality YouTubers I follow, Virtual Reality Oasis, which apparently is starting half an hour before the actual Meta Connect event with a bit of a pre-show, perhaps. I will probably stay on this channel, for the additional commentary by this YouTuber (there’s also a very active comment stream to follow), but I might switch to another source later on. I will be making full use of two monitors here at work on my desktop PC—one for watching the livestream, and the second for blogging on the fly!


UPDATE 11:40 a.m.: Mike’s Virtual Reality Oasis livestream has started; apparently, he is located in a “side office” near backstage or behind the scenes at the Menlo Park auditorium, where the Meta Connect event is taking place (I think I got that part right!). He and another VR expert (whose name I unfortunately didn’t catch) will be providing some colour commentary and even taking questions from the over 3,700 livestream viewers. (Unfortunately, this livestream video was marked private after the event, so I cannot link to it.)

UPDATE noon: Meta has just announced a 30-minute delay to the start of the event, which is rather disappointing. Apparently, instead of an indoor stage, this event will be taking place on an outdoor stage in Menlo Park. I will be able to view and post blog updates until around 2:00 p.m. my time (Central Standard Time), so I am only going to be able to comment on the first hour-and-a-half of Meta Connect.


UPDATE 12:18 p.m.: I’ve switched to a different livestream, this one by IGN, with almost 7,000 people watching. Virtual Reality Oasis was reporting problems with both video and audio from the Meta Connect livestream, so I’ll be switching back and forth. (I could also watch it via Facebook, but I’ll be damned if I have to set up a Facebook account just to do that! Back in 2018, I kicked Facebook to the curb, and I have zero intention of returning to its surveillance-capitalism embrace, with the sole exception of a Meta account I set up for the test unit Meta Quest 2 headset I got.)


UPDATE 12:31 p.m.: The show has finally started!

Mark starts off with the usual piffle about “the power of human connection”. 🙄 He’s talking about being in a room with a mixture of real-life humans and holographic humans and embodied AI tools. Mixed reality, smart glasses, and AI are key to what Mark calls the metaverse.

Mark introduces the Quest 3, which he calls “the first mainstream mixed-reality headset” to applause from the crowd, followed by a brief presentation of various examples of this mixed reality in a number of games and apps. Xbox cloud gaming is coming to the Quest later this year.

Augments are persistent, spatially-anchored digital objects (like digital portals and photo albums you can hang on your walls). You can double-tap on your headset to return instantly to the real world.

Now he’s talking about content, including new titles. Meta Quest 3 has twice the graphics performance of any previous headset and is 40% thinner than the Quest 2. Roblox is launching for the Quest, which is going to bring a lot of younger users to the headset!

Mark teased new Horizon content, saying that the visuals are improving. He also talked about tools for business, citing productivity and work apps. Coming soon is something called Meta Quest for Business, with integrations with apps like Office 365 (something that was previously promised). Lack of details is very frustrating!

Meta Quest 3 is shipping October 10th for US$499 (Mark slipped up and said “August 10th” LOL!).


UPDATE 12:47 p.m.: Now the talk switches to artificial intelligence, which is hardly surprising since that is where all the hype went after the previous metaverse hype cycle (which included Mark renaming his company from Facebook to Meta!). A new tool, called Emu (Expressive Media Universe) is an image-generation tool similar to DALL-E 2. You will be able to use AI chat to create stickers (wow, groundbreaking!🙄). AI editing tools will be added to Instagram next month, with a cute demo of Mark applying various textures to his dog, Beast.

(Right now Mark is just spouting AI word salad, and my eyes are rolling so hard they disappeared into my skull.)

Meta AI: your basic assistant you can talk to like a person, help you answer basic questions and requests. Based on Llama 2 large language model, through a partnership with Microsoft and Bing search. Emu: is built into Meta AI with the “/imagine” prompt built into various apps.

Max the sous-chef AI who will help you come up with a recipe, etc. Lily, the personal editor AI that can help you brainstorm and improve your writing. Lorena the travel expert AI to recommend a good national park to take the kids to. These are three of the many different types of AI chatbots Meta is dreaming up to answer queries and entertain you. Meta actually appears to have hired actors and celebrities to play these roles! (Honestly, this is kinda creeping me out.)

Oh, sweet minty Jesus, Snoop Dogg has been cast as your Dungeons & Dragons dungeonmaster. Nope, I’m out…NOBODY WANTS THIS, MARK. I never want to see that cursed image again!!! Who the fuck thought this was a great idea? Mark brought his keynote to a screeching halt as he fumbled with his cellphone to “chat” with Snoop Dogg (who I’m sure is being paid a pretty penny to give up his likeness for this ridiculous idea).

Snoop Dogg is your D&D dungeonmaster! (NOPE.)

Among the many other “experts” who signed on to be the face of a Meta AI chatbot is Paris Hilton, who role-plays your “detective” (I kid you not):

NOBODY ASKED FOR THIS, MARK!!!

Dear God, and there are plans to insert these and other AI chatbot avatars into Meta’s version of the metaverse. (I personally would pay good money to avoid any metaverse that has Snoop Dogg and Paris Hilton in it, kthxbai!) And this is not the first time Paris Hilton has tried to imprint herself upon a metaverse: click here to read all about the MATERIA.ONE/Staramba Spaces metaverse debacle, which offered Paris-Hilton-themed NFT metaverse parcels. (Hulk Hogan was another celebrity involved in that particular mess, too.)


Here comes the part where Mark pays lip service to safety and security, since there are some serious user privacy concerns associated with all this new, AI-powered tech (something which Meta has notably been egregious about in the past). “I’m really optimistic about this,” says Mark, and once again, my eyes rolled so far back I was staring at my brain. Yeah, sure, Mark, I really want to have my every conversation with Detective Paris Hilton strip-mined as yet another opportunity to provide data to sell to advertisers for the next Cambridge Analytica scandal. 🙄🙄🙄🙄🙄 As a commenter stated on the r/technews subreddit (source):

Does anyone else think AI chatbots are just another way to harvest data about people by engaging them in conversation?


Now Mark turns to the next generation of Ray-Ban smart glasses, which I must confess look a lot like regular glasses with slightly thicker arms. These new glasses will include Meta AI, so you can bring Snoop Dogg or Paris Hilton wherever you go (shudder). Next year, a software update will make these glasses multi-modal, so you can read signs in foreign languages, for example, which sounds kinda cool.

A brief video was shown where you will be able to livestream what you see from your own glasses to others, using as an example a racecar driver who is presenting what he sees to other viewers watching on their cellphones. These new glasses are available starting Oct. 17th for US$299.


UPDATE 1:16 p.m.: Mark has wrapped up his keynote, and is passing the torch to Meta’s Chief Technology Officer, Andrew “Boz” Bosworth, who in previous years has not shied away from speaking his mind and even criticizing what he sees as some missteps the company has made. He’s talking about the ability to double-tap on the side of your Meta Quest 3 to switch seamlessly between mixed-reality and pass-through of the real world.

You will no longer have to manually set up your play boundary in the Meta Quest 3, which will automatically map the room you are in, and the objects that are in that room, when you put the headset on:

(There are some livestream skips happening now, so I might miss something.)

Okay, I am taking a break, but if I have time later on today, I will add more.

UPDATE 2:02 p.m.: Here’s an article from Variety on the new line of Meta AI chatbots, which apparently also includes Kendall Jenner/Kardashian roleplaying as your “big sis” (gag). Here’s a quote from that article:

Meta CEO Mark Zuckerberg, in unveiling the new AI chatbots, said the company wanted to create AIs that have distinct personalities, opinions and interests. “This isn’t just gonna be about answering queries,” he said. “This is about entertainment and about helping you do things to connect with the people around you.”

For now, the celebrity chatbots respond in text — their avatars don’t actually speak their responses. Zuckerberg said voice for the AIs will come probably early next year.

The line-up of Meta AI celebrity chatbots includes Kendall Jenner of the Kardashian clan

UPDATE 5:44 p.m.: Wow, I thought I had been sarcastic in my remarks about these AI chatbots, but the people over at the celebrity subreddit r/Fauxmoi, are savage! Here’s just a sample of their comments (source):

Ah yes, all the people you’d regret starting a conversation with.

Lmao I hate this.

Also: “Kendall Jenner as Billie, no-BS, ride-or-die companion” 😂 So funny, coming from someone with even less personality than a robot.

It’s giving Black Mirror.

Sounds horrifying. Hopefully it flops hard enough to discourage more companies from doing shit like this.

What the hell is this? Like what is it supposed to be/do? Paris Hilton is ‘Amber’ who is your detective friend to help you solve whodunnits. So they’ve taken real people and turned them into avatars but then also they aren’t really THAT person, they’re someone else brand new who has a completely different personality? What’s even the point?
Please can someone explain??

Meta is embarrassingly out of touch with the world, in a very “hello, fellow teenagers!” kind of way…

So, as you can clearly see, I’m not the only one who thinks this is just weird. I’m left wondering how much of that $21 billion Meta Reality Labs spent this past year went to pay for all these celebrities to agree to be the faces of their chatbots. And I wonder how they’re going to feel when (as is almost inevitable) their chatbot starts to act up and spit out unacceptable or incorrect responses to user questions? What will Paris Hilton do when the chatbot who wears her face goes rogue? I’m quite sure she did not think through all the potential implications of signing away her likeness on the contract Meta dangled in front of her! It really is very Black Mirror.

UPDATE Sept. 28th, 2023 2:54 p.m.: I have gotten busy with my full-time paying job as a university librarian, so I haven’t had much of a chance to watch the rest of yesterday’s virtual event. Once I do, I expect that I will have more to comment on!